raze-gles/polymer/eduke32/source/gameexec.c

6235 lines
206 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2016 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 "duke3d.h"
#include <time.h>
#include <math.h> // sqrt
#include "scriplib.h"
#include "savegame.h"
#include "osdcmds.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(int loop);
# include "gamestructures.c"
#endif
#define VM_CONDITIONAL(xxx) \
{ \
if ((xxx) || ((insptr = (intptr_t *)*(insptr + 1)) && (((*insptr) & VM_INSTMASK) == CON_ELSE))) \
{ \
insptr += 2; \
VM_Execute(0); \
} \
}
#if !defined LUNATIC
void VM_ScriptInfo(intptr_t const *ptr, int range)
{
if (!script)
return;
if (ptr)
{
initprintf("\n");
for (intptr_t const *p = max(ptr - (range>>1), script), *p_end = min(ptr + (range>>1), script + g_scriptSize); p < p_end; p++)
{
initprintf("%5d: %3d: ", (int32_t) (p - script), (int32_t) (p - ptr));
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 (ptr == insptr)
{
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(int nSprite, int nPlayer)
{
if (EDUKE32_PREDICT_FALSE((unsigned) nSprite >= MAXSPRITES))
return;
// if player was set to squish, first stop that...
if (EDUKE32_PREDICT_FALSE(nPlayer >= 0 && g_player[nPlayer].ps->actorsqu == nSprite))
g_player[nPlayer].ps->actorsqu = -1;
A_DeleteSprite(nSprite);
}
intptr_t apScriptGameEvent[MAXGAMEEVENTS];
// May recurse, e.g. through EVENT_XXX -> ... -> EVENT_KILLIT
#ifdef LUNATIC
FORCE_INLINE int32_t VM_EventCommon_(int nEventID, int nSprite, int nPlayer, int nDist, int32_t nReturn)
{
const double t = gethiticks();
int32_t ret = El_CallEvent(&g_ElState, nEventID, nSprite, nPlayer, nDist, &nReturn);
// NOTE: the run times are those of the called event plus any events
// called by it, *not* "self" time.
g_eventTotalMs[nEventID] += gethiticks()-t;
g_eventCalls[nEventID]++;
if (ret == 1)
VM_DeleteSprite(nSprite, nPlayer);
return nReturn;
}
#else
FORCE_INLINE int32_t VM_EventCommon_(int const nEventID, int const nSprite, int const nPlayer,
int const nDist, int32_t nReturn)
{
// 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 = { nSprite, nPlayer, nDist, &actor[(unsigned)nSprite].t_data[0],
&sprite[(unsigned)nSprite], g_player[nPlayer].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].lValue, the compiler can avoid having to
// reload the address of aGameVars[g_iReturnVarID].lValue in order to
// set it to the value of iReturn (...which should still be on the stack!)
int const backupReturnVar = aGameVars[g_iReturnVarID].nValue;
aGameVars[g_iReturnVarID].nValue = nReturn;
int const backupEventExec = g_currentEventExec;
g_currentEventExec = nEventID;
intptr_t const *oinsptr = insptr;
insptr = script + apScriptGameEvent[nEventID];
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)nPlayer >= (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;
nReturn = aGameVars[g_iReturnVarID].nValue;
aGameVars[g_iReturnVarID].nValue = backupReturnVar;
return nReturn;
}
#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_(int nEventID, int nSprite, int nPlayer, int nDist, int32_t nReturn)
{
return VM_EventCommon_(nEventID, nSprite, nPlayer, nDist, nReturn);
}
int32_t VM_OnEventWithReturn_(int nEventID, int nSprite, int nPlayer, int32_t nReturn)
{
return VM_EventCommon_(nEventID, nSprite, nPlayer, -1, nReturn);
}
int32_t VM_OnEventWithDist_(int nEventID, int nSprite, int nPlayer, int nDist)
{
return VM_EventCommon_(nEventID, nSprite, nPlayer, nDist, 0);
}
int32_t VM_OnEvent_(int nEventID, int nSprite, int nPlayer)
{
return VM_EventCommon_(nEventID, nSprite, nPlayer, -1, 0);
}
static int32_t VM_CheckSquished(void)
{
sectortype const * const sc = &sector[vm.g_sp->sectnum];
if (sc->lotag == ST_23_SWINGING_DOOR ||
(sc->lotag == ST_1_ABOVE_WATER && !A_CheckNoSE7Water(vm.g_sp, vm.g_sp->sectnum, sc->lotag, NULL)) ||
(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)
{
int const nAngle = 128-(krand()&255);
p->horiz += 64;
p->return_to_center = 9;
p->look_ang = p->rotscrnang = nAngle>>1;
}
#endif
int32_t A_Dodge(spritetype *pSprite)
{
vec2_t const m = *(vec2_t *)pSprite;
vec2_t const msin = { sintable[(pSprite->ang + 512) & 2047], sintable[pSprite->ang & 2047] };
if (A_CheckEnemySprite(pSprite) && pSprite->extra <= 0) // hack
return 0;
for (int nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list
{
if (OW == i)
continue;
vec2_t const b = { SX - m.x, SY - m.y };
vec2_t const v = { sintable[(SA + 512) & 2047], sintable[SA & 2047] };
if (((msin.x * b.x) + (msin.y * b.y) >= 0) && ((v.x * b.x) + (v.y * b.y) < 0))
{
if (klabs((v.x * b.y) - (v.y * b.x)) < 65536 << 6)
{
pSprite->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;
int const 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);
int const 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 nSprite, uspritetype * const pSprite, int32_t *dax, int32_t *day)
{
if (AC_COUNT(actor[nSprite].t_data)&63)
return -1;
const uspritetype *const pnSprite = (uspritetype *)&sprite[nSprite];
hitdata_t hit;
int const angincs = 128;
// ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) ? 2048 / 2 : tabledivide32_noinline(2048, 1 + (krand() & 1));
for (int j = pSprite->ang; j < (2048 + pSprite->ang); j += (angincs /*-(krand()&511)*/))
{
pSprite->z -= ZOFFSET2;
hitscan((const vec3_t *)pSprite, pSprite->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047],
16384 - (krand() & 32767), &hit, CLIPMASK1);
pSprite->z += ZOFFSET2;
if (hit.sect < 0)
continue;
int const d = FindDistance2D(hit.pos.x - pSprite->x, hit.pos.y - pSprite->y);
int const da = FindDistance2D(hit.pos.x - pnSprite->x, hit.pos.y - pnSprite->y);
if (d < da)
{
if (cansee(hit.pos.x, hit.pos.y, hit.pos.z, hit.sect,
pnSprite->x, pnSprite->y, pnSprite->z - ZOFFSET2, pnSprite->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];
int const 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 nSprite)
{
spritetype *const pSprite = &sprite[nSprite];
int32_t ceilhit, florhit;
VM_GetZRange(nSprite, &ceilhit, &florhit, (pSprite->statnum == STAT_PROJECTILE) ? 4 : 127);
actor[nSprite].flags &= ~SFLAG_NOFLOORSHADOW;
if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0)
{
uspritetype const * const hitspr = (uspritetype *)&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 && pSprite->statnum != STAT_PROJECTILE)
|| (hitspr->picnum == APLAYER && A_CheckEnemySprite(pSprite)))
{
actor[nSprite].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
pSprite->xvel = -256; // SLIDE_ABOVE_ENEMY
A_SetSprite(nSprite, CLIPMASK0);
}
else if (pSprite->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && pSprite->owner==florhit)
{
actor[nSprite].ceilingz = sector[pSprite->sectnum].ceilingz;
actor[nSprite].floorz = sector[pSprite->sectnum].floorz;
}
}
}
void A_Fall(int nSprite)
{
spritetype *const pSprite = &sprite[nSprite];
int nGravity = g_spriteGravity;
if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
nGravity = 0;
else if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
nGravity = g_spriteGravity/6;
if (pSprite->statnum == STAT_ACTOR || pSprite->statnum == STAT_PLAYER || pSprite->statnum == STAT_ZOMBIEACTOR || pSprite->statnum == STAT_STANDABLE)
{
int32_t ceilhit, florhit;
VM_GetZRange(nSprite, &ceilhit, &florhit, 127);
}
else
{
actor[nSprite].ceilingz = sector[pSprite->sectnum].ceilingz;
actor[nSprite].floorz = sector[pSprite->sectnum].floorz;
}
#ifdef YAX_ENABLE
int fbunch = (sector[pSprite->sectnum].floorstat&512) ? -1 : yax_getbunch(pSprite->sectnum, YAX_FLOOR);
#endif
if (pSprite->z < actor[nSprite].floorz-ZOFFSET
#ifdef YAX_ENABLE
|| fbunch >= 0
#endif
)
{
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->zvel > 3122)
pSprite->zvel = 3144;
pSprite->z += pSprite->zvel = min(6144, pSprite->zvel+nGravity);
}
#ifdef YAX_ENABLE
if (fbunch >= 0)
setspritez(nSprite, (vec3_t *)pSprite);
else
#endif
if (pSprite->z >= actor[nSprite].floorz-ZOFFSET)
{
pSprite->z = actor[nSprite].floorz-ZOFFSET;
pSprite->zvel = 0;
}
}
int G_GetAngleDelta(int a, int na)
{
a &= 2047;
na &= 2047;
if (klabs(a-na) < 1024)
{
// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
return na-a;
}
if (na > 1024) na -= 2048;
if (a > 1024) a -= 2048;
// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
return na-a;
}
GAMEEXEC_STATIC void VM_AlterAng(int32_t movflags)
{
int const nElapsedTics = (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)
{
int nAngDiff;
int nGoalAng;
int const nAngle = vm.g_sp->ang;
int32_t nHoloDuke = vm.g_pp->holoduke_on;
// NOTE: looks like 'owner' is set to target sprite ID...
