//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "compat.h" #include #include #include // sqrt #include "build.h" #include "duke3d.h" #include "gamedef.h" #include "gameexec.h" #include "scriplib.h" #include "savegame.h" #include "premap.h" #include "osdcmds.h" #include "osd.h" #include "menus.h" #include "input.h" #include "anim.h" #ifdef LUNATIC # include "lunatic_game.h" #endif #if KRANDDEBUG # define GAMEEXEC_INLINE # define GAMEEXEC_STATIC #else # define GAMEEXEC_INLINE inline # define GAMEEXEC_STATIC static #endif vmstate_t vm; #if !defined LUNATIC enum vmflags_t { VM_RETURN = 0x00000001, VM_KILL = 0x00000002, VM_NOEXECUTE = 0x00000004, }; int32_t g_tw; int32_t g_errorLineNum; int32_t g_currentEventExec = -1; intptr_t const *insptr; int32_t g_iReturnVarID = -1; // var ID of "RETURN" int32_t g_iWeaponVarID = -1; // var ID of "WEAPON" int32_t g_iWorksLikeVarID = -1; // var ID of "WORKSLIKE" int32_t g_iZRangeVarID = -1; // var ID of "ZRANGE" int32_t g_iAngRangeVarID = -1; // var ID of "ANGRANGE" int32_t g_iAimAngleVarID = -1; // var ID of "AUTOAIMANGLE" int32_t g_iLoTagID = -1; // var ID of "LOTAG" int32_t g_iHiTagID = -1; // var ID of "HITAG" int32_t g_iTextureID = -1; // var ID of "TEXTURE" int32_t g_iThisActorID = -1; // var ID of "THISACTOR" int32_t g_iStructVarIDs = -1; GAMEEXEC_STATIC void VM_Execute(int32_t loop); # include "gamestructures.c" #endif #define VM_INSTMASK 0xfff #define VM_CONDITIONAL(xxx) \ { \ if ((xxx) || ((insptr = (intptr_t *)*(insptr + 1)) && (((*insptr) & VM_INSTMASK) == CON_ELSE))) \ { \ insptr += 2; \ VM_Execute(0); \ } \ } void VM_ScriptInfo(void) { #if !defined LUNATIC if (!script) return; if (insptr) { initprintf("\n"); for (intptr_t const *p = insptr - 32; p < insptr + 32; p++) { if ((int32_t)(p - script) >= g_scriptSize) break; initprintf("%5d: %3d: ", (int32_t) (p - script), (int32_t) (p - insptr)); if (*p >> 12 && (*p & VM_INSTMASK) < CON_END) initprintf("%5d %s\n", (int32_t) (*p >> 12), keyw[*p & VM_INSTMASK]); else initprintf("%d\n", (int32_t) *p); } initprintf("\n"); } if (vm.g_i) initprintf("current actor: %d (%d)\n", vm.g_i, TrackerCast(vm.g_sp->picnum)); initprintf("g_errorLineNum: %d, g_tw: %d\n", g_errorLineNum, g_tw); #endif } static void VM_DeleteSprite(int32_t iActor, int32_t iPlayer) { if (EDUKE32_PREDICT_FALSE((unsigned) iActor >= MAXSPRITES)) return; // if player was set to squish, first stop that... if (EDUKE32_PREDICT_FALSE(iPlayer >= 0 && g_player[iPlayer].ps->actorsqu == iActor)) g_player[iPlayer].ps->actorsqu = -1; A_DeleteSprite(iActor); } intptr_t *apScriptGameEvent[MAXGAMEEVENTS]; intptr_t *apScriptGameEventEnd[MAXGAMEEVENTS]; // May recurse, e.g. through EVENT_XXX -> ... -> EVENT_KILLIT #ifdef LUNATIC FORCE_INLINE int32_t VM_EventCommon_(int32_t iEventID, int32_t iActor, int32_t iPlayer, int32_t lDist, int32_t iReturn) { const double t = gethiticks(); int32_t ret = El_CallEvent(&g_ElState, iEventID, iActor, iPlayer, lDist, &iReturn); // NOTE: the run times are those of the called event plus any events // called by it, *not* "self" time. g_eventTotalMs[iEventID] += gethiticks()-t; g_eventCalls[iEventID]++; if (ret == 1) VM_DeleteSprite(iActor, iPlayer); return iReturn; } #else FORCE_INLINE int32_t VM_EventCommon_(const int32_t iEventID, const int32_t iActor, const int32_t iPlayer, const int32_t lDist, int32_t iReturn) { // this is initialized first thing because iActor, iPlayer, lDist, etc are already right there on the stack // from the function call const vmstate_t tempvm = { iActor, iPlayer, lDist, &actor[(unsigned)iActor].t_data[0], &sprite[(unsigned)iActor], g_player[iPlayer].ps, 0 }; // since we're targeting C99 and C++ now, we can interweave these to avoid // having to load addresses for things twice // for example, because we are loading backupReturnVar with the value of // aGameVars[g_iReturnVarID].val.lValue, the compiler can avoid having to // reload the address of aGameVars[g_iReturnVarID].val.lValue in order to // set it to the value of iReturn (...which should still be on the stack!) const int32_t backupReturnVar = aGameVars[g_iReturnVarID].val.lValue; aGameVars[g_iReturnVarID].val.lValue = iReturn; const int32_t backupEventExec = g_currentEventExec; g_currentEventExec = iEventID; intptr_t const *oinsptr = insptr; insptr = apScriptGameEvent[iEventID]; const vmstate_t vm_backup = vm; vm = tempvm; // check tempvm instead of vm... this way, we are not actually loading // FROM vm anywhere until VM_Execute() is called if ((unsigned)tempvm.g_i >= MAXSPRITES) { static spritetype dummy_sprite; static int32_t dummy_t[ARRAY_SIZE(actor[0].t_data)]; vm.g_sp = &dummy_sprite; vm.g_t = dummy_t; } if ((unsigned)iPlayer >= (unsigned)playerswhenstarted) vm.g_pp = g_player[0].ps; VM_Execute(1); if (vm.g_flags & VM_KILL) VM_DeleteSprite(vm.g_i, vm.g_p); // this needs to happen after VM_DeleteSprite() because VM_DeleteSprite() // can trigger additional events vm = vm_backup; insptr = oinsptr; g_currentEventExec = backupEventExec; iReturn = aGameVars[g_iReturnVarID].val.lValue; aGameVars[g_iReturnVarID].val.lValue = backupReturnVar; return iReturn; } #endif // the idea here is that the compiler inlines the call to VM_EventCommon_() and gives us a set of full functions // which are not only optimized further based on lDist or iReturn (or both) having values known at compile time, // but are called faster due to having less parameters int32_t VM_OnEventWithBoth_(int32_t iEventID, int32_t iActor, int32_t iPlayer, int32_t lDist, int32_t iReturn) { return VM_EventCommon_(iEventID, iActor, iPlayer, lDist, iReturn); } int32_t VM_OnEventWithReturn_(int32_t iEventID, int32_t iActor, int32_t iPlayer, int32_t iReturn) { return VM_EventCommon_(iEventID, iActor, iPlayer, -1, iReturn); } int32_t VM_OnEventWithDist_(int32_t iEventID, int32_t iActor, int32_t iPlayer, int32_t lDist) { return VM_EventCommon_(iEventID, iActor, iPlayer, lDist, 0); } int32_t VM_OnEvent_(int32_t iEventID, int32_t iActor, int32_t iPlayer) { return VM_EventCommon_(iEventID, iActor, iPlayer, -1, 0); } static int32_t VM_CheckSquished(void) { sectortype const * const sc = §or[vm.g_sp->sectnum]; if (sc->lotag == ST_23_SWINGING_DOOR || EDUKE32_PREDICT_FALSE(vm.g_sp->picnum == APLAYER && ud.noclip)) return 0; { int32_t fz=sc->floorz, cz=sc->ceilingz; #ifdef YAX_ENABLE int16_t cb, fb; yax_getbunches(vm.g_sp->sectnum, &cb, &fb); if (cb >= 0 && (sc->ceilingstat&512)==0) // if ceiling non-blocking... cz -= (32<<8); // unconditionally don't squish... yax_getneighborsect is slowish :/ if (fb >= 0 && (sc->floorstat&512)==0) fz += (32<<8); #endif if (vm.g_sp->pal == 1 ? (fz - cz >= (32<<8) || (sc->lotag&32768)) : (fz - cz >= (12<<8))) return 0; } P_DoQuote(QUOTE_SQUISHED, vm.g_pp); if (A_CheckEnemySprite(vm.g_sp)) vm.g_sp->xvel = 0; if (EDUKE32_PREDICT_FALSE(vm.g_sp->pal == 1)) // frozen { actor[vm.g_i].picnum = SHOTSPARK1; actor[vm.g_i].extra = 1; return 0; } return 1; } #if !defined LUNATIC GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *p) { int32_t n = 128-(krand()&255); p->horiz += 64; p->return_to_center = 9; p->look_ang = p->rotscrnang = n>>1; } #endif int32_t A_Dodge(spritetype *s) { const int32_t mx = s->x, my = s->y; const int32_t mxvect = sintable[(s->ang+512)&2047]; const int32_t myvect = sintable[s->ang&2047]; if (A_CheckEnemySprite(s) && s->extra <= 0) // hack return 0; for (int32_t i=headspritestat[STAT_PROJECTILE]; i>=0; i=nextspritestat[i]) //weapons list { if (OW == i) continue; int32_t bx = SX-mx; int32_t by = SY-my; int32_t bxvect = sintable[(SA+512)&2047]; int32_t byvect = sintable[SA&2047]; if (mxvect*bx + myvect*by >= 0 && bxvect*bx + byvect*by < 0) { if (klabs(bxvect*by - byvect*bx) < 65536<<6) { s->ang -= 512+(krand()&1024); return 1; } } } return 0; } int32_t A_GetFurthestAngle(int32_t iActor, int32_t angs) { spritetype *const s = &sprite[iActor]; if (s->picnum != APLAYER && (AC_COUNT(actor[iActor].t_data)&63) > 2) return s->ang + 1024; int32_t furthest_angle = 0, greatestd = INT32_MIN; const int32_t angincs = tabledivide32_noinline(2048, angs); hitdata_t hit; for (int32_t j=s->ang; j<(2048+s->ang); j+=angincs) { s->z -= (8<<8); hitscan((const vec3_t *)s, s->sectnum, sintable[(j+512)&2047], sintable[j&2047], 0, &hit, CLIPMASK1); s->z += (8<<8); const int32_t d = klabs(hit.pos.x-s->x) + klabs(hit.pos.y-s->y); if (d > greatestd) { greatestd = d; furthest_angle = j; } } return furthest_angle&2047; } int32_t A_FurthestVisiblePoint(int32_t iActor, tspritetype * const ts, int32_t *dax, int32_t *day) { if (AC_COUNT(actor[iActor].t_data)&63) return -1; const spritetype *const s = &sprite[iActor]; const int32_t angincs = ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) ? 2048/2 : tabledivide32_noinline(2048, 1+(krand()&1)); hitdata_t hit; for (int32_t j=ts->ang; j<(2048+ts->ang); j+=(angincs-(krand()&511))) { ts->z -= (16<<8); hitscan((const vec3_t *)ts, ts->sectnum, sintable[(j+512)&2047], sintable[j&2047], 16384-(krand()&32767), &hit, CLIPMASK1); ts->z += (16<<8); const int32_t d = klabs(hit.pos.x-ts->x)+klabs(hit.pos.y-ts->y); const int32_t da = klabs(hit.pos.x-s->x)+klabs(hit.pos.y-s->y); if (d < da && hit.sect > -1) if (cansee(hit.pos.x,hit.pos.y,hit.pos.z, hit.sect,s->x,s->y,s->z-(16<<8),s->sectnum)) { *dax = hit.pos.x; *day = hit.pos.y; return hit.sect; } } return -1; } static void VM_GetZRange(int32_t iActor, int32_t *ceilhit, int32_t *florhit, int walldist) { spritetype *const s = &sprite[iActor]; const int32_t ocstat = s->cstat; s->cstat = 0; s->z -= ZOFFSET; getzrange((vec3_t *)s, s->sectnum, &actor[iActor].ceilingz, ceilhit, &actor[iActor].floorz, florhit, walldist, CLIPMASK0); s->z += ZOFFSET; s->cstat = ocstat; } void A_GetZLimits(int32_t iActor) { spritetype *const s = &sprite[iActor]; int32_t ceilhit, florhit; const int walldist = (s->statnum == STAT_PROJECTILE) ? 4 : 127; VM_GetZRange(iActor, &ceilhit, &florhit, walldist); actor[iActor].flags &= ~SFLAG_NOFLOORSHADOW; if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0) { const spritetype *hitspr = &sprite[florhit&(MAXSPRITES-1)]; florhit &= (MAXSPRITES-1); // If a non-projectile would fall onto non-frozen enemy OR an enemy onto a player... if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && s->statnum != STAT_PROJECTILE) || (hitspr->picnum == APLAYER && A_CheckEnemySprite(s))) { actor[iActor].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors s->xvel = -256; // SLIDE_ABOVE_ENEMY A_SetSprite(iActor, CLIPMASK0); } else if (s->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && s->owner==florhit) { actor[iActor].ceilingz = sector[s->sectnum].ceilingz; actor[iActor].floorz = sector[s->sectnum].floorz; } } } void A_Fall(int32_t iActor) { spritetype *const s = &sprite[iActor]; int c = g_spriteGravity; if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(s->sectnum))) c = 0; else if (sector[s->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(s->sectnum))) c = g_spriteGravity/6; if (s->statnum == STAT_ACTOR || s->statnum == STAT_PLAYER || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_STANDABLE) { int32_t ceilhit, florhit; VM_GetZRange(iActor, &ceilhit, &florhit, 127); } else { actor[iActor].ceilingz = sector[s->sectnum].ceilingz; actor[iActor].floorz = sector[s->sectnum].floorz; } #ifdef YAX_ENABLE int16_t fbunch = (sector[s->sectnum].floorstat&512) ? -1 : yax_getbunch(s->sectnum, YAX_FLOOR); #endif if (s->z < actor[iActor].floorz-ZOFFSET #ifdef YAX_ENABLE || fbunch >= 0 #endif ) { if (sector[s->sectnum].lotag == ST_2_UNDERWATER && s->zvel > 3122) s->zvel = 3144; s->z += s->zvel = min(6144, s->zvel+c); } #ifdef YAX_ENABLE if (fbunch >= 0) setspritez(iActor, (vec3_t *)s); else #endif if (s->z >= actor[iActor].floorz-ZOFFSET) { s->z = actor[iActor].floorz-ZOFFSET; s->zvel = 0; } } int32_t G_GetAngleDelta(int32_t a,int32_t na) { a &= 2047; na &= 2047; if (klabs(a-na) < 1024) { // OSD_Printf("G_GetAngleDelta() returning %d\n",na-a); return (na-a); } if (na > 1024) na -= 2048; if (a > 1024) a -= 2048; // OSD_Printf("G_GetAngleDelta() returning %d\n",na-a); return (na-a); } GAMEEXEC_STATIC void VM_AlterAng(int32_t movflags) { const int32_t ticselapsed = (AC_COUNT(vm.g_t))&31; #if !defined LUNATIC const intptr_t *moveptr; if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.g_t) >= (unsigned)g_scriptSize-1)) { AC_MOVE_ID(vm.g_t) = 0; OSD_Printf(OSD_ERROR "bad moveptr for actor %d (%d)!\n", vm.g_i, TrackerCast(vm.g_sp->picnum)); return; } moveptr = script + AC_MOVE_ID(vm.g_t); vm.g_sp->xvel += (moveptr[0] - vm.g_sp->xvel)/5; if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((moveptr[1]<<4) - vm.g_sp->zvel)/5; #else vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)/5; if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((actor[vm.g_i].mv.vvel<<4) - vm.g_sp->zvel)/5; #endif if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack return; if (movflags&seekplayer) { int32_t aang = vm.g_sp->ang, angdif, goalang; int32_t j = vm.g_pp->holoduke_on; // NOTE: looks like 'owner' is set to target sprite ID... if (j >= 0 && cansee(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum,vm.g_sp->x,vm.g_sp->y,vm.g_sp->z,vm.g_sp->sectnum)) vm.g_sp->owner = j; else vm.g_sp->owner = vm.g_pp->i; if (sprite[vm.g_sp->owner].picnum == APLAYER) goalang = getangle(actor[vm.g_i].lastvx-vm.g_sp->x,actor[vm.g_i].lastvy-vm.g_sp->y); else goalang = getangle(sprite[vm.g_sp->owner].x-vm.g_sp->x,sprite[vm.g_sp->owner].y-vm.g_sp->y); if (vm.g_sp->xvel && vm.g_sp->picnum != DRONE) { angdif = G_GetAngleDelta(aang,goalang); if (ticselapsed < 2) { if (klabs(angdif) < 256) { j = 128-(krand()&256); vm.g_sp->ang += j; if (A_GetHitscanRange(vm.g_i) < 844) vm.g_sp->ang -= j; } } else if (ticselapsed > 18 && ticselapsed < GAMETICSPERSEC) // choose { if (klabs(angdif>>2) < 128) vm.g_sp->ang = goalang; else vm.g_sp->ang += angdif>>2; } } else vm.g_sp->ang = goalang; } if (ticselapsed < 1) { if (movflags&furthestdir) { vm.g_sp->ang = A_GetFurthestAngle(vm.g_i, 2); vm.g_sp->owner = vm.g_pp->i; } if (movflags&fleeenemy) vm.g_sp->ang = A_GetFurthestAngle(vm.g_i, 2); } } static inline void VM_AddAngle(int32_t shr, int32_t goalang) { int32_t angdif = G_GetAngleDelta(vm.g_sp->ang,goalang)>>shr; if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0)) angdif *= 2; vm.g_sp->ang += angdif; } static void VM_FacePlayer(int32_t shr) { int32_t goalang; if (vm.g_pp->newowner >= 0) goalang = getangle(vm.g_pp->opos.x-vm.g_sp->x, vm.g_pp->opos.y-vm.g_sp->y); else goalang = getangle(vm.g_pp->pos.x-vm.g_sp->x, vm.g_pp->pos.y-vm.g_sp->y); VM_AddAngle(shr, goalang); } ////////// TROR get*zofslope ////////// // These rather belong into the engine. static int32_t VM_GetCeilZOfSlope(void) { const int dax = vm.g_sp->x, day = vm.g_sp->y; const int sectnum = vm.g_sp->sectnum; #ifdef YAX_ENABLE if ((sector[sectnum].ceilingstat&512)==0) { int32_t nsect = yax_getneighborsect(dax, day, sectnum, YAX_CEILING); if (nsect >= 0) return getceilzofslope(nsect, dax, day); } #endif return getceilzofslope(sectnum, dax, day); } static int32_t VM_GetFlorZOfSlope(void) { const int dax = vm.g_sp->x, day = vm.g_sp->y; const int sectnum = vm.g_sp->sectnum; #ifdef YAX_ENABLE if ((sector[sectnum].floorstat&512)==0) { int32_t nsect = yax_getneighborsect(dax, day, sectnum, YAX_FLOOR); if (nsect >= 0) return getflorzofslope(nsect, dax, day); } #endif return getflorzofslope(sectnum, dax, day); } //////////////////// static int32_t A_GetWaterZOffset(int spritenum); GAMEEXEC_STATIC void VM_Move(void) { #if !defined LUNATIC const intptr_t *moveptr; #endif // NOTE: commented out condition is dead since r3159 (making hi/lotag unsigned). // XXX: Does it break anything? Where are movflags with all bits set created? const uint16_t *movflagsptr = &AC_MOVFLAGS(vm.g_sp, &actor[vm.g_i]); const int32_t movflags = /*(*movflagsptr==-1) ? 