//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2004, 2007 - EDuke32 developers 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 "duke3d.h" #include "gamedef.h" #include "scriplib.h" #include "osdcmds.h" #include "osd.h" void G_RestoreMapState(mapstate_t *save); void G_SaveMapState(mapstate_t *save); int g_i,g_p; static int g_x; static intptr_t *g_t; spritetype *g_sp; static int g_killitFlag; int g_errorLineNum; int g_tw; static int X_DoExecute(void); #include "gamestructures.c" void X_ScriptInfo(void) { if (script) { intptr_t *p; for (p=insptr-20;p>12&&(*p&0xFFF)>12,keyw[*p&0xFFF]); else initprintf(" %d",*p); } initprintf("current actor: %d (%d)\n",g_i,g_sp->picnum); initprintf("g_errorLineNum: %d, g_tw: %d\n",g_errorLineNum,g_tw); } } void X_OnEvent(int iEventID, int iActor, int iPlayer, int lDist) { if ((iEventID<0 || iEventID >= MAXGAMEEVENTS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid event ID",g_errorLineNum,keyw[g_tw]); return; } if (apScriptGameEvent[iEventID] == 0) { //Bsprintf(g_szBuf,"No event found for %d",iEventID); //AddLog(g_szBuf); return; } { int og_i=g_i, og_p=g_p, okillit_flag=g_killitFlag; int og_x=g_x;// *og_t=g_t; intptr_t *oinsptr=insptr, *og_t=g_t; spritetype *og_sp=g_sp; g_i = iActor; // current sprite ID g_p = iPlayer; // current player ID g_x = lDist; // ? g_sp = &sprite[g_i]; g_t = &ActorExtra[g_i].temp_data[0]; insptr = apScriptGameEvent[iEventID]; g_killitFlag = 0; while (!X_DoExecute()); if (g_killitFlag == 1) { // if player was set to squish, first stop that... if (g_p >= 0) { if (g_player[g_p].ps->actorsqu == g_i) g_player[g_p].ps->actorsqu = -1; } deletesprite(g_i); } // restore old values... g_i=og_i; g_p=og_p; g_x=og_x; g_sp=og_sp; g_t=og_t; g_killitFlag=okillit_flag; insptr=oinsptr; //AddLog("End of Execution"); } } static int A_CheckSquished(int i, int p) { sectortype *sc = §or[SECT]; int squishme = 0; if (PN == APLAYER && ud.clipping) return 0; if (sc->lotag != 23) { squishme = (sc->floorz - sc->ceilingz < (12<<8)); // && (sc->lotag&32768) == 0; if (sprite[i].pal == 1) squishme = (sc->floorz - sc->ceilingz < (32<<8) && (sc->lotag&32768) == 0); } if (squishme) { P_DoQuote(10,g_player[p].ps); if (A_CheckEnemySprite(&sprite[i])) sprite[i].xvel = 0; if (sprite[i].pal == 1) { ActorExtra[i].picnum = SHOTSPARK1; ActorExtra[i].extra = 1; return 0; } return 1; } return 0; } static void P_ForceAngle(DukePlayer_t *p) { int n = 128-(krand()&255); p->horiz += 64; p->return_to_center = 9; p->look_ang = n>>1; p->rotscrnang = n>>1; } static int A_Dodge(spritetype *s) { int bx,by,bxvect,byvect,d,i; int mx = s->x, my = s->y; int mxvect = sintable[(s->ang+512)&2047]; int 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 || SECT != s->sectnum) continue; bx = SX-mx; by = SY-my; bxvect = sintable[(SA+512)&2047]; byvect = sintable[SA&2047]; if (mxvect*bx + myvect*by >= 0) if (bxvect*bx + byvect*by < 0) { d = bxvect*by - byvect*bx; if (klabs(d) < 65536*64) { s->ang -= 512+(krand()&1024); return 1; } } } return 0; } int A_GetFurthestAngle(int iActor,int angs) { spritetype *s = &sprite[iActor]; if (s->picnum != APLAYER && (ActorExtra[iActor].temp_data[0]&63) > 2) return(s->ang + 1024); { int furthest_angle=0; short hitsect,hitwall,hitspr; int hx, hy, hz, d; int greatestd = -(1<<30); int angincs = 2048/angs,j; for (j=s->ang;j<(2048+s->ang);j+=angincs) { hitscan(s->x, s->y, s->z-(8<<8), s->sectnum, sintable[(j+512)&2047], sintable[j&2047],0, &hitsect,&hitwall,&hitspr,&hx,&hy,&hz,CLIPMASK1); d = klabs(hx-s->x) + klabs(hy-s->y); if (d > greatestd) { greatestd = d; furthest_angle = j; } } return (furthest_angle&2047); } } int A_FurthestVisiblePoint(int iActor,spritetype *ts,int *dax,int *day) { if ((ActorExtra[iActor].temp_data[0]&63)) return -1; { short hitsect,hitwall,hitspr, angincs; int hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy; int j; spritetype *s = &sprite[iActor]; if (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))) { hitscan(ts->x, ts->y, ts->z-(16<<8), ts->sectnum, sintable[(j+512)&2047], sintable[j&2047],16384-(krand()&32767), &hitsect,&hitwall,&hitspr,&hx,&hy,&hz,CLIPMASK1); d = klabs(hx-ts->x)+klabs(hy-ts->y); da = klabs(hx-s->x)+klabs(hy-s->y); if (d < da && hitsect > -1) if (cansee(hx,hy,hz,hitsect,s->x,s->y,s->z-(16<<8),s->sectnum)) { *dax = hx; *day = hy; return hitsect; } } return -1; } } void A_GetZLimits(int iActor) { spritetype *s = &sprite[iActor]; if (s->statnum == 10 || s->statnum == 6 || s->statnum == 2 || s->statnum == 1 || s->statnum == 4) { int hz,lz,zr = 127L; if (s->statnum == 4) zr = 4L; getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&ActorExtra[iActor].ceilingz,&hz,&ActorExtra[iActor].floorz,&lz,zr,CLIPMASK0); if ((lz&49152) == 49152 && (sprite[lz&(MAXSPRITES-1)].cstat&48) == 0) { lz &= (MAXSPRITES-1); if (A_CheckEnemySprite(&sprite[lz]) && sprite[lz].pal != 1) { if (s->statnum != 4) { ActorExtra[iActor].dispicnum = -4; // No shadows on actors s->xvel = -256; A_SetSprite(iActor,CLIPMASK0); } } else if (sprite[lz].picnum == APLAYER && A_CheckEnemySprite(s)) { ActorExtra[iActor].dispicnum = -4; // No shadows on actors s->xvel = -256; A_SetSprite(iActor,CLIPMASK0); } else if (s->statnum == 4 && sprite[lz].picnum == APLAYER) if (s->owner == lz) { ActorExtra[iActor].ceilingz = sector[s->sectnum].ceilingz; ActorExtra[iActor].floorz = sector[s->sectnum].floorz; } } } else { ActorExtra[iActor].ceilingz = sector[s->sectnum].ceilingz; ActorExtra[iActor].floorz = sector[s->sectnum].floorz; } } void A_Fall(int iActor) { spritetype *s = &sprite[iActor]; int hz,lz,c = g_spriteGravity; 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 == 1 || s->statnum == 10 || s->statnum == 2 || s->statnum == 6)) getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&ActorExtra[iActor].ceilingz,&hz,&ActorExtra[iActor].floorz,&lz,127L,CLIPMASK0); else { ActorExtra[iActor].ceilingz = sector[s->sectnum].ceilingz; ActorExtra[iActor].floorz = sector[s->sectnum].floorz; } if (s->z < ActorExtra[iActor].floorz-(FOURSLEIGHT)) { if (sector[s->sectnum].lotag == 2 && s->zvel > 3122) s->zvel = 3144; s->z += s->zvel = min(6144, s->zvel+c); } if (s->z >= ActorExtra[iActor].floorz-(FOURSLEIGHT)) { s->z = ActorExtra[iActor].floorz - FOURSLEIGHT; s->zvel = 0; } } int G_GetAngleDelta(int a,int 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); } static inline void X_AlterAng(int a) { intptr_t *moveptr = (intptr_t *)g_t[1]; int ticselapsed = (g_t[0])&31; g_sp->xvel += (*moveptr-g_sp->xvel)/5; if (g_sp->zvel < 648) g_sp->zvel += ((*(moveptr+1)<<4)-g_sp->zvel)/5; if (A_CheckEnemySprite(g_sp) && g_sp->extra <= 0) // hack return; if (a&seekplayer) { int aang = g_sp->ang, angdif, goalang; int j = g_player[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,g_sp->x,g_sp->y,g_sp->z,g_sp->sectnum)) g_sp->owner = j; else g_sp->owner = g_player[g_p].ps->i; if (sprite[g_sp->owner].picnum == APLAYER) goalang = getangle(ActorExtra[g_i].lastvx-g_sp->x,ActorExtra[g_i].lastvy-g_sp->y); else goalang = getangle(sprite[g_sp->owner].x-g_sp->x,sprite[g_sp->owner].y-g_sp->y); if (g_sp->xvel && g_sp->picnum != DRONE) { angdif = G_GetAngleDelta(aang,goalang); if (ticselapsed < 2) { if (klabs(angdif) < 256) { j = 128-(krand()&256); g_sp->ang += j; if (A_GetHitscanRange(g_i) < 844) g_sp->ang -= j; } } else if (ticselapsed > 18 && ticselapsed < 26) // choose { if (klabs(angdif>>2) < 128) g_sp->ang = goalang; else g_sp->ang += angdif>>2; } } else g_sp->ang = goalang; } if (ticselapsed < 1) { int j = 2; if (a&furthestdir) { g_sp->ang = A_GetFurthestAngle(g_i,j); g_sp->owner = g_player[g_p].ps->i; } if (a&fleeenemy) { g_sp->ang = A_GetFurthestAngle(g_i,j); // += angdif; // = G_GetAngleDelta(aang,goalang)>>1; } } } static void X_Move(void) { int l; intptr_t *moveptr; int a = g_sp->hitag, goalang, angdif; int daxvel; int dead = (A_CheckEnemySprite(g_sp) && g_sp->extra <= 0); if (a == -1) a = 0; g_t[0]++; if (g_t[1] == 0 || a == 0) { if ((ActorExtra[g_i].bposx != g_sp->x) || (ActorExtra[g_i].bposy != g_sp->y)) { ActorExtra[g_i].bposx = g_sp->x; ActorExtra[g_i].bposy = g_sp->y; setsprite(g_i,g_sp->x,g_sp->y,g_sp->z); } return; } if (a&face_player && !dead) { if (g_player[g_p].ps->newowner >= 0) goalang = getangle(g_player[g_p].ps->oposx-g_sp->x,g_player[g_p].ps->oposy-g_sp->y); else goalang = getangle(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y); angdif = G_GetAngleDelta(g_sp->ang,goalang)>>2; if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0)) angdif *= 2; g_sp->ang += angdif; } if (a&spin && !dead) g_sp->ang += sintable[((g_t[0]<<3)&2047)]>>6; if (a&face_player_slow && !dead) { if (g_player[g_p].ps->newowner >= 0) goalang = getangle(g_player[g_p].ps->oposx-g_sp->x,g_player[g_p].ps->oposy-g_sp->y); else goalang = getangle(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y); angdif = G_GetAngleDelta(g_sp->ang,goalang)>>4; if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0)) angdif *= 2; g_sp->ang += angdif; } if (((a&jumptoplayer) == jumptoplayer) && !dead) { if (g_t[0] < 16) g_sp->zvel -= (sintable[(512+(g_t[0]<<4))&2047]>>5); } if (a&face_player_smart && !dead) { int newx = g_player[g_p].ps->posx+(g_player[g_p].ps->posxv/768); int newy = g_player[g_p].ps->posy+(g_player[g_p].ps->posyv/768); goalang = getangle(newx-g_sp->x,newy-g_sp->y); angdif = G_GetAngleDelta(g_sp->ang,goalang)>>2; if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0)) angdif *= 2; g_sp->ang += angdif; } moveptr = (intptr_t *)g_t[1]; if (a&geth) g_sp->xvel += (*moveptr-g_sp->xvel)>>1; if (a&getv) g_sp->zvel += ((*(moveptr+1)<<4)-g_sp->zvel)>>1; if (a&dodgebullet && !dead) A_Dodge(g_sp); if (g_sp->picnum != APLAYER && !dead) X_AlterAng(a); if (g_sp->xvel > -6 && g_sp->xvel < 6) g_sp->xvel = 0; a = A_CheckEnemySprite(g_sp); if (g_sp->xvel || g_sp->zvel) { if (a && g_sp->picnum != ROTATEGUN) { if ((g_sp->picnum == DRONE || g_sp->picnum == COMMANDER) && g_sp->extra > 0) { if (g_sp->picnum == COMMANDER) { ActorExtra[g_i].floorz = l = getflorzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if (g_sp->z > (l-(8<<8))) { if (g_sp->z > (l-(8<<8))) g_sp->z = l-(8<<8); g_sp->zvel = 0; } ActorExtra[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if ((g_sp->z-l) < (80<<8)) { g_sp->z = l+(80<<8); g_sp->zvel = 0; } } else { if (g_sp->zvel > 0) { ActorExtra[g_i].floorz = l = getflorzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if (g_sp->z > (l-(30<<8))) g_sp->z = l-(30<<8); } else { ActorExtra[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if ((g_sp->z-l) < (50<<8)) { g_sp->z = l+(50<<8); g_sp->zvel = 0; } } } } else if (g_sp->picnum != ORGANTIC) { if (g_sp->zvel > 0 && ActorExtra[g_i].floorz < g_sp->z) g_sp->z = ActorExtra[g_i].floorz; if (g_sp->zvel < 0) { l = getceilzofslope(g_sp->sectnum,g_sp->x,g_sp->y); if ((g_sp->z-l) < (66<<8)) { g_sp->z = l+(66<<8); g_sp->zvel >>= 1; } } } } else if (g_sp->picnum == APLAYER) if ((g_sp->z-ActorExtra[g_i].ceilingz) < (32<<8)) g_sp->z = ActorExtra[g_i].ceilingz+(32<<8); daxvel = g_sp->xvel; angdif = g_sp->ang; if (a && g_sp->picnum != ROTATEGUN) { if (g_x < 960 && g_sp->xrepeat > 16) { daxvel = -(1024-g_x); angdif = getangle(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y); if (g_x < 512) { g_player[g_p].ps->posxv = 0; g_player[g_p].ps->posyv = 0; } else { g_player[g_p].ps->posxv = mulscale(g_player[g_p].ps->posxv,g_player[g_p].ps->runspeed-0x2000,16); g_player[g_p].ps->posyv = mulscale(g_player[g_p].ps->posyv,g_player[g_p].ps->runspeed-0x2000,16); } } else if (g_sp->picnum != DRONE && g_sp->picnum != SHARK && g_sp->picnum != COMMANDER) { if (ActorExtra[g_i].bposz != g_sp->z || (ud.multimode < 2 && ud.player_skill < 2)) { if ((g_t[0]&1) || g_player[g_p].ps->actorsqu == g_i) return; else daxvel <<= 1; } else { if ((g_t[0]&3) || g_player[g_p].ps->actorsqu == g_i) return; else daxvel <<= 2; } } } ActorExtra[g_i].movflag = A_MoveSprite(g_i, (daxvel*(sintable[(angdif+512)&2047]))>>14, (daxvel*(sintable[angdif&2047]))>>14,g_sp->zvel,CLIPMASK0); } if (a) { if (sector[g_sp->sectnum].ceilingstat&1) g_sp->shade += (sector[g_sp->sectnum].ceilingshade-g_sp->shade)>>1; else g_sp->shade += (sector[g_sp->sectnum].floorshade-g_sp->shade)>>1; if (sector[g_sp->sectnum].floorpicnum == MIRROR) deletesprite(g_i); } } static inline void X_DoConditional(int condition) { if (condition) { // skip 'else' pointer.. and... insptr+=2; X_DoExecute(); return; } insptr = (intptr_t *) *(insptr+1); if (((*insptr)&0xFFF) == CON_ELSE) { // else... // skip 'else' and... insptr+=2; X_DoExecute(); } } static int X_DoExecute(void) { int j, l, s, tw = *insptr; if (g_killitFlag) return 1; // Bsprintf(g_szBuf,"Parsing: %d",*insptr); // AddLog(g_szBuf); g_errorLineNum = tw>>12; g_tw = tw &= 0xFFF; switch (tw) { case CON_REDEFINEQUOTE: insptr++; { int q = *insptr++, i = *insptr++; if ((ScriptQuotes[q] == NULL || ScriptQuoteRedefinitions[i] == NULL) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "%s %d null quote\n",g_errorLineNum,keyw[g_tw],q,i); break; } Bstrcpy(ScriptQuotes[q],ScriptQuoteRedefinitions[i]); break; } case CON_GETTHISPROJECTILE: case CON_SETTHISPROJECTILE: insptr++; { // syntax [gs]etplayer[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; X_AccessActiveProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2); break; } case CON_IFRND: X_DoConditional(rnd(*(++insptr))); break; case CON_IFCANSHOOTTARGET: if (g_x > 1024) { short temphit, sclip = 768, angdif = 16; if (A_CheckEnemySprite(g_sp) && g_sp->xrepeat > 56) { sclip = 3084; angdif = 48; } j = A_CheckHitSprite(g_i,&temphit); if (j == (1<<30)) { X_DoConditional(1); break; } if (j > sclip) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else { g_sp->ang += angdif; j = A_CheckHitSprite(g_i,&temphit); g_sp->ang -= angdif; if (j > sclip) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else { g_sp->ang -= angdif; j = A_CheckHitSprite(g_i,&temphit); g_sp->ang += angdif; if (j > 768) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else j = 1; } else j = 0; } } else j = 0; } } else j = 0; } else j = 1; X_DoConditional(j); break; case CON_IFCANSEETARGET: j = cansee(g_sp->x,g_sp->y,g_sp->z-((krand()&41)<<8),g_sp->sectnum,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->posz/*-((krand()&41)<<8)*/,sprite[g_player[g_p].ps->i].sectnum); X_DoConditional(j); if (j) ActorExtra[g_i].timetosleep = SLEEPTIME; break; case CON_IFACTORNOTSTAYPUT: X_DoConditional(ActorExtra[g_i].actorstayput == -1); break; case CON_IFCANSEE: { spritetype *s = &sprite[g_player[g_p].ps->i]; // select sprite for monster to target // if holoduke is on, let them target holoduke first. // if (g_player[g_p].ps->holoduke_on >= 0) { s = &sprite[g_player[g_p].ps->holoduke_on]; j = cansee(g_sp->x,g_sp->y,g_sp->z-(krand()&((32<<8)-1)),g_sp->sectnum, s->x,s->y,s->z,s->sectnum); if (j == 0) { // they can't see player's holoduke // check for player... s = &sprite[g_player[g_p].ps->i]; } } // can they see player, (or player's holoduke) j = cansee(g_sp->x,g_sp->y,g_sp->z-(krand()&((47<<8))),g_sp->sectnum, s->x,s->y,s->z-(24<<8),s->sectnum); if (j == 0) { // they can't see it. // Huh?. This does nothing.... // (the result is always j==0....) // if ((klabs(ActorExtra[g_i].lastvx-g_sp->x)+klabs(ActorExtra[g_i].lastvy-g_sp->y)) < // (klabs(ActorExtra[g_i].lastvx-s->x)+klabs(ActorExtra[g_i].lastvy-s->y))) // j = 0; // um yeah, this if() will always fire.... // if (j == 0) { // search around for target player // also modifies 'target' x&y if found.. j = 1; if (A_FurthestVisiblePoint(g_i,s,&ActorExtra[g_i].lastvx,&ActorExtra[g_i].lastvy) == -1) j = 0; } } else { // else, they did see it. // save where we were looking... ActorExtra[g_i].lastvx = s->x; ActorExtra[g_i].lastvy = s->y; } if (j && (g_sp->statnum == 1 || g_sp->statnum == 6)) ActorExtra[g_i].timetosleep = SLEEPTIME; X_DoConditional(j); break; } case CON_IFHITWEAPON: X_DoConditional(A_IncurDamage(g_i) >= 0); break; case CON_IFSQUISHED: X_DoConditional(A_CheckSquished(g_i, g_p)); break; case CON_IFDEAD: // j = g_sp->extra; // if (g_sp->picnum == APLAYER) // j--; X_DoConditional(g_sp->extra <= 0); break; case CON_AI: insptr++; //Following changed to use pointersizes g_t[5] = *insptr++; // Ai g_t[4] = *(intptr_t *)(g_t[5]); // Action if (g_t[5]) g_t[1] = *(((intptr_t *)g_t[5])+1); // move g_sp->hitag = *(((intptr_t *)g_t[5])+2); // move flags g_t[0] = g_t[2] = g_t[3] = 0; // count, actioncount... g_t[3] = ??? if (A_CheckEnemySprite(g_sp) && g_sp->extra <= 0) // hack break; if (g_sp->hitag&random_angle) g_sp->ang = krand()&2047; break; case CON_ACTION: insptr++; g_t[2] = g_t[3] = 0; g_t[4] = *insptr++; break; case CON_IFPDISTL: insptr++; X_DoConditional(g_x < *insptr); if (g_x > MAXSLEEPDIST && ActorExtra[g_i].timetosleep == 0) ActorExtra[g_i].timetosleep = SLEEPTIME; break; case CON_IFPDISTG: insptr++; X_DoConditional(g_x > *insptr); if (g_x > MAXSLEEPDIST && ActorExtra[g_i].timetosleep == 0) ActorExtra[g_i].timetosleep = SLEEPTIME; break; case CON_ELSE: insptr = (intptr_t *) *(insptr+1); break; case CON_ADDSTRENGTH: insptr++; g_sp->extra += *insptr++; break; case CON_STRENGTH: insptr++; g_sp->extra = *insptr++; break; case CON_IFGOTWEAPONCE: insptr++; if ((GametypeFlags[ud.coop]&GAMETYPE_WEAPSTAY) && ud.multimode > 1) { if (*insptr == 0) { for (j=0;j < g_player[g_p].ps->weapreccnt;j++) if (g_player[g_p].ps->weaprecs[j] == g_sp->picnum) break; X_DoConditional(j < g_player[g_p].ps->weapreccnt && g_sp->owner == g_i); } else if (g_player[g_p].ps->weapreccnt < 16) { g_player[g_p].ps->weaprecs[g_player[g_p].ps->weapreccnt++] = g_sp->picnum; X_DoConditional(g_sp->owner == g_i); } else X_DoConditional(0); } else X_DoConditional(0); break; case CON_GETLASTPAL: insptr++; if (g_sp->picnum == APLAYER) g_sp->pal = g_player[g_sp->yvel].ps->palookup; else { if (g_sp->pal == 1 && g_sp->extra == 0) // hack for frozen g_sp->extra++; g_sp->pal = ActorExtra[g_i].tempang; } ActorExtra[g_i].tempang = 0; break; case CON_TOSSWEAPON: insptr++; P_DropWeapon(g_player[g_sp->yvel].ps); break; case CON_NULLOP: insptr++; break; case CON_MIKESND: insptr++; if ((g_sp->yvel<0 || g_sp->yvel>=MAXSOUNDS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],g_sp->yvel); insptr++; break; } if (!A_CheckSoundPlaying(g_i,g_sp->yvel)) A_PlaySound(g_sp->yvel,g_i); break; case CON_PKICK: insptr++; if (ud.multimode > 1 && g_sp->picnum == APLAYER) { if (g_player[otherp].ps->quick_kick == 0) g_player[otherp].ps->quick_kick = 14; } else if (g_sp->picnum != APLAYER && g_player[g_p].ps->quick_kick == 0) g_player[g_p].ps->quick_kick = 14; break; case CON_SIZETO: insptr++; j = (*insptr++-g_sp->xrepeat)<<1; g_sp->xrepeat += ksgn(j); if ((g_sp->picnum == APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat*(tilesizy[g_sp->picnum]+8))<<2) < (ActorExtra[g_i].floorz - ActorExtra[g_i].ceilingz)) { j = ((*insptr)-g_sp->yrepeat)<<1; if (klabs(j)) g_sp->yrepeat += ksgn(j); } insptr++; break; case CON_SIZEAT: insptr++; g_sp->xrepeat = (char) *insptr++; g_sp->yrepeat = (char) *insptr++; break; case CON_SHOOT: insptr++; A_Shoot(g_i,*insptr++); break; case CON_SOUNDONCE: insptr++; if ((*insptr<0 || *insptr>=MAXSOUNDS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr++); break; } if (!A_CheckSoundPlaying(g_i,*insptr++)) A_PlaySound(*(insptr-1),g_i); break; case CON_IFSOUND: insptr++; if ((*insptr<0 || *insptr>=MAXSOUNDS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr); insptr++;break; } X_DoConditional(A_CheckSoundPlaying(g_i,*insptr)); // X_DoConditional(SoundOwner[*insptr][0].i == g_i); break; case CON_STOPSOUND: insptr++; if ((*insptr<0 || *insptr>=MAXSOUNDS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr); insptr++;break; } if (A_CheckSoundPlaying(g_i,*insptr)) A_StopSound((short)*insptr,g_i); insptr++; break; case CON_GLOBALSOUND: insptr++; if ((*insptr<0 || *insptr>=MAXSOUNDS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr); insptr++;break; } if (g_p == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND)) A_PlaySound((short) *insptr,g_player[screenpeek].ps->i); insptr++; break; case CON_SOUND: insptr++; if ((*insptr<0 || *insptr>=MAXSOUNDS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr); insptr++;break; } A_PlaySound((short) *insptr++,g_i); break; case CON_TIP: insptr++; g_player[g_p].ps->tipincs = 26; break; case CON_FALL: insptr++; g_sp->xoffset = g_sp->yoffset = 0; j = g_spriteGravity; if (G_CheckForSpaceCeiling(g_sp->sectnum) || sector[g_sp->sectnum].lotag == 2) j = g_spriteGravity/6; else if (G_CheckForSpaceFloor(g_sp->sectnum)) j = 0; if (!ActorExtra[g_i].cgg-- || (sector[g_sp->sectnum].floorstat&2)) { A_GetZLimits(g_i); ActorExtra[g_i].cgg = 3; } if (g_sp->z < (ActorExtra[g_i].floorz-FOURSLEIGHT)) { g_sp->z += g_sp->zvel = min(6144, g_sp->zvel+j); if (g_sp->z > (ActorExtra[g_i].floorz - FOURSLEIGHT)) g_sp->z = (ActorExtra[g_i].floorz - FOURSLEIGHT); break; } g_sp->z = ActorExtra[g_i].floorz - FOURSLEIGHT; if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0)) { if (g_sp->zvel > 3084 && g_sp->extra <= 1) { if (!(g_sp->picnum == APLAYER && g_sp->extra > 0) && g_sp->pal != 1 && g_sp->picnum != DRONE) { A_DoGuts(g_i,JIBS6,15); A_PlaySound(SQUISHED,g_i); A_Spawn(g_i,BLOODPOOL); } ActorExtra[g_i].picnum = SHOTSPARK1; ActorExtra[g_i].extra = 1; g_sp->zvel = 0; } else if (g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != 1) { j = g_sp->sectnum; pushmove(&g_sp->x,&g_sp->y,&g_sp->z,(short*)&j,128L,(4L<<8),(4L<<8),CLIPMASK0); if (j != g_sp->sectnum && j >= 0 && j < MAXSECTORS) changespritesect(g_i,j); A_PlaySound(THUD,g_i); } } if (g_sp->z > (ActorExtra[g_i].floorz - FOURSLEIGHT)) { A_GetZLimits(g_i); if (ActorExtra[g_i].floorz != sector[g_sp->sectnum].floorz) g_sp->z = (ActorExtra[g_i].floorz - FOURSLEIGHT); break; } else if (sector[g_sp->sectnum].lotag == 1) { intptr_t *moveptr = (intptr_t *)g_t[1]; switch (DynamicTileMap[g_sp->picnum]) { default: // fix for flying/jumping monsters getting stuck in water if (g_sp->hitag & jumptoplayer || (actorscrptr[g_sp->picnum] && moveptr >= &script[0] && moveptr <= (&script[0]+g_scriptSize) && *(moveptr+1))) { // OSD_Printf("%d\n",*(moveptr+1)); break; } // OSD_Printf("hitag: %d\n",g_sp->hitag); g_sp->z += (24<<8); case OCTABRAIN__STATIC: case COMMANDER__STATIC: case DRONE__STATIC: break; } break; } g_sp->zvel = 0; break; case CON_ENDA: case CON_BREAK: case CON_ENDS: return 1; case CON_RIGHTBRACE: insptr++; return 1; case CON_ADDAMMO: insptr++; if ((*insptr<0 || *insptr>=MAX_WEAPONS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],*insptr); insptr+=2;break; } if (g_player[g_p].ps->ammo_amount[*insptr] >= g_player[g_p].ps->max_ammo_amount[*insptr]) { g_killitFlag = 2; break; } P_AddAmmo(*insptr, g_player[g_p].ps, *(insptr+1)); if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON && g_player[g_p].ps->gotweapon[*insptr]) { if (!(g_player[g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[g_p].ps, *insptr); else P_AddWeapon(g_player[g_p].ps, *insptr); } insptr += 2; break; case CON_MONEY: insptr++; A_SpawnMultiple(g_i, MONEY, *insptr++); break; case CON_MAIL: insptr++; A_SpawnMultiple(g_i, MAIL, *insptr++); break; case CON_SLEEPTIME: insptr++; ActorExtra[g_i].timetosleep = (short)*insptr++; break; case CON_PAPER: insptr++; A_SpawnMultiple(g_i, PAPER, *insptr++); break; case CON_ADDKILLS: insptr++; g_player[g_p].ps->actors_killed += *insptr++; ActorExtra[g_i].actorstayput = -1; break; case CON_LOTSOFGLASS: insptr++; A_SpawnGlass(g_i,*insptr++); break; case CON_KILLIT: insptr++; g_killitFlag = 1; break; case CON_ADDWEAPON: insptr++; if ((*insptr<0 ||*insptr>=MAX_WEAPONS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],*insptr); insptr+=2;break; } if (g_player[g_p].ps->gotweapon[*insptr] == 0) { if (!(g_player[g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[g_p].ps, *insptr); else P_AddWeapon(g_player[g_p].ps, *insptr); } else if (g_player[g_p].ps->ammo_amount[*insptr] >= g_player[g_p].ps->max_ammo_amount[*insptr]) { g_killitFlag = 2; break; } P_AddAmmo(*insptr, g_player[g_p].ps, *(insptr+1)); if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON && g_player[g_p].ps->gotweapon[*insptr]) { if (!(g_player[g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[g_p].ps, *insptr); else P_AddWeapon(g_player[g_p].ps, *insptr); } insptr+=2; break; case CON_DEBUG: insptr++; initprintf("%d\n",*insptr++); break; case CON_ENDOFGAME: insptr++; g_player[g_p].ps->timebeforeexit = *insptr++; g_player[g_p].ps->customexitsound = -1; ud.eog = 1; break; case CON_ADDPHEALTH: insptr++; if (g_player[g_p].ps->newowner >= 0) { g_player[g_p].ps->newowner = -1; g_player[g_p].ps->posx = g_player[g_p].ps->oposx; g_player[g_p].ps->posy = g_player[g_p].ps->oposy; g_player[g_p].ps->posz = g_player[g_p].ps->oposz; g_player[g_p].ps->ang = g_player[g_p].ps->oang; updatesector(g_player[g_p].ps->posx,g_player[g_p].ps->posy,&g_player[g_p].ps->cursectnum); P_UpdateScreenPal(g_player[g_p].ps); j = headspritestat[STAT_ACTOR]; while (j >= 0) { if (sprite[j].picnum==CAMERA1) sprite[j].yvel = 0; j = nextspritestat[j]; } } j = sprite[g_player[g_p].ps->i].extra; if (g_sp->picnum != ATOMICHEALTH) { if (j > g_player[g_p].ps->max_player_health && *insptr > 0) { insptr++; break; } else { if (j > 0) j += *insptr; if (j > g_player[g_p].ps->max_player_health && *insptr > 0) j = g_player[g_p].ps->max_player_health; } } else { if (j > 0) j += *insptr; if (j > (g_player[g_p].ps->max_player_health<<1)) j = (g_player[g_p].ps->max_player_health<<1); } if (j < 0) j = 0; if (ud.god == 0) { if (*insptr > 0) { if ((j - *insptr) < (g_player[g_p].ps->max_player_health>>2) && j >= (g_player[g_p].ps->max_player_health>>2)) A_PlaySound(DUKE_GOTHEALTHATLOW,g_player[g_p].ps->i); g_player[g_p].ps->last_extra = j; } sprite[g_player[g_p].ps->i].extra = j; } insptr++; break; case CON_STATE: { intptr_t *tempscrptr=insptr+2; insptr = (intptr_t *) *(insptr+1); while (!X_DoExecute()); insptr = tempscrptr; } break; case CON_LEFTBRACE: insptr++; while (!X_DoExecute()); break; case CON_MOVE: insptr++; g_t[0]=0; g_t[1] = *insptr++; g_sp->hitag = *insptr++; if (A_CheckEnemySprite(g_sp) && g_sp->extra <= 0) // hack break; if (g_sp->hitag&random_angle) g_sp->ang = krand()&2047; break; case CON_ADDWEAPONVAR: insptr++; if (g_player[g_p].ps->gotweapon[Gv_GetVarX(*(insptr))] == 0) { if (!(g_player[g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[g_p].ps, Gv_GetVarX(*(insptr))); else P_AddWeapon(g_player[g_p].ps, Gv_GetVarX(*(insptr))); } else if (g_player[g_p].ps->ammo_amount[Gv_GetVarX(*(insptr))] >= g_player[g_p].ps->max_ammo_amount[Gv_GetVarX(*(insptr))]) { g_killitFlag = 2; break; } P_AddAmmo(Gv_GetVarX(*(insptr)), g_player[g_p].ps, Gv_GetVarX(*(insptr+1))); if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON && g_player[g_p].ps->gotweapon[Gv_GetVarX(*(insptr))]) { if (!(g_player[g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[g_p].ps, Gv_GetVarX(*(insptr))); else P_AddWeapon(g_player[g_p].ps, Gv_GetVarX(*(insptr))); } insptr+=2; break; case CON_ACTIVATEBYSECTOR: case CON_OPERATESECTORS: case CON_OPERATEACTIVATORS: case CON_SETASPECT: case CON_SSP: insptr++; { int var1 = Gv_GetVarX(*insptr++), var2; if (tw == CON_OPERATEACTIVATORS && *insptr == g_iThisActorID) { var2 = g_p; insptr++; } else var2 = Gv_GetVarX(*insptr++); switch (tw) { case CON_ACTIVATEBYSECTOR: if ((var1<0 || var1>=numsectors) && g_scriptSanityChecks) {OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],var1);break;} activatebysector(var1, var2); break; case CON_OPERATESECTORS: if ((var1<0 || var1>=numsectors) && g_scriptSanityChecks) {OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],var1);break;} G_OperateSectors(var1, var2); break; case CON_OPERATEACTIVATORS: if ((var2<0 || var2>=ud.multimode) && g_scriptSanityChecks) {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 ((var1<0 || var1>=MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],var1);break;} A_SetSprite(var1, var2); break; } break; } case CON_CANSEESPR: insptr++; { int lVar1 = Gv_GetVarX(*insptr++), lVar2 = Gv_GetVarX(*insptr++), res; if ((lVar1<0 || lVar1>=MAXSPRITES || lVar2<0 || lVar2>=MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],lVar1<0||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); break; } case CON_OPERATERESPAWNS: case CON_OPERATEMASTERSWITCHES: case CON_CHECKACTIVATORMOTION: insptr++; { int var1 = Gv_GetVarX(*insptr++); switch (tw) { case CON_OPERATERESPAWNS: G_OperateRespawns(var1); break; case CON_OPERATEMASTERSWITCHES: G_OperateMasterSwitches(var1); break; case CON_CHECKACTIVATORMOTION: Gv_SetVarX(g_iReturnVarID, check_activator_motion(var1)); break; } break; } case CON_INSERTSPRITEQ: insptr++; A_AddToDeleteQueue(g_i); break; case CON_QSTRLEN: insptr++; { int i=*insptr++; j=Gv_GetVarX(*insptr++); if ((ScriptQuotes[j] == NULL) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],j); Gv_SetVarX(i,-1); break; } Gv_SetVarX(i,Bstrlen(ScriptQuotes[j])); break; } case CON_HEADSPRITESTAT: insptr++; { int i=*insptr++; j=Gv_GetVarX(*insptr++); if ((j < 0 || j > MAXSTATUS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid status list %d\n",g_errorLineNum,keyw[g_tw],j); break; } Gv_SetVarX(i,headspritestat[j]); break; } case CON_PREVSPRITESTAT: insptr++; { int i=*insptr++; j=Gv_GetVarX(*insptr++); if ((j < 0 || j >= MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j); break; } Gv_SetVarX(i,prevspritestat[j]); break; } case CON_NEXTSPRITESTAT: insptr++; { int i=*insptr++; j=Gv_GetVarX(*insptr++); if ((j < 0 || j >= MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j); break; } Gv_SetVarX(i,nextspritestat[j]); break; } case CON_HEADSPRITESECT: insptr++; { int i=*insptr++; j=Gv_GetVarX(*insptr++); if ((j < 0 || j > numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sector %d\n",g_errorLineNum,keyw[g_tw],j); break; } Gv_SetVarX(i,headspritesect[j]); break; } case CON_PREVSPRITESECT: insptr++; { int i=*insptr++; j=Gv_GetVarX(*insptr++); if ((j < 0 || j >= MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j); break; } Gv_SetVarX(i,prevspritesect[j]); break; } case CON_NEXTSPRITESECT: insptr++; { int i=*insptr++; j=Gv_GetVarX(*insptr++); if ((j < 0 || j >= MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j); break; } Gv_SetVarX(i,nextspritesect[j]); break; } case CON_GETKEYNAME: insptr++; { int i = Gv_GetVarX(*insptr++), f=Gv_GetVarX(*insptr++); j=Gv_GetVarX(*insptr++); if ((i<0 || i>=MAXQUOTES) && g_scriptSanityChecks) OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],i); else if ((ScriptQuotes[i] == NULL) && g_scriptSanityChecks) OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i); else if ((f<0 || f>=NUMGAMEFUNCTIONS) && g_scriptSanityChecks) 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); break; } case CON_QSUBSTR: insptr++; { char *s1,*s2; int q1,q2,st,ln; q1 = Gv_GetVarX(*insptr++), q2 = Gv_GetVarX(*insptr++); st = Gv_GetVarX(*insptr++); ln = Gv_GetVarX(*insptr++); if ((q1<0 || q1>=MAXQUOTES) && g_scriptSanityChecks) OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],q1); else if ((ScriptQuotes[q1] == NULL) && g_scriptSanityChecks) OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q1); else if ((q2<0 || q2>=MAXQUOTES) && g_scriptSanityChecks) OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],q2); else if ((ScriptQuotes[q2] == NULL) && g_scriptSanityChecks) OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q2); else { s1=ScriptQuotes[q1]; s2=ScriptQuotes[q2]; while (*s2&&st--)s2++; while ((*s1=*s2)&&ln--) {s1++;s2++;} *s1=0; } break; } case CON_GETPNAME: case CON_QSTRCAT: case CON_QSTRCPY: case CON_QGETSYSSTR: case CON_CHANGESPRITESECT: insptr++; { int i = Gv_GetVarX(*insptr++), j; if (tw == CON_GETPNAME && *insptr == g_iThisActorID) { j = g_p; insptr++; } else j = Gv_GetVarX(*insptr++); switch (tw) { case CON_GETPNAME: if ((ScriptQuotes[i] == NULL) && g_scriptSanityChecks) { 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) && g_scriptSanityChecks) { 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[g_p].user_name); break; case STR_VERSION: Bsprintf(tempbuf,HEAD2 " %s",s_buildDate); Bstrcpy(ScriptQuotes[i],tempbuf); break; case STR_GAMETYPE: Bstrcpy(ScriptQuotes[i],GametypeNames[ud.coop]); 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) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],ScriptQuotes[i] ? j : i); break; } Bstrncat(ScriptQuotes[i],ScriptQuotes[j],(MAXQUOTELEN-1)-Bstrlen(ScriptQuotes[i])); break; case CON_QSTRCPY: if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],ScriptQuotes[i] ? j : i); break; } Bstrcpy(ScriptQuotes[i],ScriptQuotes[j]); break; case CON_CHANGESPRITESECT: if ((i<0 || i>=MAXSPRITES) && g_scriptSanityChecks) {OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],i);break;} if ((j<0 || j>=numsectors) && g_scriptSanityChecks) {OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],j);break;} changespritesect(i,j); break; } break; } case CON_CHANGESPRITESTAT: insptr++; { int i = Gv_GetVarX(*insptr++); j = Gv_GetVarX(*insptr++); if ((i<0 || i>=MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sprite: %d\n",g_errorLineNum,keyw[g_tw],i); break; } if ((j<0 || j>=MAXSTATUS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid statnum: %d\n",g_errorLineNum,keyw[g_tw],j); break; } if (sprite[i].statnum == j) break; /* 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)) { ActorExtra[i].lastvx = 0; ActorExtra[i].lastvy = 0; ActorExtra[i].timetosleep = 0; ActorExtra[i].cgg = 0; ActorExtra[i].movflag = 0; ActorExtra[i].tempang = 0; ActorExtra[i].dispicnum = 0; T1=T2=T3=T4=T5=T6=T7=T8=T9=0; ActorExtra[i].flags = 0; sprite[i].hitag = 0; // pointers if (actorscrptr[sprite[i].picnum]) { T5 = *(actorscrptr[sprite[i].picnum]+1); T2 = *(actorscrptr[sprite[i].picnum]+2); sprite[i].hitag = *(actorscrptr[sprite[i].picnum]+3); } } changespritestat(i,j); break; } case CON_STARTLEVEL: insptr++; // skip command { // from 'level' cheat in game.c (about line 6250) int volnume=Gv_GetVarX(*insptr++), levnume=Gv_GetVarX(*insptr++); if ((volnume > MAXVOLUMES-1 || volnume < 0) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid volume (%d)\n",g_errorLineNum,keyw[g_tw],volnume); break; } if ((levnume > MAXLEVELS-1 || levnume < 0) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid level (%d)\n",g_errorLineNum,keyw[g_tw],levnume); break; } ud.m_volume_number = ud.volume_number = volnume; ud.m_level_number = ud.level_number = levnume; if (numplayers > 1 && myconnectindex == connecthead) Net_NewGame(volnume,levnume); else { g_player[myconnectindex].ps->gm |= MODE_EOL; ud.display_bonus_screen = 0; } // MODE_RESTART; break; } case CON_MYOSX: case CON_MYOSPALX: case CON_MYOS: case CON_MYOSPAL: insptr++; { int x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), tilenum=Gv_GetVarX(*insptr++); int shade=Gv_GetVarX(*insptr++), orientation=Gv_GetVarX(*insptr++); switch (tw) { case CON_MYOS: G_DrawTile(x,y,tilenum,shade,orientation); break; case CON_MYOSPAL: { int 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: { int pal=Gv_GetVarX(*insptr++); G_DrawTilePalSmall(x,y,tilenum,shade,orientation,pal); break; } } break; } 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..."); int lValue=Gv_GetVarX(*insptr++), lEnd=*insptr++, lCases=*insptr++; intptr_t *lpDefault=insptr++, *lpCases=insptr, *lTempInsPtr; int bMatched=0, lCheckCase; int left,right; insptr+=lCases*2; lTempInsPtr=insptr; //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", // (int)insptr,(int)lCheckCase,lpCases[lCheckCase*2+1],(int)&script[0]); //AddLog(g_szBuf); // fake a 2-d Array insptr=(intptr_t*)(lpCases[lCheckCase*2+1] + &script[0]); //Bsprintf(g_szBuf,"insptr=%d. ", (int)insptr); //AddLog(g_szBuf); while (!X_DoExecute()); //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]); while (!X_DoExecute()); } else { //AddLog("No Matching Case: No Default to use"); } } insptr=(intptr_t *)(lEnd + (intptr_t)&script[0]); //Bsprintf(g_szBuf,"insptr=%d. ", (int)insptr); //AddLog(g_szBuf); //AddLog("Done Processing Switch"); break; } case CON_ENDSWITCH: case CON_ENDEVENT: insptr++; return 1; case CON_DISPLAYRAND: insptr++; Gv_SetVarX(*insptr++, rand()); break; case CON_DRAGPOINT: insptr++; { int wallnum = Gv_GetVarX(*insptr++), newx = Gv_GetVarX(*insptr++), newy = Gv_GetVarX(*insptr++); if ((wallnum<0 || wallnum>=numwalls) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid wall %d\n",g_errorLineNum,keyw[g_tw],wallnum); break; } dragpoint(wallnum,newx,newy); break; } case CON_DIST: case CON_LDIST: insptr++; { int distvar = *insptr++, xvar = Gv_GetVarX(*insptr++), yvar = Gv_GetVarX(*insptr++), distx=0; if ((xvar < 0 || yvar < 0 || xvar >= MAXSPRITES || yvar >= MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sprite\n",g_errorLineNum,keyw[g_tw]); break; } if (tw == CON_DIST) distx = dist(&sprite[xvar],&sprite[yvar]); else distx = ldist(&sprite[xvar],&sprite[yvar]); Gv_SetVarX(distvar, distx); break; } case CON_GETINCANGLE: case CON_GETANGLE: insptr++; { int angvar = *insptr++; int xvar = Gv_GetVarX(*insptr++); int yvar = Gv_GetVarX(*insptr++); if (tw==CON_GETANGLE) { Gv_SetVarX(angvar, getangle(xvar,yvar)); break; } Gv_SetVarX(angvar, G_GetAngleDelta(xvar,yvar)); break; } case CON_MULSCALE: insptr++; { int var1 = *insptr++, var2 = Gv_GetVarX(*insptr++); int var3 = Gv_GetVarX(*insptr++), var4 = Gv_GetVarX(*insptr++); Gv_SetVarX(var1, mulscale(var2, var3, var4)); break; } case CON_INITTIMER: insptr++; j = Gv_GetVarX(*insptr++); if (g_timerTicsPerSecond == j) break; uninittimer(); inittimer(j); g_timerTicsPerSecond = j; break; case CON_TIME: insptr += 2; break; case CON_ESPAWNVAR: case CON_EQSPAWNVAR: case CON_QSPAWNVAR: insptr++; { int lIn=Gv_GetVarX(*insptr++); if ((g_sp->sectnum < 0 || g_sp->sectnum >= numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],g_sp->sectnum); break; } j = A_Spawn(g_i, lIn); switch (tw) { case CON_EQSPAWNVAR: if (j != -1) A_AddToDeleteQueue(j); case CON_ESPAWNVAR: Gv_SetVarX(g_iReturnVarID, j); break; case CON_QSPAWNVAR: if (j != -1) A_AddToDeleteQueue(j); break; } break; } case CON_ESPAWN: case CON_EQSPAWN: case CON_QSPAWN: insptr++; if ((g_sp->sectnum < 0 || g_sp->sectnum >= numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],g_sp->sectnum); insptr++; break; } j = A_Spawn(g_i,*insptr++); switch (tw) { case CON_EQSPAWN: if (j != -1) A_AddToDeleteQueue(j); case CON_ESPAWN: Gv_SetVarX(g_iReturnVarID, j); break; case CON_QSPAWN: if (j != -1) A_AddToDeleteQueue(j); break; } break; case CON_ESHOOT: case CON_EZSHOOT: case CON_ZSHOOT: insptr++; if (tw == CON_ZSHOOT || tw == CON_EZSHOOT) { ActorExtra[g_i].temp_data[9] = Gv_GetVarX(*insptr++); if (ActorExtra[g_i].temp_data[9] == 0) ActorExtra[g_i].temp_data[9] = 1; } if ((g_sp->sectnum < 0 || g_sp->sectnum >= numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],g_sp->sectnum); insptr++; ActorExtra[g_i].temp_data[9]=0; break; } j = A_Shoot(g_i,*insptr++); if (tw == CON_EZSHOOT || tw == CON_ESHOOT) Gv_SetVarX(g_iReturnVarID, j); ActorExtra[g_i].temp_data[9]=0; break; case CON_SHOOTVAR: case CON_ESHOOTVAR: case CON_EZSHOOTVAR: case CON_ZSHOOTVAR: { int lReturn=-1; insptr++; if (tw == CON_ZSHOOTVAR || tw == CON_EZSHOOTVAR) { ActorExtra[g_i].temp_data[9] = Gv_GetVarX(*insptr++); if (ActorExtra[g_i].temp_data[9] == 0) ActorExtra[g_i].temp_data[9] = 1; } j=Gv_GetVarX(*insptr++); if ((g_sp->sectnum < 0 || g_sp->sectnum >= numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],g_sp->sectnum); ActorExtra[g_i].temp_data[9]=0; break; } lReturn = A_Shoot(g_i, j); if (tw == CON_ESHOOTVAR || tw == CON_EZSHOOTVAR) Gv_SetVarX(g_iReturnVarID, lReturn); ActorExtra[g_i].temp_data[9]=0; break; } case CON_CMENU: insptr++; j=Gv_GetVarX(*insptr++); ChangeToMenu(j); break; case CON_SOUNDVAR: case CON_STOPSOUNDVAR: case CON_SOUNDONCEVAR: case CON_GLOBALSOUNDVAR: insptr++; j=Gv_GetVarX(*insptr++); switch (tw) { case CON_SOUNDONCEVAR: if ((j<0 || j>=MAXSOUNDS) && g_scriptSanityChecks) {OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j);break;} if (!A_CheckSoundPlaying(g_i,j)) A_PlaySound((short)j,g_i); break; case CON_GLOBALSOUNDVAR: if ((j<0 || j>=MAXSOUNDS) && g_scriptSanityChecks) {OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j);break;} A_PlaySound((short)j,g_player[screenpeek].ps->i); break; case CON_STOPSOUNDVAR: if ((j<0 || j>=MAXSOUNDS) && g_scriptSanityChecks) {OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j);break;} if (A_CheckSoundPlaying(g_i,j)) A_StopSound((short)j,g_i); break; case CON_SOUNDVAR: if ((j<0 || j>=MAXSOUNDS) && g_scriptSanityChecks) {OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j);break;} A_PlaySound((short)j,g_i); break; } break; case CON_GUNIQHUDID: insptr++; { 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); break; } case CON_SAVEGAMEVAR: case CON_READGAMEVAR: { int32 i=0; insptr++; if (ud.config.scripthandle < 0) { insptr++; break; } 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; } break; } case CON_SHOWVIEW: insptr++; { int x=Gv_GetVarX(*insptr++); int y=Gv_GetVarX(*insptr++); int z=Gv_GetVarX(*insptr++); int a=Gv_GetVarX(*insptr++); int horiz=Gv_GetVarX(*insptr++); int sect=Gv_GetVarX(*insptr++); int x1=scale(Gv_GetVarX(*insptr++),xdim,320); int y1=scale(Gv_GetVarX(*insptr++),ydim,200); int x2=scale(Gv_GetVarX(*insptr++),xdim,320); int y2=scale(Gv_GetVarX(*insptr++),ydim,200); int smoothratio = min(max((totalclock - ototalclock) * (65536 / TICSPERFRAME),0),65536); if (x1 > x2) swaplong(&x1,&x2); if (y1 > y2) swaplong(&y1,&y2); if ((x1 < 0 || y1 < 0 || x2 > xdim-1 || y2 > ydim-1 || x2-x1 < 2 || y2-y1 < 2) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "incorrect coordinates\n",g_errorLineNum,keyw[g_tw]); break; } if ((sect<0 || sect>=numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sect); break; } #if defined(USE_OPENGL) && defined(POLYMOST) j = glprojectionhacks; glprojectionhacks = 0; #endif setview(x1,y1,x2,y2); #if 0 if (!ud.pause_on && ((ud.show_help == 0 && ud.multimode < 2 && !(g_player[myconnectindex].ps->gm&MODE_MENU)) || ud.multimode > 1 || ud.recstat == 2)) smoothratio = min(max((totalclock-ototalclock)*(65536L/TICSPERFRAME),0),65536); #endif G_DoInterpolations(smoothratio); #define SE40 #ifdef SE40 se40code(x,y,z,a,horiz,smoothratio); #endif if (((gotpic[MIRROR>>3]&(1<<(MIRROR&7))) > 0) #if defined(POLYMER) && defined(USE_OPENGL) && (getrendermode() != 4) #endif ) { int j, i = 0, k, dst = 0x7fffffff; for (k=g_mirrorCount-1;k>=0;k--) { j = klabs(wall[g_mirrorWall[k]].x-x); j += klabs(wall[g_mirrorWall[k]].y-y); if (j < dst) dst = j, i = k; } if (wall[g_mirrorWall[i]].overpicnum == MIRROR) { int tposx,tposy; short tang; preparemirror(x,y,z,a,horiz,g_mirrorWall[i],g_mirrorSector[i],&tposx,&tposy,&tang); j = visibility; visibility = (j>>1) + (j>>2); drawrooms(tposx,tposy,z,tang,horiz,g_mirrorSector[i]+MAXSECTORS); display_mirror = 1; G_DoSpriteAnimations(tposx,tposy,tang,smoothratio); display_mirror = 0; drawmasks(); completemirror(); //Reverse screen x-wise in this function visibility = j; } gotpic[MIRROR>>3] &= ~(1<<(MIRROR&7)); } #ifdef POLYMER if (getrendermode() == 4) polymer_setanimatesprites(G_DoSpriteAnimations, x,y,a,smoothratio); #endif drawrooms(x,y,z,a,horiz,sect); display_mirror = 2; G_DoSpriteAnimations(x,y,a,smoothratio); display_mirror = 0; drawmasks(); G_RestoreInterpolations(); G_UpdateScreenArea(); #if defined(USE_OPENGL) && defined(POLYMOST) glprojectionhacks = j; #endif break; } case CON_ROTATESPRITE16: case CON_ROTATESPRITE: insptr++; { int x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++); int a=Gv_GetVarX(*insptr++), tilenum=Gv_GetVarX(*insptr++), shade=Gv_GetVarX(*insptr++); int pal=Gv_GetVarX(*insptr++), orientation=Gv_GetVarX(*insptr++); int x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++); int x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++); if (tw == CON_ROTATESPRITE && !