if (nHoloDuke >= 0 && cansee(sprite[nHoloDuke].x, sprite[nHoloDuke].y, sprite[nHoloDuke].z, sprite[nHoloDuke].sectnum,
vm.g_sp->x, vm.g_sp->y, vm.g_sp->z, vm.g_sp->sectnum))
vm.g_sp->owner = nHoloDuke;
else vm.g_sp->owner = vm.g_pp->i;
nGoalAng = (sprite[vm.g_sp->owner].picnum == APLAYER)
? getangle(actor[vm.g_i].lastvx - vm.g_sp->x, actor[vm.g_i].lastvy - vm.g_sp->y)
: 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)
{
nAngDiff = G_GetAngleDelta(nAngle,nGoalAng);
if (nElapsedTics < 2)
{
if (klabs(nAngDiff) < 256)
{
int const j = 128-(krand()&256);
vm.g_sp->ang += j;
if (A_GetHitscanRange(vm.g_i) < 844)
vm.g_sp->ang -= j;
}
}
else if (nElapsedTics > 18 && nElapsedTics < GAMETICSPERSEC) // choose
{
if (klabs(nAngDiff>>2) < 128) vm.g_sp->ang = nGoalAng;
else vm.g_sp->ang += nAngDiff>>2;
}
}
else vm.g_sp->ang = nGoalAng;
}
if (nElapsedTics < 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(int nShift, int nGoalAng)
{
int nAngDiff = G_GetAngleDelta(vm.g_sp->ang, nGoalAng) >> nShift;
if ((nAngDiff > -8 && nAngDiff < 0) || (nAngDiff < 8 && nAngDiff > 0))
nAngDiff <<= 1;
vm.g_sp->ang += nAngDiff;
}
static inline void VM_FacePlayer(int nShift)
{
VM_AddAngle(nShift, (vm.g_pp->newowner >= 0) ? getangle(vm.g_pp->opos.x - vm.g_sp->x, vm.g_pp->opos.y - vm.g_sp->y)
: getangle(vm.g_pp->pos.x - vm.g_sp->x, vm.g_pp->pos.y - vm.g_sp->y));
}
////////// TROR get*zofslope //////////
// These rather belong into the engine.
static int32_t VM_GetCeilZOfSlope(void)
{
vec2_t const vect = *(vec2_t *)vm.g_sp;
int const sectnum = vm.g_sp->sectnum;
#ifdef YAX_ENABLE
if ((sector[sectnum].ceilingstat&512)==0)
{
int const nsect = yax_getneighborsect(vect.x, vect.y, sectnum, YAX_CEILING);
if (nsect >= 0)
return getceilzofslope(nsect, vect.x, vect.y);
}
#endif
return getceilzofslope(sectnum, vect.x, vect.y);
}
static int32_t VM_GetFlorZOfSlope(void)
{
vec2_t const vect = *(vec2_t *)vm.g_sp;
int const sectnum = vm.g_sp->sectnum;
#ifdef YAX_ENABLE
if ((sector[sectnum].floorstat&512)==0)
{
int const nsect = yax_getneighborsect(vect.x, vect.y, sectnum, YAX_FLOOR);
if (nsect >= 0)
return getflorzofslope(nsect, vect.x, vect.y);
}
#endif
return getflorzofslope(sectnum, vect.x, vect.y);
}
////////////////////
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]);
int const movflags = /*(*movflagsptr==-1) ? 0 :*/ *movflagsptr;
int const 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)
{
vec2_t const vect = { vm.g_pp->pos.x + (vm.g_pp->vel.x / 768),
vm.g_pp->pos.y + (vm.g_pp->vel.y / 768) };
VM_AddAngle(2, getangle(vect.x - vm.g_sp->x, vect.y - vm.g_sp->y));
}
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)
{
int nXvel = vm.g_sp->xvel;
int nAngDiff = 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 nSectorZ;
// NOTE: COMMANDER updates both actor[].floorz and
// .ceilingz regardless of its zvel.
actor[vm.g_i].floorz = nSectorZ = VM_GetFlorZOfSlope();
if (vm.g_sp->z > nSectorZ-(8<<8))
{
vm.g_sp->z = nSectorZ-(8<<8);
vm.g_sp->zvel = 0;
}
actor[vm.g_i].ceilingz = nSectorZ = VM_GetCeilZOfSlope();
if (vm.g_sp->z < nSectorZ+(80<<8))
{
vm.g_sp->z = nSectorZ+(80<<8);
vm.g_sp->zvel = 0;
}
}
else
{
int32_t nSectorZ;
// The DRONE updates either .floorz or .ceilingz, not both.
if (vm.g_sp->zvel > 0)
{
actor[vm.g_i].floorz = nSectorZ = VM_GetFlorZOfSlope();
if (vm.g_sp->z > nSectorZ-(30<<8))
vm.g_sp->z = nSectorZ-(30<<8);
}
else
{
actor[vm.g_i].ceilingz = nSectorZ = VM_GetCeilZOfSlope();
if (vm.g_sp->z < nSectorZ+(50<<8))
{
vm.g_sp->z = nSectorZ+(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)
{
int const 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)
{
nXvel = -(1024 - vm.g_x);
nAngDiff = 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;
nXvel <<= 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 const vect = { (nXvel * (sintable[(nAngDiff + 512) & 2047])) >> 14,
(nXvel * (sintable[nAngDiff & 2047])) >> 14, vm.g_sp->zvel };
actor[vm.g_i].movflag = A_MoveSprite(vm.g_i, &vect, (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, int nWeapon)
{
if ((ps->weaponswitch & (1|4)) == (1|4))
{
int const nPlayer = P_Get(ps->i);
int new_wchoice = -1;
int curr_wchoice = -1;
for (int i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
{
int w = g_player[nPlayer].wchoice[i];
if (w == KNEE_WEAPON)
w = FREEZE_WEAPON;
else w--;
if (w == ps->curr_weapon)
curr_wchoice = i;
if (w == nWeapon)
new_wchoice = i;
}
P_AddWeapon(ps, nWeapon, (new_wchoice < curr_wchoice));
}
else
{
P_AddWeapon(ps, nWeapon, (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, int nWeapon, int nAmount)
{
P_AddAmmo(nWeapon, ps, nAmount);
if (PWEAPON(vm.g_p, ps->curr_weapon, WorksLike) == KNEE_WEAPON && (ps->gotweapon & (1 << nWeapon)))
P_AddWeaponMaybeSwitch(ps, nWeapon);
}
static int VM_AddWeapon(DukePlayer_t *ps, int nWeapon, int nAmount)
{
if (EDUKE32_PREDICT_FALSE((unsigned)nWeapon >= MAX_WEAPONS))
{
CON_ERRPRINTF("Invalid weapon ID %d\n", nWeapon);
return 1;
}
if ((ps->gotweapon & (1 << nWeapon)) == 0)
{
P_AddWeaponMaybeSwitch(ps, nWeapon);
}
else if (ps->ammo_amount[nWeapon] >= ps->max_ammo_amount[nWeapon])
{
vm.g_flags |= VM_NOEXECUTE;
return 2;
}
P_AddWeaponAmmoCommon(ps, nWeapon, nAmount);
return 0;
}
#endif
static int32_t A_GetVerticalVel(actor_t const * const pActor)
{
#ifdef LUNATIC
return pActor->mv.vvel;
#else
int32_t moveScriptOfs = AC_MOVE_ID(pActor->t_data);
return ((unsigned) moveScriptOfs < (unsigned) g_scriptSize - 1) ? script[moveScriptOfs + 1] : 0;
#endif
}
static int32_t A_GetWaterZOffset(int nSprite)
{
uspritetype const *const pSprite = (uspritetype *)&sprite[nSprite];
actor_t const *const pActor = &actor[nSprite];
if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER)
{
if (A_CheckSpriteFlags(nSprite, SFLAG_NOWATERDIP))
return 0;
// fix for flying/jumping monsters getting stuck in water
if ((AC_MOVFLAGS(pSprite, pActor) & jumptoplayer_only) || (G_HaveActor(pSprite->picnum) && A_GetVerticalVel(pActor) != 0))
return 0;
return ACTOR_ONWATER_ADDZ;
}
return 0;
}
static void VM_Fall(int nSprite, spritetype *pSprite)
{
int nGravity = g_spriteGravity;
pSprite->xoffset = pSprite->yoffset = 0;
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
nGravity = g_spriteGravity/6;
else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
nGravity = 0;
if (!actor[nSprite].cgg-- || (sector[pSprite->sectnum].floorstat&2))
{
A_GetZLimits(nSprite);
actor[nSprite].cgg = 3;
}
if (pSprite->z < actor[nSprite].floorz-ZOFFSET)
{
// Free fall.