0 :*/ *movflagsptr; const int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0); AC_COUNT(vm.g_t)++; if (AC_MOVE_ID(vm.g_t) == 0 || movflags == 0) { if (deadflag || (actor[vm.g_i].bpos.x != vm.g_sp->x) || (actor[vm.g_i].bpos.y != vm.g_sp->y)) { actor[vm.g_i].bpos.x = vm.g_sp->x; actor[vm.g_i].bpos.y = vm.g_sp->y; setsprite(vm.g_i, (vec3_t *)vm.g_sp); } return; } if (deadflag) goto dead; if (movflags&face_player) VM_FacePlayer(2); if (movflags&spin) vm.g_sp->ang += sintable[((AC_COUNT(vm.g_t)<<3)&2047)]>>6; if (movflags&face_player_slow) VM_FacePlayer(4); if ((movflags&jumptoplayer_bits) == jumptoplayer_bits) { if (AC_COUNT(vm.g_t) < 16) vm.g_sp->zvel -= (sintable[(512+(AC_COUNT(vm.g_t)<<4))&2047]>>5); } if (movflags&face_player_smart) { int32_t newx = vm.g_pp->pos.x + (vm.g_pp->vel.x/768); int32_t newy = vm.g_pp->pos.y + (vm.g_pp->vel.y/768); int32_t goalang = getangle(newx-vm.g_sp->x,newy-vm.g_sp->y); VM_AddAngle(2, goalang); } dead: #if !defined LUNATIC if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.g_t) >= (unsigned)g_scriptSize-1)) { AC_MOVE_ID(vm.g_t) = 0; OSD_Printf(OSD_ERROR "clearing bad moveptr for actor %d (%d)\n", vm.g_i, TrackerCast(vm.g_sp->picnum)); return; } moveptr = script + AC_MOVE_ID(vm.g_t); if (movflags&geth) vm.g_sp->xvel += ((moveptr[0])-vm.g_sp->xvel)>>1; if (movflags&getv) vm.g_sp->zvel += ((moveptr[1]<<4)-vm.g_sp->zvel)>>1; #else if (movflags&geth) vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)>>1; if (movflags&getv) vm.g_sp->zvel += (16*actor[vm.g_i].mv.vvel - vm.g_sp->zvel)>>1; #endif if (movflags&dodgebullet && !deadflag) A_Dodge(vm.g_sp); if (vm.g_sp->picnum != APLAYER) VM_AlterAng(movflags); if (vm.g_sp->xvel > -6 && vm.g_sp->xvel < 6) vm.g_sp->xvel = 0; int badguyp = A_CheckEnemySprite(vm.g_sp); if (vm.g_sp->xvel || vm.g_sp->zvel) { int32_t daxvel = vm.g_sp->xvel; int32_t angdif = vm.g_sp->ang; if (badguyp && vm.g_sp->picnum != ROTATEGUN) { if ((vm.g_sp->picnum == DRONE || vm.g_sp->picnum == COMMANDER) && vm.g_sp->extra > 0) { if (vm.g_sp->picnum == COMMANDER) { int32_t l; // NOTE: COMMANDER updates both actor[].floorz and // .ceilingz regardless of its zvel. actor[vm.g_i].floorz = l = VM_GetFlorZOfSlope(); if (vm.g_sp->z > l-(8<<8)) { vm.g_sp->z = l-(8<<8); vm.g_sp->zvel = 0; } actor[vm.g_i].ceilingz = l = VM_GetCeilZOfSlope(); if (vm.g_sp->z < l+(80<<8)) { vm.g_sp->z = l+(80<<8); vm.g_sp->zvel = 0; } } else { int32_t l; // The DRONE updates either .floorz or .ceilingz, not both. if (vm.g_sp->zvel > 0) { actor[vm.g_i].floorz = l = VM_GetFlorZOfSlope(); if (vm.g_sp->z > l-(30<<8)) vm.g_sp->z = l-(30<<8); } else { actor[vm.g_i].ceilingz = l = VM_GetCeilZOfSlope(); if (vm.g_sp->z < l+(50<<8)) { vm.g_sp->z = l+(50<<8); vm.g_sp->zvel = 0; } } } } else if (vm.g_sp->picnum != ORGANTIC) { // All other actors besides ORGANTIC don't update .floorz or // .ceilingz here. if (vm.g_sp->zvel > 0) { if (vm.g_sp->z > actor[vm.g_i].floorz) vm.g_sp->z = actor[vm.g_i].floorz; vm.g_sp->z += A_GetWaterZOffset(vm.g_i); } else if (vm.g_sp->zvel < 0) { const int32_t l = VM_GetCeilZOfSlope(); if (vm.g_sp->z < l+(66<<8)) { vm.g_sp->z = l+(66<<8); vm.g_sp->zvel >>= 1; } } } if (vm.g_x < 960 && vm.g_sp->xrepeat > 16) { daxvel = -(1024 - vm.g_x); angdif = getangle(vm.g_pp->pos.x - vm.g_sp->x, vm.g_pp->pos.y - vm.g_sp->y); if (vm.g_x < 512) { vm.g_pp->vel.x = 0; vm.g_pp->vel.y = 0; } else { vm.g_pp->vel.x = mulscale16(vm.g_pp->vel.x, vm.g_pp->runspeed - 0x2000); vm.g_pp->vel.y = mulscale16(vm.g_pp->vel.y, vm.g_pp->runspeed - 0x2000); } } else if (vm.g_sp->picnum != DRONE && vm.g_sp->picnum != SHARK && vm.g_sp->picnum != COMMANDER) { if (vm.g_pp->actorsqu == vm.g_i) return; if (!A_CheckSpriteFlags(vm.g_i, SFLAG_SMOOTHMOVE)) { if (AC_COUNT(vm.g_t) & 1) return; daxvel <<= 1; } } } else if (vm.g_sp->picnum == APLAYER) if (vm.g_sp->z < actor[vm.g_i].ceilingz+(32<<8)) vm.g_sp->z = actor[vm.g_i].ceilingz+(32<<8); vec3_t tmpvect = { (daxvel * (sintable[(angdif + 512) & 2047])) >> 14, (daxvel * (sintable[angdif & 2047])) >> 14, vm.g_sp->zvel }; actor[vm.g_i].movflag = A_MoveSprite(vm.g_i, &tmpvect, (A_CheckSpriteFlags(vm.g_i, SFLAG_NOCLIP) ? 0 : CLIPMASK0)); } if (!badguyp) return; vm.g_sp->shade += (sector[vm.g_sp->sectnum].ceilingstat & 1) ? (sector[vm.g_sp->sectnum].ceilingshade - vm.g_sp->shade) >> 1 : (sector[vm.g_sp->sectnum].floorshade - vm.g_sp->shade) >> 1; } static void P_AddWeaponMaybeSwitch(DukePlayer_t *ps, int32_t weap) { if ((ps->weaponswitch & (1|4)) == (1|4)) { const int32_t snum = P_Get(ps->i); int32_t i, new_wchoice = -1, curr_wchoice = -1; for (i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++) { int32_t w = g_player[snum].wchoice[i]; if (w == KNEE_WEAPON) w = FREEZE_WEAPON; else w--; if (w == ps->curr_weapon) curr_wchoice = i; if (w == weap) new_wchoice = i; } P_AddWeapon(ps, weap, (new_wchoice < curr_wchoice)); } else { P_AddWeapon(ps, weap, (ps->weaponswitch & 1)); } } #if defined LUNATIC void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap) { P_AddWeaponMaybeSwitch(g_player[snum].ps, weap); } #else static void P_AddWeaponAmmoCommon(DukePlayer_t *ps, int32_t weap, int32_t amount) { P_AddAmmo(weap, ps, amount); if (PWEAPON(vm.g_p, ps->curr_weapon, WorksLike) == KNEE_WEAPON && (ps->gotweapon & (1 << weap))) P_AddWeaponMaybeSwitch(ps, weap); } static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps) { if (EDUKE32_PREDICT_FALSE((unsigned)weap >= MAX_WEAPONS)) { CON_ERRPRINTF("Invalid weapon ID %d\n", weap); return 1; } if ((ps->gotweapon & (1 << weap)) == 0) { P_AddWeaponMaybeSwitch(ps, weap); } else if (ps->ammo_amount[weap] >= ps->max_ammo_amount[weap]) { vm.g_flags |= VM_NOEXECUTE; return 2; } P_AddWeaponAmmoCommon(ps, weap, amount); return 0; } #endif static int32_t A_GetVerticalVel(const actor_t *ac) { #ifdef LUNATIC return ac->mv.vvel; #else int32_t moveScriptOfs = AC_MOVE_ID(ac->t_data); if ((unsigned)moveScriptOfs < (unsigned)g_scriptSize-1) return script[moveScriptOfs + 1]; else return 0; #endif } static int32_t A_GetWaterZOffset(int spritenum) { const spritetype *const sp = &sprite[spritenum]; const actor_t *const ac = &actor[spritenum]; if (sector[sp->sectnum].lotag == ST_1_ABOVE_WATER) { if (A_CheckSpriteFlags(spritenum, SFLAG_NOWATERDIP)) return 0; // fix for flying/jumping monsters getting stuck in water if ((AC_MOVFLAGS(sp, ac) & jumptoplayer_only) || (G_HaveActor(sp->picnum) && A_GetVerticalVel(ac) != 0)) return 0; return ACTOR_ONWATER_ADDZ; } return 0; } static void VM_Fall(int32_t g_i, spritetype *g_sp) { int32_t grav = g_spriteGravity; g_sp->xoffset = g_sp->yoffset = 0; if (sector[g_sp->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(g_sp->sectnum))) grav = g_spriteGravity/6; else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(g_sp->sectnum))) grav = 0; if (!actor[g_i].cgg-- || (sector[g_sp->sectnum].floorstat&2)) { A_GetZLimits(g_i); actor[g_i].cgg = 3; } if (g_sp->z < actor[g_i].floorz-ZOFFSET) { // Free fall. g_sp->zvel = min(g_sp->zvel+grav, ACTOR_MAXFALLINGZVEL); int32_t z = g_sp->z + g_sp->zvel; #ifdef YAX_ENABLE if (yax_getbunch(g_sp->sectnum, YAX_FLOOR) >= 0 && (sector[g_sp->sectnum].floorstat&512)==0) setspritez(g_i, (vec3_t *)g_sp); else #endif if (z > actor[g_i].floorz - ZOFFSET) z = actor[g_i].floorz - ZOFFSET; g_sp->z = z; return; } // Preliminary new z position of the actor. int32_t z = actor[g_i].floorz - ZOFFSET; if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0)) { if (g_sp->zvel > 3084 && g_sp->extra <= 1) { // I'm guessing this DRONE check is from a beta version of the game // where they crashed into the ground when killed if (!(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); } actor[g_i].picnum = SHOTSPARK1; actor[g_i].extra = 1; g_sp->zvel = 0; } else if (g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != ST_1_ABOVE_WATER) { int16_t newsect = g_sp->sectnum; pushmove((vec3_t *)g_sp, &newsect, 128, 4<<8, 4<<8, CLIPMASK0); if ((unsigned)newsect < MAXSECTORS) changespritesect(g_i, newsect); A_PlaySound(THUD, g_i); } } if (sector[g_sp->sectnum].lotag == ST_1_ABOVE_WATER) { g_sp->z = z + A_GetWaterZOffset(g_i); return; } g_sp->z = z; g_sp->zvel = 0; } static int32_t VM_ResetPlayer(int32_t g_p, int32_t g_flags, int32_t flags) { //AddLog("resetplayer"); if (!g_netServer && ud.multimode < 2) { if (g_lastSaveSlot >= 0 && ud.recstat != 2 && !(flags & 1)) { M_OpenMenu(g_p); KB_ClearKeyDown(sc_Space); I_AdvanceTriggerClear(); M_ChangeMenu(MENU_RESETPLAYER); } else g_player[g_p].ps->gm = MODE_RESTART; #if !defined LUNATIC g_flags |= VM_NOEXECUTE; #endif } else { if (g_p == myconnectindex) { CAMERADIST = 0; CAMERACLOCK = totalclock; } if (g_fakeMultiMode) P_ResetPlayer(g_p); #ifndef NETCODE_DISABLE if (g_netServer) { P_ResetPlayer(g_p); Net_SpawnPlayer(g_p); } #endif } P_UpdateScreenPal(g_player[g_p].ps); //AddLog("EOF: resetplayer"); return g_flags; } void G_GetTimeDate(int32_t *vals) { time_t rawtime; struct tm *ti; time(&rawtime); ti=localtime(&rawtime); // initprintf("Time&date: %s\n",asctime (ti)); vals[0] = ti->tm_sec; vals[1] = ti->tm_min; vals[2] = ti->tm_hour; vals[3] = ti->tm_mday; vals[4] = ti->tm_mon; vals[5] = ti->tm_year+1900; vals[6] = ti->tm_wday; vals[7] = ti->tm_yday; } int32_t G_StartTrack(int32_t level) { if ((unsigned)level < MAXLEVELS) { int32_t musicIndex = MAXLEVELS*ud.volume_number + level; if (MapInfo[musicIndex].musicfn != NULL) { // Only set g_musicIndex on success. g_musicIndex = musicIndex; S_PlayMusic(MapInfo[musicIndex].musicfn); return 0; } } return 1; } LUNATIC_EXTERN void G_ShowView(vec3_t vec, int32_t a, int32_t horiz, int32_t sect, int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp) { int32_t smoothratio = calc_smoothratio(totalclock, ototalclock); #ifdef USE_OPENGL int32_t oprojhacks; #endif if (g_screenCapture) return; if (offscreenrendering) { clearview(0); return; } if (x1 > x2) swaplong(&x1,&x2); if (y1 > y2) swaplong(&y1,&y2); if (!unbiasedp) { // The showview command has a rounding bias towards zero, // e.g. floor((319*1680)/320) == 1674 x1 = scale(x1,xdim,320); y1 = scale(y1,ydim,200); x2 = scale(x2,xdim,320); y2 = scale(y2,ydim,200); } else { // This will map the maximum 320-based coordinate to the // maximum real screen coordinate: // floor((319*1679)/319) == 1679 x1 = scale(x1,xdim-1,319); y1 = scale(y1,ydim-1,199); x2 = scale(x2,xdim-1,319); y2 = scale(y2,ydim-1,199); } horiz = clamp(horiz, HORIZ_MIN, HORIZ_MAX); #ifdef USE_OPENGL oprojhacks = glprojectionhacks; glprojectionhacks = 0; #endif { int32_t o = newaspect_enable; newaspect_enable = r_usenewaspect; setaspect_new_use_dimen = 1; setview(x1,y1,x2,y2); setaspect_new_use_dimen = 0; newaspect_enable = o; } G_DoInterpolations(smoothratio); G_HandleMirror(vec.x, vec.y, vec.z, a, horiz, smoothratio); #ifdef POLYMER if (getrendermode() == REND_POLYMER) polymer_setanimatesprites(G_DoSpriteAnimations, vec.x,vec.y,a,smoothratio); #endif yax_preparedrawrooms(); drawrooms(vec.x,vec.y,vec.z,a,horiz,sect); yax_drawrooms(G_DoSpriteAnimations, sect, 0, smoothratio); display_mirror = 2; G_DoSpriteAnimations(vec.x,vec.y,a,smoothratio); display_mirror = 0; drawmasks(); G_RestoreInterpolations(); G_UpdateScreenArea(); #ifdef USE_OPENGL glprojectionhacks = oprojhacks; #endif } #if !defined LUNATIC GAMEEXEC_STATIC void VM_Execute(int loop) { int tw = *insptr; DukePlayer_t * const ps = vm.g_pp; // jump directly into the loop, saving us from the checks during the first iteration goto skip_check; while (loop) { if (vm.g_flags & (VM_RETURN | VM_KILL | VM_NOEXECUTE)) break; tw = *insptr; skip_check: // Bsprintf(g_szBuf,"Parsing: %d",*insptr); // AddLog(g_szBuf); g_errorLineNum = tw>>12; g_tw = tw &= VM_INSTMASK; if (tw == CON_LEFTBRACE) { insptr++, loop++; continue; } else if (tw == CON_RIGHTBRACE) { insptr++, loop--; continue; } else if (tw == CON_ELSE) { insptr = (intptr_t *) *(insptr+1); continue; } else if (tw == CON_STATE) { intptr_t const * const tempscrptr = insptr + 2; insptr = (intptr_t *)*(insptr + 1); VM_Execute(1); insptr = tempscrptr; continue; } switch (tw) { case CON_IFVARE: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw == *insptr); continue; case CON_REDEFINEQUOTE: insptr++; { int32_t q = *insptr++, i = *insptr++; if (EDUKE32_PREDICT_FALSE((ScriptQuotes[q] == NULL || ScriptQuoteRedefinitions[i] == NULL))) { CON_ERRPRINTF("%d %d null quote\n", q,i); break; } Bstrcpy(ScriptQuotes[q],ScriptQuoteRedefinitions[i]); continue; } case CON_GETTHISPROJECTILE: insptr++; { tw = *insptr++; int32_t lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iActor = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i; Gv_SetVarX(lVar2, VM_GetActiveProjectile(iActor, lLabelID)); continue; } case CON_SETTHISPROJECTILE: insptr++; { tw = *insptr++; int32_t lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iActor = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i; register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetActiveProjectile(iActor, lLabelID, iSet); continue; } case CON_IFRND: VM_CONDITIONAL(rnd(*(++insptr))); continue; case CON_IFCANSHOOTTARGET: { if (vm.g_x > 1024) { int16_t temphit; if ((tw = A_CheckHitSprite(vm.g_i, &temphit)) == (1 << 30)) { VM_CONDITIONAL(1); continue; } int32_t sclip = 768, angdif = 16; if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->xrepeat > 56) { sclip = 3084; angdif = 48; } #define CHECK(x) if (x >= 0 && sprite[x].picnum == vm.g_sp->picnum) { VM_CONDITIONAL(0); continue; } #define CHECK2(x) do { vm.g_sp->ang += x; tw = A_CheckHitSprite(vm.g_i, &temphit); vm.g_sp->ang -= x; } while(0) if (tw > sclip) { CHECK(temphit); CHECK2(angdif); if (tw > sclip) { CHECK(temphit); CHECK2(-angdif); if (tw > 768) { CHECK(temphit); VM_CONDITIONAL(1); continue; } } } } VM_CONDITIONAL(1); } continue; case CON_IFCANSEETARGET: tw = cansee(vm.g_sp->x, vm.g_sp->y, vm.g_sp->z-((krand()&41)<<8), vm.g_sp->sectnum, ps->pos.x, ps->pos.y, ps->pos.z/*-((krand()&41)<<8)*/, sprite[ps->i].sectnum); VM_CONDITIONAL(tw); if (tw) actor[vm.g_i].timetosleep = SLEEPTIME; continue; case CON_IFACTORNOTSTAYPUT: VM_CONDITIONAL(actor[vm.g_i].actorstayput == -1); continue; case CON_IFCANSEE: { tspritetype * s = (tspritetype *)&sprite[ps->i]; // select sprite for monster to target // if holoduke is on, let them target holoduke first. // if (ps->holoduke_on >= 0) { s = (tspritetype *)&sprite[ps->holoduke_on]; tw = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(krand()&((32<<8)-1)),vm.g_sp->sectnum, s->x,s->y,s->z,s->sectnum); if (tw == 0) { // they can't see player's holoduke // check for player... s = (tspritetype *)&sprite[ps->i]; } } // can they see player, (or player's holoduke) tw = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(krand()&((47<<8))),vm.g_sp->sectnum, s->x,s->y,s->z-(24<<8),s->sectnum); if (tw == 0) { // search around for target player // also modifies 'target' x&y if found.. tw = 1; if (A_FurthestVisiblePoint(vm.g_i,s,&actor[vm.g_i].lastvx,&actor[vm.g_i].lastvy) == -1) tw = 0; } else { // else, they did see it. // save where we were looking... actor[vm.g_i].lastvx = s->x; actor[vm.g_i].lastvy = s->y; } if (tw && (vm.g_sp->statnum == STAT_ACTOR || vm.g_sp->statnum == STAT_STANDABLE)) actor[vm.g_i].timetosleep = SLEEPTIME; VM_CONDITIONAL(tw); continue; } case CON_IFHITWEAPON: VM_CONDITIONAL(A_IncurDamage(vm.g_i) >= 0); continue; case CON_IFSQUISHED: VM_CONDITIONAL(VM_CheckSquished()); continue; case CON_IFDEAD: VM_CONDITIONAL(vm.g_sp->extra <= 0); continue; case CON_AI: insptr++; //Following changed to use pointersizes AC_AI_ID(vm.g_t) = *insptr++; // Ai AC_ACTION_ID(vm.g_t) = *(script + AC_AI_ID(vm.g_t)); // Action // NOTE: "if" check added in r1155. It used to be a pointer though. if (AC_AI_ID(vm.g_t)) AC_MOVE_ID(vm.g_t) = *(script + AC_AI_ID(vm.g_t) + 1); // move vm.g_sp->hitag = *(script + AC_AI_ID(vm.g_t) + 2); // move flags AC_COUNT(vm.g_t) = AC_ACTION_COUNT(vm.g_t) = AC_CURFRAME(vm.g_t) = 0; if (!A_CheckEnemySprite(vm.g_sp) || vm.g_sp->extra > 0) // hack if (vm.g_sp->hitag&random_angle) vm.g_sp->ang = krand()&2047; continue; case CON_ACTION: insptr++; AC_ACTION_COUNT(vm.g_t) = AC_CURFRAME(vm.g_t) = 0; AC_ACTION_ID(vm.g_t) = *insptr++; continue; case CON_IFPLAYERSL: VM_CONDITIONAL(numplayers < *(++insptr)); continue; case CON_IFPDISTL: VM_CONDITIONAL(vm.g_x < *(++insptr)); if (vm.g_x > MAXSLEEPDIST && actor[vm.g_i].timetosleep == 0) actor[vm.g_i].timetosleep = SLEEPTIME; continue; case CON_IFPDISTG: VM_CONDITIONAL(vm.g_x > *(++insptr)); if (vm.g_x > MAXSLEEPDIST && actor[vm.g_i].timetosleep == 0) actor[vm.g_i].timetosleep = SLEEPTIME; continue; case CON_ADDSTRENGTH: insptr++; vm.g_sp->extra += *insptr++; continue; case CON_STRENGTH: insptr++; vm.g_sp->extra = *insptr++; continue; case CON_IFGOTWEAPONCE: insptr++; if ((GametypeFlags[ud.coop]&GAMETYPE_WEAPSTAY) && (g_netServer || ud.multimode > 1)) { if (*insptr == 0) { int32_t j = 0; for (; j < ps->weapreccnt; j++) if (ps->weaprecs[j] == vm.g_sp->picnum) break; VM_CONDITIONAL(j < ps->weapreccnt && vm.g_sp->owner == vm.g_i); continue; } else if (ps->weapreccnt < MAX_WEAPONS) { ps->weaprecs[ps->weapreccnt++] = vm.g_sp->picnum; VM_CONDITIONAL(vm.g_sp->owner == vm.g_i); continue; } } VM_CONDITIONAL(0); continue; case CON_GETLASTPAL: insptr++; if (vm.g_sp->picnum == APLAYER) vm.g_sp->pal = g_player[P_GetP(vm.g_sp)].ps->palookup; else { if (vm.g_sp->pal == 1 && vm.g_sp->extra == 0) // hack for frozen vm.g_sp->extra++; vm.g_sp->pal = actor[vm.g_i].tempang; } actor[vm.g_i].tempang = 0; continue; case CON_TOSSWEAPON: insptr++; // NOTE: assumes that current actor is APLAYER P_DropWeapon(P_GetP(vm.g_sp)); continue; case CON_MIKESND: insptr++; if (EDUKE32_PREDICT_FALSE(((unsigned)vm.g_sp->yvel >= MAXSOUNDS))) { CON_ERRPRINTF("Invalid sound %d\n", TrackerCast(vm.g_sp->yvel)); continue; } if (!S_CheckSoundPlaying(vm.g_i,vm.g_sp->yvel)) A_PlaySound(vm.g_sp->yvel,vm.g_i); continue; case CON_PKICK: insptr++; if ((g_netServer || ud.multimode > 1) && vm.g_sp->picnum == APLAYER) { if (g_player[otherp].ps->quick_kick == 0) g_player[otherp].ps->quick_kick = 14; } else if (vm.g_sp->picnum != APLAYER && ps->quick_kick == 0) ps->quick_kick = 14; continue; case CON_SIZETO: insptr++; tw = (*insptr++ - vm.g_sp->xrepeat)<<1; vm.g_sp->xrepeat += ksgn(tw); if ((vm.g_sp->picnum == APLAYER && vm.g_sp->yrepeat < 36) || *insptr < vm.g_sp->yrepeat || ((vm.g_sp->yrepeat*(tilesiz[vm.g_sp->picnum].y+8))<<2) < (actor[vm.g_i].floorz - actor[vm.g_i].ceilingz)) { tw = ((*insptr)-vm.g_sp->yrepeat)<<1; if (klabs(tw)) vm.g_sp->yrepeat += ksgn(tw); } insptr++; continue; case CON_SIZEAT: insptr++; vm.g_sp->xrepeat = (uint8_t) *insptr++; vm.g_sp->yrepeat = (uint8_t) *insptr++; continue; case CON_SHOOT: insptr++; A_Shoot(vm.g_i,*insptr++); continue; case CON_SOUNDONCE: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr++); continue; } if (!S_CheckSoundPlaying(vm.g_i, *insptr++)) A_PlaySound(*(insptr-1),vm.g_i); continue; case CON_IFACTORSOUND: insptr++; { int const i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", j); insptr++; continue; } insptr--; VM_CONDITIONAL(A_CheckSoundPlaying(i, j)); } continue; case CON_IFSOUND: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr); insptr++; continue; } VM_CONDITIONAL(S_CheckSoundPlaying(vm.g_i,*insptr)); // VM_DoConditional(SoundOwner[*insptr][0].ow == vm.g_i); continue; case CON_STOPSOUND: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr); insptr++; continue; } if (S_CheckSoundPlaying(vm.g_i,*insptr)) S_StopSound((int16_t)*insptr); insptr++; continue; case CON_STOPACTORSOUND: insptr++; { int const i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", j); continue; } if (A_CheckSoundPlaying(i, j)) S_StopEnvSound(j, i); continue; } case CON_SETACTORSOUNDPITCH: insptr++; { int const i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++), pitchoffset = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j>=MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", j); continue; } S_ChangeSoundPitch(j,i,pitchoffset); continue; } case CON_GLOBALSOUND: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr); insptr++; continue; } if (vm.g_p == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND) #ifdef SPLITSCREEN_MOD_HACKS || (g_fakeMultiMode==2) #endif ) A_PlaySound(*insptr,g_player[screenpeek].ps->i); insptr++; continue; case CON_SOUND: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr); insptr++; continue; } A_PlaySound(*insptr++,vm.g_i); continue; case CON_TIP: insptr++; ps->tipincs = GAMETICSPERSEC; continue; case CON_FALL: insptr++; VM_Fall(vm.g_i, vm.g_sp); continue; case CON_RETURN: vm.g_flags |= VM_RETURN; case CON_ENDA: case CON_BREAK: case CON_ENDS: return; case CON_NULLOP: insptr++; continue; case CON_ADDAMMO: insptr++; { int const weap = *insptr++, amount = *insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)weap >= MAX_WEAPONS)) { CON_ERRPRINTF("Invalid weapon ID %d\n", weap); break; } if (ps->ammo_amount[weap] >= ps->max_ammo_amount[weap]) { vm.g_flags |= VM_NOEXECUTE; return; } P_AddWeaponAmmoCommon(ps, weap, amount); continue; } case CON_MONEY: insptr++; A_SpawnMultiple(vm.g_i, MONEY, *insptr++); continue; case CON_MAIL: insptr++; A_SpawnMultiple(vm.g_i, MAIL, *insptr++); continue; case CON_SLEEPTIME: insptr++; actor[vm.g_i].timetosleep = (int16_t)*insptr++; continue; case CON_PAPER: insptr++; A_SpawnMultiple(vm.g_i, PAPER, *insptr++); continue; case CON_ADDKILLS: insptr++; ps->actors_killed += *insptr++; actor[vm.g_i].actorstayput = -1; continue; case CON_LOTSOFGLASS: insptr++; A_SpawnGlass(vm.g_i,*insptr++); continue; case CON_KILLIT: insptr++; vm.g_flags |= VM_KILL; return; case CON_ADDWEAPON: insptr++; { int const weap=*insptr++, amount=*insptr++; VM_AddWeapon(weap, amount, ps); continue; } case CON_DEBUG: insptr++; initprintf("%" PRIdPTR "\n",*insptr++); continue; case CON_ENDOFGAME: case CON_ENDOFLEVEL: insptr++; ps->timebeforeexit = *insptr++; ps->customexitsound = -1; ud.eog = 1; continue; case CON_ADDPHEALTH: insptr++; { if (ps->newowner >= 0) G_ClearCameraView(ps); int j = sprite[ps->i].extra; if (vm.g_sp->picnum != ATOMICHEALTH) { if (j > ps->max_player_health && *insptr > 0) { insptr++; continue; } else { if (j > 0) j += *insptr; if (j > ps->max_player_health && *insptr > 0) j = ps->max_player_health; } } else { if (j > 0) j += *insptr; if (j > (ps->max_player_health<<1)) j = (ps->max_player_health<<1); } if (j < 0) j = 0; if (ud.god == 0) { if (*insptr > 0) { if ((j - *insptr) < (ps->max_player_health>>2) && j >= (ps->max_player_health>>2)) A_PlaySound(DUKE_GOTHEALTHATLOW,ps->i); ps->last_extra = j; } sprite[ps->i].extra = j; } } insptr++; continue; case CON_MOVE: insptr++; AC_COUNT(vm.g_t) = 0; AC_MOVE_ID(vm.g_t) = *insptr++; vm.g_sp->hitag = *insptr++; if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack continue; if (vm.g_sp->hitag&random_angle) vm.g_sp->ang = krand()&2047; continue; case CON_ADDWEAPONVAR: insptr++; { int const weap = Gv_GetVarX(*insptr++), amount = Gv_GetVarX(*insptr++); VM_AddWeapon(weap, amount, ps); continue; } case CON_ACTIVATEBYSECTOR: case CON_OPERATESECTORS: case CON_OPERATEACTIVATORS: case CON_SETASPECT: case CON_SSP: insptr++; { int const var1 = Gv_GetVarX(*insptr++); int var2; if (tw == CON_OPERATEACTIVATORS && *insptr == g_iThisActorID) { var2 = vm.g_p; insptr++; } else var2 = Gv_GetVarX(*insptr++); switch (tw) { case CON_ACTIVATEBYSECTOR: if (EDUKE32_PREDICT_FALSE((unsigned)var1 >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", var1); break; } G_ActivateBySector(var1, var2); break; case CON_OPERATESECTORS: if (EDUKE32_PREDICT_FALSE((unsigned)var1 >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", var1); break; } G_OperateSectors(var1, var2); break; case CON_OPERATEACTIVATORS: if (EDUKE32_PREDICT_FALSE((unsigned)var2>=(unsigned)playerswhenstarted)) { CON_ERRPRINTF("Invalid player %d\n", var2); break; } G_OperateActivators(var1, var2); break; case CON_SETASPECT: setaspect(var1, var2); break; case CON_SSP: if (EDUKE32_PREDICT_FALSE((unsigned)var1 >= MAXSPRITES)) { CON_ERRPRINTF("Invalid sprite %d\n", var1); break; } A_SetSprite(var1, var2); break; } continue; } case CON_CANSEESPR: insptr++; { int const lVar1 = Gv_GetVarX(*insptr++), lVar2 = Gv_GetVarX(*insptr++); int res = 0; if (EDUKE32_PREDICT_FALSE((unsigned)lVar1 >= MAXSPRITES || (unsigned)lVar2 >= MAXSPRITES)) CON_ERRPRINTF("Invalid sprite %d\n", (unsigned)lVar1 >= MAXSPRITES ? lVar1 : lVar2); else { res = cansee(sprite[lVar1].x, sprite[lVar1].y, sprite[lVar1].z, sprite[lVar1].sectnum, sprite[lVar2].x, sprite[lVar2].y, sprite[lVar2].z, sprite[lVar2].sectnum); } Gv_SetVarX(*insptr++, res); continue; } case CON_OPERATERESPAWNS: insptr++; G_OperateRespawns(Gv_GetVarX(*insptr++)); continue; case CON_OPERATEMASTERSWITCHES: insptr++; G_OperateMasterSwitches(Gv_GetVarX(*insptr++)); continue; case CON_CHECKACTIVATORMOTION: insptr++; aGameVars[g_iReturnVarID].val.lValue = G_CheckActivatorMotion(Gv_GetVarX(*insptr++)); continue; case CON_INSERTSPRITEQ: insptr++; A_AddToDeleteQueue(vm.g_i); continue; case CON_QSTRLEN: insptr++; { int const i = *insptr++, j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE(ScriptQuotes[j] == NULL)) { CON_ERRPRINTF("null quote %d\n", j); Gv_SetVarX(i, -1); continue; } Gv_SetVarX(i, Bstrlen(ScriptQuotes[j])); continue; } case CON_QSTRDIM: insptr++; { vec2_t dim = { 0, 0, }; int const w = *insptr++; int const h = *insptr++; int32_t params[16]; Gv_GetManyVars(16, params); int const tilenum = params[0], x = params[1], y = params[2], z = params[3]; int const blockangle = params[4], q = params[5]; int const orientation = params[6] & (ROTATESPRITE_MAX-1); int const xspace = params[7], yline = params[8], xbetween = params[9]; int const ybetween = params[10], f = params[11]; int const x1 = params[12], y1 = params[13], x2 = params[14], y2 = params[15]; if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum+255 >= MAXTILES)) CON_ERRPRINTF("invalid base tilenum %d\n", tilenum); else if (EDUKE32_PREDICT_FALSE((unsigned)q >= MAXQUOTES || ScriptQuotes[q] == NULL)) CON_ERRPRINTF("invalid quote ID %d\n", q); else dim = G_ScreenTextSize(tilenum, x, y, z, blockangle, ScriptQuotes[q], 2 | orientation, xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2); Gv_SetVarX(w, dim.x); Gv_SetVarX(h, dim.y); continue; } case CON_HEADSPRITESTAT: insptr++; { int const i = *insptr++, j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j > MAXSTATUS)) { CON_ERRPRINTF("invalid status list %d\n", j); continue; } Gv_SetVarX(i,headspritestat[j]); continue; } case CON_PREVSPRITESTAT: insptr++; { int const i = *insptr++, j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", j); continue; } Gv_SetVarX(i, prevspritestat[j]); continue; } case CON_NEXTSPRITESTAT: insptr++; { int const i = *insptr++, j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", j); continue; } Gv_SetVarX(i,nextspritestat[j]); continue; } case CON_HEADSPRITESECT: insptr++; { int const i = *insptr++, j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= (unsigned)numsectors)) { CON_ERRPRINTF("invalid sector %d\n", j); continue; } Gv_SetVarX(i,headspritesect[j]); continue; } case CON_PREVSPRITESECT: insptr++; { int const i = *insptr++; int const j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", j); continue; } Gv_SetVarX(i, prevspritesect[j]); continue; } case CON_NEXTSPRITESECT: insptr++; { int const i=*insptr++; int const j=Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", j); continue; } Gv_SetVarX(i,nextspritesect[j]); continue; } case CON_GETKEYNAME: insptr++; { int const i = Gv_GetVarX(*insptr++), f = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)i >= MAXQUOTES || ScriptQuotes[i] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", i); continue; } else if (EDUKE32_PREDICT_FALSE((unsigned)f >= NUMGAMEFUNCTIONS)) { CON_ERRPRINTF("invalid function %d\n", f); continue; } else { if (j < 2) Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[f][j])); else { Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[f][0])); if (!