(orientation & 256)) {x<<=16;y<<=16;} rotatesprite(x,y,z,a,tilenum,shade,pal,2|orientation,x1,y1,x2,y2); break; } case CON_MINITEXT: case CON_GAMETEXT: case CON_GAMETEXTZ: case CON_DIGITALNUMBER: case CON_DIGITALNUMBERZ: insptr++; { int tilenum = (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ || tw == CON_DIGITALNUMBER || tw == CON_DIGITALNUMBERZ)?Gv_GetVarX(*insptr++):0; int x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++); int shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++); if (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ || tw == CON_DIGITALNUMBER || tw == CON_DIGITALNUMBERZ) { int orientation=Gv_GetVarX(*insptr++); int x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++); int x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++); int z=65536; if (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ) { int z=65536; if ((ScriptQuotes[q] == NULL) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q); if (tw == CON_GAMETEXTZ) insptr++; break; } if (tw == CON_GAMETEXTZ) z = Gv_GetVarX(*insptr++); gametext_z(0,tilenum,x>>1,y,ScriptQuotes[q],shade,pal,orientation,x1,y1,x2,y2,z); break; } if (tw == CON_DIGITALNUMBERZ) z= Gv_GetVarX(*insptr++); G_DrawTXDigiNumZ(tilenum,x,y,q,shade,pal,orientation,x1,y1,x2,y2,z); break; } if ((ScriptQuotes[q] == NULL) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q); break; } minitextshade(x,y,ScriptQuotes[q],shade,pal,26); break; } case CON_ANGOFF: insptr++; spriteext[g_i].angoff=*insptr++; break; case CON_GETZRANGE: insptr++; { int x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++); int sectnum=Gv_GetVarX(*insptr++); int ceilzvar=*insptr++, ceilhitvar=*insptr++, florzvar=*insptr++, florhitvar=*insptr++; int walldist=Gv_GetVarX(*insptr++), clipmask=Gv_GetVarX(*insptr++); int ceilz, ceilhit, florz, florhit; if ((sectnum<0 || sectnum>=numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); break; } getzrange(x, y, z, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask); Gv_SetVarX(ceilzvar, ceilz); Gv_SetVarX(ceilhitvar, ceilhit); Gv_SetVarX(florzvar, florz); Gv_SetVarX(florhitvar, florhit); break; } case CON_HITSCAN: insptr++; { int xs=Gv_GetVarX(*insptr++), ys=Gv_GetVarX(*insptr++), zs=Gv_GetVarX(*insptr++); int sectnum=Gv_GetVarX(*insptr++); int vx=Gv_GetVarX(*insptr++), vy=Gv_GetVarX(*insptr++), vz=Gv_GetVarX(*insptr++); int hitsectvar=*insptr++, hitwallvar=*insptr++, hitspritevar=*insptr++; int hitxvar=*insptr++, hityvar=*insptr++, hitzvar=*insptr++, cliptype=Gv_GetVarX(*insptr++); short hitsect, hitwall, hitsprite; int hitx, hity, hitz; if ((sectnum<0 || sectnum>=numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); break; } hitscan(xs, ys, zs, sectnum, vx, vy, vz, &hitsect, &hitwall, &hitsprite, &hitx, &hity, &hitz, cliptype); Gv_SetVarX(hitsectvar, hitsect); Gv_SetVarX(hitwallvar, hitwall); Gv_SetVarX(hitspritevar, hitsprite); Gv_SetVarX(hitxvar, hitx); Gv_SetVarX(hityvar, hity); Gv_SetVarX(hitzvar, hitz); break; } case CON_CANSEE: insptr++; { int x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++), z1=Gv_GetVarX(*insptr++); int sect1=Gv_GetVarX(*insptr++); int x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++), z2=Gv_GetVarX(*insptr++); int sect2=Gv_GetVarX(*insptr++), rvar=*insptr++; if ((sect1<0 || sect1>=numsectors || sect2<0 || sect2>=numsectors) && g_scriptSanityChecks) { 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)); break; } case CON_ROTATEPOINT: insptr++; { int xpivot=Gv_GetVarX(*insptr++), ypivot=Gv_GetVarX(*insptr++); int x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), daang=Gv_GetVarX(*insptr++); int x2var=*insptr++, y2var=*insptr++; int x2, y2; rotatepoint(xpivot,ypivot,x,y,daang,&x2,&y2); Gv_SetVarX(x2var, x2); Gv_SetVarX(y2var, y2); break; } case CON_NEARTAG: insptr++; { // neartag(int x, int y, int 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 // int *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) // int neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) // char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag int x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++); int sectnum=Gv_GetVarX(*insptr++), ang=Gv_GetVarX(*insptr++); int neartagsectorvar=*insptr++, neartagwallvar=*insptr++, neartagspritevar=*insptr++, neartaghitdistvar=*insptr++; int neartagrange=Gv_GetVarX(*insptr++), tagsearch=Gv_GetVarX(*insptr++); if ((sectnum<0 || sectnum>=numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); break; } neartag(x, y, z, sectnum, ang, &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, neartagrange, tagsearch); Gv_SetVarX(neartagsectorvar, neartagsector); Gv_SetVarX(neartagwallvar, neartagwall); Gv_SetVarX(neartagspritevar, neartagsprite); Gv_SetVarX(neartaghitdistvar, neartaghitdist); break; } case CON_GETTIMEDATE: insptr++; { int 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); break; } case CON_MOVESPRITE: case CON_SETSPRITE: insptr++; { int spritenum = Gv_GetVarX(*insptr++); int x = Gv_GetVarX(*insptr++), y = Gv_GetVarX(*insptr++), z = Gv_GetVarX(*insptr++); if (tw == CON_SETSPRITE) { if ((spritenum < 0 || spritenum >= MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],spritenum); break; } setsprite(spritenum, x, y, z); break; } { int cliptype = Gv_GetVarX(*insptr++); if ((spritenum < 0 && spritenum >= MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],spritenum); insptr++; break; } Gv_SetVarX(*insptr++, A_MoveSprite(spritenum, x, y, z, cliptype)); break; } } case CON_GETFLORZOFSLOPE: case CON_GETCEILZOFSLOPE: insptr++; { int sectnum = Gv_GetVarX(*insptr++), x = Gv_GetVarX(*insptr++), y = Gv_GetVarX(*insptr++); if ((sectnum<0 || sectnum>=numsectors) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); insptr++; break; } if (tw == CON_GETFLORZOFSLOPE) { Gv_SetVarX(*insptr++, getflorzofslope(sectnum,x,y)); break; } Gv_SetVarX(*insptr++, getceilzofslope(sectnum,x,y)); break; } case CON_UPDATESECTOR: case CON_UPDATESECTORZ: insptr++; { int x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++); int z=(tw==CON_UPDATESECTORZ)?Gv_GetVarX(*insptr++):0; int var=*insptr++; short w=sprite[g_i].sectnum; if (tw==CON_UPDATESECTOR) updatesector(x,y,&w); else updatesectorz(x,y,z,&w); Gv_SetVarX(var, w); break; } case CON_SPAWN: insptr++; if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) A_Spawn(g_i,*insptr); insptr++; break; case CON_IFWASWEAPON: insptr++; X_DoConditional(ActorExtra[g_i].picnum == *insptr); break; case CON_IFAI: insptr++; X_DoConditional(g_t[5] == *insptr); break; case CON_IFACTION: insptr++; X_DoConditional(g_t[4] == *insptr); break; case CON_IFACTIONCOUNT: insptr++; X_DoConditional(g_t[2] >= *insptr); break; case CON_RESETACTIONCOUNT: insptr++; g_t[2] = 0; break; case CON_DEBRIS: insptr++; { int dnum = *insptr++; if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) for (j=(*insptr)-1;j>=0;j--) { if (g_sp->picnum == BLIMP && dnum == SCRAP1) s = 0; else s = (krand()%3); l = A_InsertSprite(g_sp->sectnum, g_sp->x+(krand()&255)-128,g_sp->y+(krand()&255)-128,g_sp->z-(8<<8)-(krand()&8191), dnum+s,g_sp->shade,32+(krand()&15),32+(krand()&15), krand()&2047,(krand()&127)+32, -(krand()&2047),g_i,5); if (g_sp->picnum == BLIMP && dnum == SCRAP1) sprite[l].yvel = BlimpSpawnSprites[j%14]; else sprite[l].yvel = -1; sprite[l].pal = g_sp->pal; } insptr++; } break; case CON_COUNT: insptr++; g_t[0] = (short) *insptr++; break; case CON_CSTATOR: insptr++; g_sp->cstat |= (short) *insptr++; break; case CON_CLIPDIST: insptr++; g_sp->clipdist = (short) *insptr++; break; case CON_CSTAT: insptr++; g_sp->cstat = (short) *insptr++; break; case CON_SAVENN: case CON_SAVE: insptr++; { time_t curtime; g_lastSaveSlot = *insptr++; if ((g_movesPerPacket == 4 && connecthead != myconnectindex) || g_lastSaveSlot > 9) break; if ((tw == CON_SAVE) || !(ud.savegame[g_lastSaveSlot][0])) { curtime = time(NULL); Bstrcpy(tempbuf,asctime(localtime(&curtime))); clearbuf(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 (ud.multimode > 1) G_SavePlayer(-1-(g_lastSaveSlot)); else G_SavePlayer(g_lastSaveSlot); break; } case CON_QUAKE: insptr++; g_earthquakeTime = (char)Gv_GetVarX(*insptr++); A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i); break; case CON_IFMOVE: insptr++; X_DoConditional(g_t[1] == *insptr); break; case CON_RESETPLAYER: { insptr++; //AddLog("resetplayer"); if (ud.multimode < 2) { if (g_lastSaveSlot >= 0 && ud.recstat != 2) { g_player[g_p].ps->gm = MODE_MENU; KB_ClearKeyDown(sc_Space); ChangeToMenu(15000); } else g_player[g_p].ps->gm = MODE_RESTART; g_killitFlag = 2; } else { P_RandomSpawnPoint(g_p); g_sp->x = ActorExtra[g_i].bposx = g_player[g_p].ps->bobposx = g_player[g_p].ps->oposx = g_player[g_p].ps->posx; g_sp->y = ActorExtra[g_i].bposy = g_player[g_p].ps->bobposy = g_player[g_p].ps->oposy =g_player[g_p].ps->posy; g_sp->z = ActorExtra[g_i].bposy = g_player[g_p].ps->oposz =g_player[g_p].ps->posz; updatesector(g_player[g_p].ps->posx,g_player[g_p].ps->posy,&g_player[g_p].ps->cursectnum); setsprite(g_player[g_p].ps->i,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->posz+PHEIGHT); g_sp->cstat = 257; g_sp->shade = -12; g_sp->clipdist = 64; g_sp->xrepeat = 42; g_sp->yrepeat = 36; g_sp->owner = g_i; g_sp->xoffset = 0; g_sp->pal = g_player[g_p].ps->palookup; g_player[g_p].ps->last_extra = g_sp->extra = g_player[g_p].ps->max_player_health; g_player[g_p].ps->wantweaponfire = -1; g_player[g_p].ps->horiz = 100; g_player[g_p].ps->on_crane = -1; g_player[g_p].ps->frag_ps = g_p; g_player[g_p].ps->horizoff = 0; g_player[g_p].ps->opyoff = 0; g_player[g_p].ps->wackedbyactor = -1; g_player[g_p].ps->shield_amount = g_startArmorAmount; g_player[g_p].ps->dead_flag = 0; g_player[g_p].ps->pals_time = 0; g_player[g_p].ps->footprintcount = 0; g_player[g_p].ps->weapreccnt = 0; g_player[g_p].ps->fta = 0; g_player[g_p].ps->ftq = 0; g_player[g_p].ps->posxv = g_player[g_p].ps->posyv = 0; g_player[g_p].ps->rotscrnang = 0; g_player[g_p].ps->runspeed = g_playerFriction; g_player[g_p].ps->falling_counter = 0; ActorExtra[g_i].extra = -1; ActorExtra[g_i].owner = g_i; ActorExtra[g_i].cgg = 0; ActorExtra[g_i].movflag = 0; ActorExtra[g_i].tempang = 0; ActorExtra[g_i].actorstayput = -1; ActorExtra[g_i].dispicnum = 0; ActorExtra[g_i].owner = g_player[g_p].ps->i; P_ResetInventory(g_p); P_ResetWeapons(g_p); g_player[g_p].ps->reloading = 0; g_player[g_p].ps->movement_lock = 0; X_OnEvent(EVENT_RESETPLAYER, g_player[g_p].ps->i, g_p, -1); g_cameraDistance = 0; g_cameraClock = totalclock; } P_UpdateScreenPal(g_player[g_p].ps); //AddLog("EOF: resetplayer"); } break; case CON_IFONWATER: X_DoConditional(klabs(g_sp->z-sector[g_sp->sectnum].floorz) < (32<<8) && sector[g_sp->sectnum].lotag == 1); break; case CON_IFINWATER: X_DoConditional(sector[g_sp->sectnum].lotag == 2); break; case CON_IFCOUNT: insptr++; X_DoConditional(g_t[0] >= *insptr); break; case CON_IFACTOR: insptr++; X_DoConditional(g_sp->picnum == *insptr); break; case CON_RESETCOUNT: insptr++; g_t[0] = 0; break; case CON_ADDINVENTORY: insptr+=2; switch (*(insptr-1)) { case GET_STEROIDS: g_player[g_p].ps->steroids_amount = *insptr; g_player[g_p].ps->inven_icon = 2; break; case GET_SHIELD: g_player[g_p].ps->shield_amount += *insptr;// 100; if (g_player[g_p].ps->shield_amount > g_player[g_p].ps->max_shield_amount) g_player[g_p].ps->shield_amount = g_player[g_p].ps->max_shield_amount; break; case GET_SCUBA: g_player[g_p].ps->scuba_amount = *insptr;// 1600; g_player[g_p].ps->inven_icon = 6; break; case GET_HOLODUKE: g_player[g_p].ps->holoduke_amount = *insptr;// 1600; g_player[g_p].ps->inven_icon = 3; break; case GET_JETPACK: g_player[g_p].ps->jetpack_amount = *insptr;// 1600; g_player[g_p].ps->inven_icon = 4; break; case GET_ACCESS: switch (g_sp->pal) { case 0: g_player[g_p].ps->got_access |= 1; break; case 21: g_player[g_p].ps->got_access |= 2; break; case 23: g_player[g_p].ps->got_access |= 4; break; } break; case GET_HEATS: g_player[g_p].ps->heat_amount = *insptr; g_player[g_p].ps->inven_icon = 5; break; case GET_FIRSTAID: g_player[g_p].ps->inven_icon = 1; g_player[g_p].ps->firstaid_amount = *insptr; break; case GET_BOOTS: g_player[g_p].ps->inven_icon = 7; g_player[g_p].ps->boot_amount = *insptr; break; default: OSD_Printf(CON_ERROR "Invalid inventory ID %d\n",g_errorLineNum,keyw[g_tw],*(insptr-1)); break; } insptr++; break; case CON_HITRADIUSVAR: insptr++; { int v1=Gv_GetVarX(*insptr++),v2=Gv_GetVarX(*insptr++),v3=Gv_GetVarX(*insptr++); int v4=Gv_GetVarX(*insptr++),v5=Gv_GetVarX(*insptr++); A_RadiusDamage(g_i,v1,v2,v3,v4,v5); } break; case CON_HITRADIUS: A_RadiusDamage(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5)); insptr+=6; break; case CON_IFP: { // insptr++; l = *(++insptr); j = 0; s = sprite[g_player[g_p].ps->i].xvel; if ((l&8) && g_player[g_p].ps->on_ground && TEST_SYNC_KEY(g_player[g_p].sync->bits, SK_CROUCH)) j = 1; else if ((l&16) && g_player[g_p].ps->jumping_counter == 0 && !g_player[g_p].ps->on_ground && g_player[g_p].ps->poszv > 2048) j = 1; else if ((l&32) && g_player[g_p].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[g_p].sync->bits, SK_RUN)) j = 1; else if ((l&4) && s >= 8 && TEST_SYNC_KEY(g_player[g_p].sync->bits, SK_RUN)) j = 1; else if ((l&64) && g_player[g_p].ps->posz < (g_sp->z-(48<<8))) j = 1; else if ((l&128) && s <= -8 && !TEST_SYNC_KEY(g_player[g_p].sync->bits, SK_RUN)) j = 1; else if ((l&256) && s <= -8 && TEST_SYNC_KEY(g_player[g_p].sync->bits, SK_RUN)) j = 1; else if ((l&512) && (g_player[g_p].ps->quick_kick > 0 || (g_player[g_p].ps->curr_weapon == KNEE_WEAPON && g_player[g_p].ps->kickback_pic > 0))) j = 1; else if ((l&1024) && sprite[g_player[g_p].ps->i].xrepeat < 32) j = 1; else if ((l&2048) && g_player[g_p].ps->jetpack_on) j = 1; else if ((l&4096) && g_player[g_p].ps->steroids_amount > 0 && g_player[g_p].ps->steroids_amount < 400) j = 1; else if ((l&8192) && g_player[g_p].ps->on_ground) j = 1; else if ((l&16384) && sprite[g_player[g_p].ps->i].xrepeat > 32 && sprite[g_player[g_p].ps->i].extra > 0 && g_player[g_p].ps->timebeforeexit == 0) j = 1; else if ((l&32768) && sprite[g_player[g_p].ps->i].extra <= 0) j = 1; else if ((l&65536L)) { if (g_sp->picnum == APLAYER && ud.multimode > 1) j = G_GetAngleDelta(g_player[otherp].ps->ang,getangle(g_player[g_p].ps->posx-g_player[otherp].ps->posx,g_player[g_p].ps->posy-g_player[otherp].ps->posy)); else j = G_GetAngleDelta(g_player[g_p].ps->ang,getangle(g_sp->x-g_player[g_p].ps->posx,g_sp->y-g_player[g_p].ps->posy)); if (j > -128 && j < 128) j = 1; else j = 0; } X_DoConditional((intptr_t) j); } break; case CON_IFSTRENGTH: insptr++; X_DoConditional(g_sp->extra <= *insptr); break; case CON_GUTS: insptr += 2; A_DoGuts(g_i,*(insptr-1),*insptr); insptr++; break; case CON_IFSPAWNEDBY: insptr++; X_DoConditional(ActorExtra[g_i].picnum == *insptr); break; case CON_WACKPLAYER: insptr++; P_ForceAngle(g_player[g_p].ps); return 0; case CON_FLASH: insptr++; sprite[g_i].shade = -127; g_player[g_p].ps->visibility = -127; lastvisinc = totalclock+32; return 0; 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++; return 0; 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++; return 0; case CON_CLEARMAPSTATE: insptr++; j = Gv_GetVarX(*insptr++); if ((j < 0 || j >= MAXVOLUMES*MAXLEVELS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid map number: %d\n",g_errorLineNum,keyw[g_tw],j); return 0; } if (MapInfo[j].savedstate) G_FreeMapState(j); return 0; case CON_STOPALLSOUNDS: insptr++; if (screenpeek == g_p) FX_StopAllSounds(); return 0; case CON_IFGAPZL: insptr++; X_DoConditional(((ActorExtra[g_i].floorz - ActorExtra[g_i].ceilingz) >> 8) < *insptr); break; case CON_IFHITSPACE: X_DoConditional(TEST_SYNC_KEY(g_player[g_p].sync->bits, SK_OPEN)); break; case CON_IFOUTSIDE: X_DoConditional(sector[g_sp->sectnum].ceilingstat&1); break; case CON_IFMULTIPLAYER: X_DoConditional(ud.multimode > 1); break; case CON_OPERATE: insptr++; if (sector[g_sp->sectnum].lotag == 0) { neartag(g_sp->x,g_sp->y,g_sp->z-(32<<8),g_sp->sectnum,g_sp->ang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,768L,1); if (neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag)) if ((sector[neartagsector].lotag&0xff) == 23 || sector[neartagsector].floorz == sector[neartagsector].ceilingz) if ((sector[neartagsector].lotag&16384) == 0) if ((sector[neartagsector].lotag&32768) == 0) { j = headspritesect[neartagsector]; while (j >= 0) { if (sprite[j].picnum == ACTIVATOR) break; j = nextspritesect[j]; } if (j == -1) G_OperateSectors(neartagsector,g_i); } } break; case CON_IFINSPACE: X_DoConditional(G_CheckForSpaceCeiling(g_sp->sectnum)); break; case CON_SPRITEPAL: insptr++; if (g_sp->picnum != APLAYER) ActorExtra[g_i].tempang = g_sp->pal; g_sp->pal = *insptr++; break; case CON_CACTOR: insptr++; g_sp->picnum = *insptr++; break; case CON_IFBULLETNEAR: X_DoConditional(A_Dodge(g_sp) == 1); break; case CON_IFRESPAWN: if (A_CheckEnemySprite(g_sp)) X_DoConditional(ud.respawn_monsters); else if (A_CheckInventorySprite(g_sp)) X_DoConditional(ud.respawn_inventory); else X_DoConditional(ud.respawn_items); break; case CON_IFFLOORDISTL: insptr++; X_DoConditional((ActorExtra[g_i].floorz - g_sp->z) <= ((*insptr)<<8)); break; case CON_IFCEILINGDISTL: insptr++; X_DoConditional((g_sp->z - ActorExtra[g_i].ceilingz) <= ((*insptr)<<8)); break; case CON_PALFROM: insptr++; g_player[g_p].ps->pals_time = *insptr++; for (j=2;j>=0;j--) g_player[g_p].ps->pals[2-j] = *insptr++; break; case CON_QSPRINTF: insptr++; { int dq = *insptr++, sq = *insptr++; if ((ScriptQuotes[sq] == NULL || ScriptQuotes[dq] == NULL) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],ScriptQuotes[sq] ? dq : sq); insptr += 4; break; } { int var1 = Gv_GetVarX(*insptr++), var2 = Gv_GetVarX(*insptr++); int var3 = Gv_GetVarX(*insptr++), var4 = Gv_GetVarX(*insptr++); Bstrcpy(tempbuf,ScriptQuotes[sq]); Bsprintf(ScriptQuotes[dq],tempbuf,var1,var2,var3,var4); break; } } case CON_ADDLOG: { insptr++; OSD_Printf(OSDTEXT_GREEN "CONLOG: L=%d\n",g_errorLineNum); break; } case CON_ADDLOGVAR: insptr++; { int m=1; char szBuf[256]; int 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)) { int 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",g_errorLineNum,keyw[g_tw], aGameArrays[lVarID].szLabel,index,m*aGameArrays[lVarID].plValues[index]); break; } else { OSD_Printf(CON_ERROR "invalid array index\n",g_errorLineNum,keyw[g_tw]); break; } } 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]); break; // 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)",g_p); } else if (aGameVars[lVarID].dwFlags & GAMEVAR_PERACTOR) { Bsprintf(szBuf," (Per Actor. Actor=%d)",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++; break; } case CON_SETSECTOR: case CON_GETSECTOR: insptr++; { // syntax [gs]etsector[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; X_AccessSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2); break; } case CON_SQRT: insptr++; { // syntax sqrt int lInVarID=*insptr++, lOutVarID=*insptr++; Gv_SetVarX(lOutVarID, ksqrt(Gv_GetVarX(lInVarID))); break; } 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 // int lType=*insptr++, lMaxDist=*insptr++, lVarID=*insptr++; int lFound=-1, j, k = MAXSTATUS-1; if (tw == CON_FINDNEARACTOR || tw == CON_FINDNEARACTOR3D) k = 1; do { j=headspritestat[k]; // all sprites if (tw==CON_FINDNEARSPRITE3D || tw==CON_FINDNEARACTOR3D) { while (j>=0) { if (sprite[j].picnum == lType && j != g_i && dist(&sprite[g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw == CON_FINDNEARACTOR3D) break; continue; } while (j>=0) { if (sprite[j].picnum == lType && j != g_i && ldist(&sprite[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); break; } 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 // int lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++), lVarID=*insptr++; int lFound=-1, j, k = 1; if (tw == CON_FINDNEARSPRITEVAR || tw == CON_FINDNEARSPRITE3DVAR) k = MAXSTATUS-1; do { j=headspritestat[k]; // all sprites if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR) { while (j >= 0) { if (sprite[j].picnum == lType && j != g_i && dist(&sprite[g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw==CON_FINDNEARACTOR3DVAR) break; continue; } while (j >= 0) { if (sprite[j].picnum == lType && j != g_i && ldist(&sprite[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); break; } 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 // int lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++); int lMaxZDist=Gv_GetVarX(*insptr++); int 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 != g_i) { lTemp=ldist(&sprite[g_i], &sprite[j]); if (lTemp < lMaxDist) { lTemp2=klabs(sprite[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); break; } 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 // int lType=*insptr++, lMaxDist=*insptr++, lMaxZDist=*insptr++, lVarID=*insptr++; int 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 != g_i) { lTemp=ldist(&sprite[g_i], &sprite[j]); if (lTemp < lMaxDist) { lTemp2=klabs(sprite[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); break; } case CON_FINDPLAYER: insptr++; Gv_SetVarX(g_iReturnVarID, A_FindPlayer(&sprite[g_i],&j)); Gv_SetVarX(*insptr++, j); break; case CON_FINDOTHERPLAYER: insptr++; Gv_SetVarX(g_iReturnVarID, P_FindOtherPlayer(g_p,&j)); Gv_SetVarX(*insptr++, j); break; case CON_SETPLAYER: case CON_GETPLAYER: insptr++; { // syntax [gs]etplayer[].x // int 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++; X_AccessPlayer(tw==CON_SETPLAYER, lVar1, lLabelID, lVar2, lParm2); break; } case CON_SETINPUT: case CON_GETINPUT: insptr++; { // syntax [gs]etplayer[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; X_AccessPlayerInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2); break; } case CON_GETUSERDEF: case CON_SETUSERDEF: insptr++; { // syntax [gs]etuserdef.xxx // int lLabelID=*insptr++, lVar2=*insptr++; X_AccessUserdef(tw==CON_SETUSERDEF, lLabelID, lVar2); break; } case CON_GETPROJECTILE: case CON_SETPROJECTILE: insptr++; { // syntax [gs]etplayer[].x // int lVar1=Gv_GetVarX(*insptr++), lLabelID=*insptr++, lVar2=*insptr++; X_AccessProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2); break; } case