raze-gles/source/duke3d/src/gameexec.cpp

6778 lines
247 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 "ns.h" // Must come before everything else!
#include "anim.h"
#include "cmdline.h"
#include "imagehelpers.h"
#include "compat.h"
#include "duke3d.h"
#include "palutil.h"
#include "gamestructures.h"
#include "menus.h"
#include "osdcmds.h"
#include "savegame.h"
#include "gamecvars.h"
#include "gamecontrol.h"
#include "gameconfigfile.h"
#include "files.h"
#include "base64.h"
#include "version.h"
#include "menu/menu.h"
#include "c_dispatch.h"
#include "quotemgr.h"
#include "mapinfo.h"
#include "version.h"
#include "v_video.h"
#include "colormatcher.h"
#include "debugbreak.h"
FString C_CON_GetBoundKeyForLastInput(int gameFunc);
const char* C_CON_GetButtonFunc(int num);
const char* KB_ScanCodeToString(int scancode); // convert scancode into a string
BEGIN_DUKE_NS
#if KRANDDEBUG
# define GAMEEXEC_INLINE
# define GAMEEXEC_STATIC
#else
# define GAMEEXEC_INLINE inline
# define GAMEEXEC_STATIC static
#endif
vmstate_t vm;
#if !defined LUNATIC
int32_t g_tw;
int32_t g_currentEvent = -1;
intptr_t const *insptr;
int32_t g_returnVarID = -1; // var ID of "RETURN"
int32_t g_weaponVarID = -1; // var ID of "WEAPON"
int32_t g_worksLikeVarID = -1; // var ID of "WORKSLIKE"
int32_t g_zRangeVarID = -1; // var ID of "ZRANGE"
int32_t g_angRangeVarID = -1; // var ID of "ANGRANGE"
int32_t g_aimAngleVarID = -1; // var ID of "AUTOAIMANGLE"
int32_t g_lotagVarID = -1; // var ID of "LOTAG"
int32_t g_hitagVarID = -1; // var ID of "HITAG"
int32_t g_textureVarID = -1; // var ID of "TEXTURE"
int32_t g_thisActorVarID = -1; // var ID of "THISACTOR"
int32_t g_structVarIDs = -1;
// for timing events and actors
uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES], g_actorMinMs[MAXTILES], g_actorMaxMs[MAXTILES];
GAMEEXEC_STATIC void VM_Execute(int const loop = false);
#endif
#if !defined LUNATIC
void VM_ScriptInfo(intptr_t const * const ptr, int const range)
{
if (!apScript || !ptr || g_currentEvent == -1)
return;
Printf("\n");
for (auto pScript = max<intptr_t const *>(ptr - (range >> 1), apScript),
p_end = min<intptr_t const *>(ptr + (range >> 1), apScript + g_scriptSize);
pScript < p_end;
++pScript)
{
Printf("%5d: %3d: ", (int32_t)(pScript - apScript), (int32_t)(pScript - ptr));
auto &v = *pScript;
int const lineNum = VM_DECODE_LINE_NUMBER(v);
int const vmInst = VM_DECODE_INST(v);
if (lineNum && lineNum != VM_IFELSE_MAGIC && vmInst < CON_OPCODE_END)
Printf("%5d %s (%d)\n", lineNum, VM_GetKeywordForID(vmInst), vmInst);
else
Printf("%d\n", (int32_t)*pScript);
}
Printf("\n");
if (ptr == insptr)
{
if (vm.pUSprite)
Printf("current actor: %d (%d)\n", vm.spriteNum, vm.pUSprite->picnum);
Printf("g_errorLineNum: %d, g_tw: %d\n", VM_DECODE_LINE_NUMBER(g_tw), VM_DECODE_INST(g_tw));
}
}
#endif
static void VM_DeleteSprite(int const spriteNum, int const playerNum)
{
if (EDUKE32_PREDICT_FALSE((unsigned) spriteNum >= MAXSPRITES))
return;
// if player was set to squish, first stop that...
if (EDUKE32_PREDICT_FALSE(playerNum >= 0 && g_player[playerNum].ps->actorsqu == spriteNum))
g_player[playerNum].ps->actorsqu = -1;
A_DeleteSprite(spriteNum);
}
intptr_t apScriptEvents[MAXEVENTS];
// May recurse, e.g. through EVENT_XXX -> ... -> EVENT_KILLIT
#ifdef LUNATIC
static FORCE_INLINE int32_t VM_EventInlineInternal__(int const &eventNum, int const &spriteNum, int const &playerNum, int const &playerDist, int32_t returnValue)
{
const double t = timerGetHiTicks();
int32_t ret = El_CallEvent(&g_ElState, eventNum, spriteNum, playerNum, playerDist, &returnValue);
// NOTE: the run times are those of the called event plus any events
// called by it, *not* "self" time.
g_eventTotalMs[eventNum] += timerGetHiTicks()-t;
g_eventCalls[eventNum]++;
if (ret == 1)
VM_DeleteSprite(spriteNum, playerNum);
return returnValue;
}
#else
static uspritetype dummy_sprite;
static actor_t dummy_actor;
static inline void VM_DummySprite(void)
{
vm.pUSprite = &dummy_sprite;
vm.pActor = &dummy_actor;
vm.pData = &dummy_actor.t_data[0];
}
// verification that the event actually exists happens elsewhere
static FORCE_INLINE int32_t VM_EventInlineInternal__(int const eventNum, int const spriteNum, int const playerNum,
int const playerDist = -1, int32_t returnValue = 0)
{
vmstate_t const newVMstate = { spriteNum, playerNum, playerDist, 0,
&sprite[spriteNum&(MAXSPRITES-1)],
&actor[spriteNum&(MAXSPRITES-1)].t_data[0],
g_player[playerNum&(MAXPLAYERS-1)].ps,
&actor[spriteNum&(MAXSPRITES-1)] };
auto &globalReturn = aGameVars[g_returnVarID].global;
struct
{
vmstate_t vm;
intptr_t globalReturn;
int eventNum;
intptr_t const *insptr;
} const saved = { vm, globalReturn, g_currentEvent, insptr };
vm = newVMstate;
g_currentEvent = eventNum;
insptr = apScript + apScriptEvents[eventNum];
globalReturn = returnValue;
double const t = timerGetHiTicks();
if ((unsigned)spriteNum >= MAXSPRITES)
VM_DummySprite();
if ((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers)
vm.pPlayer = g_player[0].ps;
VM_Execute(true);
if (vm.flags & VM_KILL)
VM_DeleteSprite(vm.spriteNum, vm.playerNum);
g_eventTotalMs[eventNum] += timerGetHiTicks()-t;
g_eventCalls[eventNum]++;
// restoring these needs to happen after VM_DeleteSprite() due to event recursion
returnValue = globalReturn;
vm = saved.vm;
globalReturn = saved.globalReturn;
g_currentEvent = saved.eventNum;
insptr = saved.insptr;
return returnValue;
}
#endif
// the idea here is that the compiler inlines the call to VM_EventInlineInternal__() and gives us a set of
// functions which are optimized further based on distance/return having values known at compile time
int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn)
{
return VM_EventInlineInternal__(nEventID, spriteNum, playerNum, nDist, nReturn);
}
int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist)
{
return VM_EventInlineInternal__(nEventID, spriteNum, playerNum, nDist);
}
int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum)
{
return VM_EventInlineInternal__(nEventID, spriteNum, playerNum);
}
int32_t VM_ExecuteEventWithValue(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn)
{
return VM_EventInlineInternal__(nEventID, spriteNum, playerNum, -1, nReturn);
}
static int VM_CheckSquished(void)
{
auto const pSector = (usectorptr_t)&sector[vm.pSprite->sectnum];
if (pSector->lotag == ST_23_SWINGING_DOOR || (vm.pSprite->picnum == APLAYER && ud.noclip) ||
(pSector->lotag == ST_1_ABOVE_WATER && !A_CheckNoSE7Water(vm.pUSprite, vm.pSprite->sectnum, pSector->lotag, NULL)))
return 0;
int32_t floorZ = pSector->floorz;
int32_t ceilZ = pSector->ceilingz;
#ifdef YAX_ENABLE
int16_t cb, fb;
yax_getbunches(vm.pSprite->sectnum, &cb, &fb);
if (cb >= 0 && (pSector->ceilingstat&512)==0) // if ceiling non-blocking...
ceilZ -= ZOFFSET5; // unconditionally don't squish... yax_getneighborsect is slowish :/
if (fb >= 0 && (pSector->floorstat&512)==0)
floorZ += ZOFFSET5;
#endif
if (vm.pSprite->pal == 1 ? (floorZ - ceilZ >= ZOFFSET5 || (pSector->lotag & 32768u)) : (floorZ - ceilZ >= ZOFFSET4))
return 0;
P_DoQuote(QUOTE_SQUISHED, vm.pPlayer);
if (A_CheckEnemySprite(vm.pSprite))
vm.pSprite->xvel = 0;
#ifndef EDUKE32_STANDALONE
if (EDUKE32_PREDICT_FALSE(vm.pSprite->pal == 1)) // frozen
{
vm.pActor->picnum = SHOTSPARK1;
vm.pActor->extra = 1;
return 0;
}
#endif
return 1;
}
#if !defined LUNATIC
GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *pPlayer)
{
int const nAngle = 128-(krand()&255);
pPlayer->q16horiz += F16(64);
pPlayer->return_to_center = 9;
pPlayer->q16rotscrnang = fix16_from_int(nAngle >> 1);
pPlayer->q16look_ang = pPlayer->q16rotscrnang;
}
#endif
// wow, this function sucks
int A_Dodge(spritetype * const);
int A_Dodge(spritetype * const pSprite)
{
if (A_CheckEnemySprite(pSprite) && pSprite->extra <= 0) // hack
return 0;
vec2_t const msin = { sintable[(pSprite->ang + 512) & 2047], sintable[pSprite->ang & 2047] };
for (native_t nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list
{
if (OW(i) == i)
continue;
vec2_t const b = { SX(i) - pSprite->x, SY(i) - pSprite->y };
vec2_t const v = { sintable[(SA(i) + 512) & 2047], sintable[SA(i) & 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;
}
int A_GetFurthestAngle(int const spriteNum, int const angDiv)
{
auto const pSprite = (uspriteptr_t)&sprite[spriteNum];
if (pSprite->picnum != APLAYER && (AC_COUNT(actor[spriteNum].t_data)&63) > 2)
return (pSprite->ang + 1024) & 2047;
int furthestAngle = 0;
int const angIncs = tabledivide32_noinline(2048, angDiv);
int32_t greatestDist = INT32_MIN;
hitdata_t hit;
for (native_t j = pSprite->ang; j < (2048 + pSprite->ang); j += angIncs)
{
vec3_t origin = *(const vec3_t *)pSprite;
origin.z -= ZOFFSET3;
hitscan(&origin, pSprite->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047], 0, &hit, CLIPMASK1);
int const hitDist = klabs(hit.pos.x-pSprite->x) + klabs(hit.pos.y-pSprite->y);
if (hitDist > greatestDist)
{
greatestDist = hitDist;
furthestAngle = j;
}
}
return furthestAngle & 2047;
}
int A_FurthestVisiblePoint(int const spriteNum, uspriteptr_t const ts, vec2_t * const vect)
{
if (AC_COUNT(actor[spriteNum].t_data)&63)
return -1;
auto const pnSprite = (uspriteptr_t)&sprite[spriteNum];
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 (native_t j = ts->ang; j < (2048 + ts->ang); j += (angincs /*-(krand()&511)*/))
{
vec3_t origin = *(const vec3_t *)ts;
origin.z -= ZOFFSET2;
hitscan(&origin, ts->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047], 16384 - (krand() & 32767), &hit, CLIPMASK1);
if (hit.sect < 0)
continue;
int const d = FindDistance2D(hit.pos.x - ts->x, hit.pos.y - ts->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))
{
vect->x = hit.pos.x;
vect->y = hit.pos.y;
return hit.sect;
}
}
}
return -1;
}
void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist)
{
auto const pSprite = &sprite[spriteNum];
int const ocstat = pSprite->cstat;
pSprite->cstat = 0;
pSprite->z -= ACTOR_FLOOR_OFFSET;
getzrange(&pSprite->pos, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].floorz, florhit, wallDist, CLIPMASK0);
pSprite->z += ACTOR_FLOOR_OFFSET;
pSprite->cstat = ocstat;
}
void A_GetZLimits(int const spriteNum)
{
auto const pSprite = &sprite[spriteNum];
int32_t ceilhit, florhit;
int const clipDist = A_GetClipdist(spriteNum, -1);
auto const oceilz = actor[spriteNum].ceilingz;
VM_GetZRange(spriteNum, &ceilhit, &florhit, pSprite->statnum == STAT_PROJECTILE ? clipDist << 3 : clipDist);
actor[spriteNum].flags &= ~SFLAG_NOFLOORSHADOW;
if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0)
{
auto const hitspr = (uspriteptr_t)&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[spriteNum].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
pSprite->xvel = -256; // SLIDE_ABOVE_ENEMY
A_SetSprite(spriteNum, CLIPMASK0);
}
else if (pSprite->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && pSprite->owner==florhit)
{
actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz;
actor[spriteNum].floorz = sector[pSprite->sectnum].floorz;
}
}
// in E1L1, the dumpster fire sprites break after calling this function because the cardboard boxes
// are a few units higher than the fire and are detected as the "ceiling"
// unfortunately, this trips the "ifgapzl 16 break" in "state firestate"
if ((ceilhit&49152) == 49152 && (sprite[ceilhit&(MAXSPRITES-1)].cstat&48) == 0)
{
if (pSprite->z >= actor[spriteNum].floorz)
actor[spriteNum].ceilingz = oceilz;
}
}
void A_Fall(int const spriteNum)
{
auto const pSprite = &sprite[spriteNum];
int spriteGravity = g_spriteGravity;
if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
spriteGravity = 0;
else if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
spriteGravity = g_spriteGravity/6;
int32_t ceilhit, florhit;
VM_GetZRange(spriteNum, &ceilhit, &florhit, A_GetClipdist(spriteNum, -1));
#ifdef YAX_ENABLE
int fbunch = (sector[pSprite->sectnum].floorstat&512) ? -1 : yax_getbunch(pSprite->sectnum, YAX_FLOOR);
#endif
if (pSprite->z < actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET
#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(ACTOR_MAXFALLINGZVEL, pSprite->zvel+spriteGravity);
}
#ifdef YAX_ENABLE
if (fbunch >= 0)
setspritez(spriteNum, &pSprite->pos);
else
#endif
if (pSprite->z >= actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET)
{
pSprite->z = actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET;
pSprite->zvel = 0;
}
}
int __fastcall G_GetAngleDelta(int currAngle, int newAngle)
{
currAngle &= 2047;
newAngle &= 2047;
if (klabs(currAngle-newAngle) < 1024)
{
// Printf("G_GetAngleDelta() returning %d\n",na-a);
return newAngle-currAngle;
}
if (newAngle > 1024)
newAngle -= 2048;
if (currAngle > 1024)
currAngle -= 2048;
// Printf("G_GetAngleDelta() returning %d\n",na-a);
return newAngle-currAngle;
}
fix16_t __fastcall G_GetQ16AngleDelta(fix16_t oldAngle, fix16_t newAngle)
{
if (fix16_abs(fix16_sub(oldAngle, newAngle)) < fix16_from_int(1024))
return fix16_sub(newAngle, oldAngle);
if (newAngle > fix16_from_int(1024))
newAngle = fix16_sub(newAngle, fix16_from_int(2048));
if (oldAngle > fix16_from_int(1024))
oldAngle = fix16_sub(oldAngle, fix16_from_int(2048));
return fix16_sub(newAngle, oldAngle);
}
GAMEEXEC_STATIC void VM_AlterAng(int32_t const moveFlags)
{
int const elapsedTics = (AC_COUNT(vm.pData))&31;
#if !defined LUNATIC
if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.pData) >= (unsigned)g_scriptSize-1))
{
AC_MOVE_ID(vm.pData) = 0;
Printf(OSD_ERROR "bad moveptr for actor %d (%d)!\n", vm.spriteNum, vm.pUSprite->picnum);
return;
}
auto const moveptr = apScript + AC_MOVE_ID(vm.pData);
auto &hvel = moveptr[0];
auto &vvel = moveptr[1];
#else
auto &hvel = vm.pActor->mv.hvel;
auto &vvel = vm.pActor->mv.vvel;
#endif
vm.pSprite->xvel += (hvel - vm.pSprite->xvel)/5;
if (vm.pSprite->zvel < 648)
vm.pSprite->zvel += ((vvel<<4) - vm.pSprite->zvel)/5;
if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0) // hack
return;
if (moveFlags&seekplayer)
{
int const spriteAngle = vm.pSprite->ang;
int const holoDukeSprite = vm.pPlayer->holoduke_on;
// NOTE: looks like 'owner' is set to target sprite ID...
vm.pSprite->owner = (holoDukeSprite >= 0
&& cansee(sprite[holoDukeSprite].x, sprite[holoDukeSprite].y, sprite[holoDukeSprite].z, sprite[holoDukeSprite].sectnum,
vm.pSprite->x, vm.pSprite->y, vm.pSprite->z, vm.pSprite->sectnum))
? holoDukeSprite
: vm.pPlayer->i;
int const goalAng = (sprite[vm.pSprite->owner].picnum == APLAYER)
? getangle(vm.pActor->lastv.x - vm.pSprite->x, vm.pActor->lastv.y - vm.pSprite->y)
: getangle(sprite[vm.pSprite->owner].x - vm.pSprite->x, sprite[vm.pSprite->owner].y - vm.pSprite->y);
if (vm.pSprite->xvel && vm.pSprite->picnum != DRONE)
{
int const angDiff = G_GetAngleDelta(spriteAngle, goalAng);
if (elapsedTics < 2)
{
if (klabs(angDiff) < 256)
{
int const angInc = 128-(krand()&256);
vm.pSprite->ang += angInc;
if (A_GetHitscanRange(vm.spriteNum) < 844)
vm.pSprite->ang -= angInc;
}
}
else if (elapsedTics > 18 && elapsedTics < GAMETICSPERSEC) // choose
{
if (klabs(angDiff >> 2) < 128)
vm.pSprite->ang = goalAng;
else
vm.pSprite->ang += angDiff >> 2;
}
}
else
vm.pSprite->ang = goalAng;
}
if (elapsedTics < 1)
{
if (moveFlags&furthestdir)
{
vm.pSprite->ang = A_GetFurthestAngle(vm.spriteNum, 2);
vm.pSprite->owner = vm.pPlayer->i;
}
if (moveFlags&fleeenemy)
vm.pSprite->ang = A_GetFurthestAngle(vm.spriteNum, 2);
}
}
static inline void VM_AddAngle(int const shift, int const goalAng)
{
int angDiff = G_GetAngleDelta(vm.pSprite->ang, goalAng) >> shift;
if ((angDiff > -8 && angDiff < 0) || (angDiff < 8 && angDiff > 0))
angDiff <<= 1;
vm.pSprite->ang += angDiff;
}
static inline void VM_FacePlayer(int const shift)
{
VM_AddAngle(shift, (vm.pPlayer->newowner >= 0) ? getangle(vm.pPlayer->opos.x - vm.pSprite->x, vm.pPlayer->opos.y - vm.pSprite->y)
: getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y));
}
static inline int32_t VM_GetCeilZOfSlope(void)
{
vec2_t const vect = vm.pSprite->pos.vec2;
int const sectnum = vm.pSprite->sectnum;
return yax_getceilzofslope(sectnum, vect);
}
#ifndef EDUKE32_STANDALONE
static inline int32_t VM_GetFlorZOfSlope(void)
{
vec2_t const vect = vm.pSprite->pos.vec2;
int const sectnum = vm.pSprite->sectnum;
return yax_getflorzofslope(sectnum, vect);
}
#endif
static int32_t A_GetWaterZOffset(int spritenum);
GAMEEXEC_STATIC void VM_Move(void)
{
auto const movflagsptr = &AC_MOVFLAGS(vm.pSprite, &actor[vm.spriteNum]);
// NOTE: test against -1 commented out and later revived in source history
// XXX: Does its presence/absence break anything? Where are movflags with all bits set created?