*tempbuf) Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[f][1])); } } if (*tempbuf) Bstrcpy(ScriptQuotes[i], tempbuf); continue; } case CON_QSUBSTR: insptr++; { int32_t params[4]; Gv_GetManyVars(4, params); const int q1 = params[0], q2 = params[1]; if (EDUKE32_PREDICT_FALSE((unsigned)q1>=MAXQUOTES || ScriptQuotes[q1] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", q1); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)q2>=MAXQUOTES || ScriptQuotes[q2] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", q2); continue; } int st = params[2], ln = params[3]; if (EDUKE32_PREDICT_FALSE((unsigned)st >= MAXQUOTELEN)) { CON_ERRPRINTF("invalid start position %d\n", st); continue; } if (EDUKE32_PREDICT_FALSE(ln < 0)) { CON_ERRPRINTF("invalid length %d\n", ln); continue; } char *s1 = ScriptQuotes[q1]; char const * s2 = ScriptQuotes[q2]; while (*s2 && st--) s2++; while ((*s1 = *s2) && ln--) { s1++; s2++; } *s1 = 0; continue; } case CON_GETPNAME: case CON_QSTRNCAT: case CON_QSTRCAT: case CON_QSTRCPY: case CON_QGETSYSSTR: case CON_CHANGESPRITESECT: insptr++; { int32_t i = Gv_GetVarX(*insptr++), j; if (tw == CON_GETPNAME && *insptr == g_iThisActorID) { j = vm.g_p; insptr++; } else j = Gv_GetVarX(*insptr++); switch (tw) { case CON_GETPNAME: if (EDUKE32_PREDICT_FALSE((unsigned)i>=MAXQUOTES || ScriptQuotes[i] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", 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 (EDUKE32_PREDICT_FALSE((unsigned)i>=MAXQUOTES || ScriptQuotes[i] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", i); break; } switch (j) { case STR_MAPNAME: case STR_MAPFILENAME: { int32_t idx = ud.volume_number*MAXLEVELS + ud.level_number; const char *src; if (EDUKE32_PREDICT_FALSE((unsigned)idx >= ARRAY_SIZE(MapInfo))) { CON_ERRPRINTF("out of bounds map number (vol=%d, lev=%d)\n", ud.volume_number, ud.level_number); break; } src = j==STR_MAPNAME ? MapInfo[idx].name : MapInfo[idx].filename; if (EDUKE32_PREDICT_FALSE(src == NULL)) { CON_ERRPRINTF("attempted access to %s of non-existent map (vol=%d, lev=%d)", j==STR_MAPNAME ? "name" : "file name", ud.volume_number, ud.level_number); break; } Bstrcpy(ScriptQuotes[i], j==STR_MAPNAME ? MapInfo[idx].name : MapInfo[idx].filename); break; } case STR_PLAYERNAME: if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_p >= (unsigned)playerswhenstarted)) { CON_ERRPRINTF("Invalid player ID %d\n", vm.g_p); break; } Bstrcpy(ScriptQuotes[i],g_player[vm.g_p].user_name); break; case STR_VERSION: Bsprintf(tempbuf,HEAD2 " %s",s_buildRev); Bstrcpy(ScriptQuotes[i],tempbuf); break; case STR_GAMETYPE: Bstrcpy(ScriptQuotes[i],GametypeNames[ud.coop]); break; case STR_VOLUMENAME: if (EDUKE32_PREDICT_FALSE((unsigned)ud.volume_number >= MAXVOLUMES)) { CON_ERRPRINTF("invalid volume (%d)\n", ud.volume_number); break; } Bstrcpy(ScriptQuotes[i],EpisodeNames[ud.volume_number]); break; case STR_YOURTIME: Bstrcpy(ScriptQuotes[i],G_PrintYourTime()); break; case STR_PARTIME: Bstrcpy(ScriptQuotes[i],G_PrintParTime()); break; case STR_DESIGNERTIME: Bstrcpy(ScriptQuotes[i],G_PrintDesignerTime()); break; case STR_BESTTIME: Bstrcpy(ScriptQuotes[i],G_PrintBestTime()); break; default: CON_ERRPRINTF("unknown str ID %d %d\n", i,j); } break; case CON_QSTRCAT: if (EDUKE32_PREDICT_FALSE(ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote; Bstrncat(ScriptQuotes[i],ScriptQuotes[j],(MAXQUOTELEN-1)-Bstrlen(ScriptQuotes[i])); break; case CON_QSTRNCAT: if (EDUKE32_PREDICT_FALSE(ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote; Bstrncat(ScriptQuotes[i],ScriptQuotes[j],Gv_GetVarX(*insptr++)); break; case CON_QSTRCPY: if (EDUKE32_PREDICT_FALSE(ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote; if (i != j) Bstrcpy(ScriptQuotes[i],ScriptQuotes[j]); break; case CON_CHANGESPRITESECT: if (EDUKE32_PREDICT_FALSE((unsigned)i >= MAXSPRITES)) { CON_ERRPRINTF("Invalid sprite %d\n", i); break; } else if (EDUKE32_PREDICT_FALSE((unsigned)j >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", j); break; } changespritesect(i,j); break; default: nullquote: CON_ERRPRINTF("null quote %d\n", ScriptQuotes[i] ? j : i); break; } continue; } case CON_CHANGESPRITESTAT: insptr++; { int32_t i = Gv_GetVarX(*insptr++); int32_t j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)i >= MAXSPRITES)) { CON_ERRPRINTF("Invalid sprite: %d\n", i); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXSTATUS)) { CON_ERRPRINTF("Invalid statnum: %d\n", j); continue; } if (sprite[i].statnum == j) continue; /* initialize actor data when changing to an actor statnum because there's usually garbage left over from being handled as a hard coded object */ if (sprite[i].statnum > STAT_ZOMBIEACTOR && (j == STAT_ACTOR || j == STAT_ZOMBIEACTOR)) { actor_t * const a = &actor[i]; a->lastvx = 0; a->lastvy = 0; a->timetosleep = 0; a->cgg = 0; a->movflag = 0; a->tempang = 0; a->dispicnum = 0; T1=T2=T3=T4=T5=T6=T7=T8=T9=0; a->flags = 0; sprite[i].hitag = 0; if (G_HaveActor(sprite[i].picnum)) { const intptr_t *actorptr = g_tile[sprite[i].picnum].execPtr; // offsets AC_ACTION_ID(a->t_data) = actorptr[1]; AC_MOVE_ID(a->t_data) = actorptr[2]; AC_MOVFLAGS(&sprite[i], &actor[i]) = actorptr[3]; // ai bits (movflags) } } changespritestat(i,j); continue; } case CON_STARTLEVEL: insptr++; // skip command { // from 'level' cheat in game.c (about line 6250) int32_t volnume=Gv_GetVarX(*insptr++), levnume=Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)volnume >= MAXVOLUMES)) { CON_ERRPRINTF("invalid volume (%d)\n", volnume); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)levnume >= MAXLEVELS)) { CON_ERRPRINTF("invalid level (%d)\n", levnume); continue; } ud.m_volume_number = ud.volume_number = volnume; ud.m_level_number = ud.level_number = levnume; //if (numplayers > 1 && g_netServer) // Net_NewGame(volnume,levnume); //else { g_player[myconnectindex].ps->gm |= MODE_EOL; ud.display_bonus_screen = 0; } // MODE_RESTART; continue; } case CON_MYOSX: case CON_MYOSPALX: case CON_MYOS: case CON_MYOSPAL: insptr++; { int32_t values[5]; Gv_GetManyVars(5, values); vec2_t const pos = *(vec2_t *)values; int const tilenum = values[2], shade = values[3], orientation = values[4]; switch (tw) { case CON_MYOS: G_DrawTile(pos.x, pos.y, tilenum, shade, orientation); break; case CON_MYOSPAL: G_DrawTilePal(pos.x, pos.y, tilenum, shade, orientation, Gv_GetVarX(*insptr++)); break; case CON_MYOSX: G_DrawTileSmall(pos.x, pos.y, tilenum, shade, orientation); break; case CON_MYOSPALX: G_DrawTilePalSmall(pos.x, pos.y, tilenum, shade, orientation, Gv_GetVarX(*insptr++)); break; } continue; } case CON_SWITCH: insptr++; { // 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 int32_t const lValue = Gv_GetVarX(*insptr++), lEnd = *insptr++, lCases = *insptr++; intptr_t const *lpDefault = insptr++, *lpCases = insptr; int32_t left = 0, right = lCases - 1; insptr += lCases << 1; do { int const lCheckCase = (left + right) >> 1; if (lpCases[lCheckCase << 1] > lValue) right = lCheckCase - 1; else if (lpCases[lCheckCase << 1] < lValue) left = lCheckCase + 1; else if (lpCases[lCheckCase << 1] == lValue) { // fake a 2-d Array insptr = (intptr_t *)(lpCases[(lCheckCase << 1) + 1] + &script[0]); VM_Execute(1); goto matched; } if (right - left < 0) break; } while (1); if (*lpDefault) { insptr = (intptr_t *)(*lpDefault + &script[0]); VM_Execute(1); } matched: insptr = (intptr_t *)(lEnd + (intptr_t)&script[0]); continue; } case CON_ENDSWITCH: insptr++; case CON_ENDEVENT: return; case CON_DISPLAYRAND: insptr++; Gv_SetVarX(*insptr++, system_15bit_rand()); continue; case CON_DRAGPOINT: insptr++; { int const wallnum = Gv_GetVarX(*insptr++); vec2_t n; Gv_GetManyVars(2, (int32_t *)&n); if (EDUKE32_PREDICT_FALSE((unsigned)wallnum >= (unsigned)numwalls)) { CON_ERRPRINTF("Invalid wall %d\n", wallnum); continue; } dragpoint(wallnum, n.x, n.y, 0); continue; } case CON_LDIST: insptr++; { int const out = *insptr++; vec2_t in; Gv_GetManyVars(2, (int32_t *) &in); if (EDUKE32_PREDICT_FALSE((unsigned)in.x >= MAXSPRITES || (unsigned)in.y >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite %d %d\n", in.x, in.y); continue; } Gv_SetVarX(out, ldist(&sprite[in.x], &sprite[in.y])); continue; } case CON_DIST: insptr++; { int const out = *insptr++; vec2_t in; Gv_GetManyVars(2, (int32_t *) &in); if (EDUKE32_PREDICT_FALSE((unsigned)in.x >= MAXSPRITES || (unsigned)in.y >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite %d %d\n", in.x, in.y); continue; } Gv_SetVarX(out, dist(&sprite[in.x], &sprite[in.y])); continue; } case CON_GETANGLE: insptr++; { int const out = *insptr++; vec2_t in; Gv_GetManyVars(2, (int32_t *)&in); Gv_SetVarX(out, getangle(in.x, in.y)); continue; } case CON_GETINCANGLE: insptr++; { int const out = *insptr++; vec2_t in; Gv_GetManyVars(2, (int32_t *)&in); Gv_SetVarX(out, G_GetAngleDelta(in.x, in.y)); continue; } case CON_MULSCALE: insptr++; { int const out = *insptr++; vec3_t in; Gv_GetManyVars(3, (int32_t *)&in); Gv_SetVarX(out, mulscale(in.x, in.y, in.z)); continue; } case CON_INITTIMER: insptr++; G_InitTimer(Gv_GetVarX(*insptr++)); continue; case CON_TIME: insptr += 2; continue; case CON_ESPAWNVAR: case CON_EQSPAWNVAR: case CON_QSPAWNVAR: insptr++; { int const lIn = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum)); continue; } int const j = A_Spawn(vm.g_i, lIn); switch (tw) { case CON_EQSPAWNVAR: if (j != -1) A_AddToDeleteQueue(j); case CON_ESPAWNVAR: aGameVars[g_iReturnVarID].val.lValue = j; break; case CON_QSPAWNVAR: if (j != -1) A_AddToDeleteQueue(j); break; } continue; } case CON_ESPAWN: case CON_EQSPAWN: case CON_QSPAWN: insptr++; { if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum)); insptr++; continue; } int const j = A_Spawn(vm.g_i,*insptr++); switch (tw) { case CON_EQSPAWN: if (j != -1) A_AddToDeleteQueue(j); case CON_ESPAWN: aGameVars[g_iReturnVarID].val.lValue = j; break; case CON_QSPAWN: if (j != -1) A_AddToDeleteQueue(j); break; } } continue; case CON_ESHOOT: case CON_EZSHOOT: case CON_ZSHOOT: insptr++; { // NOTE: (int16_t) cast because we want to exclude that // SHOOT_HARDCODED_ZVEL is passed. int const zvel = (tw == CON_ESHOOT) ? SHOOT_HARDCODED_ZVEL : (int16_t)Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum)); insptr++; continue; } int const j = A_ShootWithZvel(vm.g_i,*insptr++,zvel); if (tw != CON_ZSHOOT) aGameVars[g_iReturnVarID].val.lValue = j; } continue; case CON_SHOOTVAR: case CON_ESHOOTVAR: insptr++; { int j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum)); continue; } j = A_Shoot(vm.g_i, j); if (tw == CON_ESHOOTVAR) aGameVars[g_iReturnVarID].val.lValue = j; continue; } case CON_EZSHOOTVAR: case CON_ZSHOOTVAR: insptr++; { int const zvel = (int16_t)Gv_GetVarX(*insptr++); int j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum)); continue; } j = A_ShootWithZvel(vm.g_i, j, zvel); if (tw == CON_EZSHOOTVAR) aGameVars[g_iReturnVarID].val.lValue = j; continue; } case CON_CMENU: insptr++; M_ChangeMenu(Gv_GetVarX(*insptr++)); continue; case CON_SOUNDVAR: case CON_STOPSOUNDVAR: case CON_SOUNDONCEVAR: case CON_GLOBALSOUNDVAR: case CON_SCREENSOUND: insptr++; { int const j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j>=MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", j); continue; } switch (tw) { case CON_SOUNDONCEVAR: // falls through to CON_SOUNDVAR if (!S_CheckSoundPlaying(vm.g_i, j)) case CON_SOUNDVAR: A_PlaySound((int16_t)j, vm.g_i); continue; case CON_GLOBALSOUNDVAR: A_PlaySound((int16_t)j, g_player[screenpeek].ps->i); continue; case CON_STOPSOUNDVAR: if (S_CheckSoundPlaying(vm.g_i, j)) S_StopSound((int16_t)j); continue; case CON_SCREENSOUND: A_PlaySound(j, -1); continue; } } continue; case CON_STARTCUTSCENE: case CON_IFCUTSCENE: insptr++; { int const j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXQUOTES || ScriptQuotes[j] == NULL)) { CON_ERRPRINTF("invalid quote ID %d for anim!\n", j); continue; } if (tw == CON_IFCUTSCENE) { VM_CONDITIONAL(g_animPtr == G_FindAnim(ScriptQuotes[j])); continue; } tw = ps->palette; G_PlayAnim(ScriptQuotes[j]); P_SetGamePalette(ps, tw, 2 + 16); continue; } continue; case CON_GUNIQHUDID: insptr++; { tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXUNIQHUDID - 1)) CON_ERRPRINTF("Invalid ID %d\n", tw); else guniqhudid = tw; continue; } case CON_SAVEGAMEVAR: case CON_READGAMEVAR: { int32_t i=0; insptr++; if (ud.config.scripthandle < 0) { insptr++; continue; } switch (tw) { case CON_SAVEGAMEVAR: i=Gv_GetVarX(*insptr); SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr++].szLabel,i,FALSE,FALSE); break; case CON_READGAMEVAR: SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr].szLabel,&i); Gv_SetVarX(*insptr++, i); break; } continue; } case CON_SHOWVIEW: case CON_SHOWVIEWUNBIASED: insptr++; { vec3_t vec; Gv_GetManyVars(3, (int32_t *)&vec); int32_t params[3]; Gv_GetManyVars(3, params); vec2_t scrn[2]; Gv_GetManyVars(4, (int32_t *)scrn); if (EDUKE32_PREDICT_FALSE(scrn[0].x < 0 || scrn[0].y < 0 || scrn[1].x >= 320 || scrn[1].y >= 200)) { CON_ERRPRINTF("incorrect coordinates\n"); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)params[2] >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", params[2]); continue; } G_ShowView(vec, params[0], params[1], params[2], scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y, (tw != CON_SHOWVIEW)); continue; } case CON_ROTATESPRITEA: case CON_ROTATESPRITE16: case CON_ROTATESPRITE: insptr++; { int32_t params[8]; Gv_GetManyVars(8, params); vec3_t c = *(vec3_t *)params; int const a = params[3], tilenum = params[4], shade = params[5]; int const pal = params[6]; int orientation = params[7] & (ROTATESPRITE_MAX-1); int32_t alpha = (tw == CON_ROTATESPRITEA) ? Gv_GetVarX(*insptr++) : 0; vec2_t scrn[2]; Gv_GetManyVars(4, (int32_t *)scrn); if (tw != CON_ROTATESPRITE16 && !(orientation&ROTATESPRITE_FULL16)) { c.x<<=16; c.y<<=16; } if (EDUKE32_PREDICT_FALSE((unsigned)tilenum >= MAXTILES)) { CON_ERRPRINTF("invalid tilenum %d\n", tilenum); continue; } if (EDUKE32_PREDICT_FALSE(c.x < -(320<<16) || c.x >= (640<<16) || c.y < -(200<<16) || c.y >= (400<<16))) { CON_ERRPRINTF("invalid coordinates: %d, %d\n", c.x, c.y); continue; } int32_t blendidx = 0; NEG_ALPHA_TO_BLEND(alpha, blendidx, orientation); rotatesprite_(c.x, c.y, c.z, a, tilenum, shade, pal, 2 | orientation, alpha, blendidx, scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y); continue; } case CON_GAMETEXT: case CON_GAMETEXTZ: insptr++; { int32_t params[11]; Gv_GetManyVars(11, params); int const tilenum = params[0]; int const x = params[1], y = params[2], q = params[3]; int const shade = params[4], pal = params[5]; int const orientation = params[6] & (ROTATESPRITE_MAX - 1); vec2_t const b1 = *(vec2_t *)¶ms[7]; vec2_t const b2 = *(vec2_t *)¶ms[9]; int32_t z = (tw == CON_GAMETEXTZ) ? Gv_GetVarX(*insptr++) : 65536; if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum + 255 >= MAXTILES)) { CON_ERRPRINTF("invalid base tilenum %d\n", tilenum); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)q >= MAXQUOTES || ScriptQuotes[q] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", q); continue; } G_PrintGameText(0, tilenum, x >> 1, y, ScriptQuotes[q], shade, pal, orientation, b1.x, b1.y, b2.x, b2.y, z, 0); continue; } case CON_DIGITALNUMBER: case CON_DIGITALNUMBERZ: insptr++; { int32_t params[11]; Gv_GetManyVars(11, params); int const tilenum = params[0]; int const x = params[1], y = params[2], q = params[3]; int const shade = params[4], pal = params[5]; int const orientation = params[6] & (ROTATESPRITE_MAX - 1); vec2_t const b1 = *(vec2_t *) ¶ms[7]; vec2_t const b2 = *(vec2_t *) ¶ms[9]; int32_t z = (tw == CON_DIGITALNUMBERZ) ? Gv_GetVarX(*insptr++) : 65536; // NOTE: '-' not taken into account, but we have rotatesprite() bound check now anyway if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum+9 >= MAXTILES)) { CON_ERRPRINTF("invalid base tilenum %d\n", tilenum); continue; } G_DrawTXDigiNumZ(tilenum, x, y, q, shade, pal, orientation, b1.x, b1.y, b2.x, b2.y, z); continue; } case CON_MINITEXT: insptr++; { int32_t params[5]; Gv_GetManyVars(5, params); int const x = params[0], y = params[1], q = params[2]; int const shade = params[3], pal = params[4]; if (EDUKE32_PREDICT_FALSE((unsigned)q >= MAXQUOTES || ScriptQuotes[q] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", q); continue; } minitextshade(x,y,ScriptQuotes[q],shade,pal, 2+8+16); continue; } case CON_SCREENTEXT: insptr++; { int32_t params[20]; Gv_GetManyVars(20, params); int const tilenum = params[0]; vec3_t const v = *(vec3_t *)¶ms[1]; int const blockangle = params[4], charangle = params[5]; int const q = params[6]; int const shade = params[7], pal = params[8]; int const orientation = params[9] & (ROTATESPRITE_MAX - 1); int const alpha = params[10]; int const xspace = params[11], yline = params[12]; int const xbetween = params[13], ybetween = params[14]; int const f = params[15]; vec2_t const scrn[2] = { *(vec2_t *)¶ms[16], *(vec2_t *)¶ms[18] } ; if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum+255 >= MAXTILES)) { CON_ERRPRINTF("invalid base tilenum %d\n", tilenum); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)q >= MAXQUOTES || ScriptQuotes[q] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", q); continue; } G_ScreenText(tilenum, v.x, v.y, v.z, blockangle, charangle, ScriptQuotes[q], shade, pal, 2 | orientation, alpha, xspace, yline, xbetween, ybetween, f, scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y); continue; } case CON_ANGOFF: insptr++; spriteext[vm.g_i].angoff=*insptr++; continue; case CON_GETZRANGE: insptr++; { vec3_t