CON_SETWALL: case CON_GETWALL: insptr++; { // syntax [gs]etwall[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; X_AccessWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2); break; } case CON_SETACTORVAR: case CON_GETACTORVAR: insptr++; { // syntax [gs]etactorvar[]. // gets the value of the per-actor variable varx into VAR // int lSprite=Gv_GetVarX(*insptr++), lVar1=*insptr++; j=*insptr++; if ((lSprite < 0 || lSprite >= MAXSPRITES) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],lSprite); if (lVar1 == MAXGAMEVARS) insptr++; if (j == MAXGAMEVARS) insptr++; break; } if (tw == CON_SETACTORVAR) { Gv_SetVar(lVar1, Gv_GetVarX(j), lSprite, g_p); break; } Gv_SetVarX(j, Gv_GetVar(lVar1, lSprite, g_p)); break; } case CON_SETPLAYERVAR: case CON_GETPLAYERVAR: insptr++; { int iPlayer; if (*insptr != g_iThisActorID) iPlayer=Gv_GetVarX(*insptr); else iPlayer = g_p; insptr++; { int lVar1=*insptr++, lVar2=*insptr++; if ((iPlayer < 0 || iPlayer >= ud.multimode) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "invalid player ID %d\n",g_errorLineNum,keyw[g_tw],iPlayer); break; } if (tw == CON_SETPLAYERVAR) { Gv_SetVar(lVar1, Gv_GetVarX(lVar2), g_i, iPlayer); break; } Gv_SetVarX(lVar2, Gv_GetVar(lVar1, g_i, iPlayer)); break; } } case CON_SETACTOR: case CON_GETACTOR: insptr++; { // syntax [gs]etactor[].x // int lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0; if (ActorLabels[lLabelID].flags & LABEL_HASPARM2) lParm2=Gv_GetVarX(*insptr++); { int lVar2=*insptr++; X_AccessSprite(tw==CON_SETACTOR, lVar1, lLabelID, lVar2, lParm2); } break; } case CON_SETTSPR: case CON_GETTSPR: insptr++; { // syntax [gs]etactor[].x // int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; X_AccessTsprite(tw==CON_SETTSPR, lVar1, lLabelID, lVar2); break; } case CON_GETANGLETOTARGET: insptr++; // ActorExtra[g_i].lastvx and lastvy are last known location of target. Gv_SetVarX(*insptr++, getangle(ActorExtra[g_i].lastvx-g_sp->x,ActorExtra[g_i].lastvy-g_sp->y)); break; case CON_ANGOFFVAR: insptr++; spriteext[g_i].angoff=Gv_GetVarX(*insptr++); break; case CON_LOCKPLAYER: insptr++; g_player[g_p].ps->transporter_hold=Gv_GetVarX(*insptr++); break; case CON_CHECKAVAILWEAPON: case CON_CHECKAVAILINVEN: insptr++; j = g_p; if (*insptr != g_iThisActorID) j=Gv_GetVarX(*insptr); insptr++; if ((j < 0 || j >= ud.multimode) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid player ID %d\n",g_errorLineNum,keyw[g_tw],j); break; } if (tw == CON_CHECKAVAILWEAPON) P_CheckWeapon(g_player[j].ps); else P_SelectNextInvItem(g_player[j].ps); break; case CON_GETPLAYERANGLE: insptr++; Gv_SetVarX(*insptr++, g_player[g_p].ps->ang); break; case CON_SETPLAYERANGLE: insptr++; g_player[g_p].ps->ang=Gv_GetVarX(*insptr++); g_player[g_p].ps->ang &= 2047; break; case CON_GETACTORANGLE: insptr++; Gv_SetVarX(*insptr++, g_sp->ang); break; case CON_SETACTORANGLE: insptr++; g_sp->ang=Gv_GetVarX(*insptr++); g_sp->ang &= 2047; break; case CON_SETVAR: insptr++; Gv_SetVarX(*insptr, *(insptr+1)); insptr += 2; break; case CON_SETARRAY: insptr++; j=*insptr++; { int index = Gv_GetVarX(*insptr++); int value = Gv_GetVarX(*insptr++); // SetGameArrayID(j,index,value); 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,g_i,sprite[g_i].picnum,g_p); return 0; } aGameArrays[j].plValues[index]=value; break; } case CON_GETARRAYSIZE: insptr++; j=*insptr++; Gv_SetVarX(*insptr++,aGameArrays[j].size); break; case CON_RESIZEARRAY: insptr++; j=*insptr++; { int 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, sizeof(int) * asize); aGameArrays[j].size = asize; } break; } case CON_RANDVAR: insptr++; Gv_SetVarX(*insptr, mulscale16(krand(), *(insptr+1)+1)); insptr += 2; break; case CON_DISPLAYRANDVAR: insptr++; Gv_SetVarX(*insptr, mulscale15(rand(), *(insptr+1)+1)); insptr += 2; break; case CON_MULVAR: insptr++; Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) * *(insptr+1)); insptr += 2; break; case CON_DIVVAR: insptr++; if (*(insptr+1) == 0) { OSD_Printf(CON_ERROR "Divide by zero.\n",g_errorLineNum,keyw[g_tw]); insptr += 2; break; } Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) / *(insptr+1)); insptr += 2; break; case CON_MODVAR: insptr++; if (*(insptr+1) == 0) { OSD_Printf(CON_ERROR "Mod by zero.\n",g_errorLineNum,keyw[g_tw]); insptr += 2; break; } Gv_SetVarX(*insptr,Gv_GetVarX(*insptr)%*(insptr+1)); insptr += 2; break; case CON_ANDVAR: insptr++; Gv_SetVarX(*insptr,Gv_GetVarX(*insptr) & *(insptr+1)); insptr += 2; break; case CON_ORVAR: insptr++; Gv_SetVarX(*insptr,Gv_GetVarX(*insptr) | *(insptr+1)); insptr += 2; break; case CON_XORVAR: insptr++; Gv_SetVarX(*insptr,Gv_GetVarX(*insptr) ^ *(insptr+1)); insptr += 2; break; case CON_SETVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j, Gv_GetVarX(*insptr++)); break; case CON_RANDVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j,mulscale(krand(), Gv_GetVarX(*insptr++)+1, 16)); break; case CON_DISPLAYRANDVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j,mulscale(rand(), Gv_GetVarX(*insptr++)+1, 15)); break; case CON_GMAXAMMO: insptr++; j=Gv_GetVarX(*insptr++); if ((j<0 || j>=MAX_WEAPONS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],j); insptr++; break; } Gv_SetVarX(*insptr++, g_player[g_p].ps->max_ammo_amount[j]); break; case CON_SMAXAMMO: insptr++; j=Gv_GetVarX(*insptr++); if ((j<0 || j>=MAX_WEAPONS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],j); insptr++; break; } g_player[g_p].ps->max_ammo_amount[j]=Gv_GetVarX(*insptr++); break; case CON_MULVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j, Gv_GetVarX(j)*Gv_GetVarX(*insptr++)); break; case CON_DIVVARVAR: insptr++; j=*insptr++; { int l2=Gv_GetVarX(*insptr++); if (l2==0) { OSD_Printf(CON_ERROR "Divide by zero.\n",g_errorLineNum,keyw[g_tw]); break; } Gv_SetVarX(j, Gv_GetVarX(j)/l2); break; } case CON_MODVARVAR: insptr++; j=*insptr++; { int l2=Gv_GetVarX(*insptr++); if (l2==0) { OSD_Printf(CON_ERROR "Mod by zero.\n",g_errorLineNum,keyw[g_tw]); break; } Gv_SetVarX(j, Gv_GetVarX(j) % l2); break; } case CON_ANDVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j, Gv_GetVarX(j) & Gv_GetVarX(*insptr++)); break; case CON_XORVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j, Gv_GetVarX(j) ^ Gv_GetVarX(*insptr++)); break; case CON_ORVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j, Gv_GetVarX(j) | Gv_GetVarX(*insptr++)); break; case CON_SUBVAR: insptr++; Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) - *(insptr+1)); insptr += 2; break; case CON_SUBVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j, Gv_GetVarX(j) - Gv_GetVarX(*insptr++)); break; case CON_ADDVAR: insptr++; Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) + *(insptr+1)); insptr += 2; break; case CON_SHIFTVARL: insptr++; Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) << *(insptr+1)); insptr += 2; break; case CON_SHIFTVARR: insptr++; Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) >> *(insptr+1)); insptr += 2; break; case CON_SIN: insptr++; Gv_SetVarX(*insptr, sintable[Gv_GetVarX(*(insptr+1))&2047]); insptr += 2; break; case CON_COS: insptr++; Gv_SetVarX(*insptr, sintable[(Gv_GetVarX(*(insptr+1))+512)&2047]); insptr += 2; break; case CON_ADDVARVAR: insptr++; j=*insptr++; Gv_SetVarX(j, Gv_GetVarX(j) + Gv_GetVarX(*insptr++)); break; case CON_SPGETLOTAG: insptr++; Gv_SetVarX(g_iLoTagID, g_sp->lotag); break; case CON_SPGETHITAG: insptr++; Gv_SetVarX(g_iHiTagID, g_sp->hitag); break; case CON_SECTGETLOTAG: insptr++; Gv_SetVarX(g_iLoTagID, sector[g_sp->sectnum].lotag); break; case CON_SECTGETHITAG: insptr++; Gv_SetVarX(g_iHiTagID, sector[g_sp->sectnum].hitag); break; case CON_GETTEXTUREFLOOR: insptr++; Gv_SetVarX(g_iTextureID, sector[g_sp->sectnum].floorpicnum); break; 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[(unsigned char)g_musicIndex].musicfn == NULL) { OSD_Printf(CON_ERROR "null music for map %d\n",g_errorLineNum,keyw[g_tw],g_musicIndex); insptr++; break; } S_PlayMusic(&MapInfo[(unsigned char)g_musicIndex].musicfn[0],g_musicIndex); break; case CON_ACTIVATECHEAT: insptr++; 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]); break; } osdcmd_cheatsinfo_stat.cheatnum = j; break; case CON_SETGAMEPALETTE: insptr++; j=Gv_GetVarX(*(insptr++)); switch (j) { default: case 0:P_SetGamePalette(g_player[g_p].ps,palette ,0);break; case 1:P_SetGamePalette(g_player[g_p].ps,waterpal ,0);break; case 2:P_SetGamePalette(g_player[g_p].ps,slimepal ,0);break; case 3:P_SetGamePalette(g_player[g_p].ps,drealms ,0);break; case 4:P_SetGamePalette(g_player[g_p].ps,titlepal ,0);break; case 5:P_SetGamePalette(g_player[g_p].ps,endingpal,0);break; case 6:P_SetGamePalette(g_player[g_p].ps,animpal ,0);break; } break; case CON_GETTEXTURECEILING: insptr++; Gv_SetVarX(g_iTextureID, sector[g_sp->sectnum].ceilingpicnum); break; case CON_IFVARVARAND: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) & Gv_GetVarX(*(insptr))); break; case CON_IFVARVAROR: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) | Gv_GetVarX(*(insptr))); break; case CON_IFVARVARXOR: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) ^ Gv_GetVarX(*(insptr))); break; case CON_IFVARVAREITHER: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) || Gv_GetVarX(*(insptr))); break; case CON_IFVARVARN: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) != Gv_GetVarX(*(insptr))); break; case CON_IFVARVARE: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) == Gv_GetVarX(*(insptr))); break; case CON_IFVARVARG: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) > Gv_GetVarX(*(insptr))); break; case CON_IFVARVARL: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) < Gv_GetVarX(*(insptr))); break; case CON_IFVARE: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) == *insptr); break; case CON_IFVARN: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) != *insptr); break; case CON_WHILEVARN: { intptr_t *savedinsptr=insptr+2; j=1; do { insptr=savedinsptr; if (Gv_GetVarX(*(insptr-1)) == *insptr) j=0; X_DoConditional(j); } while (j); break; } case CON_WHILEVARVARN: { int i,k; intptr_t *savedinsptr=insptr+2; j=1; do { insptr=savedinsptr; i = Gv_GetVarX(*(insptr-1)); k=*(insptr); if (i == Gv_GetVarX(k)) j=0; X_DoConditional(j); } while (j); break; } case CON_IFVARAND: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) & *insptr); break; case CON_IFVAROR: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) | *insptr); break; case CON_IFVARXOR: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) ^ *insptr); break; case CON_IFVAREITHER: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) || *insptr); break; case CON_IFVARG: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) > *insptr); break; case CON_IFVARL: insptr++; j=*insptr++; X_DoConditional(Gv_GetVarX(j) < *insptr); break; case CON_IFPHEALTHL: insptr++; X_DoConditional(sprite[g_player[g_p].ps->i].extra < *insptr); break; case CON_IFPINVENTORY: { insptr++; j = 0; switch (*insptr++) { case