int const movflags = (*movflagsptr == (remove_pointer_t<decltype(movflagsptr)>)-1) ? 0 : *movflagsptr;
int const deadflag = (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0);
AC_COUNT(vm.pData)++;
if (AC_MOVE_ID(vm.pData) == 0 || movflags == 0)
{
if (deadflag || (vm.pActor->bpos.x != vm.pSprite->x) || (vm.pActor->bpos.y != vm.pSprite->y))
setsprite(vm.spriteNum, &vm.pSprite->pos);
return;
}
if (!deadflag)
{
if (movflags & face_player)
VM_FacePlayer(2);
if (movflags & spin)
vm.pSprite->ang += sintable[((AC_COUNT(vm.pData) << 3) & 2047)] >> 6;
if (movflags & face_player_slow)
VM_FacePlayer(4);
if ((movflags & jumptoplayer_bits) == jumptoplayer_bits)
{
if (AC_COUNT(vm.pData) < 16)
vm.pSprite->zvel -= (sintable[(512 + (AC_COUNT(vm.pData) << 4)) & 2047] >> 5);
}
if (movflags & face_player_smart)
{
vec2_t const vect = { vm.pPlayer->pos.x + (vm.pPlayer->vel.x / 768), vm.pPlayer->pos.y + (vm.pPlayer->vel.y / 768) };
VM_AddAngle(2, getangle(vect.x - vm.pSprite->x, vect.y - vm.pSprite->y));
}
}
#if !defined LUNATIC
if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.pData) >= (unsigned)g_scriptSize-1))
{
AC_MOVE_ID(vm.pData) = 0;
Printf(OSD_ERROR "clearing bad moveptr for actor %d (%d)\n", vm.spriteNum, vm.pUSprite->picnum);
return;
}
auto const moveptr = apScript + AC_MOVE_ID(vm.pData);
auto &hvel = moveptr[0];
auto &vvel = moveptr[1];
#else
auto &hvel = vm.pActor->mv.hvel;
auto &vvel = vm.pActor->mv.vvel;
#endif
if (movflags & geth)
vm.pSprite->xvel += (hvel - vm.pSprite->xvel) >> 1;
if (movflags & getv)
vm.pSprite->zvel += (16 * vvel - vm.pSprite->zvel) >> 1;
if (movflags&dodgebullet && !deadflag)
A_Dodge(vm.pSprite);
if (vm.pSprite->picnum != APLAYER)
VM_AlterAng(movflags);
if (vm.pSprite->xvel > -6 && vm.pSprite->xvel < 6)
vm.pSprite->xvel = 0;
int badguyp = A_CheckEnemySprite(vm.pSprite);
if (vm.pSprite->xvel || vm.pSprite->zvel)
{
int spriteXvel = vm.pSprite->xvel;
int angDiff = vm.pSprite->ang;
#ifndef EDUKE32_STANDALONE
if (badguyp && (FURY || vm.pSprite->picnum != ROTATEGUN))
{
if (!FURY && (vm.pSprite->picnum == DRONE || vm.pSprite->picnum == COMMANDER) && vm.pSprite->extra > 0)
{
if (vm.pSprite->picnum == COMMANDER)
{
int32_t nSectorZ;
// NOTE: COMMANDER updates both actor[].floorz and
// .ceilingz regardless of its zvel.
vm.pActor->floorz = nSectorZ = VM_GetFlorZOfSlope();
if (vm.pSprite->z > nSectorZ-ZOFFSET3)
{
vm.pSprite->z = nSectorZ-ZOFFSET3;
vm.pSprite->zvel = 0;
}
vm.pActor->ceilingz = nSectorZ = VM_GetCeilZOfSlope();
if (vm.pSprite->z < nSectorZ+(80<<8))
{
vm.pSprite->z = nSectorZ+(80<<8);
vm.pSprite->zvel = 0;
}
}
else
{
int32_t nSectorZ;
// The DRONE updates either .floorz or .ceilingz, not both.
if (vm.pSprite->zvel > 0)
{
vm.pActor->floorz = nSectorZ = VM_GetFlorZOfSlope();
if (vm.pSprite->z > nSectorZ-(30<<8))
vm.pSprite->z = nSectorZ-(30<<8);
}
else
{
vm.pActor->ceilingz = nSectorZ = VM_GetCeilZOfSlope();
if (vm.pSprite->z < nSectorZ+(50<<8))
{
vm.pSprite->z = nSectorZ+(50<<8);
vm.pSprite->zvel = 0;
}
}
}
}
else if ((FURY && badguyp) || vm.pSprite->picnum != ORGANTIC)
#else
if (badguyp)
{
#endif
{
// All other actors besides ORGANTIC don't update .floorz or
// .ceilingz here.
if (vm.pSprite->zvel > 0)
{
if (vm.pSprite->z > vm.pActor->floorz)
vm.pSprite->z = vm.pActor->floorz;
vm.pSprite->z += A_GetWaterZOffset(vm.spriteNum);
}
else if (vm.pSprite->zvel < 0)
{
int const l = VM_GetCeilZOfSlope();
if (vm.pSprite->z < l+(66<<8))
{
vm.pSprite->z = l+(66<<8);
vm.pSprite->zvel >>= 1;
}
}
}
if (vm.playerDist < 960 && vm.pSprite->xrepeat > 16)
{
spriteXvel = -(1024 - vm.playerDist);
angDiff = getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y);
if (vm.playerDist < 512)
{
vm.pPlayer->vel.x = 0;
vm.pPlayer->vel.y = 0;
}
else
{
vm.pPlayer->vel.x = mulscale16(vm.pPlayer->vel.x, vm.pPlayer->runspeed - 0x2000);
vm.pPlayer->vel.y = mulscale16(vm.pPlayer->vel.y, vm.pPlayer->runspeed - 0x2000);
}
}
else
#ifndef EDUKE32_STANDALONE
if (FURY || (vm.pSprite->picnum != DRONE && vm.pSprite->picnum != SHARK && vm.pSprite->picnum != COMMANDER))
#endif
{
if (vm.pPlayer->actorsqu == vm.spriteNum)
return;
if (!A_CheckSpriteFlags(vm.spriteNum, SFLAG_SMOOTHMOVE))
{
if (AC_COUNT(vm.pData) & 1)
return;
spriteXvel <<= 1;
}
}
}
else if (vm.pSprite->picnum == APLAYER)
if (vm.pSprite->z < vm.pActor->ceilingz+ZOFFSET5)
vm.pSprite->z = vm.pActor->ceilingz+ZOFFSET5;
vec3_t const vect
= { (spriteXvel * (sintable[(angDiff + 512) & 2047])) >> 14, (spriteXvel * (sintable[angDiff & 2047])) >> 14, vm.pSprite->zvel };
vm.pActor->movflag = A_MoveSprite(vm.spriteNum, &vect, (A_CheckSpriteFlags(vm.spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK0));
}
if (!badguyp)
return;
vm.pSprite->shade += (sector[vm.pSprite->sectnum].ceilingstat & 1) ? (sector[vm.pSprite->sectnum].ceilingshade - vm.pSprite->shade) >> 1
: (sector[vm.pSprite->sectnum].floorshade - vm.pSprite->shade) >> 1;
}
static void P_AddWeaponMaybeSwitch(DukePlayer_t * const ps, int const weaponNum)
{
if ((ps->weaponswitch & (1|4)) == (1|4))
{
int const playerNum = P_Get(ps->i);
int new_wchoice = -1;
int curr_wchoice = -1;
for (native_t i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
{
int w = g_player[playerNum].wchoice[i];
if (w == KNEE_WEAPON)
w = FREEZE_WEAPON;
else
w--;
if (w == ps->curr_weapon)
curr_wchoice = i;
if (w == weaponNum)
new_wchoice = i;
}
P_AddWeapon(ps, weaponNum, (new_wchoice < curr_wchoice));
}
else
{
P_AddWeapon(ps, weaponNum, (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 * const pPlayer, int const weaponNum, int const nAmount)
{
P_AddAmmo(pPlayer, weaponNum, nAmount);
if (PWEAPON(vm.playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON && (pPlayer->gotweapon & (1 << weaponNum)))
P_AddWeaponMaybeSwitch(pPlayer, weaponNum);
}
static void VM_AddWeapon(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount)
{
if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS))
{
CON_ERRPRINTF("invalid weapon %d\n", weaponNum);
return;
}
if ((pPlayer->gotweapon & (1 << weaponNum)) == 0)
{
P_AddWeaponMaybeSwitch(pPlayer, weaponNum);
}
else if (pPlayer->ammo_amount[weaponNum] >= pPlayer->max_ammo_amount[weaponNum])
{
vm.flags |= VM_NOEXECUTE;
return;
}
P_AddWeaponAmmoCommon(pPlayer, weaponNum, nAmount);
}
static void VM_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount)
{
if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS))
{
CON_ERRPRINTF("invalid weapon %d\n", weaponNum);
return;
}
if (pPlayer->ammo_amount[weaponNum] >= pPlayer->max_ammo_amount[weaponNum])
{
vm.flags |= VM_NOEXECUTE;
return;
}
P_AddWeaponAmmoCommon(pPlayer, weaponNum, nAmount);
}
static void VM_AddInventory(DukePlayer_t * const pPlayer, int const itemNum, int const nAmount)
{
switch (itemNum)
{
case GET_STEROIDS:
case GET_SCUBA:
case GET_HOLODUKE:
case GET_JETPACK:
case GET_HEATS:
case GET_FIRSTAID:
case GET_BOOTS:
pPlayer->inven_icon = inv_to_icon[itemNum];
pPlayer->inv_amount[itemNum] = nAmount;
break;
case GET_SHIELD:
{
int16_t & shield_amount = pPlayer->inv_amount[GET_SHIELD];
shield_amount = min(shield_amount + nAmount, pPlayer->max_shield_amount);
break;
}
case GET_ACCESS:
switch (vm.pSprite->pal)
{
case 0: pPlayer->got_access |= 1; break;
case 21: pPlayer->got_access |= 2; break;
case 23: pPlayer->got_access |= 4; break;
}
break;
default: CON_ERRPRINTF("invalid inventory item %d\n", itemNum); break;
}
}
#endif
static int 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) ? apScript[moveScriptOfs + 1] : 0;
#endif
}
static int32_t A_GetWaterZOffset(int const spriteNum)
{
auto const pSprite = (uspriteptr_t)&sprite[spriteNum];
auto const pActor = &actor[spriteNum];
if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER)
{
if (A_CheckSpriteFlags(spriteNum, SFLAG_NOWATERDIP))
return 0;
// fix for flying/jumping monsters getting stuck in water
if ((AC_MOVFLAGS(pSprite, pActor) & jumptoplayer_only) || (G_TileHasActor(pSprite->picnum) && A_GetVerticalVel(pActor) != 0))
return 0;
return ACTOR_ONWATER_ADDZ;
}
return 0;
}
static void VM_Fall(int const spriteNum, spritetype * const pSprite)
{
int spriteGravity = g_spriteGravity;
pSprite->xoffset = pSprite->yoffset = 0;
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
spriteGravity = g_spriteGravity/6;
else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
spriteGravity = 0;
if (!actor[spriteNum].cgg-- || (sector[pSprite->sectnum].floorstat&2))
actor[spriteNum].cgg = 3;
A_GetZLimits(spriteNum);
if (pSprite->z < actor[spriteNum].floorz-ACTOR_FLOOR_OFFSET)
{
// Free fall.
pSprite->zvel = min(pSprite->zvel+spriteGravity, ACTOR_MAXFALLINGZVEL);
int newZ = pSprite->z + pSprite->zvel;
#ifdef YAX_ENABLE
if (yax_getbunch(pSprite->sectnum, YAX_FLOOR) >= 0 && (sector[pSprite->sectnum].floorstat & 512) == 0)
setspritez(spriteNum, &pSprite->pos);
else
#endif
if (newZ > actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET)
newZ = actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET;
pSprite->z = newZ;
return;
}
// Preliminary new z position of the actor.
int newZ = actor[spriteNum].floorz - ACTOR_FLOOR_OFFSET;
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
#ifndef EDUKE32_STANDALONE
if (!FURY && !(pSprite->picnum == APLAYER && pSprite->extra > 0) && pSprite->pal != 1 && pSprite->picnum != DRONE)
{
A_DoGuts(spriteNum,JIBS6,15);
A_PlaySound(SQUISHED,spriteNum);
A_Spawn(spriteNum,BLOODPOOL);
}
#endif
actor[spriteNum].picnum = SHOTSPARK1;
actor[spriteNum].extra = 1;
pSprite->zvel = 0;
}
else if (pSprite->zvel > 2048 && sector[pSprite->sectnum].lotag != ST_1_ABOVE_WATER)
{
int16_t newsect = pSprite->sectnum;
pushmove(&pSprite->pos, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
if ((unsigned)newsect < MAXSECTORS)
changespritesect(spriteNum, newsect);
A_PlaySound(THUD, spriteNum);
}
}
if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER && actor[spriteNum].floorz == yax_getflorzofslope(pSprite->sectnum, pSprite->pos.vec2))
{
pSprite->z = newZ + A_GetWaterZOffset(spriteNum);
return;
}
pSprite->z = newZ;
pSprite->zvel = 0;
}
static int32_t VM_ResetPlayer(int const playerNum, int32_t vmFlags, int32_t const resetFlags)
{
if (!g_netServer && ud.multimode < 2 && !(resetFlags & 2))
{
#if 0 // Who thought that allowing a script to do this shit is a good idea??? This needs to be sorted out later and implemented properly.
if (!(resetFlags & 8))
{
if (resetFlags & 4)
{
inputState.keyFlushChars();
inputState.ClearAllInput();
FX_StopAllSounds();
if (G_LoadPlayerMaybeMulti(*g_quickload) != 0)
{
g_quickload->reset();
goto QuickLoadFailure;
}
}
else if (!(resetFlags & 1))
{
M_StartControlPanel(false);
M_SetMenu(NAME_ConfirmPlayerReset);
/*
case MENU_RESETPLAYER:
videoFadeToBlack(1);
Bsprintf(tempbuf, "Load last game:\n\"%s\"", g_quickload->name);
Menu_DrawVerifyPrompt(origin.x, origin.y, tempbuf, 2);
break;
*/
}
}
else
#endif
{
g_player[playerNum].ps->gm = MODE_RESTART;
}
vmFlags |= VM_NOEXECUTE;
}
else
{
if (playerNum == myconnectindex)
{
CAMERADIST = 0;
CAMERACLOCK = (int32_t) totalclock;
}
if (g_fakeMultiMode)
P_ResetMultiPlayer(playerNum);
#ifndef NETCODE_DISABLE
if (g_netServer)
{
P_ResetMultiPlayer(playerNum);
Net_SpawnPlayer(playerNum);
}
#endif
}
P_UpdateScreenPal(g_player[playerNum].ps);
//AddLog("EOF: resetplayer");
return vmFlags;
}
void G_GetTimeDate(int32_t * const pValues)
{
time_t timeStruct;
time(&timeStruct);
struct tm *pTime = localtime(&timeStruct);
// Printf("Time&date: %s\n",asctime (ti));
pValues[0] = pTime->tm_sec;
pValues[1] = pTime->tm_min;
pValues[2] = pTime->tm_hour;
pValues[3] = pTime->tm_mday;
pValues[4] = pTime->tm_mon;
pValues[5] = pTime->tm_year+1900;
pValues[6] = pTime->tm_wday;
pValues[7] = pTime->tm_yday;
}
static int G_StartTrackSlot(int const volumeNum, int const levelNum)
{
if ((unsigned)volumeNum <= MAXVOLUMES && (unsigned)levelNum < MAXLEVELS)
{
int trackNum = MAXLEVELS*volumeNum + levelNum;
return S_TryPlaySpecialMusic(trackNum);
}
return 1;
}
#ifndef LUNATIC
static int G_StartTrackSlotWrap(int const volumeNum, int const levelNum)
{
if (EDUKE32_PREDICT_FALSE(G_StartTrackSlot(volumeNum, levelNum)))
{
CON_ERRPRINTF("invalid level %d or null music for volume %d level %d\n", levelNum, volumeNum, levelNum);
return 1;
}
return 0;
}
#else
int G_StartTrack(int const levelNum) { return G_StartTrackSlot(ud.volume_number, levelNum); }
#endif
LUNATIC_EXTERN void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int sect, int ix1, int iy1, int ix2, int iy2, int unbiasedp)
{
int x1 = min(ix1, ix2);
int x2 = max(ix1, ix2);
int y1 = min(iy1, iy2);
int y2 = max(iy1, iy2);
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 = fix16_clamp(horiz, F16(HORIZ_MIN), F16(HORIZ_MAX));
int const viewingRange = viewingrange;
int const yxAspect = yxaspect;
videoSetViewableArea(x1,y1,x2,y2);
renderSetAspect(viewingRange, yxAspect);
int const smoothratio = calc_smoothratio(totalclock, ototalclock);
G_DoInterpolations(smoothratio);
screen->BeginScene();
if (!display_mirror)
G_HandleMirror(vec.x, vec.y, vec.z, a, horiz, smoothratio);
#ifdef POLYMER
if (videoGetRenderMode() == REND_POLYMER)
polymer_setanimatesprites(G_DoSpriteAnimations, vec.x, vec.y, vec.z, fix16_to_int(a), smoothratio);
#endif
yax_preparedrawrooms();
renderDrawRoomsQ16(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, vec.z, fix16_to_int(a), smoothratio);
display_mirror = 0;
renderDrawMasks();
screen->FinishScene();
G_RestoreInterpolations();
G_UpdateScreenArea();
renderSetAspect(viewingRange, yxAspect);
}
void Screen_Play(void)
{
bool running = true;
inputState.ClearAllInput();
do
{
gameHandleEvents();
ototalclock = totalclock + 1; // pause game like ANMs
if (!G_FPSLimit())
continue;
videoClearScreen(0);
if (VM_OnEventWithReturn(EVENT_SCREEN, -1, myconnectindex, inputState.CheckAllInput()))
running = false;
videoNextPage();
inputState.ClearAllInput();
} while (running);
}
static void SetArray(int const arrayNum, int const arrayIndex, int const newValue)
{
if (EDUKE32_PREDICT_FALSE((unsigned)arrayNum >= (unsigned)g_gameArrayCount || (unsigned)arrayIndex >= (unsigned)aGameArrays[arrayNum].size))
{
Printf(OSD_ERROR "Gv_SetVar(): tried to set invalid array %d or index out of bounds from "
"sprite %d (%d), player %d\n",
(int)arrayNum, vm.spriteNum, vm.pUSprite->picnum, vm.playerNum);
vm.flags |= VM_RETURN;
return;
}
auto &arr = aGameArrays[arrayNum];
if (EDUKE32_PREDICT_FALSE(arr.flags & GAMEARRAY_READONLY))
{
Printf(OSD_ERROR "Tried to set value in read-only array `%s'", arr.szLabel);
vm.flags |= VM_RETURN;
return;
}
switch (arr.flags & GAMEARRAY_TYPE_MASK)
{
case 0: arr.pValues[arrayIndex] = newValue; break;
case GAMEARRAY_INT16: ((int16_t *)arr.pValues)[arrayIndex] = newValue; break;
case GAMEARRAY_INT8: ((int8_t *)arr.pValues)[arrayIndex] = newValue; break;
case GAMEARRAY_UINT16: ((uint16_t *)arr.pValues)[arrayIndex] = newValue; break;
case GAMEARRAY_UINT8: ((int8_t *)arr.pValues)[arrayIndex] = newValue; break;
case GAMEARRAY_BITMAP:
{
uint32_t const mask = pow2char[arrayIndex&7];
uint8_t &value = ((uint8_t *)arr.pValues)[arrayIndex>>3];
value = (value & ~mask) | (-!!newValue & mask);
break;
}
}
}
static void ResizeArray(int const arrayNum, int const newSize)
{
auto &arr = aGameArrays[arrayNum];
int const oldSize = arr.size;
if (newSize == oldSize || newSize < 0)
return;
#if 0
Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n",
array.szLabel, array.size, newSize);
#endif
if (newSize == 0)
{
Xaligned_free(arr.pValues);
arr.pValues = nullptr;
arr.size = 0;
return;
}
size_t const oldBytes = Gv_GetArrayAllocSizeForCount(arrayNum, oldSize);
size_t const newBytes = Gv_GetArrayAllocSizeForCount(arrayNum, newSize);
auto const oldArray = arr.pValues;
auto const newArray = (intptr_t *)Xaligned_alloc(ARRAY_ALIGNMENT, newBytes);
if (oldSize != 0)
Bmemcpy(newArray, oldArray, min(oldBytes, newBytes));
if (newSize > oldSize)
Bmemset((char *)newArray + oldBytes, 0, newBytes - oldBytes);
arr.pValues = newArray;
arr.size = newSize;
Xaligned_free(oldArray);
}
#if !defined LUNATIC
#if defined __GNUC__ || defined __clang__
// # define CON_USE_COMPUTED_GOTO does not work anymore with some of the changes.