pSprite->zvel = min(pSprite->zvel+nGravity, ACTOR_MAXFALLINGZVEL);
int32_t z = pSprite->z + pSprite->zvel;
#ifdef YAX_ENABLE
if (yax_getbunch(pSprite->sectnum, YAX_FLOOR) >= 0 &&
(sector[pSprite->sectnum].floorstat&512)==0)
setspritez(nSprite, (vec3_t *)pSprite);
else
#endif
if (z > actor[nSprite].floorz - ZOFFSET)
z = actor[nSprite].floorz - ZOFFSET;
pSprite->z = z;
return;
}
// Preliminary new z position of the actor.
int32_t z = actor[nSprite].floorz - ZOFFSET;
if (A_CheckEnemySprite(pSprite) || (pSprite->picnum == APLAYER && pSprite->owner >= 0))
{
if (pSprite->zvel > 3084 && pSprite->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 (!(pSprite->picnum == APLAYER && pSprite->extra > 0) && pSprite->pal != 1 && pSprite->picnum != DRONE)
{
A_DoGuts(nSprite,JIBS6,15);
A_PlaySound(SQUISHED,nSprite);
A_Spawn(nSprite,BLOODPOOL);
}
actor[nSprite].picnum = SHOTSPARK1;
actor[nSprite].extra = 1;
pSprite->zvel = 0;
}
else if (pSprite->zvel > 2048 && sector[pSprite->sectnum].lotag != ST_1_ABOVE_WATER)
{
int16_t newsect = pSprite->sectnum;
pushmove((vec3_t *)pSprite, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
if ((unsigned)newsect < MAXSECTORS)
changespritesect(nSprite, newsect);
A_PlaySound(THUD, nSprite);
}
}
if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER)
{
pSprite->z = z + A_GetWaterZOffset(nSprite);
return;
}
pSprite->z = z;
pSprite->zvel = 0;
}
static int32_t VM_ResetPlayer(int nPlayer, int32_t g_flags, int32_t nFlags)
{
//AddLog("resetplayer");
if (!g_netServer && ud.multimode < 2 && !(nFlags & 2))
{
if (g_lastSaveSlot >= 0 && ud.recstat != 2 && !(nFlags & 1))
{
M_OpenMenu(nPlayer);
KB_ClearKeyDown(sc_Space);
I_AdvanceTriggerClear();
M_ChangeMenu(MENU_RESETPLAYER);
}
else g_player[nPlayer].ps->gm = MODE_RESTART;
#if !defined LUNATIC
g_flags |= VM_NOEXECUTE;
#endif
}
else
{
if (nPlayer == myconnectindex)
{
CAMERADIST = 0;
CAMERACLOCK = totalclock;
}
if (g_fakeMultiMode)
P_ResetPlayer(nPlayer);
#ifndef NETCODE_DISABLE
if (g_netServer)
{
P_ResetPlayer(nPlayer);
Net_SpawnPlayer(nPlayer);
}
#endif
}
P_UpdateScreenPal(g_player[nPlayer].ps);
//AddLog("EOF: resetplayer");
return g_flags;
}
void G_GetTimeDate(int32_t *vals)
{
time_t rawtime;
time(&rawtime);
struct tm *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;
}
int G_StartTrack(int nLevel)
{
if ((unsigned)nLevel < MAXLEVELS)
{
int nTrackNum = MAXLEVELS*ud.volume_number + nLevel;
if (MapInfo[nTrackNum].musicfn != NULL)
{
// Only set g_musicIndex on success.
g_musicIndex = nTrackNum;
S_PlayMusic(MapInfo[nTrackNum].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)
{
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
int const oprojhacks = glprojectionhacks;
glprojectionhacks = 0;
#endif
int const onewaspect = newaspect_enable;
newaspect_enable = r_usenewaspect;
setaspect_new_use_dimen = 1;
setview(x1,y1,x2,y2);
setaspect_new_use_dimen = 0;
newaspect_enable = onewaspect;
int const smoothratio = calc_smoothratio(totalclock, ototalclock);
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++;
{
int const nDestQuote = *insptr++;
int const nRedef = *insptr++;
if (EDUKE32_PREDICT_FALSE((ScriptQuotes[nDestQuote] == NULL || ScriptQuoteRedefinitions[nRedef] == NULL)))
{
CON_ERRPRINTF("%d %d null quote\n", nDestQuote,nRedef);
break;
}
Bstrcpy(ScriptQuotes[nDestQuote],ScriptQuoteRedefinitions[nRedef]);
continue;
}
case CON_GETTHISPROJECTILE:
insptr++;
{
tw = *insptr++;
int const nSprite = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i;
int const nLabel = *insptr++;
Gv_SetVarX(*insptr++, VM_GetActiveProjectile(nSprite, nLabel));
continue;
}
case CON_SETTHISPROJECTILE:
insptr++;
{
tw = *insptr++;
int const nSprite = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i;
int const nLabel = *insptr++;
VM_SetActiveProjectile(nSprite, nLabel, Gv_GetVarX(*insptr++));
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;
}
int nClip = 768;
int nAngDiff = 16;
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->xrepeat > 56)
{
nClip = 3084;
nAngDiff = 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 > nClip)
{
CHECK(temphit);
CHECK2(nAngDiff);
if (tw > nClip)
{
CHECK(temphit);
CHECK2(-nAngDiff);
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:
{
uspritetype *s = (uspritetype *)&sprite[ps->i];
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if (ps->holoduke_on >= 0)
{
s = (uspritetype *)&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 = (uspritetype *)&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)
{
int 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 nSprite = Gv_GetVarX(*insptr++), nSound = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSound >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", nSound);
continue;
}
if (A_CheckSoundPlaying(nSprite, nSound))
S_StopEnvSound(nSound, nSprite);
continue;
}
case CON_SETACTORSOUNDPITCH:
insptr++;
{
int const nSprite = Gv_GetVarX(*insptr++);
int const nSound = Gv_GetVarX(*insptr++);
int const nPitch = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSound>=MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", nSound);
continue;
}
S_ChangeSoundPitch(nSound, nSprite, nPitch);
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 nWeapon = *insptr++;
int const nAmount = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)nWeapon >= MAX_WEAPONS))
{
CON_ERRPRINTF("Invalid weapon ID %d\n", nWeapon);
break;
}
if (ps->ammo_amount[nWeapon] >= ps->max_ammo_amount[nWeapon])
{
vm.g_flags |= VM_NOEXECUTE;
return;
}
P_AddWeaponAmmoCommon(ps, nWeapon, nAmount);
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 nWeapon = *insptr++;
VM_AddWeapon(ps, nWeapon, *insptr++);
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 nHealth = sprite[ps->i].extra;
if (vm.g_sp->picnum != ATOMICHEALTH)
{
if (nHealth > ps->max_player_health && *insptr > 0)
{
insptr++;
continue;
}
else
{
if (nHealth > 0)
nHealth += *insptr;
if (nHealth > ps->max_player_health && *insptr > 0)
nHealth = ps->max_player_health;
}
}
else
{
if (nHealth > 0)
nHealth += *insptr;
if (nHealth > (ps->max_player_health<<1))
nHealth = (ps->max_player_health<<1);
}
if (nHealth < 0) nHealth = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((nHealth - *insptr) < (ps->max_player_health>>2) &&
nHealth >= (ps->max_player_health>>2))
A_PlaySound(DUKE_GOTHEALTHATLOW,ps->i);
ps->last_extra = nHealth;
}
sprite[ps->i].extra = nHealth;
}
}
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 nWeapon = Gv_GetVarX(*insptr++);
VM_AddWeapon(ps, nWeapon, Gv_GetVarX(*insptr++));
continue;
}
case CON_SETASPECT:
insptr++;
{
int const nRange = Gv_GetVarX(*insptr++);
setaspect(nRange, Gv_GetVarX(*insptr++));
break;
}
case CON_SSP:
insptr++;
{
int const nSprite = Gv_GetVarX(*insptr++);
int const nClipType = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite >= MAXSPRITES))
{
CON_ERRPRINTF("Invalid sprite %d\n", nSprite);
break;
}
A_SetSprite(nSprite, nClipType);
break;
}
case CON_ACTIVATEBYSECTOR:
insptr++;
{
int const nSector = Gv_GetVarX(*insptr++);
int const nSprite = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSector >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", nSector);
break;
}
G_ActivateBySector(nSector, nSprite);
break;
}
case CON_OPERATESECTORS:
insptr++;
{
int const nSector = Gv_GetVarX(*insptr++);