GET_STEROIDS: if (g_player[g_p].ps->steroids_amount != *insptr) j = 1; break; case GET_SHIELD: if (g_player[g_p].ps->shield_amount != g_player[g_p].ps->max_shield_amount) j = 1; break; case GET_SCUBA: if (g_player[g_p].ps->scuba_amount != *insptr) j = 1; break; case GET_HOLODUKE: if (g_player[g_p].ps->holoduke_amount != *insptr) j = 1; break; case GET_JETPACK: if (g_player[g_p].ps->jetpack_amount != *insptr) j = 1; break; case GET_ACCESS: switch (g_sp->pal) { case 0: if (g_player[g_p].ps->got_access&1) j = 1; break; case 21: if (g_player[g_p].ps->got_access&2) j = 1; break; case 23: if (g_player[g_p].ps->got_access&4) j = 1; break; } break; case GET_HEATS: if (g_player[g_p].ps->heat_amount != *insptr) j = 1; break; case GET_FIRSTAID: if (g_player[g_p].ps->firstaid_amount != *insptr) j = 1; break; case GET_BOOTS: if (g_player[g_p].ps->boot_amount != *insptr) j = 1; break; default: OSD_Printf(CON_ERROR "invalid inventory ID: %d\n",g_errorLineNum,keyw[g_tw],*(insptr-1)); } X_DoConditional(j); break; } case CON_PSTOMP: insptr++; if (g_player[g_p].ps->knee_incs == 0 && sprite[g_player[g_p].ps->i].xrepeat >= 40) if (cansee(g_sp->x,g_sp->y,g_sp->z-(4<<8),g_sp->sectnum,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->posz+(16<<8),sprite[g_player[g_p].ps->i].sectnum)) { for (j=ud.multimode-1;j>=0;j--) { if (g_player[j].ps->actorsqu == g_i) break; } if (j == -1) { g_player[g_p].ps->knee_incs = 1; if (g_player[g_p].ps->weapon_pos == 0) g_player[g_p].ps->weapon_pos = -1; g_player[g_p].ps->actorsqu = g_i; } } break; case CON_IFAWAYFROMWALL: { short s1=g_sp->sectnum; j = 0; updatesector(g_sp->x+108,g_sp->y+108,&s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x-108,g_sp->y-108,&s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x+108,g_sp->y-108,&s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x-108,g_sp->y+108,&s1); if (s1 == g_sp->sectnum) j = 1; } } } X_DoConditional(j); } break; case CON_QUOTE: insptr++; if ((ScriptQuotes[*insptr] == NULL) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],*insptr); insptr++; break; } if ((g_p < 0 || g_p >= MAXPLAYERS) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "bad player for quote %d: (%d)\n",g_errorLineNum,keyw[g_tw],*insptr,g_p); insptr++; break; } P_DoQuote(*(insptr++)|MAXQUOTES,g_player[g_p].ps); break; case CON_USERQUOTE: insptr++; { int i=Gv_GetVarX(*insptr++); if ((ScriptQuotes[i] == NULL) && g_scriptSanityChecks) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i); break; } G_AddUserQuote(ScriptQuotes[i]); } break; case CON_IFINOUTERSPACE: X_DoConditional(G_CheckForSpaceFloor(g_sp->sectnum)); break; case CON_IFNOTMOVING: X_DoConditional((ActorExtra[g_i].movflag&49152) > 16384); break; case CON_RESPAWNHITAG: insptr++; switch (DynamicTileMap[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 (g_sp->yvel) G_OperateRespawns(g_sp->yvel); break; default: if (g_sp->hitag >= 0) G_OperateRespawns(g_sp->hitag); break; } break; case CON_IFSPRITEPAL: insptr++; X_DoConditional(g_sp->pal == *insptr); break; case CON_IFANGDIFFL: insptr++; j = klabs(G_GetAngleDelta(g_player[g_p].ps->ang,g_sp->ang)); X_DoConditional(j <= *insptr); break; case CON_IFNOSOUNDS: for (j=MAXSOUNDS-1;j>=0;j--) if (g_sounds[j].SoundOwner[0].i == g_i) break; X_DoConditional(j < 0); break; case CON_SPRITEFLAGS: insptr++; ActorExtra[g_i].flags = Gv_GetVarX(*insptr++); break; case CON_GETTICKS: insptr++; j=*insptr++; Gv_SetVarX(j, getticks()); break; case CON_GETCURRADDRESS: insptr++; j=*insptr++; Gv_SetVarX(j, (intptr_t)(insptr-script)); break; case CON_JUMP: insptr++; j = Gv_GetVarX(*insptr++); insptr = (intptr_t *)(j+script); break; default: /* OSD_Printf("fatal error: default processing: previous five values: %d, %d, %d, %d, %d, " "current opcode: %d, next five values: %d, %d, %d, %d, %d\ncurrent actor: %d (%d)\n", *(insptr-5),*(insptr-4),*(insptr-3),*(insptr-2),*(insptr-1),*insptr,*(insptr+1), *(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5),g_i,g_sp->picnum); OSD_Printf("g_errorLineNum: %d, g_tw: %d\n",g_errorLineNum,g_tw);*/ X_ScriptInfo(); G_GameExit("An error has occurred in the EDuke32 CON executor.\n\n" "If you are an end user, please e-mail the file eduke32.log\n" "along with links to any mods you're using to terminx@gmail.com.\n\n" "If you are a mod developer, please attach all of your CON files\n" "along with instructions on how to reproduce this error.\n\n" "Thank you!"); break; } return 0; } void A_LoadActor(int iActor) { g_i = iActor; // Sprite ID g_p = -1; // iPlayer; // Player ID g_x = -1; // lDist; // ?? g_sp = &sprite[g_i]; // Pointer to sprite structure g_t = &ActorExtra[g_i].temp_data[0]; // Sprite's 'extra' data if (actorLoadEventScrptr[g_sp->picnum] == 0) return; insptr = actorLoadEventScrptr[g_sp->picnum]; g_killitFlag = 0; if (g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS) { // if(A_CheckEnemySprite(g_sp)) // g_player[g_p].ps->actors_killed++; deletesprite(g_i); return; } while (!X_DoExecute()); if (g_killitFlag == 1) deletesprite(g_i); } void A_Execute(int iActor,int iPlayer,int lDist) { // int temp, temp2; // if (actorscrptr[sprite[iActor].picnum] == 0) return; g_i = iActor; // Sprite ID g_p = iPlayer; // Player ID g_x = lDist; // ?? g_sp = &sprite[g_i]; // Pointer to sprite structure g_t = &ActorExtra[g_i].temp_data[0]; // Sprite's 'extra' data insptr = 4 + (actorscrptr[g_sp->picnum]); g_killitFlag = 0; if (g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS) { if (A_CheckEnemySprite(g_sp)) g_player[g_p].ps->actors_killed++; deletesprite(g_i); return; } /* Qbix: Changed variables to be aware of the sizeof *insptr * (wether it is int vs intptr_t), Although it is specificly cast to intptr_t* * which might be corrected if the code is converted to use offsets */ if (g_t[4]) { g_sp->lotag += TICSPERFRAME; if (g_sp->lotag > *(intptr_t *)(g_t[4]+4*sizeof(*insptr))) { g_t[2]++; g_sp->lotag = 0; g_t[3] += *(intptr_t *)(g_t[4]+3*sizeof(*insptr)); } if (klabs(g_t[3]) >= klabs(*(intptr_t *)(g_t[4]+sizeof(*insptr)) * *(intptr_t *)(g_t[4]+3*sizeof(*insptr)))) g_t[3] = 0; } while (!X_DoExecute()); if (g_killitFlag == 1) { // if player was set to squish, first stop that... if (g_player[g_p].ps->actorsqu == g_i) g_player[g_p].ps->actorsqu = -1; deletesprite(g_i); return; } X_Move(); /* if (ud.angleinterpolation) { temp = (g_sp->ang & 2047) - sprpos[g_i].ang; sprpos[g_i].oldang = sprpos[g_i].ang; if (temp) { temp2 = temp/klabs(temp); if (klabs(temp) > 1024) temp2 = -(temp2); sprpos[g_i].angdir = temp2; sprpos[g_i].angdif = min(ud.angleinterpolation,klabs(temp)); sprpos[g_i].ang += sprpos[g_i].angdif * sprpos[g_i].angdir; sprpos[g_i].ang &= 2047; } } */ if (g_sp->statnum == 6) switch (DynamicTileMap[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 (ActorExtra[g_i].timetosleep > 1) ActorExtra[g_i].timetosleep--; else if (ActorExtra[g_i].timetosleep == 1) changespritestat(g_i,2); default: return; } if (g_sp->statnum != 1) return; if (A_CheckEnemySprite(g_sp)) { if (g_sp->xrepeat > 60) return; if (ud.respawn_monsters == 1 && g_sp->extra <= 0) return; } else if (ud.respawn_items == 1 && (g_sp->cstat&32768)) return; if (ActorExtra[g_i].timetosleep > 1) ActorExtra[g_i].timetosleep--; else if (ActorExtra[g_i].timetosleep == 1) changespritestat(g_i,2); } void G_SaveMapState(mapstate_t *save) { if (save != NULL) { int i; intptr_t j; 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); Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteexttype)*MAXSPRITES); 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[STAT_DEFAULT],&headspritestat[STAT_DEFAULT],sizeof(headspritestat)); Bmemcpy(&save->prevspritestat[STAT_DEFAULT],&prevspritestat[STAT_DEFAULT],sizeof(prevspritestat)); Bmemcpy(&save->nextspritestat[STAT_DEFAULT],&nextspritestat[STAT_DEFAULT],sizeof(nextspritestat)); for (i=MAXSPRITES-1;i>=0;i--) { save->scriptptrs[i] = 0; if (actorscrptr[PN] == 0) continue; j = (intptr_t)&script[0]; if (T2 >= j && T2 < (intptr_t)(&script[g_scriptSize])) { save->scriptptrs[i] |= 1; T2 -= j; } if (T5 >= j && T5 < (intptr_t)(&script[g_scriptSize])) { save->scriptptrs[i] |= 2; T5 -= j; } if (T6 >= j && T6 < (intptr_t)(&script[g_scriptSize])) { save->scriptptrs[i] |= 4; T6 -= j; } } Bmemcpy(&save->ActorExtra[0],&ActorExtra[0],sizeof(ActorData_t)*MAXSPRITES); for (i=MAXSPRITES-1;i>=0;i--) { if (actorscrptr[PN] == 0) continue; j = (intptr_t)&script[0]; if (save->scriptptrs[i]&1) T2 += j; if (save->scriptptrs[i]&2) T5 += j; if (save->scriptptrs[i]&4) T6 += j; } 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)); for (i = g_animateCount-1;i>=0;i--) animateptr[i] = (int *)((intptr_t)animateptr[i]-(intptr_t)(§or[0])); Bmemcpy(&save->animateptr[0],&animateptr[0],sizeof(animateptr)); for (i = g_animateCount-1;i>=0;i--) animateptr[i] = (int *)((intptr_t)animateptr[i]+(intptr_t)(§or[0])); 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) { int i, k, x; intptr_t j; 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(spriteexttype)*MAXSPRITES); 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[STAT_DEFAULT],&save->headspritestat[STAT_DEFAULT],sizeof(headspritestat)); Bmemcpy(&prevspritestat[STAT_DEFAULT],&save->prevspritestat[STAT_DEFAULT],sizeof(prevspritestat)); Bmemcpy(&nextspritestat[STAT_DEFAULT],&save->nextspritestat[STAT_DEFAULT],sizeof(nextspritestat)); Bmemcpy(&ActorExtra[0],&save->ActorExtra[0],sizeof(ActorData_t)*MAXSPRITES); for (i=MAXSPRITES-1;i>=0;i--) { j = (intptr_t)(&script[0]); if (save->scriptptrs[i]&1) T2 += j; if (save->scriptptrs[i]&2) T5 += j; if (save->scriptptrs[i]&4) T6 += j; } 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)); for (i = g_animateCount-1;i>=0;i--) animateptr[i] = (int *)((intptr_t)animateptr[i]+(intptr_t)(§or[0])); 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) Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXPLAYERS); else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR) 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 == 0) { 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; } else { 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; } } g_numInterpolations = 0; startofdynamicinterpolations = 0; k = headspritestat[STAT_EFFECTOR]; while (k >= 0) { switch (sprite[k].lotag) { case 31: G_SetInterpolation(§or[sprite[k].sectnum].floorz); break; case 32: G_SetInterpolation(§or[sprite[k].sectnum].ceilingz); break; case 25: G_SetInterpolation(§or[sprite[k].sectnum].floorz); G_SetInterpolation(§or[sprite[k].sectnum].ceilingz); break; case 17: G_SetInterpolation(§or[sprite[k].sectnum].floorz); G_SetInterpolation(§or[sprite[k].sectnum].ceilingz); break; case 0: case 5: case 6: case 11: case 14: case 15: case 16: case 26: case 30: Sect_SetInterpolation(k); break; } k = nextspritestat[k]; } for (i=g_numInterpolations-1;i>=0;i--) bakipos[i] = *curipos[i]; for (i = g_animateCount-1;i>=0;i--) G_SetInterpolation(animateptr[i]); Net_ResetPrediction(); waitforeverybody(); flushpackets(); clearfifo(); G_ResetTimers(); } }