#endif
#ifdef CON_USE_COMPUTED_GOTO
# define vInstruction(KEYWORDID) VINST_ ## KEYWORDID
# define vmErrorCase VINST_CON_OPCODE_END
# define eval(INSTRUCTION) { goto *jumpTable[min<uint16_t>(INSTRUCTION, CON_OPCODE_END)]; }
# define dispatch_unconditionally(...) { g_tw = tw = *insptr; eval((VM_DECODE_INST(tw))) }
# define dispatch(...) { if (!vm_execution_depth || vm.flags & (VM_RETURN|VM_KILL|VM_NOEXECUTE)) return; dispatch_unconditionally(__VA_ARGS__); }
# define abort_after_error(...) return
# define vInstructionPointer(KEYWORDID) &&VINST_ ## KEYWORDID
# define COMMA ,
# define JUMP_TABLE_ARRAY_LITERAL { TRANSFORM_SCRIPT_KEYWORDS_LIST(vInstructionPointer, COMMA) }
#else
# define vInstruction(KEYWORDID) case KEYWORDID
# define vmErrorCase default
# define dispatch_unconditionally(...) continue
# define dispatch(...) continue
# define eval(INSTRUCTION) switch(INSTRUCTION)
# define abort_after_error(...) continue // non-threaded dispatch handles this in the loop condition in VM_Execute()
#endif
#if defined _MSC_VER
#define VM_ASSERT(condition, fmt, ...) \
do \
{ \
if (EDUKE32_PREDICT_FALSE(!(condition))) \
{ \
CON_ERRPRINTF(fmt, __VA_ARGS__); \
abort_after_error(); \
} \
} while (0)
#else
#define VM_ASSERT(condition, ...) \
do \
{ \
if (EDUKE32_PREDICT_FALSE(!(condition))) \
{ \
CON_ERRPRINTF(__VA_ARGS__); \
abort_after_error(); \
} \
} while (0)
#endif
GAMEEXEC_STATIC void VM_Execute(int const loop /*= false*/)
{
// be careful when changing this--the assignment used as a condition doubles as the nullptr check!
auto branch = [&](int const x) {
if (x || ((insptr = (intptr_t *)insptr[1]) && (VM_DECODE_INST(*insptr) == CON_ELSE)))
{
insptr += 2;
VM_Execute();
}
};
int vm_execution_depth = loop;
#ifdef CON_USE_COMPUTED_GOTO
static void *const jumpTable[] = JUMP_TABLE_ARRAY_LITERAL;
#else
do
{
#endif
int32_t tw = *insptr;
g_tw = tw;
eval(VM_DECODE_INST(tw))
{
vInstruction(CON_LEFTBRACE):
{
insptr++, vm_execution_depth++;
dispatch_unconditionally();
}
vInstruction(CON_RIGHTBRACE):
{
insptr++, vm_execution_depth--;
dispatch();
}
vInstruction(CON_ELSE):
{
insptr = (intptr_t *)insptr[1];
dispatch_unconditionally();
}
vInstruction(CON_STATE):
{
auto tempscrptr = &insptr[2];
insptr = (intptr_t *)insptr[1];
VM_Execute(true);
insptr = tempscrptr;
}
dispatch();
#ifdef CON_DISCRETE_VAR_ACCESS
vInstruction(CON_IFVARE_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw == *insptr);
dispatch();
vInstruction(CON_IFVARN_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw != *insptr);
dispatch();
vInstruction(CON_IFVARAND_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw & *insptr);
dispatch();
vInstruction(CON_IFVAROR_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw | *insptr);
dispatch();
vInstruction(CON_IFVARXOR_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw ^ *insptr);
dispatch();
vInstruction(CON_IFVAREITHER_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw || *insptr);
dispatch();
vInstruction(CON_IFVARBOTH_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw && *insptr);
dispatch();
vInstruction(CON_IFVARG_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw > *insptr);
dispatch();
vInstruction(CON_IFVARGE_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw >= *insptr);
dispatch();
vInstruction(CON_IFVARL_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw < *insptr);
dispatch();
vInstruction(CON_IFVARLE_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch(tw <= *insptr);
dispatch();
vInstruction(CON_IFVARA_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch((uint32_t)tw > (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARAE_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch((uint32_t)tw >= (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARB_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch((uint32_t)tw < (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARBE_GLOBAL):
insptr++;
tw = aGameVars[*insptr++].global;
branch((uint32_t)tw <= (uint32_t)*insptr);
dispatch();
vInstruction(CON_SETVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global = insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ADDVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global += insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SUBVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global -= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_MULVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global *= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ANDVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global &= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_XORVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global ^= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ORVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global |= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SHIFTVARL_GLOBAL):
insptr++;
aGameVars[*insptr].global <<= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SHIFTVARR_GLOBAL):
insptr++;
aGameVars[*insptr].global >>= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_IFVARE_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw == *insptr);
dispatch();
vInstruction(CON_IFVARN_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw != *insptr);
dispatch();
vInstruction(CON_IFVARAND_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw & *insptr);
dispatch();
vInstruction(CON_IFVAROR_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw | *insptr);
dispatch();
vInstruction(CON_IFVARXOR_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw ^ *insptr);
dispatch();
vInstruction(CON_IFVAREITHER_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw || *insptr);
dispatch();
vInstruction(CON_IFVARBOTH_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw && *insptr);
dispatch();
vInstruction(CON_IFVARG_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw > *insptr);
dispatch();
vInstruction(CON_IFVARGE_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw >= *insptr);
dispatch();
vInstruction(CON_IFVARL_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw < *insptr);
dispatch();
vInstruction(CON_IFVARLE_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch(tw <= *insptr);
dispatch();
vInstruction(CON_IFVARA_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch((uint32_t)tw > (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARAE_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch((uint32_t)tw >= (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARB_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch((uint32_t)tw < (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARBE_ACTOR):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.spriteNum & (MAXSPRITES-1)];
branch((uint32_t)tw <= (uint32_t)*insptr);
dispatch();
vInstruction(CON_SETVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] = insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ADDVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] += insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SUBVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] -= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_MULVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] *= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ANDVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] &= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_XORVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] ^= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ORVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] |= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SHIFTVARL_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] <<= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SHIFTVARR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] >>= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_IFVARE_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw == *insptr);
dispatch();
vInstruction(CON_IFVARN_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw != *insptr);
dispatch();
vInstruction(CON_IFVARAND_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw & *insptr);
dispatch();
vInstruction(CON_IFVAROR_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw | *insptr);
dispatch();
vInstruction(CON_IFVARXOR_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw ^ *insptr);
dispatch();
vInstruction(CON_IFVAREITHER_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw || *insptr);
dispatch();
vInstruction(CON_IFVARBOTH_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw && *insptr);
dispatch();
vInstruction(CON_IFVARG_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw > *insptr);
dispatch();
vInstruction(CON_IFVARGE_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw >= *insptr);
dispatch();
vInstruction(CON_IFVARL_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw < *insptr);
dispatch();
vInstruction(CON_IFVARLE_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch(tw <= *insptr);
dispatch();
vInstruction(CON_IFVARA_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch((uint32_t)tw > (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARAE_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch((uint32_t)tw >= (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARB_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch((uint32_t)tw < (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARBE_PLAYER):
insptr++;
tw = aGameVars[*insptr++].pValues[vm.playerNum & (MAXPLAYERS-1)];
branch((uint32_t)tw <= (uint32_t)*insptr);
dispatch();
vInstruction(CON_SETVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] = insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ADDVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] += insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SUBVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] -= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_MULVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] *= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ANDVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] &= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_XORVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] ^= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_ORVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] |= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SHIFTVARL_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] <<= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_SHIFTVARR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] >>= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_WHILEVARN_GLOBAL):
{
auto const savedinsptr = &insptr[2];
do
{
insptr = savedinsptr;
tw = (aGameVars[insptr[-1]].global != *insptr);
branch(tw);
} while (tw);
dispatch();
}
vInstruction(CON_WHILEVARL_GLOBAL):
{
auto const savedinsptr = &insptr[2];
do
{
insptr = savedinsptr;
tw = (aGameVars[insptr[-1]].global < *insptr);
branch(tw);
} while (tw);
dispatch();
}
vInstruction(CON_WHILEVARN_ACTOR):
{
auto const savedinsptr = &insptr[2];
auto &v = aGameVars[savedinsptr[-1]].pValues[vm.spriteNum & (MAXSPRITES-1)];
do
{
insptr = savedinsptr;
tw = (v != *insptr);
branch(tw);
} while (tw);
dispatch();
}
vInstruction(CON_WHILEVARL_ACTOR):
{
auto const savedinsptr = &insptr[2];
auto &v = aGameVars[savedinsptr[-1]].pValues[vm.spriteNum & (MAXSPRITES-1)];
do
{
insptr = savedinsptr;
tw = (v < *insptr);
branch(tw);
} while (tw);
dispatch();
}
vInstruction(CON_WHILEVARN_PLAYER):
{
auto const savedinsptr = &insptr[2];
auto &v = aGameVars[savedinsptr[-1]].pValues[vm.playerNum & (MAXPLAYERS-1)];
do
{
insptr = savedinsptr;
tw = (v != *insptr);
branch(tw);
} while (tw);
dispatch();
}
vInstruction(CON_WHILEVARL_PLAYER):
{
auto const savedinsptr = &insptr[2];
auto &v = aGameVars[savedinsptr[-1]].pValues[vm.playerNum & (MAXPLAYERS-1)];
do
{
insptr = savedinsptr;
tw = (v < *insptr);
branch(tw);
} while (tw);
dispatch();
}
vInstruction(CON_MODVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global %= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_MODVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] %= insptr[1];
insptr += 2;
dispatch();
vInstruction(CON_MODVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] %= insptr[1];
insptr += 2;
dispatch();
#endif
vInstruction(CON_IFVARAND):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw & *insptr);
dispatch();
vInstruction(CON_IFVAROR):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw | *insptr);
dispatch();
vInstruction(CON_IFVARXOR):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw ^ *insptr);
dispatch();
vInstruction(CON_IFVAREITHER):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw || *insptr);
dispatch();
vInstruction(CON_IFVARBOTH):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw && *insptr);
dispatch();
vInstruction(CON_IFRND):
branch(rnd(*(++insptr)));
dispatch();
vInstruction(CON_IFVARG):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw > *insptr);
dispatch();
vInstruction(CON_IFVARGE):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw >= *insptr);
dispatch();
vInstruction(CON_IFVARL):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw < *insptr);
dispatch();
vInstruction(CON_IFVARLE):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw <= *insptr);
dispatch();
vInstruction(CON_IFVARA):
insptr++;
tw = Gv_GetVar(*insptr++);
branch((uint32_t)tw > (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARAE):
insptr++;
tw = Gv_GetVar(*insptr++);
branch((uint32_t)tw >= (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARB):
insptr++;
tw = Gv_GetVar(*insptr++);
branch((uint32_t)tw < (uint32_t)*insptr);
dispatch();
vInstruction(CON_IFVARBE):
insptr++;
tw = Gv_GetVar(*insptr++);
branch((uint32_t)tw <= (uint32_t)*insptr);
dispatch();
vInstruction(CON_SETVARVAR):
insptr++;
{
tw = *insptr++;
int const nValue = Gv_GetVar(*insptr++);
if ((aGameVars[tw].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[tw].global = nValue;
else
Gv_SetVar(tw, nValue);
}
dispatch();
vInstruction(CON_ADDVARVAR):
insptr++;
tw = *insptr++;
Gv_AddVar(tw, Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_SUBVARVAR):
insptr++;
tw = *insptr++;
Gv_SubVar(tw, Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_ANDVARVAR):
insptr++;
tw = *insptr++;
Gv_AndVar(tw, Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_XORVARVAR):
insptr++;
tw = *insptr++;
Gv_XorVar(tw, Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_ORVARVAR):
insptr++;
tw = *insptr++;
Gv_OrVar(tw, Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_SHIFTVARVARL):
insptr++;
tw = *insptr++;
Gv_ShiftVarL(tw, Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_SHIFTVARVARR):
insptr++;
tw = *insptr++;
Gv_ShiftVarR(tw, Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_MULVARVAR):
insptr++;
tw = *insptr++;
Gv_MulVar(tw, Gv_GetVar(*insptr++));
dispatch();
#ifdef CON_DISCRETE_VAR_ACCESS
vInstruction(CON_DIVVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global = tabledivide32(aGameVars[*insptr].global, insptr[1]);
insptr += 2;
dispatch();
vInstruction(CON_DIVVAR_PLAYER):
{
insptr++;
auto &v = aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS - 1)];
v = tabledivide32(v, insptr[1]);
insptr += 2;
dispatch();
}
vInstruction(CON_DIVVAR_ACTOR):
{
insptr++;
auto &v = aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES - 1)];
v = tabledivide32(v, insptr[1]);
insptr += 2;
dispatch();
}
#endif
vInstruction(CON_DIVVARVAR):
insptr++;
{
tw = *insptr++;
int const nValue = Gv_GetVar(*insptr++);
VM_ASSERT(nValue, "divide by zero!\n");
Gv_DivVar(tw, nValue);
dispatch();
}
vInstruction(CON_IFVARE):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw == *insptr);
dispatch();
vInstruction(CON_IFVARN):
insptr++;
tw = Gv_GetVar(*insptr++);
branch(tw != *insptr);
dispatch();
vInstruction(CON_IFVARVARE):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw == Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARN):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw != Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARG):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw > Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARGE):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw >= Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARL):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw < Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARLE):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw <= Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARA):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = ((uint32_t)tw > (uint32_t)Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARAE):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = ((uint32_t)tw >= (uint32_t)Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARB):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = ((uint32_t)tw < (uint32_t)Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARBE):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = ((uint32_t)tw <= (uint32_t)Gv_GetVar(*insptr++));
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARAND):
insptr++;
tw = Gv_GetVar(*insptr++);
tw &= Gv_GetVar(*insptr++);
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVAROR):
insptr++;
tw = Gv_GetVar(*insptr++);
tw |= Gv_GetVar(*insptr++);
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARXOR):
insptr++;
tw = Gv_GetVar(*insptr++);
tw ^= Gv_GetVar(*insptr++);
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVAREITHER):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (Gv_GetVar(*insptr++) || tw);
insptr--;
branch(tw);
dispatch();
vInstruction(CON_IFVARVARBOTH):
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (Gv_GetVar(*insptr++) && tw);
insptr--;
branch(tw);
dispatch();
vInstruction(CON_WHILEVARN):
{
auto const savedinsptr = &insptr[2];
do
{
insptr = savedinsptr;
branch((tw = (Gv_GetVar(insptr[-1]) != *insptr)));
} while (tw);
dispatch();
}
vInstruction(CON_WHILEVARVARN):
{
auto const savedinsptr = &insptr[2];
do
{
insptr = savedinsptr;
tw = Gv_GetVar(insptr[-1]);
tw = (tw != Gv_GetVar(*insptr++));
insptr--;
branch(tw);
} while (tw);
dispatch();
}
vInstruction(CON_WHILEVARL):
{
auto const savedinsptr = &insptr[2];
do
{
insptr = savedinsptr;
branch((tw = (Gv_GetVar(insptr[-1]) < *insptr)));
} while (tw);
dispatch();
}
vInstruction(CON_WHILEVARVARL):
{
auto const savedinsptr = &insptr[2];
do
{
insptr = savedinsptr;
tw = Gv_GetVar(insptr[-1]);
tw = (tw < Gv_GetVar(*insptr++));
insptr--;
branch(tw);
} while (tw);
dispatch();
}
vInstruction(CON_SETVAR):
Gv_SetVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_ADDVAR):
Gv_AddVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_SUBVAR):
Gv_SubVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_MULVAR):