int const nSprite = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSector >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", nSector);
break;
}
G_OperateSectors(nSector, nSprite);
break;
}
case CON_OPERATEACTIVATORS:
insptr++;
{
int const nTag = Gv_GetVarX(*insptr++);
int const nPlayer = (*insptr++ == g_iThisActorID) ? vm.g_p : Gv_GetVarX(*(insptr-1));
if (EDUKE32_PREDICT_FALSE((unsigned)nPlayer >= (unsigned)playerswhenstarted))
{
CON_ERRPRINTF("Invalid player %d\n", nPlayer);
break;
}
G_OperateActivators(nTag, nPlayer);
break;
}
case CON_CANSEESPR:
insptr++;
{
int const nSprite1 = Gv_GetVarX(*insptr++);
int const nSprite2 = Gv_GetVarX(*insptr++);
int nResult = 0;
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite1 >= MAXSPRITES || (unsigned)nSprite2 >= MAXSPRITES))
CON_ERRPRINTF("Invalid sprite %d\n", (unsigned)nSprite1 >= MAXSPRITES ? nSprite1 : nSprite2);
else
{
nResult = cansee(sprite[nSprite1].x, sprite[nSprite1].y, sprite[nSprite1].z, sprite[nSprite1].sectnum,
sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z, sprite[nSprite2].sectnum);
}
Gv_SetVarX(*insptr++, nResult);
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].nValue = G_CheckActivatorMotion(Gv_GetVarX(*insptr++));
continue;
case CON_INSERTSPRITEQ:
insptr++;
A_AddToDeleteQueue(vm.g_i);
continue;
case CON_QSTRLEN:
insptr++;
{
int const nGameVar = *insptr++;
int const nQuote = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE(ScriptQuotes[nQuote] == NULL))
{
CON_ERRPRINTF("null quote %d\n", nQuote);
Gv_SetVarX(nGameVar, -1);
continue;
}
Gv_SetVarX(nGameVar, Bstrlen(ScriptQuotes[nQuote]));
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 nGameVar = *insptr++;
int const nSprite = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite > MAXSTATUS))
{
CON_ERRPRINTF("invalid status list %d\n", nSprite);
continue;
}
Gv_SetVarX(nGameVar,headspritestat[nSprite]);
continue;
}
case CON_PREVSPRITESTAT:
insptr++;
{
int const nGameVar = *insptr++;
int const nSprite = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", nSprite);
continue;
}
Gv_SetVarX(nGameVar, prevspritestat[nSprite]);
continue;
}
case CON_NEXTSPRITESTAT:
insptr++;
{
int const nGameVar = *insptr++;
int const nSprite = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", nSprite);
continue;
}
Gv_SetVarX(nGameVar, nextspritestat[nSprite]);
continue;
}
case CON_HEADSPRITESECT:
insptr++;
{
int const nGameVar = *insptr++,
nSprite = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite >= (unsigned)numsectors))
{
CON_ERRPRINTF("invalid sector %d\n", nSprite);
continue;
}
Gv_SetVarX(nGameVar, headspritesect[nSprite]);
continue;
}
case CON_PREVSPRITESECT:
insptr++;
{
int const nGameVar = *insptr++;
int const nSprite = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", nSprite);
continue;
}
Gv_SetVarX(nGameVar, prevspritesect[nSprite]);
continue;
}
case CON_NEXTSPRITESECT:
insptr++;
{
int const nGameVar = *insptr++;
int const nSprite = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", nSprite);
continue;
}
Gv_SetVarX(nGameVar, nextspritesect[nSprite]);
continue;
}
case CON_GETKEYNAME:
insptr++;
{
int const nQuoteIndex = Gv_GetVarX(*insptr++);
int const nGameFunc = Gv_GetVarX(*insptr++);
int const nFuncPos = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nQuoteIndex >= MAXQUOTES || ScriptQuotes[nQuoteIndex] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nQuoteIndex);
continue;
}
else if (EDUKE32_PREDICT_FALSE((unsigned)nGameFunc >= NUMGAMEFUNCTIONS))
{
CON_ERRPRINTF("invalid function %d\n", nGameFunc);
continue;
}
else
{
if (nFuncPos < 2)
Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[nGameFunc][nFuncPos]));
else
{
Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[nGameFunc][0]));
if (!*tempbuf)
Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[nGameFunc][1]));
}
}
if (*tempbuf)
Bstrcpy(ScriptQuotes[nQuoteIndex], tempbuf);
continue;
}
case CON_QSUBSTR:
insptr++;
{
int32_t params[4];
Gv_GetManyVars(4, params);
const int nDestQuote = params[0], nSrcQuote = params[1];
if (EDUKE32_PREDICT_FALSE((unsigned)nDestQuote>=MAXQUOTES || ScriptQuotes[nDestQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nDestQuote);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)nSrcQuote>=MAXQUOTES || ScriptQuotes[nSrcQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nSrcQuote);
continue;
}
int nPos = params[2], nLength = params[3];
if (EDUKE32_PREDICT_FALSE((unsigned)nPos >= MAXQUOTELEN))
{
CON_ERRPRINTF("invalid start position %d\n", nPos);
continue;
}
if (EDUKE32_PREDICT_FALSE(nLength < 0))
{
CON_ERRPRINTF("invalid length %d\n", nLength);
continue;
}
char *pDestQuote = ScriptQuotes[nDestQuote];
char const * pSrcQuote = ScriptQuotes[nSrcQuote];
while (*pSrcQuote && nPos--) pSrcQuote++;
while ((*pDestQuote = *pSrcQuote) && nLength--)
{
pDestQuote++;
pSrcQuote++;
}
*pDestQuote = 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 const nSprite = Gv_GetVarX(*insptr++);
int32_t nStatnum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite >= MAXSPRITES))
{
CON_ERRPRINTF("Invalid sprite: %d\n", nSprite);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)nStatnum >= MAXSTATUS))
{
CON_ERRPRINTF("Invalid statnum: %d\n", nStatnum);
continue;
}
if (sprite[nSprite].statnum == nStatnum)
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[nSprite].statnum > STAT_ZOMBIEACTOR && (nStatnum == STAT_ACTOR || nStatnum == STAT_ZOMBIEACTOR))
{
actor_t * const a = &actor[nSprite];
a->lastvx = 0;
a->lastvy = 0;
a->timetosleep = 0;
a->cgg = 0;
a->movflag = 0;
a->tempang = 0;
a->dispicnum = 0;
Bmemset(&a->t_data, 0, sizeof a->t_data);
a->flags = 0;
sprite[nSprite].hitag = 0;
if (G_HaveActor(sprite[nSprite].picnum))
{
const intptr_t *actorptr = g_tile[sprite[nSprite].picnum].execPtr;
// offsets
AC_ACTION_ID(a->t_data) = actorptr[1];
AC_MOVE_ID(a->t_data) = actorptr[2];
AC_MOVFLAGS(&sprite[nSprite], &actor[nSprite]) = actorptr[3]; // ai bits (movflags)
}
}
changespritestat(nSprite, nStatnum);
continue;
}
case CON_STARTLEVEL:
insptr++; // skip command
{
// from 'level' cheat in game.c (about line 6250)
int const nVolume = Gv_GetVarX(*insptr++);
int const nLevel = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nVolume >= MAXVOLUMES))
{
CON_ERRPRINTF("invalid volume (%d)\n", nVolume);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)nLevel >= MAXLEVELS))
{
CON_ERRPRINTF("invalid level (%d)\n", nLevel);
continue;
}
ud.m_volume_number = ud.volume_number = nVolume;
ud.m_level_number = ud.level_number = nLevel;
//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];
int const shade = values[3];
int const orientation = values[4];
switch (tw)
{
case CON_MYOS:
VM_DrawTile(pos.x, pos.y, tilenum, shade, orientation);
break;
case CON_MYOSPAL:
VM_DrawTilePal(pos.x, pos.y, tilenum, shade, orientation, Gv_GetVarX(*insptr++));
break;
case CON_MYOSX:
VM_DrawTileSmall(pos.x, pos.y, tilenum, shade, orientation);
break;
case CON_MYOSPALX:
VM_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 * const lpDefault = insptr++;
intptr_t const * const 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 nWall = Gv_GetVarX(*insptr++);
vec2_t n;
Gv_GetManyVars(2, (int32_t *)&n);
if (EDUKE32_PREDICT_FALSE((unsigned)nWall >= (unsigned)numwalls))
{
CON_ERRPRINTF("Invalid wall %d\n", nWall);
