raze-gles/polymer/eduke32/source/gameexec.c
terminx 7c976018be Adds the following keywords from M32script into CON: shiftvarvarl, shiftvarvarr, ifvarvarle, ifvarvarge, ifvarvarboth, whilevarl, and whilevarvarl.
This also adds the shorthand versions of some commands, like "set" for "setvarvar", "add" for "addvarvar", "ife" for "ifvarvare", etc. There are about 30 of these. Because some of these names may already be used in some projects as variable names, this revision also includes a somewhat large change in variable naming rules: gamevars may now have the same names as CON keywords, with the caveat that the masked keyword is no longer accessible. This results in a warning at compile time but should ensure nobody's project ever stops compiling due to the introduction of new keywords.

git-svn-id: https://svn.eduke32.com/eduke32@5499 1a8010ca-5511-0410-912e-c29ae57300e0
2016-01-02 01:56:20 +00:00

5957 lines
193 KiB
C

//-------------------------------------------------------------------------
/*
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 <time.h>
#include <stdlib.h>
#include <math.h> // 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 = &sector[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 *)&params[7];
vec2_t const b2 = *(vec2_t *)&params[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 *) &params[7];
vec2_t const b2 = *(vec2_t *) &params[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 *)&params[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 *)&params[16], *(vec2_t *)&params[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, &sectnum, 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 <invar> <outvar>
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 <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
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 <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
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 <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
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 <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
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_SHIFTVARVARL:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, Gv_GetVarX(tw) << Gv_GetVarX(*insptr++));
continue;
case CON_SHIFTVARVARR:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, Gv_GetVarX(tw) >> Gv_GetVarX(*insptr++));
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_IFVARVARBOTH:
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_IFVARVARGE:
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_IFVARVARLE:
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_WHILEVARL:
{
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_WHILEVARVARL:
{
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],&sector[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; i<playerswhenstarted; i++)
phealth[i] = sprite[g_player[i].ps->i].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(&sector[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; i<MAXSPRITES; i++)
spriteext[i].tspr = NULL;
}
#endif
Numsprites = save->numsprites;
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; i<playerswhenstarted; i++)
sprite[g_player[i].ps->i].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