Gv_MulVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_DIVVAR):
Gv_DivVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_ANDVAR):
Gv_AndVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_XORVAR):
Gv_XorVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_ORVAR):
Gv_OrVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_SHIFTVARL):
Gv_ShiftVarL(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_SHIFTVARR):
Gv_ShiftVarR(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_MODVAR):
Gv_ModVar(insptr[1], insptr[2]);
insptr += 3;
dispatch();
vInstruction(CON_MODVARVAR):
insptr++;
{
tw = *insptr++;
int const nValue = Gv_GetVar(*insptr++);
VM_ASSERT(nValue, "mod by zero!\n");
Gv_ModVar(tw, nValue);
dispatch();
}
vInstruction(CON_RANDVAR):
insptr++;
Gv_SetVar(*insptr, mulscale16(krand(), insptr[1] + 1));
insptr += 2;
dispatch();
#ifdef CON_DISCRETE_VAR_ACCESS
vInstruction(CON_RANDVAR_GLOBAL):
insptr++;
aGameVars[*insptr].global = mulscale16(krand(), insptr[1] + 1);
insptr += 2;
dispatch();
vInstruction(CON_RANDVAR_PLAYER):
insptr++;
aGameVars[*insptr].pValues[vm.playerNum & (MAXPLAYERS-1)] = mulscale16(krand(), insptr[1] + 1);
insptr += 2;
dispatch();
vInstruction(CON_RANDVAR_ACTOR):
insptr++;
aGameVars[*insptr].pValues[vm.spriteNum & (MAXSPRITES-1)] = mulscale16(krand(), insptr[1] + 1);
insptr += 2;
dispatch();
#endif
vInstruction(CON_RANDVARVAR):
insptr++;
tw = *insptr++;
Gv_SetVar(tw, mulscale16(krand(), Gv_GetVar(*insptr++) + 1));
dispatch();
vInstruction(CON_SETPLAYER):
insptr++;
{
int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.playerNum;
int const labelNum = *insptr++;
int const lParm2 = (PlayerLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVar(*insptr++) : 0;
VM_ASSERT((unsigned)playerNum < MAXPLAYERS, "invalid player %d\n", playerNum);
VM_SetPlayer(playerNum, labelNum, lParm2, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETPLAYER):
insptr++;
{
int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.playerNum;
int const labelNum = *insptr++;
int const lParm2 = (PlayerLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVar(*insptr++) : 0;
VM_ASSERT((unsigned)playerNum < MAXPLAYERS, "invalid player %d\n", playerNum);
Gv_SetVar(*insptr++, VM_GetPlayer(playerNum, labelNum, lParm2));
dispatch();
}
vInstruction(CON_SETWALL):
insptr++;
{
tw = *insptr++;
int const wallNum = Gv_GetVar(tw);
int const labelNum = *insptr++;
int const newValue = Gv_GetVar(*insptr++);
auto const &wallLabel = WallLabels[labelNum];
VM_ASSERT((unsigned)wallNum < MAXWALLS, "invalid wall %d\n", wallNum);
if (wallLabel.offset == -1 || wallLabel.flags & LABEL_WRITEFUNC)
{
VM_SetWall(wallNum, labelNum, newValue);
dispatch();
}
VM_SetStruct(wallLabel.flags, (intptr_t *)((char *)&wall[wallNum] + wallLabel.offset), newValue);
dispatch();
}
vInstruction(CON_GETWALL):
insptr++;
{
tw = *insptr++;
int const wallNum = Gv_GetVar(tw);
int const labelNum = *insptr++;
auto const &wallLabel = WallLabels[labelNum];
VM_ASSERT((unsigned)wallNum < MAXWALLS, "invalid wall %d\n", wallNum);
Gv_SetVar(*insptr++,
(wallLabel.offset != -1 && (wallLabel.flags & LABEL_READFUNC) != LABEL_READFUNC)
? VM_GetStruct(wallLabel.flags, (intptr_t *)((char *)&wall[wallNum] + wallLabel.offset))
: VM_GetWall(wallNum, labelNum));
dispatch();
}
vInstruction(CON_SETACTORVAR):
vInstruction(CON_GETACTORVAR):
insptr++;
{
int const lSprite = Gv_GetVar(*insptr++);
int const lVar1 = *insptr++;
int const lVar2 = *insptr++;
VM_ASSERT((unsigned)lSprite < MAXSPRITES, "invalid sprite %d\n", lSprite);
if (VM_DECODE_INST(tw) == CON_SETACTORVAR)
Gv_SetVar(lVar1, Gv_GetVar(lVar2), lSprite, vm.playerNum);
else
Gv_SetVar(lVar2, Gv_GetVar(lVar1, lSprite, vm.playerNum));
dispatch();
}
vInstruction(CON_SETPLAYERVAR):
vInstruction(CON_GETPLAYERVAR):
insptr++;
{
int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.playerNum;
int const lVar1 = *insptr++;
int const lVar2 = *insptr++;
VM_ASSERT((unsigned)playerNum < (unsigned)g_mostConcurrentPlayers, "invalid player %d\n", playerNum);
if (VM_DECODE_INST(tw) == CON_SETPLAYERVAR)
Gv_SetVar(lVar1, Gv_GetVar(lVar2), vm.spriteNum, playerNum);
else
Gv_SetVar(lVar2, Gv_GetVar(lVar1, vm.spriteNum, playerNum));
dispatch();
}
vInstruction(CON_SETACTOR):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
int const lParm2 = (ActorLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVar(*insptr++) : 0;
auto const &actorLabel = ActorLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES && ((actorLabel.flags & LABEL_HASPARM2) == 0 || (unsigned)lParm2 < (unsigned)actorLabel.maxParm2),
"%s[%d] invalid for sprite %d\n", actorLabel.name, lParm2, spriteNum);
VM_SetSprite(spriteNum, labelNum, lParm2, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETACTOR):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
int const lParm2 = (ActorLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVar(*insptr++) : 0;
auto const &actorLabel = ActorLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES && ((actorLabel.flags & LABEL_HASPARM2) == 0 || (unsigned)lParm2 < (unsigned)actorLabel.maxParm2),
"%s[%d] invalid for sprite %d\n", actorLabel.name, lParm2, spriteNum);
Gv_SetVar(*insptr++, VM_GetSprite(spriteNum, labelNum, lParm2));
dispatch();
}
vInstruction(CON_SETACTORSTRUCT):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
auto const &actorLabel = ActorLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
VM_SetStruct(actorLabel.flags, (intptr_t *)((char *)&actor[spriteNum] + actorLabel.offset), Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETACTORSTRUCT):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
auto const &actorLabel = ActorLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
Gv_SetVar(*insptr++, VM_GetStruct(actorLabel.flags, (intptr_t *)((char *)&actor[spriteNum] + actorLabel.offset)));
dispatch();
}
vInstruction(CON_SETSPRITESTRUCT):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
auto const &spriteLabel = ActorLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
VM_SetStruct(spriteLabel.flags, (intptr_t *)((char *)&sprite[spriteNum] + spriteLabel.offset), Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETSPRITESTRUCT):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
auto const &spriteLabel = ActorLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
Gv_SetVar(*insptr++, VM_GetStruct(spriteLabel.flags, (intptr_t *)((char *)&sprite[spriteNum] + spriteLabel.offset)));
dispatch();
}
vInstruction(CON_SETSPRITEEXT):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
auto const &spriteExtLabel = ActorLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
VM_SetStruct(spriteExtLabel.flags, (intptr_t *)((char *)&spriteext[spriteNum] + spriteExtLabel.offset), Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETSPRITEEXT):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
auto const &spriteExtLabel = ActorLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
Gv_SetVar(*insptr++, VM_GetStruct(spriteExtLabel.flags, (intptr_t *)((char *)&spriteext[spriteNum] + spriteExtLabel.offset)));
dispatch();
}
vInstruction(CON_SETTSPR):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
auto const &tsprLabel = TsprLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
VM_SetStruct(tsprLabel.flags, (intptr_t *)((char *)spriteext[spriteNum].tspr + tsprLabel.offset), Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETTSPR):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const labelNum = *insptr++;
auto const &tsprLabel = TsprLabels[labelNum];
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
Gv_SetVar(*insptr++, VM_GetStruct(tsprLabel.flags, (intptr_t *)((char *)spriteext[spriteNum].tspr + tsprLabel.offset)));
dispatch();
}
vInstruction(CON_SETSECTOR):
insptr++;
{
int const sectNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.pSprite->sectnum;
int const labelNum = *insptr++;
auto const &sectLabel = SectorLabels[labelNum];
int const newValue = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)sectNum < MAXSECTORS, "invalid sector %d\n", sectNum);
if (sectLabel.offset == -1 || sectLabel.flags & LABEL_WRITEFUNC)
{
VM_SetSector(sectNum, labelNum, newValue);
dispatch();
}
VM_SetStruct(sectLabel.flags, (intptr_t *)((char *)&sector[sectNum] + sectLabel.offset), newValue);
dispatch();
}
vInstruction(CON_GETSECTOR):
insptr++;
{
int const sectNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.pSprite->sectnum;
int const labelNum = *insptr++;
auto const &sectLabel = SectorLabels[labelNum];
VM_ASSERT((unsigned)sectNum < MAXSECTORS, "invalid sector %d\n", sectNum);
Gv_SetVar(*insptr++,
(sectLabel.offset != -1 && (sectLabel.flags & LABEL_READFUNC) != LABEL_READFUNC)
? VM_GetStruct(sectLabel.flags, (intptr_t *)((char *)&sector[sectNum] + sectLabel.offset))
: VM_GetSector(sectNum, labelNum));
dispatch();
}
vInstruction(CON_RETURN):
vm.flags |= VM_RETURN;
#if !defined CON_USE_COMPUTED_GOTO
fallthrough__;
#endif
vInstruction(CON_ENDSWITCH):
vInstruction(CON_ENDA):
vInstruction(CON_BREAK):
vInstruction(CON_ENDS):
vInstruction(CON_ENDEVENT): return;
vInstruction(CON_JUMP): // this is used for event chaining
insptr++;
tw = Gv_GetVar(*insptr++);
insptr = (intptr_t *)(tw + apScript);
dispatch();
vInstruction(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
int const lValue = Gv_GetVar(*insptr++);
int const endOffset = *insptr++;
int const numCases = *insptr++;
auto lpDefault = insptr++;
auto lpCases = insptr;
int left = 0;
int right = numCases - 1;
insptr += numCases << 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] + &apScript[0]);
VM_Execute(true);
goto matched;
}
if (right - left < 0)
break;
} while (1);
if (*lpDefault)
{
insptr = (intptr_t *)(*lpDefault + &apScript[0]);
VM_Execute(true);
}
matched:
insptr = (intptr_t *)(endOffset + (intptr_t)&apScript[0]);
dispatch();
}
vInstruction(CON_FOR): // special-purpose iteration
insptr++;
{
int const returnVar = *insptr++;
int const iterType = *insptr++;
int const nIndex = iterType <= ITER_DRAWNSPRITES ? 0 : Gv_GetVar(*insptr++);
auto const pEnd = insptr + *insptr;
auto const pNext = ++insptr;
auto execute = [&](int index) {
Gv_SetVar(returnVar, index);
insptr = pNext;
VM_Execute();
return !!(vm.flags & VM_RETURN);
};
switch (iterType)
{
case ITER_ALLSPRITES:
for (native_t jj = 0; jj < MAXSPRITES; ++jj)
{
if (sprite[jj].statnum == MAXSTATUS)
continue;
if (execute(jj))
return;
}
break;
case ITER_ALLSPRITESBYSTAT:
for (native_t statNum = 0; statNum < MAXSTATUS; ++statNum)
{
for (native_t kk, SPRITES_OF_STAT_SAFE(statNum, jj, kk))
if (execute(jj))
return;
}
break;
case ITER_ALLSPRITESBYSECT:
for (native_t sectNum = 0; sectNum < numsectors; ++sectNum)
{
for (native_t kk, SPRITES_OF_SECT_SAFE(sectNum, jj, kk))
if (execute(jj))
return;
}
break;
case ITER_ALLSECTORS:
for (native_t jj = 0; jj < numsectors; ++jj)
if (execute(jj))
return;
break;
case ITER_ALLWALLS:
for (native_t jj = 0; jj < numwalls; ++jj)
if (execute(jj))
return;
break;
case ITER_ACTIVELIGHTS:
#ifdef POLYMER
for (native_t jj = 0; jj < PR_MAXLIGHTS; ++jj)
{
if (!prlights[jj].flags.active)
continue;
if (execute(jj))
return;
}
#endif
break;
case ITER_DRAWNSPRITES:
for (native_t jj = 0; jj < spritesortcnt; jj++)
if (execute(jj))
return;
break;
case ITER_SPRITESOFSECTOR:
if ((unsigned)nIndex >= MAXSECTORS)
goto badindex;
for (native_t kk, SPRITES_OF_SECT_SAFE(nIndex, jj, kk))
if (execute(jj))
return;
break;
case ITER_SPRITESOFSTATUS:
if ((unsigned)nIndex >= MAXSTATUS)
goto badindex;
for (native_t kk, SPRITES_OF_STAT_SAFE(nIndex, jj, kk))
if (execute(jj))
return;
break;
case ITER_WALLSOFSECTOR:
if ((unsigned)nIndex >= MAXSECTORS)
goto badindex;
for (native_t jj = sector[nIndex].wallptr, endwall = jj + sector[nIndex].wallnum - 1; jj <= endwall; jj++)
if (execute(jj))
return;
break;
case ITER_LOOPOFWALL:
if ((unsigned)nIndex >= (unsigned)numwalls)
goto badindex;
{
int jj = nIndex;
do
{
if (execute(jj))
return;
jj = wall[jj].point2;
} while (jj != nIndex);
}
break;
case ITER_RANGE:
for (native_t jj = 0; jj < nIndex; jj++)
if (execute(jj))
return;
break;
badindex:
Printf(OSD_ERROR "Line %d, for %s: index %d out of range!\n", VM_DECODE_LINE_NUMBER(g_tw), iter_tokens[iterType].token, nIndex);
vm.flags |= VM_RETURN;
dispatch();
}
insptr = pEnd;
}
dispatch();
vInstruction(CON_REDEFINEQUOTE):
insptr++;
{
int const strIndex = *insptr++;
int const XstrIndex = *insptr++;
quoteMgr.CopyExQuote(strIndex, XstrIndex);
dispatch();
}
vInstruction(CON_GETTHISPROJECTILE):
insptr++;
{
tw = *insptr++;
int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVar(tw) : vm.spriteNum;
int const labelNum = *insptr++;
Gv_SetVar(*insptr++, VM_GetActiveProjectile(spriteNum, labelNum));
dispatch();
}
vInstruction(CON_SETTHISPROJECTILE):
insptr++;
{
tw = *insptr++;
int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVar(tw) : vm.spriteNum;
int const labelNum = *insptr++;
VM_SetActiveProjectile(spriteNum, labelNum, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_IFCANSHOOTTARGET):
{
#define CHECK_PICNUM(x) \
if ((unsigned)x < MAXSPRITES && sprite[x].picnum == vm.pSprite->picnum) \
{ \
branch(false); \
dispatch(); \
}
if (vm.playerDist > 1024)
{
int16_t temphit;
auto checkHitSprite = [&](int x) {
vm.pSprite->ang += x;
tw = A_CheckHitSprite(vm.spriteNum, &temphit);
vm.pSprite->ang -= x;
};
if ((tw = A_CheckHitSprite(vm.spriteNum, &temphit)) == (1 << 30))
{
branch(true);
dispatch();
}
int dist = 768;
int angDiff = 16;
if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->xrepeat > 56)
{
dist = 3084;
angDiff = 48;
}
if (tw > dist)
{
CHECK_PICNUM(temphit);
checkHitSprite(angDiff);
if (tw > dist)
{
CHECK_PICNUM(temphit);
checkHitSprite(-angDiff);
if (tw > 768)
{
CHECK_PICNUM(temphit);
branch(true);
dispatch();
}
}
}
branch(false);
dispatch();
}
branch(true);
#undef CHECK_PICNUM
}
dispatch();
vInstruction(CON_IFCANSEETARGET):
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - ((krand() & 41) << 8), vm.pSprite->sectnum, vm.pPlayer->pos.x, vm.pPlayer->pos.y,
vm.pPlayer->pos.z /*-((krand()&41)<<8)*/, sprite[vm.pPlayer->i].sectnum);
branch(tw);
if (tw)
vm.pActor->timetosleep = SLEEPTIME;
dispatch();
vInstruction(CON_IFACTION):
branch(AC_ACTION_ID(vm.pData) == *(++insptr));
dispatch();
vInstruction(CON_IFACTIONCOUNT):
branch(AC_ACTION_COUNT(vm.pData) >= *(++insptr));
dispatch();
vInstruction(CON_IFACTOR):
branch(vm.pSprite->picnum == *(++insptr));
dispatch();
vInstruction(CON_IFACTORNOTSTAYPUT):
branch(vm.pActor->stayput == -1);
dispatch();
vInstruction(CON_IFAI):
branch(AC_AI_ID(vm.pData) == *(++insptr));
dispatch();
vInstruction(CON_IFBULLETNEAR):
branch(A_Dodge(vm.pSprite) == 1);
dispatch();
vInstruction(CON_IFCEILINGDISTL):
branch((vm.pSprite->z - vm.pActor->ceilingz) <= (*(++insptr) << 8));
dispatch();
vInstruction(CON_IFCLIENT):
branch(g_netClient != NULL);
dispatch();
vInstruction(CON_IFCOUNT):
branch(AC_COUNT(vm.pData) >= *(++insptr));
dispatch();
vInstruction(CON_IFDEAD):
branch(vm.pSprite->extra <= 0);
dispatch();
vInstruction(CON_IFFLOORDISTL):
branch((vm.pActor->floorz - vm.pSprite->z) <= (*(++insptr) << 8));
dispatch();
vInstruction(CON_IFGAPZL):
branch(((vm.pActor->floorz - vm.pActor->ceilingz) >> 8) < *(++insptr));
dispatch();
vInstruction(CON_IFHITSPACE):
branch(TEST_SYNC_KEY(g_player[vm.playerNum].input->bits, SK_OPEN));
dispatch();
vInstruction(CON_IFHITWEAPON):
branch(A_IncurDamage(vm.spriteNum) >= 0);
dispatch();
vInstruction(CON_IFINSPACE):
branch(G_CheckForSpaceCeiling(vm.pSprite->sectnum));
dispatch();
vInstruction(CON_IFINWATER):
branch(sector[vm.pSprite->sectnum].lotag == ST_2_UNDERWATER);
dispatch();
vInstruction(CON_IFONWATER):
branch(sector[vm.pSprite->sectnum].lotag == ST_1_ABOVE_WATER
&& klabs(vm.pSprite->z - sector[vm.pSprite->sectnum].floorz) < ZOFFSET5);
dispatch();
vInstruction(CON_IFMOVE):
branch(AC_MOVE_ID(vm.pData) == *(++insptr));
dispatch();
vInstruction(CON_IFMULTIPLAYER):
branch((g_netServer || g_netClient || ud.multimode > 1));
dispatch();
vInstruction(CON_IFOUTSIDE):
branch(sector[vm.pSprite->sectnum].ceilingstat & 1);
dispatch();
vInstruction(CON_IFPLAYBACKON):
branch(false);
dispatch();
vInstruction(CON_IFPLAYERSL):
branch(numplayers < *(++insptr));
dispatch();
vInstruction(CON_IFSERVER):
branch(g_netServer != NULL);
dispatch();
vInstruction(CON_IFSQUISHED):
branch(VM_CheckSquished());
dispatch();
vInstruction(CON_IFSTRENGTH):
branch(vm.pSprite->extra <= *(++insptr));
dispatch();
vInstruction(CON_IFSPAWNEDBY):
vInstruction(CON_IFWASWEAPON):
branch(vm.pActor->picnum == *(++insptr));
dispatch();
vInstruction(CON_IFPDISTL):
branch(vm.playerDist < *(++insptr));
if (vm.playerDist > MAXSLEEPDIST && vm.pActor->timetosleep == 0)
vm.pActor->timetosleep = SLEEPTIME;
dispatch();
vInstruction(CON_IFPDISTG):
branch(vm.playerDist > *(++insptr));
if (vm.playerDist > MAXSLEEPDIST && vm.pActor->timetosleep == 0)
vm.pActor->timetosleep = SLEEPTIME;
dispatch();
vInstruction(CON_IFRESPAWN):
if (A_CheckEnemySprite(vm.pSprite))
branch(ud.respawn_monsters);
else if (A_CheckInventorySprite(vm.pSprite))
branch(ud.respawn_inventory);
else
branch(ud.respawn_items);
dispatch();
vInstruction(CON_IFINOUTERSPACE):
branch(G_CheckForSpaceFloor(vm.pSprite->sectnum));
dispatch();
vInstruction(CON_IFNOTMOVING):
branch((vm.pActor->movflag & 49152) > 16384);
dispatch();
vInstruction(CON_IFCANSEE):
{
auto pSprite = (uspriteptr_t)&sprite[vm.pPlayer->i];
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
#ifndef EDUKE32_STANDALONE
if (!FURY && vm.pPlayer->holoduke_on >= 0)
{
pSprite = (uspriteptr_t)&sprite[vm.pPlayer->holoduke_on];
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - (krand() & (ZOFFSET5 - 1)), vm.pSprite->sectnum, pSprite->x, pSprite->y,
pSprite->z, pSprite->sectnum);
if (tw == 0)
{
// they can't see player's holoduke
// check for player...
pSprite = (uspriteptr_t)&sprite[vm.pPlayer->i];
}
}
#endif
// can they see player, (or player's holoduke)
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - (krand() & ((47 << 8))), vm.pSprite->sectnum, pSprite->x, pSprite->y,
pSprite->z - (24 << 8), pSprite->sectnum);
if (tw == 0)
{
// search around for target player
// also modifies 'target' x&y if found..
tw = (A_FurthestVisiblePoint(vm.spriteNum, pSprite, &vm.pActor->lastv) != -1);
}
else
{
// else, they did see it.
// save where we were looking...
vm.pActor->lastv.x = pSprite->x;
vm.pActor->lastv.y = pSprite->y;
}
if (tw && (vm.pSprite->statnum == STAT_ACTOR || vm.pSprite->statnum == STAT_STANDABLE))
vm.pActor->timetosleep = SLEEPTIME;
branch(tw);
dispatch();
}
vInstruction(CON_AI):
insptr++;
// Following changed to use pointersizes
AC_AI_ID(vm.pData) = *insptr++; // Ai
AC_ACTION_ID(vm.pData) = *(apScript + AC_AI_ID(vm.pData)); // Action
// NOTE: "if" check added in r1155. It used to be a pointer though.