continue;
}
dragpoint(nWall, 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_NEXTSECTORNEIGHBORZ:
insptr++;
{
int32_t params[4];
Gv_GetManyVars(4, params);
aGameVars[g_iReturnVarID].nValue = nextsectorneighborz(params[0], params[1], params[2], params[3]);
}
continue;
case CON_MOVESECTOR:
insptr++;
A_MoveSector(Gv_GetVarX(*insptr++));
continue;
case CON_TIME:
insptr += 2;
continue;
case CON_ESPAWNVAR:
case CON_EQSPAWNVAR:
case CON_QSPAWNVAR:
insptr++;
{
int const nPicnum = 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 nSprite = A_Spawn(vm.g_i, nPicnum);
switch (tw)
{
case CON_EQSPAWNVAR:
if (nSprite != -1)
A_AddToDeleteQueue(nSprite);
case CON_ESPAWNVAR:
aGameVars[g_iReturnVarID].nValue = nSprite;
break;
case CON_QSPAWNVAR:
if (nSprite != -1)
A_AddToDeleteQueue(nSprite);
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 nSprite = A_Spawn(vm.g_i,*insptr++);
switch (tw)
{
case CON_EQSPAWN:
if (nSprite != -1)
A_AddToDeleteQueue(nSprite);
case CON_ESPAWN:
aGameVars[g_iReturnVarID].nValue = nSprite;
break;
case CON_QSPAWN:
if (nSprite != -1)
A_AddToDeleteQueue(nSprite);
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 nSprite = A_ShootWithZvel(vm.g_i,*insptr++,zvel);
if (tw != CON_ZSHOOT)
aGameVars[g_iReturnVarID].nValue = nSprite;
}
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].nValue = 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].nValue = 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 nSound = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nSound>=MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", nSound);
continue;
}
switch (tw)
{
case CON_SOUNDONCEVAR: // falls through to CON_SOUNDVAR
if (!S_CheckSoundPlaying(vm.g_i, nSound))
case CON_SOUNDVAR:
A_PlaySound((int16_t)nSound, vm.g_i);
continue;
case CON_GLOBALSOUNDVAR:
A_PlaySound((int16_t)nSound, g_player[screenpeek].ps->i);
continue;
case CON_STOPSOUNDVAR:
if (S_CheckSoundPlaying(vm.g_i, nSound))
S_StopSound((int16_t)nSound);
continue;
case CON_SCREENSOUND:
A_PlaySound(nSound, -1);
continue;
}
}
continue;
case CON_STARTCUTSCENE:
case CON_IFCUTSCENE:
insptr++;
{
int const nQuote = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || ScriptQuotes[nQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d for anim!\n", nQuote);
continue;
}
if (tw == CON_IFCUTSCENE)
{
insptr--;
VM_CONDITIONAL(g_animPtr == Anim_Find(ScriptQuotes[nQuote]));
continue;
}
tw = ps->palette;
Anim_Play(ScriptQuotes[nQuote]);
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 nValue = 0;
insptr++;
if (ud.config.scripthandle < 0)
{
insptr++;
continue;
}
switch (tw)
{
case CON_SAVEGAMEVAR:
nValue = Gv_GetVarX(*insptr);
SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars", aGameVars[*insptr++].szLabel, nValue, FALSE, FALSE);
break;
case CON_READGAMEVAR:
SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars", aGameVars[*insptr].szLabel, &nValue);
Gv_SetVarX(*insptr++, nValue);
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 pos = *(vec3_t *)params;
int const ang = params[3];
int const tilenum = params[4];
int const 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))
{
pos.x <<= 16;
pos.y <<= 16;
}
if (EDUKE32_PREDICT_FALSE((unsigned) tilenum >= MAXTILES))
{
CON_ERRPRINTF("invalid tilenum %d\n", tilenum);
continue;
}
if (EDUKE32_PREDICT_FALSE(pos.x < -(320<<16) || pos.x >= (640<<16) || pos.y < -(200<<16) || pos.y >= (400<<16)))
{
CON_ERRPRINTF("invalid coordinates: %d, %d\n", pos.x, pos.y);
continue;
}
int32_t blendidx = 0;
NEG_ALPHA_TO_BLEND(alpha, blendidx, orientation);
rotatesprite_(pos.x, pos.y, pos.z, ang, 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];
vec2_t const pos = { params[1], params[2] };
int const nQuote = params[3];
int const shade = params[4];
int const pal = params[5];
int const orientation = params[6] & (ROTATESPRITE_MAX - 1);
vec2_t const bound1 = *(vec2_t *)&params[7];
vec2_t const bound2 = *(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)nQuote >= MAXQUOTES || ScriptQuotes[nQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nQuote);
continue;
}
G_PrintGameText(0, tilenum, pos.x >> 1, pos.y, ScriptQuotes[nQuote], shade, pal, orientation, bound1.x, bound1.y, bound2.x, bound2.y, z, 0);
continue;
}
case CON_DIGITALNUMBER:
case CON_DIGITALNUMBERZ:
insptr++;
{
int32_t params[11];
Gv_GetManyVars(11, params);
int const tilenum = params[0];
vec2_t const pos = { params[1], params[2] };
int const q = params[3];
int const shade = params[4];
int const pal = params[5];
int const orientation = params[6] & (ROTATESPRITE_MAX - 1);
vec2_t const bound1 = *(vec2_t *)&params[7];
vec2_t const bound2 = *(vec2_t *)&params[9];
int32_t nZoom = (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, pos.x, pos.y, q, shade, pal, orientation, bound1.x, bound1.y, bound2.x, bound2.y, nZoom);
continue;
}
case CON_MINITEXT:
insptr++;
{
int32_t params[5];
Gv_GetManyVars(5, params);
vec2_t const pos = { params[0], params[1] };
int const nQuote = params[2];
int const shade = params[3], pal = params[4];
if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || ScriptQuotes[nQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nQuote);
continue;
}
minitextshade(pos.x, pos.y, ScriptQuotes[nQuote], 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];
int const charangle = params[5];
int const nQuote = params[6];
int const shade = params[7];
int const pal = params[8];
int const orientation = params[9] & (ROTATESPRITE_MAX - 1);
int const alpha = params[10];
vec2_t const spacing = { params[11], params[12] };
vec2_t const between = { params[13], 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)nQuote >= MAXQUOTES || ScriptQuotes[nQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nQuote);
continue;
}
G_ScreenText(tilenum, v.x, v.y, v.z, blockangle, charangle, ScriptQuotes[nQuote], shade, pal, 2 | orientation,
alpha, spacing.x, spacing.y, between.x, between.y, 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++;
int const ceilhitvar = *insptr++;
int const florzvar = *insptr++;
int const florhitvar = *insptr++;
int const walldist = Gv_GetVarX(*insptr++);
int const clipmask = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
int32_t ceilz, ceilhit, florz, florhit;
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);
int const intxvar = *insptr++;
int const intyvar = *insptr++;
int const intzvar = *insptr++;
int const retvar = *insptr++;
vec3_t in;
int ret = (tw == CON_LINEINTERSECT)
? 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)
: 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++;
int const xvar = *insptr++;
int const 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++;
int const hitwallvar = *insptr++;
int const hitspritevar = *insptr++;
int const hitxvar = *insptr++;
int const hityvar = *insptr++;
int const hitzvar = *insptr++;
int const 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);
int const 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++;
int const 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++);
int const ang = Gv_GetVarX(*insptr++);
int const neartagsectorvar = *insptr++;
int const neartagwallvar = *insptr++;
int const neartagspritevar = *insptr++;
int const neartaghitdistvar = *insptr++;
int const neartagrange = Gv_GetVarX(*insptr++);