vect; Gv_GetManyVars(3, (int32_t *)&vect); int const sectnum = Gv_GetVarX(*insptr++); int const ceilzvar = *insptr++, ceilhitvar = *insptr++, florzvar = *insptr++, florhitvar = *insptr++; int const walldist = Gv_GetVarX(*insptr++), clipmask = Gv_GetVarX(*insptr++); int32_t ceilz, ceilhit, florz, florhit; if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); continue; } getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask); Gv_SetVarX(ceilzvar, ceilz); Gv_SetVarX(ceilhitvar, ceilhit); Gv_SetVarX(florzvar, florz); Gv_SetVarX(florhitvar, florhit); continue; } case CON_SECTSETINTERPOLATION: case CON_SECTCLEARINTERPOLATION: insptr++; { int const sectnum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); continue; } if (tw==CON_SECTSETINTERPOLATION) Sect_SetInterpolation(sectnum); else Sect_ClearInterpolation(sectnum); continue; } case CON_CALCHYPOTENUSE: insptr++; { int32_t retvar=*insptr++; vec2_t da; Gv_GetManyVars(2, (int32_t *)&da); int64_t const hypsq = (int64_t)da.x*da.x + (int64_t)da.y*da.y; if (hypsq > (int64_t)INT32_MAX) Gv_SetVarX(retvar, (int32_t)sqrt((double)hypsq)); else Gv_SetVarX(retvar, ksqrt((uint32_t)hypsq)); continue; } case CON_LINEINTERSECT: case CON_RAYINTERSECT: insptr++; { vec3_t vec[2]; Gv_GetManyVars(6, (int32_t *)vec); vec2_t vec2[2]; Gv_GetManyVars(4, (int32_t *)vec2); int32_t intxvar=*insptr++, intyvar=*insptr++, intzvar=*insptr++, retvar=*insptr++, ret; vec3_t in; if (tw==CON_LINEINTERSECT) ret = lintersect(vec[0].x, vec[0].y, vec[0].z, vec[1].x, vec[1].y, vec[1].z, vec2[0].x, vec2[0].y, vec2[1].x, vec2[1].y, &in.x, &in.y, &in.z); else ret = rayintersect(vec[0].x, vec[0].y, vec[0].z, vec[1].x, vec[1].y, vec[1].z, vec2[0].x, vec2[0].y, vec2[1].x, vec2[1].y, &in.x, &in.y, &in.z); Gv_SetVarX(retvar, ret); if (ret) { Gv_SetVarX(intxvar, in.x); Gv_SetVarX(intyvar, in.y); Gv_SetVarX(intzvar, in.z); } continue; } case CON_CLIPMOVE: case CON_CLIPMOVENOSLIDE: insptr++; { typedef struct { int32_t w, f, c; } vec3dist_t; int const retvar = *insptr++, xvar = *insptr++, yvar = *insptr++; insptr -= 2; vec3_t vec3; Gv_GetManyVars(3, (int32_t *)&vec3); int const sectnumvar = *insptr++; vec2_t vec2; Gv_GetManyVars(2, (int32_t *)&vec2); vec3dist_t dist; Gv_GetManyVars(3, (int32_t *)&dist); int const clipmask = Gv_GetVarX(*insptr++); int16_t sectnum = Gv_GetVarX(sectnumvar); if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); Gv_SetVarX(retvar, 0); continue; } Gv_SetVarX(retvar, clipmovex(&vec3, §num, vec2.x, vec2.y, dist.w, dist.f, dist.c, clipmask, (tw == CON_CLIPMOVENOSLIDE))); Gv_SetVarX(sectnumvar, sectnum); Gv_SetVarX(xvar, vec3.x); Gv_SetVarX(yvar, vec3.y); continue; } case CON_HITSCAN: insptr++; { vec3_t vect; Gv_GetManyVars(3, (int32_t *)&vect); int const sectnum = Gv_GetVarX(*insptr++); vec3_t v; Gv_GetManyVars(3, (int32_t *) &v); int const hitsectvar = *insptr++, hitwallvar = *insptr++, hitspritevar = *insptr++; int const hitxvar = *insptr++, hityvar = *insptr++, hitzvar = *insptr++, cliptype = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); continue; } hitdata_t hit; hitscan((const vec3_t *)&vect, sectnum, v.x, v.y, v.z, &hit, cliptype); Gv_SetVarX(hitsectvar, hit.sect); Gv_SetVarX(hitwallvar, hit.wall); Gv_SetVarX(hitspritevar, hit.sprite); Gv_SetVarX(hitxvar, hit.pos.x); Gv_SetVarX(hityvar, hit.pos.y); Gv_SetVarX(hitzvar, hit.pos.z); continue; } case CON_CANSEE: insptr++; { vec3_t vec1; Gv_GetManyVars(3, (int32_t *) &vec1); int32_t sect1=Gv_GetVarX(*insptr++); vec3_t vec2; Gv_GetManyVars(3, (int32_t *) &vec2); int const sect2 = Gv_GetVarX(*insptr++), rvar = *insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)sect1 >= (unsigned)numsectors || (unsigned)sect2 >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector\n"); Gv_SetVarX(rvar, 0); } Gv_SetVarX(rvar, cansee(vec1.x, vec1.y, vec1.z, sect1, vec2.x, vec2.y, vec2.z, sect2)); continue; } case CON_ROTATEPOINT: insptr++; { vec2_t point[2]; Gv_GetManyVars(4, (int32_t *)point); int const angle = Gv_GetVarX(*insptr++); int const x2var = *insptr++, y2var = *insptr++; vec2_t result; rotatepoint(point[0], point[1], angle, &result); Gv_SetVarX(x2var, result.x); Gv_SetVarX(y2var, result.y); continue; } case CON_NEARTAG: insptr++; { // neartag(int32_t x, int32_t y, int32_t z, short sectnum, short ang, //Starting position & angle // short *neartagsector, //Returns near sector if sector[].tag != 0 // short *neartagwall, //Returns near wall if wall[].tag != 0 // short *neartagsprite, //Returns near sprite if sprite[].tag != 0 // int32_t *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) // int32_t neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) // char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag vec3_t point; Gv_GetManyVars(3, (int32_t *)&point); int const sectnum=Gv_GetVarX(*insptr++), ang=Gv_GetVarX(*insptr++); int const neartagsectorvar=*insptr++, neartagwallvar=*insptr++, neartagspritevar=*insptr++, neartaghitdistvar=*insptr++; int const neartagrange=Gv_GetVarX(*insptr++), tagsearch=Gv_GetVarX(*insptr++); int16_t neartagsector, neartagwall, neartagsprite; int32_t neartaghitdist; if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); continue; } neartag(point.x, point.y, point.z, sectnum, ang, &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, neartagrange, tagsearch, NULL); Gv_SetVarX(neartagsectorvar, neartagsector); Gv_SetVarX(neartagwallvar, neartagwall); Gv_SetVarX(neartagspritevar, neartagsprite); Gv_SetVarX(neartaghitdistvar, neartaghitdist); continue; } case CON_GETTIMEDATE: insptr++; { int32_t i, vals[8]; G_GetTimeDate(vals); for (i=0; i<8; i++) Gv_SetVarX(*insptr++, vals[i]); continue; } case CON_MOVESPRITE: insptr++; { int const spritenum = Gv_GetVarX(*insptr++); vec3_t vect; Gv_GetManyVars(3, (int32_t *)&vect); int const cliptype = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spritenum >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", spritenum); insptr++; continue; } Gv_SetVarX(*insptr++, A_MoveSprite(spritenum, &vect, cliptype)); continue; } case CON_SETSPRITE: insptr++; { int const spritenum = Gv_GetVarX(*insptr++); vec3_t vect; Gv_GetManyVars(3, (int32_t *)&vect); if (EDUKE32_PREDICT_FALSE((unsigned)spritenum >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", spritenum); continue; } setsprite(spritenum, &vect); continue; } case CON_GETFLORZOFSLOPE: case CON_GETCEILZOFSLOPE: insptr++; { int const sectnum = Gv_GetVarX(*insptr++); vec2_t vect; Gv_GetManyVars(2, (int32_t *)&vect); if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); insptr++; continue; } Gv_SetVarX(*insptr++, (tw == CON_GETFLORZOFSLOPE) ? getflorzofslope(sectnum, vect.x, vect.y) : getceilzofslope(sectnum, vect.x, vect.y)); continue; } case CON_UPDATESECTOR: insptr++; { vec2_t vect = { 0, 0 }; Gv_GetManyVars(2, (int32_t *) &vect); int const var=*insptr++; int16_t w = sprite[vm.g_i].sectnum; updatesector(vect.x, vect.y, &w); Gv_SetVarX(var, w); continue; } case CON_UPDATESECTORZ: insptr++; { vec3_t vect ={ 0, 0, 0 }; Gv_GetManyVars(3, (int32_t *) &vect); int const var=*insptr++; int16_t w = sprite[vm.g_i].sectnum; updatesectorz(vect.x, vect.y, vect.z, &w); Gv_SetVarX(var, w); continue; } case CON_SPAWN: insptr++; if ((unsigned)vm.g_sp->sectnum >= MAXSECTORS) { CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum)); insptr++; continue; } A_Spawn(vm.g_i,*insptr++); continue; case CON_IFWASWEAPON: insptr++; VM_CONDITIONAL(actor[vm.g_i].picnum == *insptr); continue; case CON_IFAI: insptr++; VM_CONDITIONAL(AC_AI_ID(vm.g_t) == *insptr); continue; case CON_IFACTION: insptr++; VM_CONDITIONAL(AC_ACTION_ID(vm.g_t) == *insptr); continue; case CON_IFACTIONCOUNT: insptr++; VM_CONDITIONAL(AC_ACTION_COUNT(vm.g_t) >= *insptr); continue; case CON_RESETACTIONCOUNT: insptr++; AC_ACTION_COUNT(vm.g_t) = 0; continue; case CON_DEBRIS: insptr++; { int32_t dnum = *insptr++; int32_t s, l, j; if ((unsigned)vm.g_sp->sectnum < MAXSECTORS) for (j=(*insptr)-1; j>=0; j--) { if (vm.g_sp->picnum == BLIMP && dnum == SCRAP1) s = 0; else s = (krand()%3); l = A_InsertSprite(vm.g_sp->sectnum, vm.g_sp->x+(krand()&255)-128,vm.g_sp->y+(krand()&255)-128,vm.g_sp->z-(8<<8)-(krand()&8191), dnum+s,vm.g_sp->shade,32+(krand()&15),32+(krand()&15), krand()&2047,(krand()&127)+32, -(krand()&2047),vm.g_i,5); if (vm.g_sp->picnum == BLIMP && dnum == SCRAP1) sprite[l].yvel = BlimpSpawnSprites[j%14]; else sprite[l].yvel = -1; sprite[l].pal = vm.g_sp->pal; } insptr++; } continue; case CON_COUNT: insptr++; AC_COUNT(vm.g_t) = (int16_t) *insptr++; continue; case CON_CSTATOR: insptr++; vm.g_sp->cstat |= (int16_t) *insptr++; continue; case CON_CLIPDIST: insptr++; vm.g_sp->clipdist = (int16_t) *insptr++; continue; case CON_CSTAT: insptr++; vm.g_sp->cstat = (int16_t) *insptr++; continue; case CON_SAVENN: case CON_SAVE: insptr++; { g_lastSaveSlot = *insptr++; if ((unsigned)g_lastSaveSlot >= MAXSAVEGAMES) continue; if (tw == CON_SAVE || ud.savegame[g_lastSaveSlot][0] == 0) { time_t curtime = time(NULL); struct tm *timeptr = localtime(&curtime); Bsnprintf(ud.savegame[g_lastSaveSlot], sizeof(ud.savegame[g_lastSaveSlot]), "Auto %.4d%.2d%.2d %.2d%.2d%.2d\n", timeptr->tm_year + 1900, timeptr->tm_mon + 1, timeptr->tm_mday, timeptr->tm_hour, timeptr->tm_min, timeptr->tm_sec); } OSD_Printf("Saving to slot %d\n",g_lastSaveSlot); KB_FlushKeyboardQueue(); g_screenCapture = 1; G_DrawRooms(myconnectindex,65536); g_screenCapture = 0; G_SavePlayerMaybeMulti(g_lastSaveSlot); continue; } case CON_QUAKE: insptr++; g_earthquakeTime = Gv_GetVarX(*insptr++); A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i); continue; case CON_IFMOVE: insptr++; VM_CONDITIONAL(AC_MOVE_ID(vm.g_t) == *insptr); continue; case CON_RESETPLAYER: insptr++; vm.g_flags = VM_ResetPlayer(vm.g_p, vm.g_flags, 0); continue; case CON_RESETPLAYERFLAGS: insptr++; vm.g_flags = VM_ResetPlayer(vm.g_p, vm.g_flags, Gv_GetVarX(*insptr++)); continue; case CON_IFONWATER: VM_CONDITIONAL(sector[vm.g_sp->sectnum].lotag == ST_1_ABOVE_WATER && klabs(vm.g_sp->z-sector[vm.g_sp->sectnum].floorz) < (32<<8)); continue; case CON_IFINWATER: VM_CONDITIONAL(sector[vm.g_sp->sectnum].lotag == ST_2_UNDERWATER); continue; case CON_IFCOUNT: insptr++; VM_CONDITIONAL(AC_COUNT(vm.g_t) >= *insptr); continue; case CON_IFACTOR: insptr++; VM_CONDITIONAL(vm.g_sp->picnum == *insptr); continue; case CON_RESETCOUNT: insptr++; AC_COUNT(vm.g_t) = 0; continue; case CON_ADDINVENTORY: { insptr += 2; switch (*(insptr-1)) { case GET_STEROIDS: ps->inv_amount[GET_STEROIDS] = *insptr; ps->inven_icon = ICON_STEROIDS; break; case GET_SHIELD: ps->inv_amount[GET_SHIELD] += *insptr;// 100; if (ps->inv_amount[GET_SHIELD] > ps->max_shield_amount) ps->inv_amount[GET_SHIELD] = ps->max_shield_amount; break; case GET_SCUBA: ps->inv_amount[GET_SCUBA] = *insptr;// 1600; ps->inven_icon = ICON_SCUBA; break; case GET_HOLODUKE: ps->inv_amount[GET_HOLODUKE] = *insptr;// 1600; ps->inven_icon = ICON_HOLODUKE; break; case GET_JETPACK: ps->inv_amount[GET_JETPACK] = *insptr;// 1600; ps->inven_icon = ICON_JETPACK; break; case GET_ACCESS: switch (vm.g_sp->pal) { case 0: ps->got_access |= 1; break; case 21: ps->got_access |= 2; break; case 23: ps->got_access |= 4; break; } break; case GET_HEATS: ps->inv_amount[GET_HEATS] = *insptr; ps->inven_icon = ICON_HEATS; break; case GET_FIRSTAID: ps->inven_icon = ICON_FIRSTAID; ps->inv_amount[GET_FIRSTAID] = *insptr; break; case GET_BOOTS: ps->inven_icon = ICON_BOOTS; ps->inv_amount[GET_BOOTS] = *insptr; break; default: CON_ERRPRINTF("Invalid inventory ID %d\n", (int32_t)*(insptr-1)); break; } insptr++; continue; } case CON_HITRADIUSVAR: insptr++; { int32_t params[5]; Gv_GetManyVars(5, params); A_RadiusDamage(vm.g_i, params[0], params[1], params[2], params[3], params[4]); } continue; case CON_HITRADIUS: A_RadiusDamage(vm.g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5)); insptr += 6; continue; case CON_IFP: { int const l = *(++insptr); int j = 0; int const s = sprite[ps->i].xvel; int const bits = g_player[vm.g_p].sync->bits; if (((l & pducking) && ps->on_ground && TEST_SYNC_KEY(bits, SK_CROUCH)) || ((l & pfalling) && ps->jumping_counter == 0 && !ps->on_ground && ps->vel.z > 2048) || ((l & pjumping) && ps->jumping_counter > 348) || ((l & pstanding) && s >= 0 && s < 8) || ((l & pwalking) && s >= 8 && !TEST_SYNC_KEY(bits, SK_RUN)) || ((l & prunning) && s >= 8 && TEST_SYNC_KEY(bits, SK_RUN)) || ((l & phigher) && ps->pos.z < (vm.g_sp->z - (48 << 8))) || ((l & pwalkingback) && s <= -8 && !TEST_SYNC_KEY(bits, SK_RUN)) || ((l & prunningback) && s <= -8 && TEST_SYNC_KEY(bits, SK_RUN)) || ((l & pkicking) && (ps->quick_kick > 0 || (PWEAPON(vm.g_p, ps->curr_weapon, WorksLike) == KNEE_WEAPON && ps->kickback_pic > 0))) || ((l & pshrunk) && sprite[ps->i].xrepeat < 32) || ((l & pjetpack) && ps->jetpack_on) || ((l & ponsteroids) && ps->inv_amount[GET_STEROIDS] > 0 && ps->inv_amount[GET_STEROIDS] < 400) || ((l & ponground) && ps->on_ground) || ((l & palive) && sprite[ps->i].xrepeat > 32 && sprite[ps->i].extra > 0 && ps->timebeforeexit == 0) || ((l & pdead) && sprite[ps->i].extra <= 0)) j = 1; else if ((l & pfacing)) { if (vm.g_sp->picnum == APLAYER && (g_netServer || ud.multimode > 1)) j = G_GetAngleDelta(g_player[otherp].ps->ang, getangle(ps->pos.x - g_player[otherp].ps->pos.x, ps->pos.y - g_player[otherp].ps->pos.y)); else j = G_GetAngleDelta(ps->ang, getangle(vm.g_sp->x - ps->pos.x, vm.g_sp->y - ps->pos.y)); j = (j > -128 && j < 128); } VM_CONDITIONAL(j); } continue; case CON_IFSTRENGTH: insptr++; VM_CONDITIONAL(vm.g_sp->extra <= *insptr); continue; case CON_GUTS: A_DoGuts(vm.g_i,*(insptr+1),*(insptr+2)); insptr += 3; continue; case CON_IFSPAWNEDBY: insptr++; VM_CONDITIONAL(actor[vm.g_i].picnum == *insptr); continue; case CON_WACKPLAYER: insptr++; P_ForceAngle(ps); continue; case CON_FLASH: insptr++; sprite[vm.g_i].shade = -127; ps->visibility = -127; continue; case CON_SAVEMAPSTATE: G_SaveMapState(); insptr++; continue; case CON_LOADMAPSTATE: G_RestoreMapState(); insptr++; continue; case CON_CLEARMAPSTATE: insptr++; { int const j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXVOLUMES*MAXLEVELS)) { CON_ERRPRINTF("Invalid map number: %d\n", j); continue; } G_FreeMapState(j); } continue; case CON_STOPALLSOUNDS: insptr++; if (screenpeek == vm.g_p) FX_StopAllSounds(); continue; case CON_IFGAPZL: insptr++; VM_CONDITIONAL(((actor[vm.g_i].floorz - actor[vm.g_i].ceilingz) >> 8) < *insptr); continue; case CON_IFHITSPACE: VM_CONDITIONAL(TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_OPEN)); continue; case CON_IFOUTSIDE: VM_CONDITIONAL(sector[vm.g_sp->sectnum].ceilingstat&1); continue; case CON_IFMULTIPLAYER: VM_CONDITIONAL((g_netServer || g_netClient || ud.multimode > 1)); continue; case CON_IFCLIENT: VM_CONDITIONAL(g_netClient != NULL); continue; case CON_IFSERVER: VM_CONDITIONAL(g_netServer != NULL); continue; case CON_OPERATE: insptr++; if (sector[vm.g_sp->sectnum].lotag == 0) { int16_t neartagsector, neartagwall, neartagsprite; int32_t neartaghitdist; neartag(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(32<<8),vm.g_sp->sectnum,vm.g_sp->ang, &neartagsector,&neartagwall,&neartagsprite,&neartaghitdist, 768, 4+1, NULL); if (neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag)) if ((sector[neartagsector].lotag&0xff) == ST_23_SWINGING_DOOR || sector[neartagsector].floorz == sector[neartagsector].ceilingz) if ((sector[neartagsector].lotag&(16384|32768)) == 0) { int32_t j; for (SPRITES_OF_SECT(neartagsector, j)) if (sprite[j].picnum == ACTIVATOR) break; if (j == -1) G_OperateSectors(neartagsector,vm.g_i); } } continue; case CON_IFINSPACE: VM_CONDITIONAL(G_CheckForSpaceCeiling(vm.g_sp->sectnum)); continue; case CON_SPRITEPAL: insptr++; if (vm.g_sp->picnum != APLAYER) actor[vm.g_i].tempang = vm.g_sp->pal; vm.g_sp->pal = *insptr++; continue; case CON_CACTOR: insptr++; vm.g_sp->picnum = *insptr++; continue; case CON_IFBULLETNEAR: VM_CONDITIONAL(A_Dodge(vm.g_sp) == 1); continue; case CON_IFRESPAWN: if (A_CheckEnemySprite(vm.g_sp)) VM_CONDITIONAL(ud.respawn_monsters) else if (A_CheckInventorySprite(vm.g_sp)) VM_CONDITIONAL(ud.respawn_inventory) else VM_CONDITIONAL(ud.respawn_items) continue; case CON_IFFLOORDISTL: insptr++; VM_CONDITIONAL((actor[vm.g_i].floorz - vm.g_sp->z) <= ((*insptr)<<8)); continue; case CON_IFCEILINGDISTL: insptr++; VM_CONDITIONAL((vm.g_sp->z - actor[vm.g_i].ceilingz) <= ((*insptr)<<8)); continue; case CON_PALFROM: insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_p >= (unsigned)playerswhenstarted)) { CON_ERRPRINTF("invalid player ID %d\n", vm.g_p); insptr += 4; } else { uint8_t f=*insptr++, r=*insptr++, g=*insptr++, b=*insptr++; P_PalFrom(ps, f, r,g,b); } continue; case CON_SECTOROFWALL: insptr++; tw = *insptr++; Gv_SetVarX(tw, sectorofwall(Gv_GetVarX(*insptr++))); continue; case CON_QSPRINTF: insptr++; { int32_t dq = Gv_GetVarX(*insptr++), sq = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE(ScriptQuotes[sq] == NULL || ScriptQuotes[dq] == NULL)) { CON_ERRPRINTF("null quote %d\n", ScriptQuotes[sq] ? dq : sq); while ((*insptr & VM_INSTMASK) != CON_NULLOP) Gv_GetVarX(*insptr++); insptr++; // skip the NOP continue; } { int32_t arg[32], i = 0, j = 0, k = 0, numargs; int const len = Bstrlen(ScriptQuotes[sq]); char tempbuf[MAXQUOTELEN]; while ((*insptr & VM_INSTMASK) != CON_NULLOP && i < 32) arg[i++] = Gv_GetVarX(*insptr++); numargs = i; insptr++; // skip the NOP i = 0; do { while (k < len && j < MAXQUOTELEN && ScriptQuotes[sq][k] != '%') tempbuf[j++] = ScriptQuotes[sq][k++]; if (ScriptQuotes[sq][k] == '%') { k++; switch (ScriptQuotes[sq][k]) { case 'l': if (ScriptQuotes[sq][k+1] != 'd') { // write the % and l tempbuf[j++] = ScriptQuotes[sq][k-1]; tempbuf[j++] = ScriptQuotes[sq][k++]; break; } k++; case 'd': { if (i >= numargs) goto finish_qsprintf; char buf[16]; Bsprintf(buf, "%d", arg[i++]); int const ii = Bstrlen(buf); Bmemcpy(&tempbuf[j], buf, ii); j += ii; k++; } break; case 's': { if (i >= numargs) goto finish_qsprintf; int const ii = Bstrlen(ScriptQuotes[arg[i]]); Bmemcpy(&tempbuf[j], ScriptQuotes[arg[i]], ii); j += ii; i++; k++; } break; default: tempbuf[j++] = ScriptQuotes[sq][k-1]; break; } } } while (k < len && j < MAXQUOTELEN); finish_qsprintf: tempbuf[j] = '\0'; Bstrncpyz(ScriptQuotes[dq], tempbuf, MAXQUOTELEN); continue; } } case CON_ADDLOG: { insptr++; OSD_Printf(OSDTEXT_GREEN "CONLOG: L=%d\n",g_errorLineNum); continue; } case CON_ADDLOGVAR: insptr++; { int32_t m=1; char szBuf[256]; int32_t lVarID = *insptr; if ((lVarID >= g_gameVarCount) || lVarID < 0) { if (*insptr==MAXGAMEVARS) // addlogvar for a constant? Har. insptr++; // else if (*insptr > g_gameVarCount && (*insptr < (MAXGAMEVARS<<1)+MAXGAMEVARS+1+MAXGAMEARRAYS)) else if (*insptr&(MAXGAMEVARS<<2)) { int32_t index; lVarID ^= (MAXGAMEVARS<<2); if (lVarID&(MAXGAMEVARS<<1)) { m = -m; lVarID ^= (MAXGAMEVARS<<1); } insptr++; index=Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_TRUE((unsigned)index < (unsigned)aGameArrays[lVarID].size)) { OSD_Printf(OSDTEXT_GREEN "%s: L=%d %s[%d] =%d\n", keyw[g_tw], g_errorLineNum, aGameArrays[lVarID].szLabel, index, (int32_t)(m*Gv_GetGameArrayValue(lVarID, index))); continue; } else { CON_ERRPRINTF("invalid array index\n"); continue; } } else if (*insptr&(MAXGAMEVARS<<3)) { // FIXME FIXME FIXME if ((lVarID & (MAXGAMEVARS-1)) == g_iStructVarIDs + STRUCT_ACTORVAR) { intptr_t const *oinsptr = insptr++; int32_t index = Gv_GetVarX(*insptr++); insptr = oinsptr; if (EDUKE32_PREDICT_FALSE((unsigned)index >= MAXSPRITES-1)) { CON_ERRPRINTF("invalid array index\n"); Gv_GetVarX(*insptr++); continue; } OSD_Printf(OSDTEXT_GREEN "%s: L=%d %d %d\n",keyw[g_tw],g_errorLineNum,index,Gv_GetVar(*insptr++,index,vm.g_p)); continue; } } else if (EDUKE32_PREDICT_TRUE(*insptr&(MAXGAMEVARS<<1))) { m = -m; lVarID ^= (MAXGAMEVARS<<1); } else { // invalid varID insptr++; CON_ERRPRINTF("invalid variable\n"); continue; // out of switch } } Bsprintf(szBuf,"CONLOGVAR: L=%d %s ",g_errorLineNum, aGameVars[lVarID].szLabel); strcpy(g_szBuf,szBuf); if (aGameVars[lVarID].dwFlags & GAMEVAR_READONLY) { Bsprintf(szBuf," (read-only)"); strcat(g_szBuf,szBuf); } if (aGameVars[lVarID].dwFlags & GAMEVAR_PERPLAYER) { Bsprintf(szBuf," (Per Player. Player=%d)",vm.g_p); } else if (aGameVars[lVarID].dwFlags & GAMEVAR_PERACTOR) { Bsprintf(szBuf," (Per Actor. Actor=%d)",vm.g_i); } else { Bsprintf(szBuf," (Global)"); } Bstrcat(g_szBuf,szBuf); Bsprintf(szBuf," =%d\n", Gv_GetVarX(lVarID)*m); Bstrcat(g_szBuf,szBuf); OSD_Printf(OSDTEXT_GREEN "%s",g_szBuf); insptr++; continue; } case CON_SETSECTOR: insptr++; { tw = *insptr++; int const lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iSector = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : sprite[vm.g_i].sectnum; register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetSector(iSector, lLabelID, iSet); continue; } case CON_GETSECTOR: insptr++; { tw = *insptr++; int const lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iSector = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : sprite[vm.g_i].sectnum; Gv_SetVarX(lVar2, VM_GetSector(iSector, lLabelID)); continue; } case CON_SQRT: insptr++; { // syntax sqrt int const sqrtval = ksqrt((uint32_t)Gv_GetVarX(*insptr++)); Gv_SetVarX(*insptr++, sqrtval); continue; } case CON_FINDNEARACTOR: case CON_FINDNEARSPRITE: case CON_FINDNEARACTOR3D: case CON_FINDNEARSPRITE3D: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int const lType=*insptr++, lMaxDist=*insptr++, lVarID=*insptr++; int32_t lFound=-1, j, k = MAXSTATUS-1; if (tw == CON_FINDNEARACTOR || tw == CON_FINDNEARACTOR3D) k = 1; if (tw==CON_FINDNEARSPRITE3D || tw==CON_FINDNEARACTOR3D) { do { j=headspritestat[k]; // all sprites while (j>=0) { if (sprite[j].picnum == lType && j != vm.g_i && dist(&sprite[vm.g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw == CON_FINDNEARACTOR3D) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } do { j=headspritestat[k]; // all sprites while (j>=0) { if (sprite[j].picnum == lType && j != vm.g_i && ldist(&sprite[vm.g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw == CON_FINDNEARACTOR) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } case CON_FINDNEARACTORVAR: case CON_FINDNEARSPRITEVAR: case CON_FINDNEARACTOR3DVAR: case CON_FINDNEARSPRITE3DVAR: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int const lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++), lVarID=*insptr++; int32_t lFound=-1, j, k = 1; if (tw == CON_FINDNEARSPRITEVAR || tw == CON_FINDNEARSPRITE3DVAR) k = MAXSTATUS-1; if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR) { do { j=headspritestat[k]; // all sprites while (j >= 0) { if (sprite[j].picnum == lType && j != vm.g_i && dist(&sprite[vm.g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw==CON_FINDNEARACTOR3DVAR) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } do { j=headspritestat[k]; // all sprites while (j >= 0) { if (sprite[j].picnum == lType && j != vm.g_i && ldist(&sprite[vm.g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw==CON_FINDNEARACTORVAR) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } case CON_FINDNEARACTORZVAR: case CON_FINDNEARSPRITEZVAR: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int const lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++), lMaxZDist=Gv_GetVarX(*insptr++), lVarID = *insptr++; int32_t lFound=-1, lTemp, lTemp2, j, k=MAXSTATUS-1; do { j=headspritestat[tw==CON_FINDNEARACTORZVAR?1:k]; // all sprites if (j == -1) continue; do { if (sprite[j].picnum == lType && j != vm.g_i) { lTemp=ldist(&sprite[vm.g_i], &sprite[j]); if (lTemp < lMaxDist) { lTemp2=klabs(sprite[vm.g_i].z-sprite[j].z); if (lTemp2 < lMaxZDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } while (j>=0); if (tw==CON_FINDNEARACTORZVAR || j == MAXSPRITES) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } case CON_FINDNEARACTORZ: case CON_FINDNEARSPRITEZ: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int const lType=*insptr++, lMaxDist=*insptr++, lMaxZDist=*insptr++, lVarID=*insptr++; int32_t lTemp, lTemp2, lFound=-1, j, k=MAXSTATUS-1; do { j=headspritestat[tw==CON_FINDNEARACTORZ?1:k]; // all sprites if (j == -1) continue; do { if (sprite[j].picnum == lType && j != vm.g_i) { lTemp=ldist(&sprite[vm.g_i], &sprite[j]); if (lTemp < lMaxDist) { lTemp2=klabs(sprite[vm.g_i].z-sprite[j].z); if (lTemp2 < lMaxZDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } while (j>=0); if (tw==CON_FINDNEARACTORZ || j == MAXSPRITES) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } case CON_FINDPLAYER: insptr++; aGameVars[g_iReturnVarID].val.lValue = A_FindPlayer(&sprite[vm.g_i], &tw); Gv_SetVarX(*insptr++, tw); continue; case CON_FINDOTHERPLAYER: insptr++; aGameVars[g_iReturnVarID].val.lValue = P_FindOtherPlayer(vm.g_p,&tw); Gv_SetVarX(*insptr++, tw); continue; case CON_SETPLAYER: insptr++; { tw=*insptr++; int const lLabelID=*insptr++; int const lParm2 = (PlayerLabels[lLabelID].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0; int const lVar2 = *insptr++; register int32_t const iPlayer = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_p; register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetPlayer(iPlayer, lLabelID, lParm2, iSet); continue; } case CON_GETPLAYER: insptr++; { tw=*insptr++; int const lLabelID=*insptr++; int const lParm2 = (PlayerLabels[lLabelID].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0; int const lVar2 = *insptr++; register int32_t const iPlayer = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_p; Gv_SetVarX(lVar2, VM_GetPlayer(iPlayer, lLabelID, lParm2)); continue; } case CON_GETINPUT: insptr++; { tw=*insptr++; int const lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iPlayer = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_p; Gv_SetVarX(lVar2, VM_GetPlayerInput(iPlayer, lLabelID)); continue; } case CON_SETINPUT: insptr++; { tw=*insptr++; int const lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iPlayer = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_p; register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetPlayerInput(iPlayer, lLabelID, iSet); continue; } case CON_GETUSERDEF: insptr++; { tw=*insptr++; int const lVar2=*insptr++; Gv_SetVarX(lVar2, VM_GetUserdef(tw)); continue; } case CON_SETUSERDEF: insptr++; { tw=*insptr++; int const lVar2=*insptr++; register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetUserdef(tw, iSet); continue; } case CON_GETPROJECTILE: insptr++; { tw = Gv_GetVarX(*insptr++); int const lLabelID = *insptr++, lVar2 = *insptr++; Gv_SetVarX(lVar2, VM_GetProjectile(tw, lLabelID)); continue; } case CON_SETPROJECTILE: insptr++; { tw=Gv_GetVarX(*insptr++); int const lLabelID = *insptr++, lVar2 = *insptr++; register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetProjectile(tw, lLabelID, iSet); continue; } case CON_SETWALL: insptr++; { tw=*insptr++; int const lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iWall = Gv_GetVarX(tw); register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetWall(iWall, lLabelID, iSet); continue; } case CON_GETWALL: insptr++; { tw=*insptr++; int const lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iWall = Gv_GetVarX(tw); Gv_SetVarX(lVar2, VM_GetWall(iWall, lLabelID)); continue; } case CON_SETACTORVAR: case CON_GETACTORVAR: insptr++; { int const lSprite=Gv_GetVarX(*insptr++), lVar1=*insptr++; int const lVar2=*insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)lSprite >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", lSprite); if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++; if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++; continue; } if (tw == CON_SETACTORVAR) { Gv_SetVar(lVar1, Gv_GetVarX(lVar2), lSprite, vm.g_p); continue; } Gv_SetVarX(lVar2, Gv_GetVar(lVar1, lSprite, vm.g_p)); continue; } case CON_SETPLAYERVAR: case CON_GETPLAYERVAR: insptr++; { int const iPlayer = (*insptr != g_iThisActorID) ? Gv_GetVarX(*insptr) : vm.g_p; insptr++; int const lVar1 = *insptr++, lVar2 = *insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)iPlayer >= (unsigned)playerswhenstarted)) { CON_ERRPRINTF("invalid player ID %d\n", iPlayer); if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS << 2) | (MAXGAMEVARS << 3))) insptr++; if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS << 2) | (MAXGAMEVARS << 3))) insptr++; continue; } if (tw == CON_SETPLAYERVAR) Gv_SetVar(lVar1, Gv_GetVarX(lVar2), vm.g_i, iPlayer); else Gv_SetVarX(lVar2, Gv_GetVar(lVar1, vm.g_i, iPlayer)); continue; } case CON_SETACTOR: insptr++; { tw = *insptr++; int const lLabelID = *insptr++; int const lParm2 = (ActorLabels[lLabelID].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0; int const lVar2 = *insptr++; register int32_t const iActor = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i; register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetSprite(iActor, lLabelID, lParm2, iSet); continue; } case CON_GETACTOR: insptr++; { tw = *insptr++; int const lLabelID = *insptr++; int const lParm2 = (ActorLabels[lLabelID].