if (AC_AI_ID(vm.pData))
AC_MOVE_ID(vm.pData) = *(apScript + AC_AI_ID(vm.pData) + 1); // move
vm.pSprite->hitag = *(apScript + AC_AI_ID(vm.pData) + 2); // move flags
AC_COUNT(vm.pData) = 0;
AC_ACTION_COUNT(vm.pData) = 0;
AC_CURFRAME(vm.pData) = 0;
if (!A_CheckEnemySprite(vm.pSprite) || vm.pSprite->extra > 0) // hack
if (vm.pSprite->hitag & random_angle)
vm.pSprite->ang = krand() & 2047;
dispatch();
vInstruction(CON_ACTION):
insptr++;
AC_ACTION_COUNT(vm.pData) = 0;
AC_CURFRAME(vm.pData) = 0;
AC_ACTION_ID(vm.pData) = *insptr++;
dispatch();
vInstruction(CON_ADDSTRENGTH):
insptr++;
vm.pSprite->extra += *insptr++;
dispatch();
vInstruction(CON_STRENGTH):
insptr++;
vm.pSprite->extra = *insptr++;
dispatch();
vInstruction(CON_IFGOTWEAPONCE):
insptr++;
if ((g_gametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY) && (g_netServer || ud.multimode > 1))
{
if (*insptr == 0)
{
int j = 0;
for (; j < vm.pPlayer->weapreccnt; ++j)
if (vm.pPlayer->weaprecs[j] == vm.pSprite->picnum)
break;
branch(j < vm.pPlayer->weapreccnt && vm.pSprite->owner == vm.spriteNum);
dispatch();
}
else if (vm.pPlayer->weapreccnt < MAX_WEAPONS)
{
vm.pPlayer->weaprecs[vm.pPlayer->weapreccnt++] = vm.pSprite->picnum;
branch(vm.pSprite->owner == vm.spriteNum);
dispatch();
}
}
branch(false);
dispatch();
vInstruction(CON_GETLASTPAL):
insptr++;
if (vm.pSprite->picnum == APLAYER)
vm.pSprite->pal = g_player[P_GetP(vm.pSprite)].ps->palookup;
else
{
if (vm.pSprite->pal == 1 && vm.pSprite->extra == 0) // hack for frozen
vm.pSprite->extra++;
vm.pSprite->pal = vm.pActor->tempang;
}
vm.pActor->tempang = 0;
dispatch();
vInstruction(CON_TOSSWEAPON):
insptr++;
// NOTE: assumes that current actor is APLAYER
P_DropWeapon(P_GetP(vm.pSprite));
dispatch();
vInstruction(CON_MIKESND):
insptr++;
VM_ASSERT((unsigned)vm.pSprite->yvel < MAXSOUNDS, "invalid sound %d\n", vm.pUSprite->yvel);
if (!S_CheckSoundPlaying(vm.pSprite->yvel))
A_PlaySound(vm.pSprite->yvel, vm.spriteNum);
dispatch();
vInstruction(CON_PKICK):
insptr++;
if ((g_netServer || ud.multimode > 1) && vm.pSprite->picnum == APLAYER)
{
if (g_player[otherp].ps->quick_kick == 0)
g_player[otherp].ps->quick_kick = 14;
}
else if (vm.pSprite->picnum != APLAYER && vm.pPlayer->quick_kick == 0)
vm.pPlayer->quick_kick = 14;
dispatch();
vInstruction(CON_SIZETO):
insptr++;
tw = (*insptr++ - vm.pSprite->xrepeat) << 1;
vm.pSprite->xrepeat += ksgn(tw);
if ((vm.pSprite->picnum == APLAYER && vm.pSprite->yrepeat < 36) || *insptr < vm.pSprite->yrepeat
|| ((vm.pSprite->yrepeat * (tilesiz[vm.pSprite->picnum].y + 8)) << 2) < (vm.pActor->floorz - vm.pActor->ceilingz))
{
tw = ((*insptr) - vm.pSprite->yrepeat) << 1;
if (klabs(tw))
vm.pSprite->yrepeat += ksgn(tw);
}
insptr++;
dispatch();
vInstruction(CON_SIZEAT):
insptr++;
vm.pSprite->xrepeat = (uint8_t)*insptr++;
vm.pSprite->yrepeat = (uint8_t)*insptr++;
dispatch();
vInstruction(CON_IFACTORSOUND):
insptr++;
{
int const spriteNum = Gv_GetVar(*insptr++);
int const soundNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)soundNum < MAXSOUNDS, "invalid sound %d\n", soundNum);
insptr--;
branch(A_CheckSoundPlaying(spriteNum, soundNum));
}
dispatch();
vInstruction(CON_IFSOUND):
insptr++;
VM_ASSERT((unsigned)*insptr < MAXSOUNDS, "invalid sound %d\n", (int32_t)*insptr);
branch(S_CheckSoundPlaying(*insptr));
// VM_DoConditional(SoundOwner[*insptr][0].ow == vm.spriteNum);
dispatch();
vInstruction(CON_STOPACTORSOUND):
insptr++;
{
int const spriteNum = Gv_GetVar(*insptr++);
int const soundNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)soundNum < MAXSOUNDS, "invalid sound %d\n", soundNum);
if (A_CheckSoundPlaying(spriteNum, soundNum))
S_StopEnvSound(soundNum, spriteNum);
dispatch();
}
vInstruction(CON_ACTORSOUND):
insptr++;
{
int const spriteNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.spriteNum;
int const soundNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)soundNum < MAXSOUNDS, "invalid sound %d\n", soundNum);
A_PlaySound(soundNum, spriteNum);
dispatch();
}
vInstruction(CON_SETACTORSOUNDPITCH):
insptr++;
{
int const spriteNum = Gv_GetVar(*insptr++);
int const soundNum = Gv_GetVar(*insptr++);
int const newPitch = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)soundNum < MAXSOUNDS, "invalid sound %d\n", soundNum);
S_ChangeSoundPitch(soundNum, spriteNum, newPitch);
dispatch();
}
vInstruction(CON_TIP):
insptr++;
vm.pPlayer->tipincs = GAMETICSPERSEC;
dispatch();
vInstruction(CON_FALL):
insptr++;
VM_Fall(vm.spriteNum, vm.pSprite);
dispatch();
vInstruction(CON_NULLOP): insptr++; dispatch();
vInstruction(CON_ADDAMMO):
insptr++;
{
int const weaponNum = *insptr++;
int const addAmount = *insptr++;
VM_AddAmmo(vm.pPlayer, weaponNum, addAmount);
dispatch();
}
vInstruction(CON_MONEY):
insptr++;
A_SpawnMultiple(vm.spriteNum, MONEY, *insptr++);
dispatch();
vInstruction(CON_MAIL):
insptr++;
A_SpawnMultiple(vm.spriteNum, MAIL, *insptr++);
dispatch();
vInstruction(CON_SLEEPTIME):
insptr++;
vm.pActor->timetosleep = (int16_t)*insptr++;
dispatch();
vInstruction(CON_PAPER):
insptr++;
A_SpawnMultiple(vm.spriteNum, PAPER, *insptr++);
dispatch();
vInstruction(CON_ADDKILLS):
insptr++;
P_AddKills(vm.pPlayer, *insptr++);
vm.pActor->stayput = -1;
dispatch();
vInstruction(CON_LOTSOFGLASS):
insptr++;
#ifndef EDUKE32_STANDALONE
if (!FURY)
A_SpawnGlass(vm.spriteNum, *insptr++);
#else
insptr++;
#endif
dispatch();
vInstruction(CON_SPAWNWALLGLASS):
insptr++;
{
#ifndef EDUKE32_STANDALONE
if (!FURY)
{
int const wallNum = Gv_GetVar(*insptr++);
int const numShards = Gv_GetVar(*insptr++);
A_SpawnWallGlass(vm.spriteNum, wallNum, numShards);
}
#else
Gv_GetVar(*insptr++);
Gv_GetVar(*insptr++);
#endif
}
dispatch();
vInstruction(CON_SPAWNWALLSTAINEDGLASS):
insptr++;
{
#ifndef EDUKE32_STANDALONE
if (!FURY)
{
int const wallNum = Gv_GetVar(*insptr++);
int const numShards = Gv_GetVar(*insptr++);
A_SpawnRandomGlass(vm.spriteNum, wallNum, numShards);
}
#else
Gv_GetVar(*insptr++);
Gv_GetVar(*insptr++);
#endif
}
dispatch();
vInstruction(CON_SPAWNCEILINGGLASS):
insptr++;
{
#ifndef EDUKE32_STANDALONE
if (!FURY)
{
int const sectNum = Gv_GetVar(*insptr++);
int const numShards = Gv_GetVar(*insptr++);
A_SpawnCeilingGlass(vm.spriteNum, sectNum, numShards);
}
#else
Gv_GetVar(*insptr++);
Gv_GetVar(*insptr++);
#endif
}
dispatch();
vInstruction(CON_KILLIT):
insptr++;
vm.flags |= VM_KILL;
return;
vInstruction(CON_DEBUG):
insptr++;
buildprint(*insptr++, "\n");
dispatch();
vInstruction(CON_ENDOFGAME):
vInstruction(CON_ENDOFLEVEL):
insptr++;
vm.pPlayer->timebeforeexit = *insptr++;
vm.pPlayer->customexitsound = -1;
ud.eog = 1;
dispatch();
vInstruction(CON_ADDPHEALTH):
insptr++;
{
if (vm.pPlayer->newowner >= 0)
G_ClearCameraView(vm.pPlayer);
int newHealth = sprite[vm.pPlayer->i].extra;
#ifndef EDUKE32_STANDALONE
if (!FURY && vm.pSprite->picnum == ATOMICHEALTH)
{
if (newHealth > 0)
newHealth += *insptr;
if (newHealth > (vm.pPlayer->max_player_health << 1))
newHealth = (vm.pPlayer->max_player_health << 1);
}
else
#endif
{
if (newHealth > vm.pPlayer->max_player_health && *insptr > 0)
{
insptr++;
dispatch();
}
else
{
if (newHealth > 0)
newHealth += *insptr;
if (newHealth > vm.pPlayer->max_player_health && *insptr > 0)
newHealth = vm.pPlayer->max_player_health;
}
}
if (newHealth < 0)
newHealth = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
#ifndef EDUKE32_STANDALONE
if (!FURY && (newHealth - *insptr) < (vm.pPlayer->max_player_health >> 2) && newHealth >= (vm.pPlayer->max_player_health >> 2))
A_PlaySound(DUKE_GOTHEALTHATLOW, vm.pPlayer->i);
#endif
vm.pPlayer->last_extra = newHealth;
}
sprite[vm.pPlayer->i].extra = newHealth;
}
}
insptr++;
dispatch();
vInstruction(CON_MOVE):
insptr++;
AC_COUNT(vm.pData) = 0;
AC_MOVE_ID(vm.pData) = *insptr++;
vm.pSprite->hitag = *insptr++;
if (!A_CheckEnemySprite(vm.pSprite) || vm.pSprite->extra > 0) // hack
if (vm.pSprite->hitag & random_angle)
vm.pSprite->ang = krand() & 2047;
dispatch();
vInstruction(CON_ADDWEAPON):
insptr++;
{
int const weaponNum = Gv_GetVar(*insptr++);
VM_AddWeapon(vm.pPlayer, weaponNum, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_SETASPECT):
insptr++;
{
int const xRange = Gv_GetVar(*insptr++);
renderSetAspect(xRange, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_SSP):
insptr++;
{
int const spriteNum = Gv_GetVar(*insptr++);
int const clipType = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
A_SetSprite(spriteNum, clipType);
dispatch();
}
vInstruction(CON_ACTIVATEBYSECTOR):
insptr++;
{
int const sectNum = Gv_GetVar(*insptr++);
int const spriteNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)sectNum < MAXSECTORS, "invalid sector %d\n", sectNum);
G_ActivateBySector(sectNum, spriteNum);
dispatch();
}
vInstruction(CON_OPERATESECTORS):
insptr++;
{
int const sectNum = Gv_GetVar(*insptr++);
int const spriteNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)sectNum < MAXSECTORS, "invalid sector %d\n", sectNum);
G_OperateSectors(sectNum, spriteNum);
dispatch();
}
vInstruction(CON_OPERATEACTIVATORS):
insptr++;
{
int const nTag = Gv_GetVar(*insptr++);
int const playerNum = (*insptr++ == g_thisActorVarID) ? vm.playerNum : Gv_GetVar(insptr[-1]);
VM_ASSERT((unsigned)playerNum < (unsigned)g_mostConcurrentPlayers, "invalid player %d\n", playerNum);
G_OperateActivators(nTag, playerNum);
dispatch();
}
vInstruction(CON_CANSEESPR):
insptr++;
{
int const nSprite1 = Gv_GetVar(*insptr++);
int const nSprite2 = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)nSprite1 < MAXSPRITES && (unsigned)nSprite2 < MAXSPRITES, "invalid sprite %d\n",
(unsigned)nSprite1 >= MAXSPRITES ? nSprite1 : nSprite2);
int const 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_SetVar(*insptr++, nResult);
dispatch();
}
vInstruction(CON_OPERATERESPAWNS):
insptr++;
G_OperateRespawns(Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_OPERATEMASTERSWITCHES):
insptr++;
G_OperateMasterSwitches(Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_CHECKACTIVATORMOTION):
insptr++;
aGameVars[g_returnVarID].global = G_CheckActivatorMotion(Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_INSERTSPRITEQ):
insptr++;
A_AddToDeleteQueue(vm.spriteNum);
dispatch();
vInstruction(CON_QSTRLEN):
insptr++;
{
int const gameVar = *insptr++;
int const quoteNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)quoteNum < MAXQUOTES, "invalid quote %d\n", quoteNum);
Gv_SetVar(gameVar, strlen(quoteMgr.GetQuote(quoteNum)));
dispatch();
}
vInstruction(CON_QSTRDIM):
insptr++;
{
int const widthVar = *insptr++;
int const heightVar = *insptr++;
struct
{
int32_t tileNum;
vec3_t vect;
int32_t blockAngle, quoteNum, orientation;
vec2_t offset, between;
int32_t f;
vec2_t bound[2];
} v;
Gv_FillWithVars(v);
if (EDUKE32_PREDICT_FALSE(v.tileNum < 0 || v.tileNum + 127 >= MAXTILES))
CON_ERRPRINTF("invalid base tilenum %d\n", v.tileNum);
else if ((unsigned)v.quoteNum >= MAXQUOTES)
CON_ERRPRINTF("invalid quote %d\n", v.quoteNum);
else
{
vec2_t dim = G_ScreenTextSize(v.tileNum, v.vect.x, v.vect.y, v.vect.z, v.blockAngle, quoteMgr.GetQuote(v.quoteNum), 2 | v.orientation,
v.offset.x, v.offset.y, v.between.x, v.between.y, v.f, v.bound[0].x, v.bound[0].y, v.bound[1].x,
v.bound[1].y);
Gv_SetVar(widthVar, dim.x);
Gv_SetVar(heightVar, dim.y);
}
dispatch();
}
vInstruction(CON_HEADSPRITESTAT):
insptr++;
{
int const gameVar = *insptr++;
int const statNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)statNum < MAXSTATUS, "invalid status list %d\n", statNum);
Gv_SetVar(gameVar, headspritestat[statNum]);
dispatch();
}
vInstruction(CON_PREVSPRITESTAT):
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
Gv_SetVar(gameVar, prevspritestat[spriteNum]);
dispatch();
}
vInstruction(CON_NEXTSPRITESTAT):
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
Gv_SetVar(gameVar, nextspritestat[spriteNum]);
dispatch();
}
vInstruction(CON_HEADSPRITESECT):
insptr++;
{
int const gameVar = *insptr++;
int const sectNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)sectNum < MAXSECTORS, "invalid sector %d\n", sectNum);
Gv_SetVar(gameVar, headspritesect[sectNum]);
dispatch();
}
vInstruction(CON_PREVSPRITESECT):
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
Gv_SetVar(gameVar, prevspritesect[spriteNum]);
dispatch();
}
vInstruction(CON_NEXTSPRITESECT):
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)spriteNum < MAXSPRITES, "invalid sprite %d\n", spriteNum);
Gv_SetVar(gameVar, nextspritesect[spriteNum]);
dispatch();
}
vInstruction(CON_GETKEYNAME):
insptr++;
{
int const quoteIndex = Gv_GetVar(*insptr++);
int const gameFunc = Gv_GetVar(*insptr++);
int funcPos = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)quoteIndex < MAXQUOTES, "invalid quote %d\n", quoteIndex);
VM_ASSERT((unsigned)gameFunc < NUM_ACTIONS, "invalid function %d\n", gameFunc);
auto bindings = Bindings.GetKeysForCommand(C_CON_GetButtonFunc(gameFunc));
if ((unsigned)funcPos >= bindings.Size()) funcPos = 0;
quoteMgr.InitializeQuote(quoteIndex, funcPos >= bindings.Size()? "???" : KB_ScanCodeToString(bindings[funcPos]));
dispatch();
}
vInstruction(CON_GETGAMEFUNCBIND):
insptr++;
{
int const quoteIndex = Gv_GetVar(*insptr++);
int const gameFunc = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)quoteIndex < MAXQUOTES, "invalid quote %d\n", quoteIndex);
VM_ASSERT((unsigned)gameFunc < NUM_ACTIONS, "invalid function %d\n", gameFunc);
auto binding = C_CON_GetBoundKeyForLastInput(gameFunc);
if (binding.Len()) quoteMgr.FormatQuote(quoteIndex, "(%s)", binding.GetChars());
dispatch();
}
vInstruction(CON_QSUBSTR):
insptr++;
{
struct
{
int32_t outputQuote, inputQuote, quotePos, quoteLength;
} v;
Gv_FillWithVars(v);
if (EDUKE32_PREDICT_FALSE((unsigned)v.outputQuote >= MAXQUOTES
|| (unsigned)v.inputQuote >= MAXQUOTES
))
{
CON_ERRPRINTF("invalid quote %d\n", v.inputQuote >= MAXQUOTES ? v.inputQuote : v.outputQuote);
abort_after_error();
}
TArray<char> output;
char const *pInput = quoteMgr.GetQuote(v.inputQuote);
while (*pInput && v.quotePos--)
pInput++;
while ((*pInput) && v.quoteLength--)
{
output.Push(*pInput);
pInput++;
}
output.Push(0);
quoteMgr.InitializeQuote(v.outputQuote, output.Data());
dispatch();
}
vInstruction(CON_QSTRCMP):
insptr++;
{
int const quote1 = Gv_GetVar(*insptr++);
int const quote2 = Gv_GetVar(*insptr++);
int const gameVar = *insptr++;
Gv_SetVar(gameVar, strcmp(quoteMgr.GetQuote(quote1), quoteMgr.GetQuote(quote2)));
dispatch();
}
vInstruction(CON_GETPNAME):
vInstruction(CON_QSTRNCAT):
vInstruction(CON_QSTRCAT):
vInstruction(CON_QSTRCPY):
vInstruction(CON_QGETSYSSTR):
insptr++;
{
int const q = Gv_GetVar(*insptr++);
int j;
if (VM_DECODE_INST(tw) == CON_GETPNAME && *insptr == g_thisActorVarID)
{
j = vm.playerNum;
insptr++;
}
else
j = Gv_GetVar(*insptr++);
switch (VM_DECODE_INST(tw))
{
case CON_GETPNAME:
VM_ASSERT((unsigned)q < MAXQUOTES, "invalid quote %d\n", q);
if (g_player[j].user_name[0])
quoteMgr.InitializeQuote(q, g_player[j].user_name);
else
quoteMgr.FormatQuote(q, "%d", j);
break;
case CON_QGETSYSSTR:
VM_ASSERT((unsigned)q < MAXQUOTES, "invalid quote %d\n", q);
switch (j)
{
case STR_MAPNAME:
case STR_MAPFILENAME:
{
if (G_HaveUserMap())
{
quoteMgr.FormatQuote(q, "%s", boardfilename);
break;
}
int const levelNum = ud.volume_number * MAXLEVELS + ud.level_number;
const char *pName;
if (EDUKE32_PREDICT_FALSE((unsigned)levelNum >= ARRAY_SIZE(mapList)))
{
CON_ERRPRINTF("out of bounds map number (vol=%d, lev=%d)\n", ud.volume_number, ud.level_number);
abort_after_error();
}
pName = j == STR_MAPNAME ? mapList[levelNum].DisplayName() : mapList[levelNum].fileName.GetChars();
VM_ASSERT(pName != nullptr, "attempted access to %s of non-existent map (vol=%d, lev=%d)",
j == STR_MAPNAME ? "name" : "file name", ud.volume_number, ud.level_number);
quoteMgr.InitializeQuote(q, j == STR_MAPNAME ? mapList[levelNum].DisplayName() : mapList[levelNum].fileName.GetChars());
break;
}
case STR_PLAYERNAME:
VM_ASSERT((unsigned)vm.playerNum < (unsigned)g_mostConcurrentPlayers, "invalid player %d\n", vm.playerNum);
quoteMgr.InitializeQuote(q, g_player[vm.playerNum].user_name);
break;
case STR_VERSION:
Bsprintf(tempbuf, GAMENAME " %s", GetGitDescription());
quoteMgr.InitializeQuote(q, tempbuf);
break;
case STR_GAMETYPE: quoteMgr.InitializeQuote(q, g_gametypeNames[ud.coop]); break;
case STR_VOLUMENAME:
if (G_HaveUserMap())
{
quoteMgr.InitializeQuote(q, "");
break;
}
VM_ASSERT((unsigned)ud.volume_number < MAXVOLUMES, "invalid volume %d\n", ud.volume_number);
// length is no longer limited so a check is needed.
quoteMgr.InitializeQuote(q, gVolumeNames[ud.volume_number]);
break;
case STR_YOURTIME: quoteMgr.InitializeQuote(q, G_PrintYourTime()); break;
case STR_PARTIME: quoteMgr.InitializeQuote(q, G_PrintParTime()); break;
case STR_DESIGNERTIME: quoteMgr.InitializeQuote(q, G_PrintDesignerTime()); break;
case STR_BESTTIME: quoteMgr.InitializeQuote(q, G_PrintBestTime()); break;
case STR_USERMAPFILENAME: quoteMgr.FormatQuote(q, "%s", boardfilename); break;
default: CON_ERRPRINTF("invalid string index %d or %d\n", q, j); abort_after_error();
}
break;
case CON_QSTRCAT:
quoteMgr.AppendQuote(q, j);
break;
case CON_QSTRNCAT:
quoteMgr.AppendQuote(q, j, Gv_GetVar(*insptr++));
break;
case CON_QSTRCPY:
if (q != j)
quoteMgr.CopyQuote(q, j);
break;
default:
CON_ERRPRINTF("invalid quote %d\n", q < MAXQUOTES? j : q);
abort_after_error();
}
dispatch();
}
vInstruction(CON_CHANGESPRITESECT):
insptr++;
{
int const spriteNum = Gv_GetVar(*insptr++);
int const sectNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)spriteNum < MAXSPRITES && (unsigned)sectNum < MAXSECTORS, "invalid parameters: %d, %d\n", spriteNum, sectNum);
if (sprite[spriteNum].sectnum == sectNum)
dispatch();
changespritesect(spriteNum, sectNum);
dispatch();
}
vInstruction(CON_CHANGESPRITESTAT):
insptr++;
{
int const spriteNum = Gv_GetVar(*insptr++);
int const statNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)spriteNum < MAXSPRITES && (unsigned)statNum < MAXSTATUS, "invalid parameters: %d, %d\n", spriteNum, statNum);
if (sprite[spriteNum].statnum == statNum)
dispatch();
/* 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[spriteNum].statnum > STAT_ZOMBIEACTOR && (statNum == STAT_ACTOR || statNum == STAT_ZOMBIEACTOR))
{
auto pActor = &actor[spriteNum];
auto pSprite = &sprite[spriteNum];
Bmemset(&pActor->t_data, 0, sizeof pActor->t_data);
pActor->lastv = { 0, 0 };
pActor->timetosleep = 0;
pActor->cgg = 0;
pActor->movflag = 0;
pActor->tempang = 0;
pActor->dispicnum = 0;
pActor->flags = 0;
pSprite->hitag = 0;
if (G_TileHasActor(pSprite->picnum))
{
auto actorptr = g_tile[pSprite->picnum].execPtr;
// offsets
AC_ACTION_ID(pActor->t_data) = actorptr[1];
AC_MOVE_ID(pActor->t_data) = actorptr[2];
AC_MOVFLAGS(pSprite, pActor) = actorptr[3]; // ai bits (movflags)
}
}
changespritestat(spriteNum, statNum);
dispatch();
}
vInstruction(CON_STARTLEVEL):
insptr++; // skip command
{
// from 'level' cheat in game.c (about line 6250)
int const volumeNum = Gv_GetVar(*insptr++);
int const levelNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)volumeNum < MAXVOLUMES && (unsigned)levelNum < MAXLEVELS, "invalid parameters: %d, %d\n", volumeNum, levelNum);
ud.m_volume_number = ud.volume_number = volumeNum;
m_level_number = ud.level_number = levelNum;
// if (numplayers > 1 && g_netServer)
// Net_NewGame(volnume,levnume);
//else
{
g_player[myconnectindex].ps->gm |= MODE_EOL;
ud.display_bonus_screen = 0;
} // MODE_RESTART;
dispatch();
}
vInstruction(CON_MYOSX):
vInstruction(CON_MYOSPALX):
vInstruction(CON_MYOS):
vInstruction(CON_MYOSPAL):
insptr++;
{
struct
{
vec2_t pos;
int32_t tilenum, shade, orientation;
} v;
Gv_FillWithVars(v);
switch (VM_DECODE_INST(tw))
{
case CON_MYOS: VM_DrawTile(v.pos.x, v.pos.y, v.tilenum, v.shade, v.orientation); break;
case CON_MYOSPAL: VM_DrawTilePal(v.pos.x, v.pos.y, v.tilenum, v.shade, v.orientation, Gv_GetVar(*insptr++)); break;
case CON_MYOSX: VM_DrawTileSmall(v.pos.x, v.pos.y, v.tilenum, v.shade, v.orientation); break;
case CON_MYOSPALX: VM_DrawTilePalSmall(v.pos.x, v.pos.y, v.tilenum, v.shade, v.orientation, Gv_GetVar(*insptr++)); break;
}
dispatch();
}
vInstruction(CON_DISPLAYRAND):
insptr++;
Gv_SetVar(*insptr++, system_15bit_rand());
dispatch();
vInstruction(CON_DRAGPOINT):
insptr++;
{
int const wallNum = Gv_GetVar(*insptr++);
vec2_t n;
Gv_FillWithVars(n);
VM_ASSERT((unsigned)wallNum < (unsigned)numwalls, "invalid wall %d\n", wallNum);
dragpoint(wallNum, n.x, n.y, 0);
dispatch();
}
vInstruction(CON_LDIST):
vInstruction(CON_DIST):
insptr++;
{
int const out = *insptr++;
vec2_t in;
Gv_FillWithVars(in);
VM_ASSERT((unsigned)in.x < MAXSPRITES && (unsigned)in.y < MAXSPRITES, "invalid sprite %d, %d\n", in.x, in.y);
Gv_SetVar(out, (VM_DECODE_INST(tw) == CON_LDIST ? ldist : dist)(&sprite[in.x], &sprite[in.y]));
dispatch();
}
vInstruction(CON_GETANGLE):
vInstruction(CON_GETINCANGLE):
insptr++;
{
int const out = *insptr++;
vec2_t in;
Gv_FillWithVars(in);
Gv_SetVar(out, (VM_DECODE_INST(tw) == CON_GETANGLE ? getangle : G_GetAngleDelta)(in.x, in.y));
dispatch();
}
vInstruction(CON_MULSCALE):
vInstruction(CON_DIVSCALE):
insptr++;
{
int const out = *insptr++;
vec3_t in;
Gv_FillWithVars(in);
if (VM_DECODE_INST(tw) == CON_MULSCALE)
Gv_SetVar(out, mulscale(in.x, in.y, in.z));
else
Gv_SetVar(out, divscale(in.x, in.y, in.z));
dispatch();
}
vInstruction(CON_SCALEVAR):
insptr++;
{
int const out = *insptr++;
vec3_t in;
Gv_FillWithVars(in);
Gv_SetVar(out, scale(in.x, in.y, in.z));
dispatch();
}
vInstruction(CON_INITTIMER):
insptr++;
G_InitTimer(Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_NEXTSECTORNEIGHBORZ):
insptr++;
{
int32_t params[4];
Gv_FillWithVars(params);
aGameVars[g_returnVarID].global = nextsectorneighborz(params[0], params[1], params[2], params[3]);
}
dispatch();
vInstruction(CON_MOVESECTOR):
insptr++;
A_MoveSector(Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_TIME): insptr += 2; dispatch();
vInstruction(CON_ESPAWN):
vInstruction(CON_EQSPAWN):
vInstruction(CON_QSPAWN):
insptr++;
{
int const tileNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)vm.pSprite->sectnum < MAXSECTORS, "invalid sector %d\n", vm.pUSprite->sectnum);
int const spriteNum = A_Spawn(vm.spriteNum, tileNum);
switch (VM_DECODE_INST(tw))
{
case CON_EQSPAWN:
if (spriteNum != -1)
A_AddToDeleteQueue(spriteNum);
fallthrough__;
case CON_ESPAWN: aGameVars[g_returnVarID].global = spriteNum; break;
case CON_QSPAWN:
if (spriteNum != -1)
A_AddToDeleteQueue(spriteNum);
break;
}
dispatch();
}
vInstruction(CON_SHOOT):
vInstruction(CON_ESHOOT):
insptr++;
{
int j = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)vm.pSprite->sectnum < MAXSECTORS, "invalid sector %d\n", vm.pUSprite->sectnum);
j = A_Shoot(vm.spriteNum, j);
if (VM_DECODE_INST(tw) == CON_ESHOOT)
aGameVars[g_returnVarID].global = j;
dispatch();
}
vInstruction(CON_EZSHOOT):
vInstruction(CON_ZSHOOT):
insptr++;
{
int const zvel = (int16_t)Gv_GetVar(*insptr++);
int j = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)vm.pSprite->sectnum < MAXSECTORS, "invalid sector %d\n", vm.pUSprite->sectnum);
j = A_ShootWithZvel(vm.spriteNum, j, zvel);
if (VM_DECODE_INST(tw) == CON_EZSHOOT)
aGameVars[g_returnVarID].global = j;
dispatch();
}
vInstruction(CON_CMENU):
insptr++;
// Well, sorry, but - no.