int const tagsearch = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
int16_t neartagsector, neartagwall, neartagsprite;
int32_t neartaghitdist;
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 sectnum = sprite[vm.g_i].sectnum;
updatesector(vect.x, vect.y, &sectnum);
Gv_SetVarX(var, sectnum);
continue;
}
case CON_UPDATESECTORZ:
insptr++;
{
vec3_t vect = { 0, 0, 0 };
Gv_GetManyVars(3, (int32_t *)&vect);
int const var = *insptr++;
int16_t sectnum = sprite[vm.g_i].sectnum;
updatesectorz(vect.x, vect.y, vect.z, &sectnum);
Gv_SetVarX(var, sectnum);
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;
int const item = *(insptr-1);
switch (item)
{
case GET_STEROIDS:
case GET_SCUBA:
case GET_HOLODUKE:
case GET_JETPACK:
case GET_HEATS:
case GET_FIRSTAID:
case GET_BOOTS:
ps->inven_icon = inv_to_icon[item];
ps->inv_amount[item] = *insptr;
break;
case GET_SHIELD:
ps->inv_amount[GET_SHIELD] = min(ps->inv_amount[GET_SHIELD] + *insptr, ps->max_shield_amount);
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;
default:
CON_ERRPRINTF("Invalid inventory ID %d\n", item);
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
{
palette_t const pal = { (uint8_t) * (insptr + 1), (uint8_t) * (insptr + 2), (uint8_t) * (insptr + 3),
(uint8_t) * (insptr) };
insptr += 4;
P_PalFrom(ps, pal.f, pal.r, pal.g, pal.b);
}
continue;
case CON_SECTOROFWALL:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, sectorofwall(Gv_GetVarX(*insptr++)));
continue;
case CON_QSPRINTF:
insptr++;
{
int const nDestQuote = Gv_GetVarX(*insptr++);
int const nSrcQuote = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE(ScriptQuotes[nSrcQuote] == NULL || ScriptQuotes[nDestQuote] == NULL))
{
CON_ERRPRINTF("null quote %d\n", ScriptQuotes[nSrcQuote] ? nDestQuote : nSrcQuote);
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 nQuoteLen = Bstrlen(ScriptQuotes[nSrcQuote]);
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 < nQuoteLen && j < MAXQUOTELEN && ScriptQuotes[nSrcQuote][k] != '%')
tempbuf[j++] = ScriptQuotes[nSrcQuote][k++];
if (ScriptQuotes[nSrcQuote][k] == '%')
{
k++;
switch (ScriptQuotes[nSrcQuote][k])
{
case 'l':
if (ScriptQuotes[nSrcQuote][k+1] != 'd')
{
// write the % and l
tempbuf[j++] = ScriptQuotes[nSrcQuote][k-1];
tempbuf[j++] = ScriptQuotes[nSrcQuote][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[nSrcQuote][k-1];
break;
}
}
}
while (k < nQuoteLen && j < MAXQUOTELEN);
finish_qsprintf:
tempbuf[j] = '\0';
Bstrncpyz(ScriptQuotes[nDestQuote], 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].nFlags & GAMEVAR_READONLY)
{
Bsprintf(szBuf," (read-only)");
strcat(g_szBuf,szBuf);
}
if (aGameVars[lVarID].nFlags & GAMEVAR_PERPLAYER)
{
Bsprintf(szBuf," (Per Player. Player=%d)",vm.g_p);
}
else if (aGameVars[lVarID].nFlags & 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 nLabel = *insptr++;
int const lVar2 = *insptr++;
register int32_t const nSector = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : sprite[vm.g_i].sectnum;
register int32_t const nSet = Gv_GetVarX(lVar2);
VM_SetSector(nSector, nLabel, nSet);
continue;
}
case CON_GETSECTOR:
insptr++;
{
tw = *insptr++;
int const nLabel = *insptr++;
int const lVar2 = *insptr++;
register int32_t const nSector = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : sprite[vm.g_i].sectnum;
Gv_SetVarX(lVar2, VM_GetSector(nSector, nLabel));
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 nType = *insptr++;
int const nMaxDist = *insptr++;
int const nGameVar = *insptr++;
int lFound = -1;
int nStatnum = MAXSTATUS - 1;
int nSprite;
if (tw == CON_FINDNEARACTOR || tw == CON_FINDNEARACTOR3D)
nStatnum = 1;
if (tw==CON_FINDNEARSPRITE3D || tw==CON_FINDNEARACTOR3D)
{
do
{
nSprite=headspritestat[nStatnum]; // all sprites
while (nSprite>=0)
{
if (sprite[nSprite].picnum == nType && nSprite != vm.g_i && dist(&sprite[vm.g_i], &sprite[nSprite]) < nMaxDist)
{
lFound=nSprite;
nSprite = MAXSPRITES;
break;
}
nSprite = nextspritestat[nSprite];
}
if (nSprite == MAXSPRITES || tw == CON_FINDNEARACTOR3D)
break;
}
while (nStatnum--);
Gv_SetVarX(nGameVar, lFound);
continue;
}
do
{
nSprite=headspritestat[nStatnum]; // all sprites
while (nSprite>=0)
{
if (sprite[nSprite].picnum == nType && nSprite != vm.g_i && ldist(&sprite[vm.g_i], &sprite[nSprite]) < nMaxDist)
{
lFound=nSprite;
nSprite = MAXSPRITES;
break;
}
nSprite = nextspritestat[nSprite];
}
if (nSprite == MAXSPRITES || tw == CON_FINDNEARACTOR)
break;
}
while (nStatnum--);
Gv_SetVarX(nGameVar, 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 nPicnum = *insptr++;
int const nMaxDist = Gv_GetVarX(*insptr++);
int const nGameVar = *insptr++;
int lFound = -1;
int nStatnum = 1;
int nSprite;
if (tw == CON_FINDNEARSPRITEVAR || tw == CON_FINDNEARSPRITE3DVAR)
nStatnum = MAXSTATUS-1;
if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR)
{
do
{
nSprite=headspritestat[nStatnum]; // all sprites
while (nSprite >= 0)
{
if (sprite[nSprite].picnum == nPicnum && nSprite != vm.g_i && dist(&sprite[vm.g_i], &sprite[nSprite]) < nMaxDist)
{
lFound=nSprite;
nSprite = MAXSPRITES;
break;
}
nSprite = nextspritestat[nSprite];
}
if (nSprite == MAXSPRITES || tw==CON_FINDNEARACTOR3DVAR)
break;
}
while (nStatnum--);
Gv_SetVarX(nGameVar, lFound);
continue;
}
do
{
nSprite=headspritestat[nStatnum]; // all sprites
while (nSprite >= 0)
{
if (sprite[nSprite].picnum == nPicnum && nSprite != vm.g_i && ldist(&sprite[vm.g_i], &sprite[nSprite]) < nMaxDist)
{
lFound=nSprite;
nSprite = MAXSPRITES;
break;
}
nSprite = nextspritestat[nSprite];
}
if (nSprite == MAXSPRITES || tw==CON_FINDNEARACTORVAR)
break;
}
while (nStatnum--);
Gv_SetVarX(nGameVar, 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++;
int const lMaxDist = Gv_GetVarX(*insptr++);
int const lMaxZDist = Gv_GetVarX(*insptr++);
int const nGameVar = *insptr++;
int lFound = -1;
int nStatnum = MAXSTATUS-1;
do
{
int nSprite = headspritestat[tw == CON_FINDNEARACTORZVAR ? 1 : nStatnum]; // all sprites
if (nSprite == -1)
continue;
do
{
if (sprite[nSprite].picnum == lType && nSprite != vm.g_i)
{
if (ldist(&sprite[vm.g_i], &sprite[nSprite]) < lMaxDist)
{
if (klabs(sprite[vm.g_i].z-sprite[nSprite].z) < lMaxZDist)
{
lFound = nSprite;
nSprite = MAXSPRITES;
break;
}
}
}
nSprite = nextspritestat[nSprite];
}
while (nSprite>=0);
if (tw==CON_FINDNEARACTORZVAR || nSprite == MAXSPRITES)
break;
}
while (nStatnum--);
Gv_SetVarX(nGameVar, 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++;
int const lMaxDist = *insptr++;
int const lMaxZDist = *insptr++;
int const nGameVar = *insptr++;
int lFound = -1;
int nStatnum = MAXSTATUS - 1;
do
{
int nSprite = headspritestat[tw == CON_FINDNEARACTORZ ? 1 : nStatnum]; // all sprites
if (nSprite == -1)
continue;
do
{
if (sprite[nSprite].picnum == lType && nSprite != vm.g_i)
{
if (ldist(&sprite[vm.g_i], &sprite[nSprite]) < lMaxDist)
{
if (klabs(sprite[vm.g_i].z-sprite[nSprite].z) < lMaxZDist)
{
lFound=nSprite;
nSprite = MAXSPRITES;
break;
}
}
}
nSprite = nextspritestat[nSprite];
}
while (nSprite>=0);
if (tw==CON_FINDNEARACTORZ || nSprite == MAXSPRITES)
break;
}
while (nStatnum--);
Gv_SetVarX(nGameVar, lFound);
continue;
}
case CON_FINDPLAYER:
insptr++;
aGameVars[g_iReturnVarID].nValue = A_FindPlayer(&sprite[vm.g_i], &tw);
Gv_SetVarX(*insptr++, tw);
continue;
case CON_FINDOTHERPLAYER:
insptr++;