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0; int const lVar2 = *insptr++; register int32_t const iActor = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i; Gv_SetVarX(lVar2, VM_GetSprite(iActor, lLabelID, lParm2)); continue; } case CON_SETTSPR: insptr++; { tw = *insptr++; int const lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iActor = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i; register int32_t const iSet = Gv_GetVarX(lVar2); VM_SetTsprite(iActor, lLabelID, iSet); continue; } case CON_GETTSPR: insptr++; { tw = *insptr++; int const lLabelID=*insptr++, lVar2=*insptr++; register int32_t const iActor = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i; Gv_SetVarX(lVar2, VM_GetTsprite(iActor, lLabelID)); continue; } case CON_GETANGLETOTARGET: insptr++; // Actor[vm.g_i].lastvx and lastvy are last known location of target. Gv_SetVarX(*insptr++, getangle(actor[vm.g_i].lastvx-vm.g_sp->x,actor[vm.g_i].lastvy-vm.g_sp->y)); continue; case CON_ANGOFFVAR: insptr++; spriteext[vm.g_i].angoff = Gv_GetVarX(*insptr++); continue; case CON_LOCKPLAYER: insptr++; ps->transporter_hold = Gv_GetVarX(*insptr++); continue; case CON_CHECKAVAILWEAPON: insptr++; tw = (*insptr != g_iThisActorID) ? Gv_GetVarX(*insptr) : vm.g_p; insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)playerswhenstarted)) { CON_ERRPRINTF("Invalid player ID %d\n", tw); continue; } P_CheckWeapon(g_player[tw].ps); continue; case CON_CHECKAVAILINVEN: insptr++; tw = (*insptr != g_iThisActorID) ? Gv_GetVarX(*insptr) : vm.g_p; insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)playerswhenstarted)) { CON_ERRPRINTF("Invalid player ID %d\n", tw); continue; } P_SelectNextInvItem(g_player[tw].ps); continue; case CON_GETPLAYERANGLE: insptr++; Gv_SetVarX(*insptr++, ps->ang); continue; case CON_GETACTORANGLE: insptr++; Gv_SetVarX(*insptr++, vm.g_sp->ang); continue; case CON_SETPLAYERANGLE: insptr++; ps->ang = Gv_GetVarX(*insptr++) & 2047; continue; case CON_SETACTORANGLE: insptr++; vm.g_sp->ang = Gv_GetVarX(*insptr++) & 2047; continue; case CON_SETVAR: insptr++; if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0) aGameVars[*insptr].val.lValue = *(insptr + 1); else Gv_SetVarX(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_SETARRAY: insptr++; { tw=*insptr++; int const index = Gv_GetVarX(*insptr++); int const value = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)g_gameArrayCount || (unsigned)index >= (unsigned)aGameArrays[tw].size)) { 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", tw,vm.g_i,TrackerCast(sprite[vm.g_i].picnum),vm.g_p); continue; } if (EDUKE32_PREDICT_FALSE(aGameArrays[tw].dwFlags & GAMEARRAY_READONLY)) { OSD_Printf("Tried to set on read-only array `%s'", aGameArrays[tw].szLabel); continue; } aGameArrays[tw].plValues[index]=value; continue; } case CON_WRITEARRAYTOFILE: case CON_READARRAYFROMFILE: insptr++; { const int32_t j=*insptr++; const int q = *insptr++; if (EDUKE32_PREDICT_FALSE(ScriptQuotes[q] == NULL)) { CON_ERRPRINTF("null quote %d\n", q); continue; } if (tw == CON_READARRAYFROMFILE) { int32_t fil = kopen4loadfrommod(ScriptQuotes[q], 0); if (fil < 0) continue; int32_t numelts = kfilelength(fil) / sizeof(int32_t); if (numelts == 0) { Baligned_free(aGameArrays[j].plValues); aGameArrays[j].plValues = NULL; aGameArrays[j].size = numelts; } else if (numelts > 0) { int32_t numbytes = numelts * sizeof(int32_t); #ifdef BITNESS64 int32_t *tmpar = (int32_t *)Xcalloc(numelts, sizeof(int32_t)); kread(fil, tmpar, numbytes); #endif Baligned_free(aGameArrays[j].plValues); aGameArrays[j].plValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, numelts * GAR_ELTSZ); aGameArrays[j].size = numelts; #ifdef BITNESS64 for (int32_t i = 0; i < numelts; i++) aGameArrays[j].plValues[i] = tmpar[i]; // int32_t --> int64_t Bfree(tmpar); #else kread(fil, aGameArrays[j].plValues, numbytes); #endif } kclose(fil); continue; } char temp[BMAX_PATH]; if (EDUKE32_PREDICT_FALSE(G_ModDirSnprintf(temp, sizeof(temp), "%s", ScriptQuotes[q]))) { CON_ERRPRINTF("file name too long\n"); continue; } FILE *const fil = fopen(temp, "wb"); if (EDUKE32_PREDICT_FALSE(fil == NULL)) { CON_ERRPRINTF("couldn't open file \"%s\"\n", temp); continue; } const int32_t n = aGameArrays[j].size; int32_t *const array = (int32_t *)Xmalloc(sizeof(int32_t) * n); for (int32_t k = 0; k < n; k++) array[k] = Gv_GetGameArrayValue(j, k); fwrite(array, 1, sizeof(int32_t) * n, fil); Bfree(array); fclose(fil); continue; } case CON_GETARRAYSIZE: insptr++; tw = *insptr++; Gv_SetVarX(*insptr++,(aGameArrays[tw].dwFlags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[tw].size) : aGameArrays[tw].size); continue; case CON_RESIZEARRAY: insptr++; { tw=*insptr++; const int32_t newSize = Gv_GetVarX(*insptr++); const int32_t oldSize = aGameArrays[tw].size; if (newSize >= 0 && newSize != oldSize) { // OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n", // aGameArrays[j].szLabel, aGameArrays[j].size, newSize); intptr_t *const tmpar = oldSize != 0 ? (intptr_t *)Xmalloc(GAR_ELTSZ * oldSize) : NULL; if (oldSize != 0) memcpy(tmpar, aGameArrays[tw].plValues, GAR_ELTSZ * oldSize); Baligned_free(aGameArrays[tw].plValues); aGameArrays[tw].plValues = newSize != 0 ? (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, GAR_ELTSZ * newSize) : NULL; aGameArrays[tw].size = newSize; if (oldSize != 0) memcpy(aGameArrays[tw].plValues, tmpar, GAR_ELTSZ * min(oldSize, newSize)); if (newSize > oldSize) memset(&aGameArrays[tw].plValues[oldSize], 0, GAR_ELTSZ * (newSize - oldSize)); } continue; } case CON_COPY: insptr++; { int const si = *insptr++; int sidx = Gv_GetVarX(*insptr++); //, vm.g_i, vm.g_p); int const di = *insptr++; int didx = Gv_GetVarX(*insptr++); int32_t numelts = Gv_GetVarX(*insptr++); tw = 0; if (EDUKE32_PREDICT_FALSE((unsigned)si>=(unsigned)g_gameArrayCount)) { CON_ERRPRINTF("Invalid array %d!", si); tw = 1; } if (EDUKE32_PREDICT_FALSE((unsigned)di>=(unsigned)g_gameArrayCount)) { CON_ERRPRINTF("Invalid array %d!", di); tw = 1; } if (EDUKE32_PREDICT_FALSE(aGameArrays[di].dwFlags & GAMEARRAY_READONLY)) { CON_ERRPRINTF("Array %d is read-only!", di); tw = 1; } if (EDUKE32_PREDICT_FALSE(tw)) continue; // dirty replacement for VMFLAG_ERROR int const ssiz = (aGameArrays[si].dwFlags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[si].size) : aGameArrays[si].size; int const dsiz = (aGameArrays[di].dwFlags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[si].size) : aGameArrays[di].size; if (EDUKE32_PREDICT_FALSE(sidx > ssiz || didx > dsiz)) continue; if ((sidx + numelts) > ssiz) numelts = ssiz - sidx; if ((didx + numelts) > dsiz) numelts = dsiz - didx; // Switch depending on the source array type. switch (aGameArrays[si].dwFlags & GAMEARRAY_TYPE_MASK) { case 0: // CON array to CON array. if (EDUKE32_PREDICT_FALSE(aGameArrays[si].dwFlags & GAMEARRAY_STRIDE2)) { for (; numelts>0; --numelts) (aGameArrays[di].plValues)[didx++] = ((int32_t *)aGameArrays[si].plValues)[sidx+=2]; break; } Bmemcpy(aGameArrays[di].plValues+didx, aGameArrays[si].plValues+sidx, numelts*GAR_ELTSZ); break; case GAMEARRAY_OFINT: // From int32-sized array. Note that the CON array element // type is intptr_t, so it is different-sized on 64-bit // archs, but same-sized on 32-bit ones. if (EDUKE32_PREDICT_FALSE(aGameArrays[si].dwFlags & GAMEARRAY_STRIDE2)) { for (; numelts>0; --numelts) (aGameArrays[di].plValues)[didx++] = ((int32_t *)aGameArrays[si].plValues)[sidx+=2]; break; } for (; numelts>0; --numelts) (aGameArrays[di].plValues)[didx++] = ((int32_t *)aGameArrays[si].plValues)[sidx++]; break; case GAMEARRAY_OFSHORT: // From int16_t array. Always different-sized. if (EDUKE32_PREDICT_FALSE(aGameArrays[si].dwFlags & GAMEARRAY_STRIDE2)) { for (; numelts>0; --numelts) (aGameArrays[di].plValues)[didx++] = ((int16_t *)aGameArrays[si].plValues)[sidx+=2]; break; } for (; numelts>0; --numelts) (aGameArrays[di].plValues)[didx++] = ((int16_t *)aGameArrays[si].plValues)[sidx++]; break; case GAMEARRAY_OFCHAR: // From char array. Always different-sized. if (EDUKE32_PREDICT_FALSE(aGameArrays[si].dwFlags & GAMEARRAY_STRIDE2)) { for (; numelts>0; --numelts) (aGameArrays[di].plValues)[didx++] = ((uint8_t *)aGameArrays[si].plValues)[sidx+=2]; break; } for (; numelts>0; --numelts) (aGameArrays[di].plValues)[didx++] = ((uint8_t *)aGameArrays[si].plValues)[sidx++]; break; } continue; } case CON_RANDVAR: insptr++; Gv_SetVarX(*insptr, mulscale16(krand(), *(insptr + 1) + 1)); insptr += 2; continue; case CON_DISPLAYRANDVAR: insptr++; Gv_SetVarX(*insptr, mulscale15(system_15bit_rand(), *(insptr + 1) + 1)); insptr += 2; continue; case CON_INV: if ((aGameVars[*(insptr + 1)].dwFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0) aGameVars[*(insptr + 1)].val.lValue = -aGameVars[*(insptr + 1)].val.lValue; else Gv_SetVarX(*(insptr + 1), -Gv_GetVarX(*(insptr + 1))); insptr += 2; continue; case CON_MULVAR: insptr++; Gv_MulVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_DIVVAR: insptr++; if (EDUKE32_PREDICT_FALSE(*(insptr + 1) == 0)) { CON_ERRPRINTF("divide by zero!\n"); insptr += 2; continue; } Gv_DivVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_MODVAR: insptr++; if (EDUKE32_PREDICT_FALSE(*(insptr + 1) == 0)) { CON_ERRPRINTF("mod by zero!\n"); insptr += 2; continue; } Gv_ModVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_ANDVAR: insptr++; Gv_AndVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_ORVAR: insptr++; Gv_OrVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_XORVAR: insptr++; Gv_XorVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_SETVARVAR: insptr++; { tw = *insptr++; int32_t const gv = Gv_GetVarX(*insptr++); if ((aGameVars[tw].dwFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0) aGameVars[tw].val.lValue = gv; else Gv_SetVarX(tw, gv); } continue; case CON_RANDVARVAR: insptr++; tw = *insptr++; Gv_SetVarX(tw, mulscale16(krand(), Gv_GetVarX(*insptr++) + 1)); continue; case CON_DISPLAYRANDVARVAR: insptr++; tw = *insptr++; Gv_SetVarX(tw, mulscale15(system_15bit_rand(), Gv_GetVarX(*insptr++) + 1)); continue; case CON_GMAXAMMO: insptr++; tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAX_WEAPONS)) { CON_ERRPRINTF("Invalid weapon ID %d\n", tw); insptr++; continue; } Gv_SetVarX(*insptr++, ps->max_ammo_amount[tw]); continue; case CON_SMAXAMMO: insptr++; tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAX_WEAPONS)) { CON_ERRPRINTF("Invalid weapon ID %d\n", tw); insptr++; continue; } ps->max_ammo_amount[tw] = Gv_GetVarX(*insptr++); continue; case CON_MULVARVAR: insptr++; tw = *insptr++; Gv_MulVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_DIVVARVAR: insptr++; { tw=*insptr++; int32_t const l2=Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE(!l2)) { CON_ERRPRINTF("divide by zero!\n"); continue; } Gv_DivVar(tw, l2); continue; } case CON_MODVARVAR: insptr++; { tw=*insptr++; int32_t const l2=Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE(!l2)) { CON_ERRPRINTF("mod by zero!\n"); continue; } Gv_ModVar(tw, l2); continue; } case CON_ANDVARVAR: insptr++; tw = *insptr++; Gv_AndVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_XORVARVAR: insptr++; tw = *insptr++; Gv_XorVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_ORVARVAR: insptr++; tw = *insptr++; Gv_OrVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_SUBVAR: insptr++; Gv_SubVar(*insptr, *(insptr+1)); insptr += 2; continue; case CON_SUBVARVAR: insptr++; tw = *insptr++; Gv_SubVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_ADDVAR: insptr++; Gv_AddVar(*insptr, *(insptr+1)); insptr += 2; continue; case CON_SHIFTVARL: insptr++; if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[*insptr].val.lValue <<= *(insptr+1); insptr += 2; continue; } Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) << *(insptr+1)); insptr += 2; continue; case CON_SHIFTVARR: insptr++; if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[*insptr].val.lValue >>= *(insptr+1); insptr += 2; continue; } Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) >> *(insptr+1)); insptr += 2; continue; case CON_SIN: insptr++; tw = *insptr++; Gv_SetVarX(tw, sintable[Gv_GetVarX(*insptr++)&2047]); continue; case CON_COS: insptr++; tw = *insptr++; Gv_SetVarX(tw, sintable[(Gv_GetVarX(*insptr++)+512)&2047]); continue; case CON_ADDVARVAR: insptr++; tw = *insptr++; Gv_AddVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_SPGETLOTAG: insptr++; aGameVars[g_iLoTagID].val.lValue = vm.g_sp->lotag; continue; case CON_SPGETHITAG: insptr++; aGameVars[g_iHiTagID].val.lValue = vm.g_sp->hitag; continue; case CON_SECTGETLOTAG: insptr++; aGameVars[g_iLoTagID].val.lValue = sector[vm.g_sp->sectnum].lotag; continue; case CON_SECTGETHITAG: insptr++; aGameVars[g_iHiTagID].val.lValue = sector[vm.g_sp->sectnum].hitag; continue; case CON_GETTEXTUREFLOOR: insptr++; aGameVars[g_iTextureID].val.lValue = sector[vm.g_sp->sectnum].floorpicnum; continue; case CON_STARTTRACK: case CON_STARTTRACKVAR: insptr++; { int32_t const level = (tw == CON_STARTTRACK) ? *(insptr++) : Gv_GetVarX(*(insptr++)); if (EDUKE32_PREDICT_FALSE(G_StartTrack(level))) CON_ERRPRINTF("invalid level %d or null music for volume %d level %d\n", level, ud.volume_number, level); } continue; case CON_SETMUSICPOSITION: insptr++; S_SetMusicPosition(Gv_GetVarX(*insptr++)); continue; case CON_GETMUSICPOSITION: insptr++; Gv_SetVarX(*insptr++, S_GetMusicPosition()); continue; case CON_ACTIVATECHEAT: insptr++; tw = Gv_GetVarX(*(insptr++)); if (EDUKE32_PREDICT_FALSE(numplayers != 1 || !(g_player[myconnectindex].ps->gm & MODE_GAME))) { CON_ERRPRINTF("not in a single-player game.\n"); continue; } osdcmd_cheatsinfo_stat.cheatnum = tw; continue; case CON_SETGAMEPALETTE: insptr++; P_SetGamePalette(ps, Gv_GetVarX(*(insptr++)), 2+16); continue; case CON_GETTEXTURECEILING: insptr++; aGameVars[g_iTextureID].val.lValue = sector[vm.g_sp->sectnum].ceilingpicnum; continue; case CON_IFVARVARAND: insptr++; tw = Gv_GetVarX(*insptr++); tw &= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVAROR: insptr++; tw = Gv_GetVarX(*insptr++); tw |= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARXOR: insptr++; tw = Gv_GetVarX(*insptr++); tw ^= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVAREITHER: insptr++; tw = Gv_GetVarX(*insptr++); tw = (Gv_GetVarX(*insptr++) || tw); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARN: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw != Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARE: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw == Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARG: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw > Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARL: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw < Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARN: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw != *insptr); continue; case CON_WHILEVARN: { intptr_t const *const savedinsptr = insptr + 2; do { insptr = savedinsptr; tw = (Gv_GetVarX(*(insptr - 1)) != *insptr); VM_CONDITIONAL(tw); } while (tw); continue; } case CON_WHILEVARVARN: { intptr_t const *const savedinsptr = insptr + 2; do { insptr = savedinsptr; tw = Gv_GetVarX(*(insptr - 1)); tw = (tw != Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); } while (tw); continue; } case CON_IFVARAND: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw & *insptr); continue; case CON_IFVAROR: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw | *insptr); continue; case CON_IFVARXOR: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw ^ *insptr); continue; case CON_IFVAREITHER: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw || *insptr); continue; case CON_IFVARG: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw > *insptr); continue; case CON_IFVARL: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw < *insptr); continue; case CON_IFPHEALTHL: insptr++; VM_CONDITIONAL(sprite[ps->i].extra < *insptr); continue; case CON_IFPINVENTORY: insptr++; switch (*insptr++) { case GET_STEROIDS: tw = (ps->inv_amount[GET_STEROIDS] != *insptr); break; case GET_SHIELD: tw = (ps->inv_amount[GET_SHIELD] != ps->max_shield_amount); break; case GET_SCUBA: tw = (ps->inv_amount[GET_SCUBA] != *insptr); break; case GET_HOLODUKE: tw = (ps->inv_amount[GET_HOLODUKE] != *insptr); break; case GET_JETPACK: tw = (ps->inv_amount[GET_JETPACK] != *insptr); break; case GET_ACCESS: switch (vm.g_sp->pal) { case 0: tw = (ps->got_access & 1); break; case 21: tw = (ps->got_access & 2); break; case 23: tw = (ps->got_access & 4); break; } break; case GET_HEATS: tw = (ps->inv_amount[GET_HEATS] != *insptr); break; case GET_FIRSTAID: tw = (ps->inv_amount[GET_FIRSTAID] != *insptr); break; case GET_BOOTS: tw = (ps->inv_amount[GET_BOOTS] != *insptr); break; default: tw = 0; CON_ERRPRINTF("invalid inventory ID: %d\n", (int32_t) * (insptr - 1)); } VM_CONDITIONAL(tw); continue; case CON_PSTOMP: insptr++; if (ps->knee_incs == 0 && sprite[ps->i].xrepeat >= 40) if (cansee(vm.g_sp->x, vm.g_sp->y, vm.g_sp->z - (4 << 8), vm.g_sp->sectnum, ps->pos.x, ps->pos.y, ps->pos.z + (16 << 8), sprite[ps->i].sectnum)) { int32_t j = playerswhenstarted - 1; for (; j >= 0; j--) { if (g_player[j].ps->actorsqu == vm.g_i) break; } if (j == -1) { ps->knee_incs = 1; if (ps->weapon_pos == 0) ps->weapon_pos = -1; ps->actorsqu = vm.g_i; } } continue; case CON_IFAWAYFROMWALL: { int16_t s1 = vm.g_sp->sectnum; tw = 0; #define IFAWAYDIST 108 updatesector(vm.g_sp->x + IFAWAYDIST, vm.g_sp->y + IFAWAYDIST, &s1); if (s1 == vm.g_sp->sectnum) { updatesector(vm.g_sp->x - IFAWAYDIST, vm.g_sp->y - IFAWAYDIST, &s1); if (s1 == vm.g_sp->sectnum) { updatesector(vm.g_sp->x + IFAWAYDIST, vm.g_sp->y - IFAWAYDIST, &s1); if (s1 == vm.g_sp->sectnum) { updatesector(vm.g_sp->x - IFAWAYDIST, vm.g_sp->y + IFAWAYDIST, &s1); if (s1 == vm.g_sp->sectnum) tw = 1; } } } VM_CONDITIONAL(tw); } continue; case CON_QUOTE: insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)(*insptr) >= MAXQUOTES) || ScriptQuotes[*insptr] == NULL) { CON_ERRPRINTF("invalid quote ID %d\n", (int32_t)(*insptr)); insptr++; continue; } if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_p >= MAXPLAYERS)) { CON_ERRPRINTF("bad player for quote %d: (%d)\n", (int32_t)*insptr,vm.g_p); insptr++; continue; } P_DoQuote(*(insptr++)|MAXQUOTES,ps); continue; case CON_USERQUOTE: insptr++; tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXQUOTES || ScriptQuotes[tw] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", tw); continue; } G_AddUserQuote(ScriptQuotes[tw]); continue; case CON_ECHO: insptr++; tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXQUOTES || ScriptQuotes[tw] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", tw); continue; } OSD_Printf("%s\n", ScriptQuotes[tw]); continue; case CON_IFINOUTERSPACE: VM_CONDITIONAL(G_CheckForSpaceFloor(vm.g_sp->sectnum)); continue; case CON_IFNOTMOVING: VM_CONDITIONAL((actor[vm.g_i].movflag&49152) > 16384); continue; case CON_RESPAWNHITAG: insptr++; switch (DYNAMICTILEMAP(vm.g_sp->picnum)) { case FEM1__STATIC: case FEM2__STATIC: case FEM3__STATIC: case FEM4__STATIC: case FEM5__STATIC: case FEM6__STATIC: case FEM7__STATIC: case FEM8__STATIC: case FEM9__STATIC: case FEM10__STATIC: case PODFEM1__STATIC: case NAKED1__STATIC: case STATUE__STATIC: if (vm.g_sp->yvel) G_OperateRespawns(vm.g_sp->yvel); break; default: // if (vm.g_sp->hitag >= 0) G_OperateRespawns(vm.g_sp->hitag); break; } continue; case CON_IFSPRITEPAL: insptr++; VM_CONDITIONAL(vm.g_sp->pal == *insptr); continue; case CON_IFANGDIFFL: insptr++; tw = klabs(G_GetAngleDelta(ps->ang, vm.g_sp->ang)); VM_CONDITIONAL(tw <= *insptr); continue; case CON_IFNOSOUNDS: VM_CONDITIONAL(!A_CheckAnySoundPlaying(vm.g_i)); continue; case CON_SPRITEFLAGS: insptr++; actor[vm.g_i].flags = Gv_GetVarX(*insptr++); continue; case CON_GETTICKS: insptr++; Gv_SetVarX(*insptr++, getticks()); continue; case CON_GETCURRADDRESS: insptr++; tw = *insptr++; Gv_SetVarX(tw, (intptr_t)(insptr - script)); continue; case CON_JUMP: // XXX XXX XXX insptr++; tw = Gv_GetVarX(*insptr++); insptr = (intptr_t *)(tw + script); continue; default: VM_ScriptInfo(); G_GameExit("An error has occurred in the EDuke32 virtual machine.\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; } } } // NORECURSE void A_LoadActor(int32_t iActor) { vm.g_i = iActor; // Sprite ID vm.g_sp = &sprite[iActor]; // Pointer to sprite structure if (g_tile[vm.g_sp->picnum].loadPtr == NULL) return; vm.g_t = &actor[iActor].t_data[0]; // Sprite's 'extra' data vm.g_p = -1; // Player ID vm.g_x = -1; // Distance vm.g_pp = g_player[0].ps; vm.g_flags &= ~(VM_RETURN | VM_KILL | VM_NOEXECUTE); if ((unsigned)vm.g_sp->sectnum >= MAXSECTORS) { A_DeleteSprite(vm.g_i); return; } insptr = g_tile[vm.g_sp->picnum].loadPtr; VM_Execute(1); insptr = NULL; if (vm.g_flags & VM_KILL) A_DeleteSprite(vm.g_i); } #endif // NORECURSE void A_Execute(int32_t iActor, int32_t iPlayer, int32_t lDist) { vmstate_t tempvm = { iActor, iPlayer, lDist, &actor[iActor].t_data[0], &sprite[iActor], g_player[iPlayer].ps, 0 }; vm = tempvm; #ifdef LUNATIC int32_t killit=0; #else intptr_t actionofs, *actionptr; #endif /* if (g_netClient && A_CheckSpriteFlags(iActor, SFLAG_NULL)) { A_DeleteSprite(iActor); return; } */ if (g_netServer || g_netClient) randomseed = ticrandomseed; if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_sp->sectnum >= MAXSECTORS)) { if (A_CheckEnemySprite(vm.g_sp)) vm.g_pp->actors_killed++; A_DeleteSprite(vm.g_i); return; } #if !defined LUNATIC actionofs = AC_ACTION_ID(vm.g_t); actionptr = (actionofs != 0 && actionofs + 4u < (unsigned)g_scriptSize) ? &script[actionofs] : NULL; if (actionptr != NULL) #endif { #if !defined LUNATIC const int32_t action_frames = actionptr[1]; const int32_t action_incval = actionptr[3]; const int32_t action_delay = actionptr[4]; #else const int32_t action_frames = actor[vm.g_i].ac.numframes; const int32_t action_incval = actor[vm.g_i].ac.incval; const int32_t action_delay = actor[vm.g_i].ac.delay; #endif uint16_t *actionticsptr = &AC_ACTIONTICS(vm.g_sp, &actor[vm.g_i]); *actionticsptr += TICSPERFRAME; if (*actionticsptr > action_delay) { *actionticsptr = 0; AC_ACTION_COUNT(vm.g_t)++; AC_CURFRAME(vm.g_t) += action_incval; } if (klabs(AC_CURFRAME(vm.g_t)) >= klabs(action_frames * action_incval)) AC_CURFRAME(vm.g_t) = 0; } #ifdef LUNATIC const int32_t picnum = vm.g_sp->picnum; if (L_IsInitialized(&g_ElState) && El_HaveActor(picnum)) { double t = gethiticks(); killit = (El_CallActor(&g_ElState, picnum, iActor, iPlayer, lDist)==1); t = gethiticks()-t; g_actorTotalMs[picnum] += t; g_actorMinMs[picnum] = min(g_actorMinMs[picnum], t); g_actorMaxMs[picnum] = max(g_actorMaxMs[picnum], t); g_actorCalls[picnum]++; } #else insptr = 4 + (g_tile[vm.g_sp->picnum].execPtr); VM_Execute(1); insptr = NULL; #endif #ifdef LUNATIC if (killit) #else if (vm.g_flags & VM_KILL) #endif { VM_DeleteSprite(iActor, iPlayer); return; } VM_Move(); if (vm.g_sp->statnum != STAT_ACTOR) { if (vm.g_sp->statnum == STAT_STANDABLE) { switch (DYNAMICTILEMAP(vm.g_sp->picnum)) { case RUBBERCAN__STATIC: case EXPLODINGBARREL__STATIC: case WOODENHORSE__STATIC: case HORSEONSIDE__STATIC: case CANWITHSOMETHING__STATIC: case FIREBARREL__STATIC: case NUKEBARREL__STATIC: case NUKEBARRELDENTED__STATIC: case NUKEBARRELLEAKED__STATIC: case TRIPBOMB__STATIC: case EGG__STATIC: if (actor[vm.g_i].timetosleep > 1) actor[vm.g_i].timetosleep--; else if (actor[vm.g_i].timetosleep == 1) changespritestat(vm.g_i, STAT_ZOMBIEACTOR); default: break; } } return; } if (A_CheckEnemySprite(vm.g_sp)) { if (vm.g_sp->xrepeat > 60 || (ud.respawn_monsters == 1 && vm.g_sp->extra <= 0)) return; } else if (EDUKE32_PREDICT_FALSE(ud.respawn_items == 1 && (vm.g_sp->cstat & 32768))) return; if (A_CheckSpriteFlags(vm.g_i, SFLAG_USEACTIVATOR) && sector[vm.g_sp->sectnum].lotag & 16384) changespritestat(vm.g_i, STAT_ZOMBIEACTOR); else if (actor[vm.g_i].timetosleep > 1) actor[vm.g_i].timetosleep--; else if (actor[vm.g_i].timetosleep == 1) { // hack for 1.3D fire sprites if (EDUKE32_PREDICT_FALSE(g_scriptVersion == 13 && (vm.g_sp->picnum == FIRE || vm.g_sp->picnum == FIRE2))) return; changespritestat(vm.g_i, STAT_ZOMBIEACTOR); } } void G_SaveMapState(void) { int32_t levelnum = ud.volume_number*MAXLEVELS+ud.level_number; map_t *mapinfo = &MapInfo[levelnum]; if (mapinfo->savedstate == NULL) { mapinfo->savedstate = (mapstate_t *) Xaligned_alloc(16, sizeof(mapstate_t)); Bmemset(mapinfo->savedstate, 0, sizeof(mapstate_t)); } mapstate_t *save = mapinfo->savedstate; if (save == NULL) return; Bmemcpy(&save->numwalls,&numwalls,sizeof(numwalls)); Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS); Bmemcpy(&save->numsectors,&numsectors,sizeof(numsectors)); Bmemcpy(&save->sector[0],§or[0],sizeof(sectortype)*MAXSECTORS); Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES); // If we're in EVENT_ANIMATESPRITES, we'll be saving pointer values to disk :-/ #if !defined LUNATIC if (g_currentEventExec == EVENT_ANIMATESPRITES) initprintf("Line %d: savemapstate called from EVENT_ANIMATESPRITES. WHY?\n", g_errorLineNum); #endif Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES); save->numsprites = Numsprites; save->tailspritefree = tailspritefree; Bmemcpy(&save->headspritesect[0],&headspritesect[0],sizeof(headspritesect)); Bmemcpy(&save->prevspritesect[0],&prevspritesect[0],sizeof(prevspritesect)); Bmemcpy(&save->nextspritesect[0],&nextspritesect[0],sizeof(nextspritesect)); Bmemcpy(&save->headspritestat[0],&headspritestat[0],sizeof(headspritestat)); Bmemcpy(&save->prevspritestat[0],&prevspritestat[0],sizeof(prevspritestat)); Bmemcpy(&save->nextspritestat[0],&nextspritestat[0],sizeof(nextspritestat)); #ifdef YAX_ENABLE Bmemcpy(&save->numyaxbunches, &numyaxbunches, sizeof(numyaxbunches)); # if !defined NEW_MAP_FORMAT Bmemcpy(save->yax_bunchnum, yax_bunchnum, sizeof(yax_bunchnum)); Bmemcpy(save->yax_nextwall, yax_nextwall, sizeof(yax_nextwall)); # endif #endif Bmemcpy(&save->actor[0],&actor[0],sizeof(actor_t)*MAXSPRITES); Bmemcpy(&save->g_numCyclers,&g_numCyclers,sizeof(g_numCyclers)); Bmemcpy(&save->cyclers[0],&cyclers[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,&cloudx,sizeof(cloudx)); Bmemcpy(&save->cloudy,&cloudy,sizeof(cloudy)); Bmemcpy(&save->pskyidx,&g_pskyidx,sizeof(g_pskyidx)); Bmemcpy(&save->animategoal[0],&animategoal[0],sizeof(animategoal)); Bmemcpy(&save->animatevel[0],&animatevel[0],sizeof(animatevel)); Bmemcpy(&save->g_animateCount,&g_animateCount,sizeof(g_animateCount)); Bmemcpy(&save->animatesect[0],&animatesect[0],sizeof(animatesect)); G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_FWD); Bmemcpy(&save->animateptr[0],&animateptr[0],sizeof(animateptr)); G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_BACK); { EDUKE32_STATIC_ASSERT(sizeof(save->animateptr) == sizeof(animateptr)); } 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)); #if !defined LUNATIC for (int 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] = (intptr_t *)Xaligned_alloc(16, 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] = (intptr_t *)Xaligned_alloc(16, 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; } #else int32_t slen; const char *svcode = El_SerializeGamevars(&slen, levelnum); if (slen < 0) { El_OnError("ERROR: savemapstate: serialization failed!"); } else { char *savecode = Xstrdup(svcode); Bfree(save->savecode); save->savecode = savecode; } #endif ototalclock = totalclock; } void G_RestoreMapState(void) { int32_t levelnum = ud.volume_number*MAXLEVELS+ud.level_number; mapstate_t *save = MapInfo[levelnum].savedstate; if (save != NULL) { int32_t i, x; char phealth[MAXPLAYERS]; for (i=0; ii].extra; pub = NUMPAGES; pus = NUMPAGES; G_UpdateScreenArea(); Bmemcpy(&numwalls,&save->numwalls,sizeof(numwalls)); Bmemcpy(&wall[0],&save->wall[0],sizeof(walltype)*MAXWALLS); Bmemcpy(&numsectors,&save->numsectors,sizeof(numsectors)); Bmemcpy(§or[0],&save->sector[0],sizeof(sectortype)*MAXSECTORS); Bmemcpy(&sprite[0],&save->sprite[0],sizeof(spritetype)*MAXSPRITES); Bmemcpy(&spriteext[0],&save->spriteext[0],sizeof(spriteext_t)*MAXSPRITES); // If we're restoring from EVENT_ANIMATESPRITES, all spriteext[].tspr // will be overwritten, so NULL them. #if !defined LUNATIC if (g_currentEventExec == EVENT_ANIMATESPRITES) { initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum); for (i=0; inumsprites; tailspritefree = save->tailspritefree; Bmemcpy(&headspritesect[0],&save->headspritesect[0],sizeof(headspritesect)); Bmemcpy(&prevspritesect[0],&save->prevspritesect[0],sizeof(prevspritesect)); Bmemcpy(&nextspritesect[0],&save->nextspritesect[0],sizeof(nextspritesect)); Bmemcpy(&headspritestat[0],&save->headspritestat[0],sizeof(headspritestat)); Bmemcpy(&prevspritestat[0],&save->prevspritestat[0],sizeof(prevspritestat)); Bmemcpy(&nextspritestat[0],&save->nextspritestat[0],sizeof(nextspritestat)); #ifdef YAX_ENABLE Bmemcpy(&numyaxbunches, &save->numyaxbunches, sizeof(numyaxbunches)); # if !defined NEW_MAP_FORMAT Bmemcpy(yax_bunchnum, save->yax_bunchnum, sizeof(yax_bunchnum)); Bmemcpy(yax_nextwall, save->yax_nextwall, sizeof(yax_nextwall)); # endif #endif Bmemcpy(&actor[0],&save->actor[0],sizeof(actor_t)*MAXSPRITES); Bmemcpy(&g_numCyclers,&save->g_numCyclers,sizeof(g_numCyclers)); Bmemcpy(&cyclers[0],&save->cyclers[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,&save->cloudx,sizeof(cloudx)); Bmemcpy(&cloudy,&save->cloudy,sizeof(cloudy)); Bmemcpy(&g_pskyidx,&save->pskyidx,sizeof(g_pskyidx)); Bmemcpy(&animategoal[0],&save->animategoal[0],sizeof(animategoal)); Bmemcpy(&animatevel[0],&save->animatevel[0],sizeof(animatevel)); Bmemcpy(&g_animateCount,&save->g_animateCount,sizeof(g_animateCount)); Bmemcpy(&animatesect[0],&save->animatesect[0],sizeof(animatesect)); Bmemcpy(&animateptr[0],&save->animateptr[0],sizeof(animateptr)); G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_BACK); Bmemcpy(&g_numPlayerSprites,&save->g_numPlayerSprites,sizeof(g_numPlayerSprites)); Bmemcpy(&g_earthquakeTime,&save->g_earthquakeTime,sizeof(g_earthquakeTime)); Bmemcpy(&lockclock,&save->lockclock,sizeof(lockclock)); Bmemcpy(&randomseed,&save->randomseed,sizeof(randomseed)); Bmemcpy(&g_globalRandom,&save->g_globalRandom,sizeof(g_globalRandom)); #if !defined LUNATIC for (i=g_gameVarCount-1; i>=0; i--) { if (aGameVars[i].dwFlags & GAMEVAR_NORESET) continue; if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER) { if (!save->vars[i]) continue; Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXPLAYERS); } else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR) { if (!save->vars[i]) continue; Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXSPRITES); } else aGameVars[i].val.lValue = (intptr_t)save->vars[i]; } Gv_RefreshPointers(); #else if (save->savecode) { El_RestoreGamevars(save->savecode); } #endif // Update g_player[].ps->i (sprite indices of players) to be consistent // with just loaded sprites. // Otherwise, crashes may ensue: e.g. WGR2 SVN r391, map spiderden: // - walk forward (to door leading to other level "Shadowpine Forest") // - in new level, walk backward to get back to the Spider Den // - walk backward to the door leading to Shadowpine Forest --> crash. for (SPRITES_OF(STAT_PLAYER, i)) { int32_t snum = P_Get(i); Bassert((unsigned)snum < MAXPLAYERS); g_player[snum].ps->i = i; } for (i=0; ii].extra = phealth[i]; if (g_player[myconnectindex].ps->over_shoulder_on != 0) { CAMERADIST = 0; CAMERACLOCK = 0; g_player[myconnectindex].ps->over_shoulder_on = 1; } screenpeek = myconnectindex; if (ud.lockout) { for (x=g_numAnimWalls-1; x>=0; x--) switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum)) { case FEMPIC1__STATIC: wall[animwall[x].wallnum].picnum = BLANKSCREEN; break; case FEMPIC2__STATIC: case FEMPIC3__STATIC: wall[animwall[x].wallnum].picnum = SCREENBREAK6; break; } } #if 0 else { for (x=g_numAnimWalls-1; x>=0; x--) if (wall[animwall[x].wallnum].extra >= 0) wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra; } #endif #ifdef YAX_ENABLE sv_postyaxload(); #endif G_ResetInterpolations(); Net_ResetPrediction(); G_ClearFIFO(); G_ResetTimers(0); } } #ifdef LUNATIC void VM_FallSprite(int32_t i) { VM_Fall(i, &sprite[i]); } int32_t VM_ResetPlayer2(int32_t snum, int32_t flags) { return VM_ResetPlayer(snum, 0, flags); } int32_t VM_CheckSquished2(int32_t i, int32_t snum) { vm.g_i = i; vm.g_sp = &sprite[i]; vm.g_p = snum; vm.g_pp = g_player[snum].ps; return VM_CheckSquished(); } #endif