//Menu_Change(Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_SOUND):
vInstruction(CON_STOPSOUND):
vInstruction(CON_SOUNDONCE):
vInstruction(CON_GLOBALSOUND):
vInstruction(CON_SCREENSOUND):
insptr++;
{
int const soundNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)soundNum < MAXSOUNDS, "invalid sound %d\n", soundNum);
switch (VM_DECODE_INST(tw))
{
case CON_SOUNDONCE:
if (!S_CheckSoundPlaying(soundNum))
{
fallthrough__;
case CON_SOUND: A_PlaySound((int16_t)soundNum, vm.spriteNum);
}
dispatch();
case CON_GLOBALSOUND: A_PlaySound((int16_t)soundNum, g_player[screenpeek].ps->i); dispatch();
case CON_STOPSOUND:
if (S_CheckSoundPlaying(soundNum))
S_StopSound((int16_t)soundNum);
dispatch();
case CON_SCREENSOUND: S_PlaySound(soundNum, CHAN_AUTO, CHANF_UI); dispatch();
}
}
dispatch();
vInstruction(CON_STARTCUTSCENE):
vInstruction(CON_IFCUTSCENE):
insptr++;
{
int const nQuote = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)nQuote < MAXQUOTES, "invalid quote %d\n", nQuote);
if (VM_DECODE_INST(tw) == CON_IFCUTSCENE)
{
insptr--;
branch(g_animPtr == Anim_Find(quoteMgr.GetQuote(nQuote)));
dispatch();
}
tw = vm.pPlayer->palette;
inputState.ClearAllInput();
Anim_Play(quoteMgr.GetQuote(nQuote));
P_SetGamePalette(vm.pPlayer, tw, Pal_DontResetFade);
dispatch();
}
vInstruction(CON_STARTSCREEN):
insptr++;
inputState.ClearAllInput();
Screen_Play();
dispatch();
vInstruction(CON_GUNIQHUDID):
insptr++;
{
tw = Gv_GetVar(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXUNIQHUDID - 1))
CON_ERRPRINTF("invalid value %d\n", (int)tw);
else
guniqhudid = tw;
dispatch();
}
vInstruction(CON_SAVEGAMEVAR):
vInstruction(CON_READGAMEVAR):
{
int32_t nValue = 0;
insptr++;
FString section = currentGame + ".Gamevars";
GameConfig->SetSection(section, true);
switch (VM_DECODE_INST(tw))
{
case CON_SAVEGAMEVAR:
{
nValue = Gv_GetVar(*insptr);
FStringf vs("%d", nValue);
GameConfig->SetValueForKey(aGameVars[*insptr++].szLabel, vs);
break;
}
case CON_READGAMEVAR:
{
auto str = GameConfig->GetValueForKey(aGameVars[*insptr].szLabel);
if (str) nValue = (int)strtoll(str, nullptr, 0);
Gv_SetVar(*insptr++, nValue);
break;
}
}
dispatch();
}
vInstruction(CON_SHOWVIEW):
vInstruction(CON_SHOWVIEWUNBIASED):
vInstruction(CON_SHOWVIEWQ16):
vInstruction(CON_SHOWVIEWQ16UNBIASED):
insptr++;
{
struct
{
vec3_t vec;
int32_t params[3];
vec2_t scrn[2];
} v;
Gv_FillWithVars(v);
VM_ASSERT(v.scrn[0].x >= 0 && v.scrn[0].y >= 0 && v.scrn[1].x < 320 && v.scrn[1].y < 200, "invalid coordinates\n");
VM_ASSERT((unsigned)v.params[2] < MAXSECTORS, "invalid sector %d\n", v.params[2]);
if (VM_DECODE_INST(tw) != CON_SHOWVIEWQ16 && VM_DECODE_INST(tw) != CON_SHOWVIEWQ16UNBIASED)
{
v.params[0] <<= 16;
v.params[1] <<= 16;
}
G_ShowView(v.vec, v.params[0], v.params[1], v.params[2], v.scrn[0].x, v.scrn[0].y, v.scrn[1].x, v.scrn[1].y,
(VM_DECODE_INST(tw) != CON_SHOWVIEW && VM_DECODE_INST(tw) != CON_SHOWVIEWQ16));
dispatch();
}
vInstruction(CON_ROTATESPRITEA):
vInstruction(CON_ROTATESPRITE16):
vInstruction(CON_ROTATESPRITE):
insptr++;
{
struct
{
vec3_t pos;
int32_t ang, tilenum, shade, pal, orientation;
} v;
Gv_FillWithVars(v);
int32_t alpha = (VM_DECODE_INST(tw) == CON_ROTATESPRITEA) ? Gv_GetVar(*insptr++) : 0;
vec2_t bound[2];
Gv_FillWithVars(bound);
if (VM_DECODE_INST(tw) != CON_ROTATESPRITE16 && !(v.orientation & ROTATESPRITE_FULL16))
{
v.pos.x <<= 16;
v.pos.y <<= 16;
}
VM_ASSERT((unsigned)v.tilenum < MAXTILES, "invalid tilenum %d\n", v.tilenum);
int32_t blendidx = 0;
NEG_ALPHA_TO_BLEND(alpha, blendidx, v.orientation);
rotatesprite_(v.pos.x, v.pos.y, v.pos.z, v.ang, v.tilenum, v.shade, v.pal, 2 | (v.orientation & (ROTATESPRITE_MAX - 1)), alpha,
blendidx, bound[0].x, bound[0].y, bound[1].x, bound[1].y);
dispatch();
}
vInstruction(CON_GAMETEXT):
vInstruction(CON_GAMETEXTZ):
insptr++;
{
struct
{
int32_t tilenum;
vec2_t pos;
int32_t nQuote, shade, pal, orientation;
vec2_t bound[2];
} v;
Gv_FillWithVars(v);
int32_t z = (VM_DECODE_INST(tw) == CON_GAMETEXTZ) ? Gv_GetVar(*insptr++) : 65536;
if (EDUKE32_PREDICT_FALSE(v.tilenum < 0 || v.tilenum + 127 >= MAXTILES))
{
CON_ERRPRINTF("invalid base tilenum %d\n", v.tilenum);
abort_after_error();
}
if (z <= 0)
{
CON_ERRPRINTF("Bad text size (<= 0)");
z = 65536;
}
VM_ASSERT((unsigned)v.nQuote < MAXQUOTES, "invalid quote %d\n", v.nQuote);
G_PrintGameText(v.tilenum, v.pos.x >> 1, v.pos.y, quoteMgr.GetQuote(v.nQuote), v.shade, v.pal, v.orientation & (ROTATESPRITE_MAX - 1),
v.bound[0].x, v.bound[0].y, v.bound[1].x, v.bound[1].y, z, 0);
dispatch();
}
vInstruction(CON_DIGITALNUMBER):
vInstruction(CON_DIGITALNUMBERZ):
insptr++;
{
struct
{
int32_t tilenum;
vec2_t pos;
int32_t nQuote, shade, pal, orientation;
vec2_t bound[2];
} v;
Gv_FillWithVars(v);
int32_t const nZoom = (VM_DECODE_INST(tw) == CON_DIGITALNUMBERZ) ? Gv_GetVar(*insptr++) : 65536;
// NOTE: '-' not taken into account, but we have rotatesprite() bound check now anyway
VM_ASSERT(v.tilenum >= 0 && v.tilenum + 9 < MAXTILES, "invalid base tilenum %d\n", v.tilenum);
G_DrawTXDigiNumZ(v.tilenum, v.pos.x, v.pos.y, v.nQuote, v.shade, v.pal, v.orientation & (ROTATESPRITE_MAX - 1), v.bound[0].x,
v.bound[0].y, v.bound[1].x, v.bound[1].y, nZoom);
dispatch();
}
vInstruction(CON_MINITEXT):
insptr++;
{
struct
{
vec2_t pos;
int32_t nQuote, shade, pal;
} v;
Gv_FillWithVars(v);
VM_ASSERT((unsigned)v.nQuote < MAXQUOTES, "invalid quote %d\n", v.nQuote);
minitextshade(v.pos.x, v.pos.y, quoteMgr.GetQuote(v.nQuote), v.shade, v.pal, 2 + 8 + 16);
dispatch();
}
vInstruction(CON_SCREENTEXT):
insptr++;
{
struct
{
int32_t tilenum;
vec3_t v;
int32_t blockangle, charangle, nQuote, shade, pal, orientation, alpha;
vec2_t spacing, between;
int32_t nFlags;
vec2_t bound[2];
} v;
Gv_FillWithVars(v);
VM_ASSERT(v.tilenum >= 0 && v.tilenum + 127 < MAXTILES, "invalid base tilenum %d\n", v.tilenum);
VM_ASSERT((unsigned)v.nQuote < MAXQUOTES, "invalid quote %d\n", v.nQuote);
G_ScreenText(v.tilenum, v.v.x, v.v.y, v.v.z, v.blockangle, v.charangle, quoteMgr.GetQuote(v.nQuote), v.shade, v.pal,
2 | (v.orientation & (ROTATESPRITE_MAX - 1)), v.alpha, v.spacing.x, v.spacing.y, v.between.x, v.between.y, v.nFlags,
v.bound[0].x, v.bound[0].y, v.bound[1].x, v.bound[1].y);
dispatch();
}
vInstruction(CON_GETZRANGE):
insptr++;
{
struct
{
vec3_t vect;
int32_t sectNum;
} v;
Gv_FillWithVars(v);
int const ceilzvar = *insptr++;
int const ceilhitvar = *insptr++;
int const florzvar = *insptr++;
int const florhitvar = *insptr++;
struct
{
int32_t walldist, clipmask;
} v2;
Gv_FillWithVars(v2);
VM_ASSERT((unsigned)v.sectNum < MAXSECTORS, "invalid sector %d\n", v.sectNum);
int32_t ceilz, ceilhit, florz, florhit;
getzrange(&v.vect, v.sectNum, &ceilz, &ceilhit, &florz, &florhit, v2.walldist, v2.clipmask);
Gv_SetVar(ceilzvar, ceilz);
Gv_SetVar(ceilhitvar, ceilhit);
Gv_SetVar(florzvar, florz);
Gv_SetVar(florhitvar, florhit);
dispatch();
}
vInstruction(CON_SECTSETINTERPOLATION):
vInstruction(CON_SECTCLEARINTERPOLATION):
insptr++;
{
int const sectnum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)sectnum < MAXSECTORS, "invalid sector %d\n", sectnum);
if (VM_DECODE_INST(tw) == CON_SECTSETINTERPOLATION)
Sect_SetInterpolation(sectnum);
else
Sect_ClearInterpolation(sectnum);
dispatch();
}
vInstruction(CON_CALCHYPOTENUSE):
insptr++;
{
int32_t returnVar = *insptr++;
vec2_t da;
Gv_FillWithVars(da);
int64_t const hypsq = (int64_t)da.x * da.x + (int64_t)da.y * da.y;
Gv_SetVar(returnVar, (hypsq > (int64_t)INT32_MAX) ? (int32_t)sqrt((double)hypsq) : ksqrt((uint32_t)hypsq));
dispatch();
}
vInstruction(CON_LINEINTERSECT):
vInstruction(CON_RAYINTERSECT):
insptr++;
{
struct
{
vec3_t vec[2];
vec2_t vec2[2];
} v;
Gv_FillWithVars(v);
int const intxvar = *insptr++;
int const intyvar = *insptr++;
int const intzvar = *insptr++;
int const retvar = *insptr++;
vec3_t in;
int ret = ((VM_DECODE_INST(tw) == CON_LINEINTERSECT) ? lintersect : rayintersect)(v.vec[0].x, v.vec[0].y, v.vec[0].z, v.vec[1].x, v.vec[1].y,
v.vec[1].z, v.vec2[0].x, v.vec2[0].y, v.vec2[1].x, v.vec2[1].y,
&in.x, &in.y, &in.z);
Gv_SetVar(retvar, ret);
if (ret)
{
Gv_SetVar(intxvar, in.x);
Gv_SetVar(intyvar, in.y);
Gv_SetVar(intzvar, in.z);
}
dispatch();
}
vInstruction(CON_CLIPMOVE):
vInstruction(CON_CLIPMOVENOSLIDE):
insptr++;
{
typedef struct
{
int32_t w, f, c;
} vec3dist_t;
int const returnVar = *insptr++;
int const xReturn = *insptr++;
int const yReturn = *insptr++;
insptr -= 2;
typedef struct
{
vec3_t vec3;
int32_t sectNum32;
vec2_t vec2;
vec3dist_t dist;
int32_t clipMask;
} clipmoveparams_t;
int32_t const sectReturn = insptr[offsetof(clipmoveparams_t, sectNum32) / sizeof(int32_t)];
clipmoveparams_t v;
Gv_FillWithVars(v);
int16_t sectNum = v.sectNum32;
VM_ASSERT((unsigned)sectNum < MAXSECTORS, "invalid sector %d\n", sectNum);
Gv_SetVar(
returnVar,
clipmovex(&v.vec3, &sectNum, v.vec2.x, v.vec2.y, v.dist.w, v.dist.f, v.dist.c, v.clipMask, (VM_DECODE_INST(tw) == CON_CLIPMOVENOSLIDE)));
Gv_SetVar(sectReturn, v.sectNum32);
Gv_SetVar(xReturn, v.vec3.x);
Gv_SetVar(yReturn, v.vec3.y);
dispatch();
}
vInstruction(CON_HITSCAN):
insptr++;
{
struct
{
vec3_t origin;
int32_t sectnum;
vec3_t vect;
} v;
Gv_FillWithVars(v);
int const sectReturn = *insptr++;
int const wallReturn = *insptr++;
int const spriteReturn = *insptr++;
int const xReturn = *insptr++;
int const yReturn = *insptr++;
int const zReturn = *insptr++;
int const clipType = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)v.sectnum < MAXSECTORS, "invalid sector %d\n", v.sectnum);
hitdata_t hit;
hitscan(&v.origin, v.sectnum, v.vect.x, v.vect.y, v.vect.z, &hit, clipType);
Gv_SetVar(sectReturn, hit.sect);
Gv_SetVar(wallReturn, hit.wall);
Gv_SetVar(spriteReturn, hit.sprite);
Gv_SetVar(xReturn, hit.pos.x);
Gv_SetVar(yReturn, hit.pos.y);
Gv_SetVar(zReturn, hit.pos.z);
dispatch();
}
vInstruction(CON_CANSEE):
insptr++;
{
struct
{
vec3_t vec1;
int32_t firstSector;
vec3_t vec2;
int32_t secondSector;
} v;
Gv_FillWithVars(v);
int const returnVar = *insptr++;
VM_ASSERT((unsigned)v.firstSector < (unsigned)numsectors && (unsigned)v.secondSector < (unsigned)numsectors, "invalid sector %d\n",
(unsigned)v.firstSector >= (unsigned)numsectors ? v.firstSector : v.secondSector);
Gv_SetVar(returnVar, cansee(v.vec1.x, v.vec1.y, v.vec1.z, v.firstSector, v.vec2.x, v.vec2.y, v.vec2.z, v.secondSector));
dispatch();
}
vInstruction(CON_ROTATEPOINT):
insptr++;
{
struct
{
vec2_t point[2];
int32_t angle;
} v;
Gv_FillWithVars(v);
int const xReturn = *insptr++;
int const yReturn = *insptr++;
vec2_t result;
rotatepoint(v.point[0], v.point[1], v.angle, &result);
Gv_SetVar(xReturn, result.x);
Gv_SetVar(yReturn, result.y);
dispatch();
}
vInstruction(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
struct
{
vec3_t point;
int32_t sectNum, nAngle;
} v;
Gv_FillWithVars(v);
int const sectReturn = *insptr++;
int const wallReturn = *insptr++;
int const spriteReturn = *insptr++;
int const distReturn = *insptr++;
struct
{
int32_t tagRange, tagSearch;
} v2;
Gv_FillWithVars(v2);
VM_ASSERT((unsigned)v.sectNum < MAXSECTORS, "invalid sector %d\n", v.sectNum);
int16_t neartagsector, neartagwall, neartagsprite;
int32_t neartaghitdist;
neartag(v.point.x, v.point.y, v.point.z, v.sectNum, v.nAngle, &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist,
v2.tagRange, v2.tagSearch, NULL);
Gv_SetVar(sectReturn, neartagsector);
Gv_SetVar(wallReturn, neartagwall);
Gv_SetVar(spriteReturn, neartagsprite);
Gv_SetVar(distReturn, neartaghitdist);
dispatch();
}
vInstruction(CON_GETTIMEDATE):
insptr++;
{
int32_t values[8];
G_GetTimeDate(values);
for (int value : values)
Gv_SetVar(*insptr++, value);
dispatch();
}
vInstruction(CON_MOVESPRITE):
insptr++;
{
struct
{
int32_t spriteNum;
vec3_t vect;
int32_t clipType;
} v;
Gv_FillWithVars(v);
VM_ASSERT((unsigned)v.spriteNum < MAXSPRITES, "invalid sprite %d\n", v.spriteNum);
Gv_SetVar(*insptr++, A_MoveSprite(v.spriteNum, &v.vect, v.clipType));
dispatch();
}
vInstruction(CON_SETSPRITE):
insptr++;
{
struct
{
int32_t spriteNum;
vec3_t vect;
} v;
Gv_FillWithVars(v);
VM_ASSERT((unsigned)v.spriteNum < MAXSPRITES, "invalid sprite %d\n", v.spriteNum);
setsprite(v.spriteNum, &v.vect);
dispatch();
}
vInstruction(CON_GETFLORZOFSLOPE):
vInstruction(CON_GETCEILZOFSLOPE):
insptr++;
{
struct
{
int32_t sectNum;
vec2_t vect;
} v;
Gv_FillWithVars(v);
VM_ASSERT((unsigned)v.sectNum < MAXSECTORS, "invalid sector %d\n", v.sectNum);
Gv_SetVar(*insptr++, (VM_DECODE_INST(tw) == CON_GETFLORZOFSLOPE ? yax_getflorzofslope : yax_getceilzofslope)(v.sectNum, v.vect));
dispatch();
}
vInstruction(CON_UPDATESECTOR):
insptr++;
{
vec2_t vect = { 0, 0 };
Gv_FillWithVars(vect);
int const returnVar = *insptr++;
int16_t sectNum = Gv_GetVar(returnVar);
if ((unsigned)sectNum >= MAXSECTORS)
sectNum = vm.pSprite->sectnum;
updatesector(vect.x, vect.y, &sectNum);
Gv_SetVar(returnVar, sectNum);
dispatch();
}
vInstruction(CON_UPDATESECTORZ):
insptr++;
{
vec3_t vect = { 0, 0, 0 };
Gv_FillWithVars(vect);
int const returnVar = *insptr++;
int16_t sectNum = Gv_GetVar(returnVar);
if ((unsigned)sectNum >= MAXSECTORS)
sectNum = vm.pSprite->sectnum;
updatesectorz(vect.x, vect.y, vect.z, &sectNum);
Gv_SetVar(returnVar, sectNum);
dispatch();
}
vInstruction(CON_UPDATESECTORNEIGHBOR):
insptr++;
{
vec2_t vect = { 0, 0 };
Gv_FillWithVars(vect);
int const returnVar = *insptr++;
int16_t sectNum = Gv_GetVar(returnVar);
if ((unsigned)sectNum >= MAXSECTORS)
sectNum = vm.pSprite->sectnum;
updatesectorneighbor(vect.x, vect.y, &sectNum, getsectordist(vect, sectNum));
Gv_SetVar(returnVar, sectNum);
dispatch();
}
vInstruction(CON_UPDATESECTORNEIGHBORZ):
insptr++;
{
vec3_t vect = { 0, 0, 0 };
Gv_FillWithVars(vect);
int const returnVar = *insptr++;
int16_t sectNum = Gv_GetVar(returnVar);
if ((unsigned)sectNum >= MAXSECTORS)
sectNum = vm.pSprite->sectnum;
updatesectorneighborz(vect.x, vect.y, vect.z, &sectNum, getsectordist({vect.x, vect.y}, sectNum));
Gv_SetVar(returnVar, sectNum);
dispatch();
}
vInstruction(CON_CAPIA):
{
insptr++;
int const nQuote = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)nQuote < MAXQUOTES, "invalid quote %d\n", nQuote);
//communityapiUnlockAchievement(quoteMgr.GetQuote(v.nQuote));
dispatch();
}
vInstruction(CON_CAPIS):
{
insptr++;
int const nQuote = Gv_GetVar(*insptr++);
int const value = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)nQuote < MAXQUOTES, "invalid quote %d\n", nQuote);
//communityapiSetStat(quoteMgr.GetQuote(nQuote), value);
dispatch();
}
vInstruction(CON_SPAWN):
insptr++;
VM_ASSERT((unsigned)vm.pSprite->sectnum < MAXSECTORS, "invalid sector %d\n", vm.pUSprite->sectnum);
A_Spawn(vm.spriteNum, *insptr++);
dispatch();
vInstruction(CON_RESETACTIONCOUNT):
insptr++;
AC_ACTION_COUNT(vm.pData) = 0;
dispatch();
vInstruction(CON_DEBRIS):
insptr++;
{
#ifndef EDUKE32_STANDALONE
if (!FURY)
{
int debrisTile = *insptr++;
if ((unsigned)vm.pSprite->sectnum < MAXSECTORS)
for (native_t cnt = (*insptr) - 1; cnt >= 0; cnt--)
{
int const tileOffset = (vm.pSprite->picnum == BLIMP && debrisTile == SCRAP1) ? 0 : (krand() % 3);
int const spriteNum = A_InsertSprite(
vm.pSprite->sectnum, vm.pSprite->x + (krand() & 255) - 128, vm.pSprite->y + (krand() & 255) - 128,
vm.pSprite->z - (8 << 8) - (krand() & 8191), debrisTile + tileOffset, vm.pSprite->shade, 32 + (krand() & 15),
32 + (krand() & 15), krand() & 2047, (krand() & 127) + 32, -(krand() & 2047), vm.spriteNum, 5);
sprite[spriteNum].yvel = (vm.pSprite->picnum == BLIMP && debrisTile == SCRAP1) ? g_blimpSpawnItems[cnt % 14] : -1;
sprite[spriteNum].pal = vm.pSprite->pal;
}
}
#else
insptr++;
#endif
insptr++;
}
dispatch();
vInstruction(CON_COUNT):
insptr++;
AC_COUNT(vm.pData) = (int16_t)*insptr++;
dispatch();
vInstruction(CON_CSTATOR):
insptr++;
vm.pSprite->cstat |= (int16_t)*insptr++;
dispatch();
vInstruction(CON_CLIPDIST):
insptr++;
vm.pSprite->clipdist = (int16_t)*insptr++;
dispatch();
vInstruction(CON_CSTAT):
insptr++;
vm.pSprite->cstat = (int16_t)*insptr++;
dispatch();
vInstruction(CON_SAVENN):
vInstruction(CON_SAVE):
insptr++;
insptr++; // skip the slot. I will not allow the script to do targeted saving without user control.