aGameVars[g_iReturnVarID].nValue = 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++;
int const iPlayer = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_p;
int 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++;
int 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++;
int const lVar2 = *insptr++;
int 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++;
int const lVar2 = *insptr++;
int const iPlayer = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_p;
int 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++;
int const iSet = Gv_GetVarX(lVar2);
VM_SetUserdef(tw, iSet);
continue;
}
case CON_GETPROJECTILE:
insptr++;
{
tw = Gv_GetVarX(*insptr++);
int const lLabelID = *insptr++;
int const lVar2 = *insptr++;
Gv_SetVarX(lVar2, VM_GetProjectile(tw, lLabelID));
continue;
}
case CON_SETPROJECTILE:
insptr++;
{
tw = Gv_GetVarX(*insptr++);
int const lLabelID = *insptr++;
int const lVar2 = *insptr++;
int const iSet = Gv_GetVarX(lVar2);
VM_SetProjectile(tw, lLabelID, iSet);
continue;
}
case CON_SETWALL:
insptr++;
{
tw = *insptr++;
int const lLabelID = *insptr++;
int const lVar2 = *insptr++;
int const iWall = Gv_GetVarX(tw);
int const iSet = Gv_GetVarX(lVar2);
VM_SetWall(iWall, lLabelID, iSet);
continue;
}
case CON_GETWALL:
insptr++;
{
tw = *insptr++;
int const lLabelID = *insptr++;
int const lVar2 = *insptr++;
int 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++);
int const 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);
else
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-1)) : vm.g_p;
int const lVar1 = *insptr++;
int const 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++;
int const iActor = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i;
int 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++;
int 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++;
int const lVar2 = *insptr++;
int const iActor = (tw != g_iThisActorID) ? Gv_GetVarX(tw) : vm.g_i;
int const iSet = Gv_GetVarX(lVar2);
VM_SetTsprite(iActor, lLabelID, iSet);
continue;
}
case CON_GETTSPR:
insptr++;
{
tw = *insptr++;
int const lLabelID = *insptr++;
int const lVar2 = *insptr++;
int 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].nFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[*insptr].nValue = *(insptr + 1);
else
Gv_SetVarX(*insptr, *(insptr + 1));
insptr += 2;
continue;
case CON_KLABS:
if ((aGameVars[*(insptr + 1)].nFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[*(insptr + 1)].nValue = klabs(aGameVars[*(insptr + 1)].nValue);
else
Gv_SetVarX(*(insptr + 1), klabs(Gv_GetVarX(*(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].nFlags & GAMEARRAY_READONLY))
{
OSD_Printf("Tried to set on read-only array `%s'", aGameArrays[tw].szLabel);
continue;
}
aGameArrays[tw].pValues[index]=value;
continue;
}
case CON_WRITEARRAYTOFILE:
case CON_READARRAYFROMFILE:
insptr++;
{
int const nArray = *insptr++;
int const qFilename = *insptr++;
if (EDUKE32_PREDICT_FALSE(ScriptQuotes[qFilename] == NULL))
{
CON_ERRPRINTF("null quote %d\n", qFilename);
continue;
}
if (tw == CON_READARRAYFROMFILE)
{
int32_t kfil = kopen4loadfrommod(ScriptQuotes[qFilename], 0);
if (kfil < 0)
continue;
int32_t nElements = kfilelength(kfil) / sizeof(int32_t);
if (nElements == 0)
{
Baligned_free(aGameArrays[nArray].pValues);
aGameArrays[nArray].pValues = NULL;
aGameArrays[nArray].size = nElements;
}
else if (nElements > 0)
{
int const numbytes = nElements * sizeof(int32_t);
#ifdef BITNESS64
int32_t *pArray = (int32_t *)Xcalloc(nElements, sizeof(int32_t));
kread(kfil, pArray, numbytes);
#endif
Baligned_free(aGameArrays[nArray].pValues);
aGameArrays[nArray].pValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, nElements * GAR_ELTSZ);
aGameArrays[nArray].size = nElements;
#ifdef BITNESS64
for (int i = 0; i < nElements; i++)
aGameArrays[nArray].pValues[i] = pArray[i]; // int32_t --> int64_t
Bfree(pArray);
#else
kread(kfil, aGameArrays[nArray].pValues, numbytes);
#endif
}
kclose(kfil);
continue;
}
char temp[BMAX_PATH];
if (EDUKE32_PREDICT_FALSE(G_ModDirSnprintf(temp, sizeof(temp), "%s", ScriptQuotes[qFilename])))
{
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;
}
int const nSize = aGameArrays[nArray].size;
int *const pArray = (int32_t *)Xmalloc(sizeof(int32_t) * nSize);
for (int k = 0; k < nSize; k++)
pArray[k] = Gv_GetGameArrayValue(nArray, k);
fwrite(pArray, 1, sizeof(int32_t) * nSize, fil);
Bfree(pArray);
fclose(fil);
continue;
}
case CON_GETARRAYSIZE:
insptr++;
tw = *insptr++;
Gv_SetVarX(*insptr++,(aGameArrays[tw].nFlags & GAMEARRAY_VARSIZE) ?
Gv_GetVarX(aGameArrays[tw].size) : aGameArrays[tw].size);
continue;
case CON_RESIZEARRAY:
insptr++;
{
tw = *insptr++;
int const newSize = Gv_GetVarX(*insptr++);
int const 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].pValues, GAR_ELTSZ * oldSize);
Baligned_free(aGameArrays[tw].pValues);
aGameArrays[tw].pValues = newSize != 0 ? (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, GAR_ELTSZ * newSize) : NULL;
aGameArrays[tw].size = newSize;
if (oldSize != 0)
memcpy(aGameArrays[tw].pValues, tmpar, GAR_ELTSZ * min(oldSize, newSize));
if (newSize > oldSize)
memset(&aGameArrays[tw].pValues[oldSize], 0, GAR_ELTSZ * (newSize - oldSize));
}
continue;
}
case CON_COPY:
insptr++;
{
int const aSrc = *insptr++;
int nSrcIndex = Gv_GetVarX(*insptr++); //, vm.g_i, vm.g_p);
int const aDest = *insptr++;
int nDestIndex = Gv_GetVarX(*insptr++);
int nElements = Gv_GetVarX(*insptr++);
tw = 0;
if (EDUKE32_PREDICT_FALSE((unsigned)aSrc>=(unsigned)g_gameArrayCount))
{
CON_ERRPRINTF("Invalid array %d!", aSrc);
tw = 1;
}
if (EDUKE32_PREDICT_FALSE((unsigned)aDest>=(unsigned)g_gameArrayCount))
{
CON_ERRPRINTF("Invalid array %d!", aDest);
tw = 1;
}
if (EDUKE32_PREDICT_FALSE(aGameArrays[aDest].nFlags & GAMEARRAY_READONLY))
{
CON_ERRPRINTF("Array %d is read-only!", aDest);
tw = 1;
}
if (EDUKE32_PREDICT_FALSE(tw)) continue; // dirty replacement for VMFLAG_ERROR
int const nSrcSize =
(aGameArrays[aSrc].nFlags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[aSrc].size) : aGameArrays[aSrc].size;
int const nDestSize =
(aGameArrays[aDest].nFlags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[aSrc].size) : aGameArrays[aDest].size;
if (EDUKE32_PREDICT_FALSE(nSrcIndex > nSrcSize || nDestIndex > nDestSize))
continue;
if ((nSrcIndex + nElements) > nSrcSize)
nElements = nSrcSize - nSrcIndex;
if ((nDestIndex + nElements) > nDestSize)
nElements = nDestSize - nDestIndex;
// Switch depending on the source array type.
switch (aGameArrays[aSrc].nFlags & GAMEARRAY_TYPE_MASK)
{
case 0:
// CON array to CON array.
if (EDUKE32_PREDICT_FALSE(aGameArrays[aSrc].nFlags & GAMEARRAY_STRIDE2))
{
for (; nElements>0; --nElements)
(aGameArrays[aDest].pValues)[nDestIndex++] = ((int32_t *)aGameArrays[aSrc].pValues)[nSrcIndex+=2];
break;
}
Bmemcpy(aGameArrays[aDest].pValues+nDestIndex, aGameArrays[aSrc].pValues+nSrcIndex, nElements*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[aSrc].nFlags & GAMEARRAY_STRIDE2))
{
for (; nElements>0; --nElements)
(aGameArrays[aDest].pValues)[nDestIndex++] = ((int32_t *)aGameArrays[aSrc].pValues)[nSrcIndex+=2];
break;
}
for (; nElements>0; --nElements)
(aGameArrays[aDest].pValues)[nDestIndex++] = ((int32_t *)aGameArrays[aSrc].pValues)[nSrcIndex++];
break;
case GAMEARRAY_OFSHORT:
// From int16_t array. Always different-sized.