g_saveRequested = true; // cannot save right here.
dispatch();
vInstruction(CON_QUAKE):
insptr++;
g_earthquakeTime = Gv_GetVar(*insptr++);
A_PlaySound(EARTHQUAKE, g_player[screenpeek].ps->i);
dispatch();
vInstruction(CON_RESETPLAYER):
insptr++;
vm.flags = VM_ResetPlayer(vm.playerNum, vm.flags, 0);
dispatch();
vInstruction(CON_RESETPLAYERFLAGS):
insptr++;
vm.flags = VM_ResetPlayer(vm.playerNum, vm.flags, Gv_GetVar(*insptr++));
dispatch();
vInstruction(CON_RESETCOUNT):
insptr++;
AC_COUNT(vm.pData) = 0;
dispatch();
vInstruction(CON_ADDINVENTORY):
insptr += 2;
VM_AddInventory(vm.pPlayer, insptr[-1], *insptr);
insptr++;
dispatch();
vInstruction(CON_HITRADIUS):
insptr++;
{
int32_t params[5];
Gv_FillWithVars(params);
A_RadiusDamage(vm.spriteNum, params[0], params[1], params[2], params[3], params[4]);
}
dispatch();
vInstruction(CON_IFP):
{
int const moveFlags = *(++insptr);
int nResult = 0;
int const playerXVel = sprite[vm.pPlayer->i].xvel;
int const syncBits = g_player[vm.playerNum].input->bits;
if (((moveFlags & pducking) && vm.pPlayer->on_ground && TEST_SYNC_KEY(syncBits, SK_CROUCH))
|| ((moveFlags & pfalling) && vm.pPlayer->jumping_counter == 0 && !vm.pPlayer->on_ground && vm.pPlayer->vel.z > 2048)
|| ((moveFlags & pjumping) && vm.pPlayer->jumping_counter > 348)
|| ((moveFlags & pstanding) && playerXVel >= 0 && playerXVel < 8)
|| ((moveFlags & pwalking) && playerXVel >= 8 && !TEST_SYNC_KEY(syncBits, SK_RUN))
|| ((moveFlags & prunning) && playerXVel >= 8 && TEST_SYNC_KEY(syncBits, SK_RUN))
|| ((moveFlags & phigher) && vm.pPlayer->pos.z < (vm.pSprite->z - (48 << 8)))
|| ((moveFlags & pwalkingback) && playerXVel <= -8 && !TEST_SYNC_KEY(syncBits, SK_RUN))
|| ((moveFlags & prunningback) && playerXVel <= -8 && TEST_SYNC_KEY(syncBits, SK_RUN))
|| ((moveFlags & pkicking)
&& (vm.pPlayer->quick_kick > 0
|| (PWEAPON(vm.playerNum, vm.pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON && vm.pPlayer->kickback_pic > 0)))
|| ((moveFlags & pshrunk) && sprite[vm.pPlayer->i].xrepeat < 32)
|| ((moveFlags & pjetpack) && vm.pPlayer->jetpack_on)
|| ((moveFlags & ponsteroids) && vm.pPlayer->inv_amount[GET_STEROIDS] > 0 && vm.pPlayer->inv_amount[GET_STEROIDS] < 400)
|| ((moveFlags & ponground) && vm.pPlayer->on_ground)
|| ((moveFlags & palive) && sprite[vm.pPlayer->i].xrepeat > 32 && sprite[vm.pPlayer->i].extra > 0 && vm.pPlayer->timebeforeexit == 0)
|| ((moveFlags & pdead) && sprite[vm.pPlayer->i].extra <= 0))
nResult = 1;
else if ((moveFlags & pfacing))
{
nResult
= (vm.pSprite->picnum == APLAYER && (g_netServer || ud.multimode > 1))
? G_GetAngleDelta(fix16_to_int(g_player[otherp].ps->q16ang),
getangle(vm.pPlayer->pos.x - g_player[otherp].ps->pos.x, vm.pPlayer->pos.y - g_player[otherp].ps->pos.y))
: G_GetAngleDelta(fix16_to_int(vm.pPlayer->q16ang), getangle(vm.pSprite->x - vm.pPlayer->pos.x, vm.pSprite->y - vm.pPlayer->pos.y));
nResult = (nResult > -128 && nResult < 128);
}
branch(nResult);
}
dispatch();
vInstruction(CON_GUTS):
#ifndef EDUKE32_STANDALONE
if (!FURY)
A_DoGuts(vm.spriteNum, insptr[1], insptr[2]);
#endif
insptr += 3;
dispatch();
vInstruction(CON_WACKPLAYER):
insptr++;
P_ForceAngle(vm.pPlayer);
dispatch();
vInstruction(CON_FLASH):
insptr++;
vm.pSprite->shade = -127;
vm.pPlayer->visibility = -127;
dispatch();
vInstruction(CON_SAVEMAPSTATE):
G_SaveMapState();
insptr++;
dispatch();
vInstruction(CON_LOADMAPSTATE):
G_RestoreMapState();
insptr++;
dispatch();
vInstruction(CON_CLEARMAPSTATE):
insptr++;
{
int const levelNum = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)levelNum < MAXVOLUMES * MAXLEVELS, "invalid map number %d\n", levelNum);
G_FreeMapState(levelNum);
}
dispatch();
vInstruction(CON_STOPALLSOUNDS):
insptr++;
if (screenpeek == vm.playerNum)
FX_StopAllSounds();
dispatch();
vInstruction(CON_STOPALLMUSIC):
insptr++;
Mus_Stop();
dispatch();
vInstruction(CON_OPERATE):
insptr++;
if (sector[vm.pSprite->sectnum].lotag == 0)
{
int16_t foundSect, foundWall, foundSprite;
int32_t foundDist;
neartag(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - ZOFFSET5, vm.pSprite->sectnum, vm.pSprite->ang, &foundSect, &foundWall,
&foundSprite, &foundDist, 768, 4 + 1, NULL);
if (foundSect >= 0 && isanearoperator(sector[foundSect].lotag))
if ((sector[foundSect].lotag & 0xff) == ST_23_SWINGING_DOOR || sector[foundSect].floorz == sector[foundSect].ceilingz)
if ((sector[foundSect].lotag & (16384u | 32768u)) == 0)
{
int32_t j;
for (SPRITES_OF_SECT(foundSect, j))
if (sprite[j].picnum == ACTIVATOR)
break;
if (j == -1)
G_OperateSectors(foundSect, vm.spriteNum);
}
}
dispatch();
vInstruction(CON_SPRITEPAL):
insptr++;
if (vm.pSprite->picnum != APLAYER)
vm.pActor->tempang = vm.pSprite->pal;
vm.pSprite->pal = *insptr++;
dispatch();
vInstruction(CON_CACTOR):
insptr++;
vm.pSprite->picnum = *insptr++;
dispatch();
vInstruction(CON_PALFROM):
insptr++;
VM_ASSERT((unsigned)vm.playerNum < (unsigned)g_mostConcurrentPlayers, "invalid player %d\n", vm.playerNum);
{
palette_t const pal = { uint8_t(insptr[1]), uint8_t(insptr[2]), uint8_t(insptr[3]), uint8_t(insptr[0]) };
insptr += 4;
P_PalFrom(vm.pPlayer, pal.f, pal.r, pal.g, pal.b);
}
dispatch();
vInstruction(CON_SCREENPAL):
insptr++;
{
int32_t params[4];
Gv_FillWithVars(params);
videoFadePalette(params[0], params[1], params[2], params[3]);
}
dispatch();
vInstruction(CON_SECTOROFWALL):
insptr++;
tw = *insptr++;
Gv_SetVar(tw, sectorofwall(Gv_GetVar(*insptr++)));
dispatch();
vInstruction(CON_QSPRINTF):
insptr++;
{
int const outputQuote = Gv_GetVar(*insptr++);
int const inputQuote = Gv_GetVar(*insptr++);
auto inBuf = quoteMgr.GetQuote(inputQuote);
int32_t arg[32];
TArray<char> outBuf;
int const quoteLen = Bstrlen(inBuf);
int inputPos = 0;
int outputPos = 0;
int argIdx = 0;
while (VM_DECODE_INST(*insptr) != CON_NULLOP && argIdx < 32)
arg[argIdx++] = Gv_GetVar(*insptr++);
int numArgs = argIdx;
insptr++; // skip the NOP
argIdx = 0;
do
{
while (inputPos < quoteLen && inBuf[inputPos] != '%')
outBuf.Push(inBuf[inputPos++]);
if (inBuf[inputPos] == '%')
{
inputPos++;
switch (inBuf[inputPos])
{
case 'l':
if (inBuf[inputPos + 1] != 'd')
{
// write the % and l
outBuf.Push(inBuf[inputPos - 1]);
outBuf.Push(inBuf[inputPos++]);
break;
}
inputPos++;
fallthrough__;
case 'd':
{
if (argIdx >= numArgs)
goto finish_qsprintf;
char buf[16];
Bsprintf(buf, "%d", arg[argIdx++]);
int const bufLen = Bstrlen(buf);
outputPos = outBuf.Reserve(bufLen);
memcpy(&outBuf[outputPos], buf, bufLen);
outputPos += bufLen;
inputPos++;
}
break;
case 's':
{
if (argIdx >= numArgs)
goto finish_qsprintf;
auto quoteArg = quoteMgr.GetQuote(arg[argIdx]);
int const argLen = (int)strlen(quoteArg);
outputPos = outBuf.Reserve(argLen);
memcpy(&outBuf[outputPos], quoteArg, argLen);
outputPos += argLen;
argIdx++;
inputPos++;
}
break;
default: outBuf.Push(inBuf[inputPos - 1]); break;
}
}
} while (inputPos < quoteLen);
finish_qsprintf:
outBuf.Push(0);
quoteMgr.InitializeQuote(outputQuote, outBuf.Data());
dispatch();
}
vInstruction(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 & GV_FLAG_NEGATIVE)
{
m = -m;
lVarID ^= GV_FLAG_NEGATIVE;
}
insptr++;
index = Gv_GetVar(*insptr++);
if (EDUKE32_PREDICT_TRUE((unsigned)index < (unsigned)aGameArrays[lVarID].size))
{
Printf(OSDTEXT_GREEN "CONLOGVAR: L=%d %s[%d] =%d\n", VM_DECODE_LINE_NUMBER(g_tw), aGameArrays[lVarID].szLabel, index,
(int32_t)(m * Gv_GetArrayValue(lVarID, index)));
dispatch();
}
else
{
CON_ERRPRINTF("invalid array index\n");
abort_after_error();
}
}
else if (*insptr & (MAXGAMEVARS << 3))
{
// FIXME FIXME FIXME
if ((lVarID & (MAXGAMEVARS - 1)) == g_structVarIDs + STRUCT_ACTORVAR)
{
auto const oinsptr = insptr++;
int32_t index = Gv_GetVar(*insptr++);
insptr = oinsptr;
if (EDUKE32_PREDICT_FALSE((unsigned)index >= MAXSPRITES - 1))
{
CON_ERRPRINTF("invalid array index\n");
abort_after_error();
}
Printf(OSDTEXT_GREEN "CONLOGVAR: L=%d %d %d\n", VM_DECODE_LINE_NUMBER(g_tw), index, Gv_GetVar(*insptr++, index, vm.playerNum));
dispatch();
}
}
else if (EDUKE32_PREDICT_TRUE(*insptr & GV_FLAG_NEGATIVE))
{
m = -m;
lVarID ^= GV_FLAG_NEGATIVE;
}
else
{
// invalid varID
CON_ERRPRINTF("invalid variable\n");
abort_after_error();
}
}
Bsprintf(tempbuf, "CONLOGVAR: L=%d %s ", VM_DECODE_LINE_NUMBER(g_tw), aGameVars[lVarID].szLabel);
if (aGameVars[lVarID].flags & GAMEVAR_READONLY)
{
Bsprintf(szBuf, " (read-only)");
Bstrcat(tempbuf, szBuf);
}
if (aGameVars[lVarID].flags & GAMEVAR_PERPLAYER)
{
Bsprintf(szBuf, " (Per Player. Player=%d)", vm.playerNum);
}
else if (aGameVars[lVarID].flags & GAMEVAR_PERACTOR)
{
Bsprintf(szBuf, " (Per Actor. Actor=%d)", vm.spriteNum);
}
else
{
Bsprintf(szBuf, " (Global)");
}
Bstrcat(tempbuf, szBuf);
Bsprintf(szBuf, " =%d\n", Gv_GetVar(lVarID) * m);
Bstrcat(tempbuf, szBuf);
Printf(OSDTEXT_GREEN "%s", tempbuf);
insptr++;
dispatch();
}
vInstruction(CON_SQRT):
insptr++;
{
// syntax sqrt <invar> <outvar>
int const sqrtval = ksqrt((uint32_t)Gv_GetVar(*insptr++));
Gv_SetVar(*insptr++, sqrtval);
dispatch();
}
vInstruction(CON_FINDNEARACTOR):
vInstruction(CON_FINDNEARSPRITE):
vInstruction(CON_FINDNEARACTOR3D):
vInstruction(CON_FINDNEARSPRITE3D):
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 decodedInst = VM_DECODE_INST(tw);
int const actorsOnly = (decodedInst == CON_FINDNEARACTOR || decodedInst == CON_FINDNEARACTOR3D);
auto const dist_funcptr = (decodedInst == CON_FINDNEARACTOR || decodedInst == CON_FINDNEARSPRITE) ? &ldist : &dist;
int const findTile = *insptr++;
int maxDist = Gv_GetVar(*insptr++);
int const returnVar = *insptr++;
int findStatnum = actorsOnly ? STAT_ACTOR : MAXSTATUS - 1;
int foundSprite = -1;
do
{
int spriteNum = headspritestat[findStatnum]; // all sprites
while ((unsigned)spriteNum < MAXSPRITES)
{
if (sprite[spriteNum].picnum == findTile && spriteNum != vm.spriteNum)
{
int const foundDist = dist_funcptr(vm.pSprite, &sprite[spriteNum]);
if (foundDist < maxDist)
{
maxDist = foundDist;
foundSprite = spriteNum;
}
}
spriteNum = nextspritestat[spriteNum];
}
if (actorsOnly)
break;
}
while (findStatnum--);
Gv_SetVar(returnVar, foundSprite);
dispatch();
}
vInstruction(CON_FINDNEARACTORZ):
vInstruction(CON_FINDNEARSPRITEZ):
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 actorsOnly = (VM_DECODE_INST(tw) == CON_FINDNEARACTORZ);
int const findTile = *insptr++;
int maxDist = Gv_GetVar(*insptr++);
int const maxZDist = Gv_GetVar(*insptr++);
int const returnVar = *insptr++;
int findStatnum = actorsOnly ? STAT_ACTOR : MAXSTATUS - 1;
int foundSprite = -1;
do
{
int spriteNum = headspritestat[findStatnum]; // all sprites
while ((unsigned)spriteNum < MAXSPRITES)
{
if (sprite[spriteNum].picnum == findTile && spriteNum != vm.spriteNum)
{
int const foundDist = ldist(vm.pSprite, &sprite[spriteNum]);
if (foundDist < maxDist && klabs(vm.pSprite->z - sprite[spriteNum].z) < maxZDist)
{
maxDist = foundDist;
foundSprite = spriteNum;
}
}
spriteNum = nextspritestat[spriteNum];
}
if (actorsOnly)
break;
}
while (findStatnum--);
Gv_SetVar(returnVar, foundSprite);
dispatch();
}
vInstruction(CON_FINDPLAYER):
{
int32_t tw;
insptr++;
aGameVars[g_returnVarID].global = A_FindPlayer(vm.pSprite, &tw);
Gv_SetVar(*insptr++, tw);
dispatch();
}
vInstruction(CON_FINDOTHERPLAYER):
{
int32_t tw;
insptr++;
aGameVars[g_returnVarID].global = P_FindOtherPlayer(vm.playerNum, &tw);
Gv_SetVar(*insptr++, tw);
dispatch();
}
vInstruction(CON_GETINPUT):
insptr++;
{
int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.playerNum;
int const labelNum = *insptr++;
Gv_SetVar(*insptr++, VM_GetPlayerInput(playerNum, labelNum));
dispatch();
}
vInstruction(CON_SETINPUT):
insptr++;
{
int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.playerNum;
int const labelNum = *insptr++;
VM_SetPlayerInput(playerNum, labelNum, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETUSERDEF):
insptr++;
{
int const labelNum = *insptr++;
int const lParm2 = (UserdefsLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVar(*insptr++) : 0;
Gv_SetVar(*insptr++, VM_GetUserdef(labelNum, lParm2));
dispatch();
}
vInstruction(CON_GETTILEDATA):
insptr++;
{
int const tileNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.pSprite->picnum;
int const labelNum = *insptr++;
Gv_SetVar(*insptr++, VM_GetTileData(tileNum, labelNum));
dispatch();
}
vInstruction(CON_SETTILEDATA):
insptr++;
{
int const tileNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(insptr[-1]) : vm.pSprite->picnum;
int const labelNum = *insptr++;
VM_SetTileData(tileNum, labelNum, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_SETUSERDEF):
insptr++;
{
int const labelNum = *insptr++;
int const lParm2 = (UserdefsLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVar(*insptr++) : 0;
VM_SetUserdef(labelNum, lParm2, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETPROJECTILE):
insptr++;
{
tw = Gv_GetVar(*insptr++);
int const labelNum = *insptr++;
Gv_SetVar(*insptr++, VM_GetProjectile(tw, labelNum));
dispatch();
}
vInstruction(CON_SETPROJECTILE):
insptr++;
{
tw = Gv_GetVar(*insptr++);
int const labelNum = *insptr++;
VM_SetProjectile(tw, labelNum, Gv_GetVar(*insptr++));
dispatch();
}
vInstruction(CON_GETANGLETOTARGET):
insptr++;
// vm.pActor->lastvx and lastvy are last known location of target.