if (EDUKE32_PREDICT_FALSE(aGameArrays[aSrc].nFlags & GAMEARRAY_STRIDE2))
{
for (; nElements>0; --nElements)
(aGameArrays[aDest].pValues)[nDestIndex++] = ((int16_t *)aGameArrays[aSrc].pValues)[nSrcIndex+=2];
break;
}
for (; nElements>0; --nElements)
(aGameArrays[aDest].pValues)[nDestIndex++] = ((int16_t *)aGameArrays[aSrc].pValues)[nSrcIndex++];
break;
case GAMEARRAY_OFCHAR:
// From char array. Always different-sized.
if (EDUKE32_PREDICT_FALSE(aGameArrays[aSrc].nFlags & GAMEARRAY_STRIDE2))
{
for (; nElements>0; --nElements)
(aGameArrays[aDest].pValues)[nDestIndex++] = ((uint8_t *)aGameArrays[aSrc].pValues)[nSrcIndex+=2];
break;
}
for (; nElements>0; --nElements)
(aGameArrays[aDest].pValues)[nDestIndex++] = ((uint8_t *)aGameArrays[aSrc].pValues)[nSrcIndex++];
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_CLAMP:
insptr++;
{
tw = *insptr++;
int const min = Gv_GetVarX(*insptr++);
Gv_SetVarX(tw, clamp2(Gv_GetVarX(tw), min, Gv_GetVarX(*insptr++)));
}
continue;
case CON_INV:
if ((aGameVars[*(insptr + 1)].nFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[*(insptr + 1)].nValue = -aGameVars[*(insptr + 1)].nValue;
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++;
int const gv = Gv_GetVarX(*insptr++);
if ((aGameVars[tw].nFlags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[tw].nValue = 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++;
int 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++;
int 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].nFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[*insptr].nValue <<= *(insptr+1);
insptr += 2;
continue;
}
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) << *(insptr+1));
insptr += 2;
continue;
case CON_SHIFTVARR:
insptr++;
if ((aGameVars[*insptr].nFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[*insptr].nValue >>= *(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].nValue = vm.g_sp->lotag;
continue;
case CON_SPGETHITAG:
insptr++;
aGameVars[g_iHiTagID].nValue = vm.g_sp->hitag;
continue;
case CON_SECTGETLOTAG:
insptr++;
aGameVars[g_iLoTagID].nValue = sector[vm.g_sp->sectnum].lotag;
continue;
case CON_SECTGETHITAG:
insptr++;
aGameVars[g_iHiTagID].nValue = sector[vm.g_sp->sectnum].hitag;
continue;
case CON_GETTEXTUREFLOOR:
insptr++;
aGameVars[g_iTextureID].nValue = sector[vm.g_sp->sectnum].floorpicnum;
continue;
case CON_STARTTRACK:
case CON_STARTTRACKVAR:
insptr++;
{
int 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].nValue = 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_FOR: // special-purpose iteration
insptr++;
{
int const var = *insptr++;
int const how = *insptr++;
int const parm2 = how <= ITER_DRAWNSPRITES ? 0 : Gv_GetVarX(*insptr++);
intptr_t const *const end = insptr + *insptr;
intptr_t const *const beg = ++insptr;
switch (how)
{
case ITER_ALLSPRITES:
for (int jj=0; jj<MAXSPRITES; ++jj)
{
if (sprite[jj].statnum == MAXSTATUS)
continue;
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
}
break;
case ITER_ALLSECTORS:
for (int jj=0; jj<numsectors; ++jj)
{
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
}
break;
case ITER_ALLWALLS:
for (int jj=0; jj<numwalls; ++jj)
{
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
}
break;
case ITER_ACTIVELIGHTS:
#ifdef POLYMER
for (int jj=0; jj<PR_MAXLIGHTS; ++jj)
{
if (!prlights[jj].flags.active)
continue;
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
}
#endif
break;
case ITER_DRAWNSPRITES:
{
/*
uspritetype lastSpriteBackup;
uspritetype *const lastSpritePtr = (uspritetype *) &sprite[MAXSPRITES-1];
*/
// Back up sprite MAXSPRITES-1.
/*
Bmemcpy(&lastSpriteBackup, lastSpritePtr, sizeof(uspritetype));
*/
for (int ii=0; ii<spritesortcnt; ii++)
{
/*
Bmemcpy(lastSpritePtr, &tsprite[ii], sizeof(uspritetype));
*/
Gv_SetVarX(var, ii);
insptr = beg;
VM_Execute(0);
// Copy over potentially altered tsprite.
/*
Bmemcpy(&tsprite[ii], lastSpritePtr, sizeof(uspritetype));
*/
}
// Restore sprite MAXSPRITES-1.
/*
Bmemcpy(lastSpritePtr, &lastSpriteBackup, sizeof(uspritetype));
*/
break;
}
case ITER_SPRITESOFSECTOR:
if ((unsigned)parm2 >= MAXSECTORS) goto badindex;
for (int jj=headspritesect[parm2]; jj>=0; jj=nextspritesect[jj])
{
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
}
break;
case ITER_SPRITESOFSTATUS:
if ((unsigned) parm2 >= MAXSTATUS) goto badindex;
for (int jj=headspritestat[parm2]; jj>=0; jj=nextspritestat[jj])
{
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
}
break;
case ITER_WALLSOFSECTOR:
if ((unsigned) parm2 >= MAXSECTORS) goto badindex;
for (int jj=sector[parm2].wallptr, endwall=jj+sector[parm2].wallnum-1;
jj<=endwall; jj++)
{
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
}
break;
case ITER_LOOPOFWALL:
if ((unsigned) parm2 >= (unsigned)numwalls) goto badindex;
{
int jj = parm2;
do
{
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
jj = wall[jj].point2;
} while (jj != parm2);
}
break;
case ITER_RANGE:
for (int jj=0; jj<parm2; jj++)
{
Gv_SetVarX(var, jj);
insptr = beg;
VM_Execute(0);
}
break;
default:
CON_ERRPRINTF("Unknown iteration type %d!", how);
continue;
badindex:
OSD_Printf(OSD_ERROR "Line %d, %s %s: index %d out of range!\n", g_errorLineNum, keyw[g_tw],
iter_tokens[how].token, parm2);
continue;
}
insptr = end;
}
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_IFVARBOTH:
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_IFVARGE:
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_IFVARLE:
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 + ZOFFSET2, 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);
#undef IFAWAYDIST
}
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(insptr, 64);
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
int const action_frames = actionptr[1];
int const action_incval = actionptr[3];
int const action_delay = actionptr[4];
#else
int const action_frames = actor[vm.g_i].ac.numframes;
int const action_incval = actor[vm.g_i].ac.incval;
int const 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
int const 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->origins[0],&g_origins[0],sizeof(g_origins));
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].nFlags & GAMEVAR_NORESET) continue;
if (aGameVars[i].nFlags & 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].pValues[0],sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].nFlags & 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].pValues[0],sizeof(intptr_t) * MAXSPRITES);
}
else save->vars[i] = (intptr_t *)aGameVars[i].nValue;
}
#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(&g_origins[0],&save->origins[0],sizeof(g_origins));
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].nFlags & GAMEVAR_NORESET) continue;
if (aGameVars[i].nFlags & GAMEVAR_PERPLAYER)
{
if (!save->vars[i]) continue;
Bmemcpy(&aGameVars[i].pValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].nFlags & GAMEVAR_PERACTOR)
{
if (!save->vars[i]) continue;
Bmemcpy(&aGameVars[i].pValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXSPRITES);
}
else aGameVars[i].nValue = (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
// MYOS* CON commands.
LUNATIC_EXTERN void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum,
int32_t shade, int32_t orientation, int32_t p)
{
int32_t a = 0;
orientation &= (ROTATESPRITE_MAX-1);
if (orientation&4)
a = 1024;
if (!(orientation&ROTATESPRITE_FULL16))
{
x<<=16;
y<<=16;
}
rotatesprite_win(x, y, zoom, a, tilenum, shade, p, 2|orientation);
}
#if !defined LUNATIC
void VM_DrawTile(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation)
{
DukePlayer_t *ps = g_player[screenpeek].ps;
int32_t p = ps->cursectnum >= 0 ? sector[ps->cursectnum].floorpal : 0;
VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, p);
}
void VM_DrawTilePal(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p)
{
VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, p);
}
void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation)
{
DukePlayer_t *ps = g_player[screenpeek].ps;
int32_t p = ps->cursectnum >= 0 ? sector[ps->cursectnum].floorpal : 0;
VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, p);
}
void VM_DrawTilePalSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p)
{
VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, p);
}
#endif