Gv_SetVar(*insptr++, getangle(vm.pActor->lastv.x - vm.pSprite->x, vm.pActor->lastv.y - vm.pSprite->y));
dispatch();
vInstruction(CON_ANGOFF):
insptr++;
spriteext[vm.spriteNum].angoff = Gv_GetVar(*insptr++);
dispatch();
vInstruction(CON_LOCKPLAYER):
insptr++;
vm.pPlayer->transporter_hold = Gv_GetVar(*insptr++);
dispatch();
vInstruction(CON_CHECKAVAILWEAPON):
vInstruction(CON_CHECKAVAILINVEN):
{
insptr++;
int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVar(*insptr) : vm.playerNum;
VM_ASSERT((unsigned)playerNum < (unsigned)g_mostConcurrentPlayers, "invalid player %d\n", playerNum);
if (VM_DECODE_INST(tw) == CON_CHECKAVAILWEAPON)
P_CheckWeapon(g_player[playerNum].ps);
else
P_SelectNextInvItem(g_player[playerNum].ps);
dispatch();
}
vInstruction(CON_GETPLAYERANGLE):
insptr++;
Gv_SetVar(*insptr++, fix16_to_int(vm.pPlayer->q16ang));
dispatch();
vInstruction(CON_GETACTORANGLE):
insptr++;
Gv_SetVar(*insptr++, vm.pSprite->ang);
dispatch();
vInstruction(CON_SETPLAYERANGLE):
insptr++;
vm.pPlayer->q16ang = fix16_from_int(Gv_GetVar(*insptr++) & 2047);
dispatch();
vInstruction(CON_SETACTORANGLE):
insptr++;
vm.pSprite->ang = Gv_GetVar(*insptr++) & 2047;
dispatch();
vInstruction(CON_KLABS):
if ((aGameVars[insptr[1]].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[insptr[1]].global = klabs(aGameVars[insptr[1]].global);
else
Gv_SetVar(insptr[1], klabs(Gv_GetVar(insptr[1])));
insptr += 2;
dispatch();
vInstruction(CON_SETARRAY):
insptr++;
{
tw = *insptr++;
int const arrayIndex = Gv_GetVar(*insptr++);
int const newValue = Gv_GetVar(*insptr++);
SetArray(tw, arrayIndex, newValue);
dispatch();
}
vInstruction(CON_GETARRAYSEQUENCE):
{
insptr++;
int32_t const arrayNum = *insptr++;
int32_t const arraySize = (aGameArrays[arrayNum].flags & GAMEARRAY_VARSIZE) ? Gv_GetVar(aGameArrays[arrayNum].size) : aGameArrays[arrayNum].size;
int32_t const sequenceSize = *insptr++;
int32_t const copySize = min(sequenceSize, arraySize); // warning?
auto const insptrbak = insptr;
for (int arrayIndex = 0; arrayIndex < copySize; ++arrayIndex)
{
int32_t const gameVar = *insptr++;
int32_t const newValue = Gv_GetArrayValue(arrayNum, arrayIndex);
Gv_SetVar(gameVar, newValue);
}
insptr = insptrbak + sequenceSize;
dispatch();
}
vInstruction(CON_SETARRAYSEQUENCE):
{
insptr++;
int32_t const arrayNum = *insptr++;
int32_t const sequenceSize = *insptr++;
ResizeArray(arrayNum, sequenceSize);
for (int arrayIndex = 0; arrayIndex < sequenceSize; ++arrayIndex)
{
int32_t const gameVar = *insptr++;
int32_t const newValue = Gv_GetVar(gameVar);
SetArray(arrayNum, arrayIndex, newValue);
}
dispatch();
}
vInstruction(CON_READARRAYFROMFILE):
insptr++;
{
int const arrayNum = *insptr++;
int const quoteFilename = *insptr++;
VM_ASSERT((unsigned)quoteFilename < MAXQUOTES, "invalid quote %d\n", quoteFilename);
FStringf IniSection("%s.UserStrings", LumpFilter.GetChars());
auto IniKey = quoteMgr.GetQuote(quoteFilename);
if (!GameConfig->SetSection(IniSection))
{
dispatch();
}
auto base64 = GameConfig->GetValueForKey(IniKey);
if (base64 == nullptr)
{
dispatch();
}
auto decoded = base64_decode(base64);
FileReader fr;
size_t const filelength = decoded.length();
size_t const numElements = Gv_GetArrayCountForAllocSize(arrayNum, filelength);
if (numElements > 0)
{
size_t const newBytes = Gv_GetArrayAllocSizeForCount(arrayNum, numElements);
size_t const readBytes = min(newBytes, filelength);
size_t const oldBytes = Gv_GetArrayAllocSize(arrayNum);
intptr_t *&pValues = aGameArrays[arrayNum].pValues;
if (newBytes != oldBytes)
{
Xaligned_free(pValues);
pValues = (intptr_t *)Xaligned_alloc(ARRAY_ALIGNMENT, newBytes);
}
aGameArrays[arrayNum].size = numElements;
uintptr_t const flags = aGameArrays[arrayNum].flags;
switch (flags & GAMEARRAY_SIZE_MASK)
{
case 0:
#ifdef BITNESS64
{
void *const pArray = Xcalloc(1, newBytes);
memcpy(pArray, decoded.c_str(), readBytes);
if (flags & GAMEARRAY_UNSIGNED)
{
for (unative_t i = 0; i < numElements; ++i)
pValues[i] = ((uint32_t *)pArray)[i];
}
else
{
for (unative_t i = 0; i < numElements; ++i)
pValues[i] = ((int32_t *)pArray)[i];
}
Xfree(pArray);
break;
}
#endif
default:
memset((char *)pValues + readBytes, 0, newBytes - readBytes);
memcpy(pValues, decoded.c_str(), readBytes);
break;
}
}
dispatch();
}
vInstruction(CON_WRITEARRAYTOFILE):
insptr++;
{
int const arrayNum = *insptr++;
int const quoteFilename = *insptr++;
VM_ASSERT((unsigned)quoteFilename < MAXQUOTES, "invalid quote %d\n", quoteFilename);
// No, we are not writing stuff to an arbitrary file on the hard drive! This is a first grade exploit for doing serious damage.
// Instead, encode the data as BASE64 and write it to the config file,
// which doesn't create a wide open door for exploits.
FStringf IniSection("%s.UserStrings", LumpFilter.GetChars());
auto IniKey = quoteMgr.GetQuote(quoteFilename);
BufferWriter bw;
switch (aGameArrays[arrayNum].flags & GAMEARRAY_SIZE_MASK)
{
case 0:
#ifdef BITNESS64
{
size_t const numElements = aGameArrays[arrayNum].size;
size_t const numDiskBytes = numElements * sizeof(int32_t);
int32_t *const pArray = (int32_t *)Xmalloc(numDiskBytes);
for (unative_t k = 0; k < numElements; ++k)
pArray[k] = Gv_GetArrayValue(arrayNum, k);
bw.Write(pArray, numDiskBytes);
Xfree(pArray);
break;
}
#endif
default: bw.Write(aGameArrays[arrayNum].pValues, Gv_GetArrayAllocSize(arrayNum)); break;
}
auto base64 = base64_encode(bw.GetBuffer()->Data(), bw.GetBuffer()->Size());
if (GameConfig->SetSection(IniSection, true))
{
GameConfig->SetValueForKey(IniKey, base64.c_str());
}
dispatch();
}
vInstruction(CON_GETARRAYSIZE):
insptr++;
tw = *insptr++;
Gv_SetVar(*insptr++, (aGameArrays[tw].flags & GAMEARRAY_VARSIZE) ? Gv_GetVar(aGameArrays[tw].size) : aGameArrays[tw].size);
dispatch();
vInstruction(CON_RESIZEARRAY):
insptr++;
{
tw = *insptr++;
int const newSize = Gv_GetVar(*insptr++);
ResizeArray(tw, newSize);
dispatch();
}
vInstruction(CON_COPY):
insptr++;
{
int const srcArray = *insptr++;
int srcArrayIndex = Gv_GetVar(*insptr++); //, vm.spriteNum, vm.playerNum);
int const destArray = *insptr++;
int destArrayIndex = Gv_GetVar(*insptr++);
int numElements = Gv_GetVar(*insptr++);
auto &src = aGameArrays[srcArray];
auto &dest = aGameArrays[destArray];
int const srcArraySize = (src.flags & GAMEARRAY_VARSIZE) ? Gv_GetVar(src.size) : src.size;
int const destArraySize = (dest.flags & GAMEARRAY_VARSIZE) ? Gv_GetVar(dest.size) : dest.size;
if (EDUKE32_PREDICT_FALSE(srcArrayIndex > srcArraySize || destArrayIndex > destArraySize))
dispatch();
if ((srcArrayIndex + numElements) > srcArraySize)
numElements = srcArraySize - srcArrayIndex;
if ((destArrayIndex + numElements) > destArraySize)
numElements = destArraySize - destArrayIndex;
// Switch depending on the source array type.
int const srcInc = 1 << (int)!!(EDUKE32_PREDICT_FALSE(src.flags & GAMEARRAY_STRIDE2));
int const destInc = 1 << (int)!!(EDUKE32_PREDICT_FALSE(dest.flags & GAMEARRAY_STRIDE2));
// matching array types, no BITMAPs, no STRIDE2 flag
if ((src.flags & GAMEARRAY_SIZE_MASK) == (dest.flags & GAMEARRAY_SIZE_MASK)
&& !((src.flags | dest.flags) & GAMEARRAY_BITMAP) && (srcInc & destInc) == 1)
{
Bmemcpy(dest.pValues + destArrayIndex, src.pValues + srcArrayIndex,
numElements * Gv_GetArrayElementSize(srcArray));
dispatch();
}
switch (dest.flags & GAMEARRAY_TYPE_MASK)
{
case 0:
for (; numElements > 0; --numElements)
{
dest.pValues[destArrayIndex] = Gv_GetArrayValue(srcArray, srcArrayIndex++);
destArrayIndex += destInc;
}
break;
case GAMEARRAY_INT16:
for (; numElements > 0; --numElements)
{
((int16_t *)dest.pValues)[destArrayIndex] = Gv_GetArrayValue(srcArray, srcArrayIndex++);
destArrayIndex += destInc;
}
break;
case GAMEARRAY_INT8:
for (; numElements > 0; --numElements)
{
((int8_t *)dest.pValues)[destArrayIndex] = Gv_GetArrayValue(srcArray, srcArrayIndex++);
destArrayIndex += destInc;
}
break;
case GAMEARRAY_UINT16:
for (; numElements > 0; --numElements)
{
((uint16_t *)dest.pValues)[destArrayIndex] = Gv_GetArrayValue(srcArray, srcArrayIndex++);
destArrayIndex += destInc;
}
break;
case GAMEARRAY_UINT8:
for (; numElements > 0; --numElements)
{
((uint8_t *)dest.pValues)[destArrayIndex] = Gv_GetArrayValue(srcArray, srcArrayIndex++);
destArrayIndex += destInc;
}
break;
case GAMEARRAY_BITMAP:
for (; numElements > 0; --numElements)
{
uint32_t const newValue = Gv_GetArrayValue(srcArray, srcArrayIndex++);
uint32_t const mask = 1 << (destArrayIndex & 7);
uint8_t & value = ((uint8_t *)dest.pValues)[destArrayIndex >> 3];
value = (value & ~mask) | (-!!newValue & mask);
destArrayIndex += destInc;
}
break;
}
dispatch();
}
vInstruction(CON_SWAPARRAYS):
insptr++;
{
auto &array1 = aGameArrays[*insptr++];
auto &array2 = aGameArrays[*insptr++];
swapptr(&array1.size, &array2.size);
swapptr(&array1.pValues, &array2.pValues);
dispatch();
}
vInstruction(CON_DISPLAYRANDVAR):
insptr++;
Gv_SetVar(*insptr, mulscale15(system_15bit_rand(), insptr[1] + 1));
insptr += 2;
dispatch();
vInstruction(CON_CLAMP):
insptr++;
{
tw = *insptr++;
int const min = Gv_GetVar(*insptr++);
Gv_SetVar(tw, clamp2(Gv_GetVar(tw), min, Gv_GetVar(*insptr++)));
}
dispatch();
vInstruction(CON_GETCLOSESTCOL):
insptr++;
{
tw = *insptr++;
int32_t const rgb = Gv_GetVar(*insptr++);
Gv_GetVar(*insptr++);
Gv_SetVar(tw, ColorMatcher.Pick(rgb & 0xFF, (rgb >> 8) & 0xFF, (rgb >> 16) & 0xFF));
}
dispatch();
vInstruction(CON_DRAWLINE256):
insptr++;
{
struct
{
vec2_t pos[2];
int32_t index;
} v;
Gv_FillWithVars(v);
renderDrawLine(v.pos[0].x, v.pos[0].y, v.pos[1].x, v.pos[1].y, v.index);
}
dispatch();
vInstruction(CON_DRAWLINERGB):
insptr++;
{
struct
{
vec2_t pos[2];
int32_t index, rgb;
} v;
Gv_FillWithVars(v);
palette_t const p
= { (uint8_t)(v.rgb & 0xFF), (uint8_t)((v.rgb >> 8) & 0xFF), (uint8_t)((v.rgb >> 16) & 0xFF), (uint8_t)v.index };
drawlinergb(v.pos[0].x, v.pos[0].y, v.pos[1].x, v.pos[1].y, p);
}
dispatch();
vInstruction(CON_INV):
if ((aGameVars[insptr[1]].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[insptr[1]].global = -aGameVars[insptr[1]].global;
else
Gv_SetVar(insptr[1], -Gv_GetVar(insptr[1]));
insptr += 2;
dispatch();
vInstruction(CON_DISPLAYRANDVARVAR):
insptr++;
tw = *insptr++;
Gv_SetVar(tw, mulscale15(system_15bit_rand(), Gv_GetVar(*insptr++) + 1));
dispatch();
vInstruction(CON_GMAXAMMO):
insptr++;
tw = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)tw < MAX_WEAPONS, "invalid weapon %d\n", (int)tw);
Gv_SetVar(*insptr++, vm.pPlayer->max_ammo_amount[tw]);
dispatch();
vInstruction(CON_SMAXAMMO):
insptr++;
tw = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)tw < MAX_WEAPONS, "invalid weapon %d\n", (int)tw);
vm.pPlayer->max_ammo_amount[tw] = Gv_GetVar(*insptr++);
dispatch();
vInstruction(CON_DIVR): // div round to nearest
insptr++;
{
tw = *insptr++;
int const dividend = Gv_GetVar(tw);
int const divisor = Gv_GetVar(*insptr++);
if (EDUKE32_PREDICT_FALSE(!divisor))
{
CON_CRITICALERRPRINTF("divide by zero!\n");
abort_after_error();
}
Gv_SetVar(tw, tabledivide32((dividend + ksgn(dividend) * klabs(divisor / 2)), divisor));
dispatch();
}
vInstruction(CON_DIVRU): // div round away from zero
insptr++;
{
tw = *insptr++;
int const dividend = Gv_GetVar(tw);
int const divisor = Gv_GetVar(*insptr++);
if (EDUKE32_PREDICT_FALSE(!divisor))
{
CON_CRITICALERRPRINTF("divide by zero!\n");
abort_after_error();
}
Gv_SetVar(tw, tabledivide32((dividend + ksgn(dividend) * klabs(divisor) + 1), divisor));
dispatch();
}
vInstruction(CON_SIN):
insptr++;
tw = *insptr++;
Gv_SetVar(tw, sintable[Gv_GetVar(*insptr++) & 2047]);
dispatch();
vInstruction(CON_COS):
insptr++;
tw = *insptr++;
Gv_SetVar(tw, sintable[(Gv_GetVar(*insptr++) + 512) & 2047]);
dispatch();
vInstruction(CON_SPGETLOTAG):
insptr++;
aGameVars[g_lotagVarID].global = vm.pSprite->lotag;
dispatch();
vInstruction(CON_SPGETHITAG):
insptr++;
aGameVars[g_hitagVarID].global = vm.pSprite->hitag;
dispatch();
vInstruction(CON_SECTGETLOTAG):
insptr++;
aGameVars[g_lotagVarID].global = sector[vm.pSprite->sectnum].lotag;
dispatch();
vInstruction(CON_SECTGETHITAG):
insptr++;
aGameVars[g_hitagVarID].global = sector[vm.pSprite->sectnum].hitag;
dispatch();
vInstruction(CON_GETTEXTUREFLOOR):
insptr++;
aGameVars[g_textureVarID].global = sector[vm.pSprite->sectnum].floorpicnum;
dispatch();
vInstruction(CON_STARTTRACK):
insptr++;
G_StartTrackSlotWrap(ud.volume_number, Gv_GetVar(*(insptr++)));
dispatch();
vInstruction(CON_STARTTRACKSLOT):
insptr++;
{
int const volumeNum = Gv_GetVar(*(insptr++));
int const levelNum = Gv_GetVar(*(insptr++));
G_StartTrackSlotWrap(volumeNum == -1 ? MAXVOLUMES : volumeNum, levelNum);
}
dispatch();
vInstruction(CON_SWAPTRACKSLOT):
insptr++;
{
int const volumeNum = Gv_GetVar(*(insptr++));
int const levelNum = Gv_GetVar(*(insptr++));
if (volumeNum == ud.music_episode && levelNum == ud.music_level)
dispatch();
#if 0 // This looks not only a LITTLE broken. I think it's better to disable so that the position hackery can be taken out of the equation.
// This is the best ASS can do right now. Better implementation pending.
int32_t position = S_GetMusicPosition();
if (!G_StartTrackSlotWrap(volumeNum == -1 ? MAXVOLUMES : volumeNum, levelNum))
S_SetMusicPosition(position);
#endif
}
dispatch();
vInstruction(CON_PRELOADTRACKSLOTFORSWAP):
// ASS can't even handle this command right now.
insptr++;
Gv_GetVar(*(insptr++));
Gv_GetVar(*(insptr++));
dispatch();
vInstruction(CON_SETMUSICPOSITION):
insptr++;
Gv_GetVar(*(insptr++));
dispatch();
vInstruction(CON_GETMUSICPOSITION): insptr += 2; dispatch();
vInstruction(CON_ACTIVATECHEAT):
insptr++;
tw = Gv_GetVar(*(insptr++));
VM_ASSERT(numplayers == 1 && (g_player[myconnectindex].ps->gm & MODE_GAME), "not in a single-player game.\n");
osdcmd_cheatsinfo_stat.cheatnum = tw;
dispatch();
vInstruction(CON_SETGAMEPALETTE):
insptr++;
P_SetGamePalette(vm.pPlayer, Gv_GetVar(*(insptr++)), Pal_DontResetFade);
dispatch();
vInstruction(CON_GETTEXTURECEILING):
insptr++;
aGameVars[g_textureVarID].global = sector[vm.pSprite->sectnum].ceilingpicnum;
dispatch();
vInstruction(CON_IFPHEALTHL):
insptr++;
branch(sprite[vm.pPlayer->i].extra < *insptr);
dispatch();
vInstruction(CON_IFPINVENTORY):
insptr++;
switch (*insptr++)
{
case GET_STEROIDS:
case GET_SHIELD:
case GET_SCUBA:
case GET_HOLODUKE:
case GET_HEATS:
case GET_FIRSTAID:
case GET_BOOTS:
case GET_JETPACK: tw = (vm.pPlayer->inv_amount[insptr[-1]] != *insptr); break;
case GET_ACCESS:
switch (vm.pSprite->pal)
{
case 0: tw = (vm.pPlayer->got_access & 1); break;
case 21: tw = (vm.pPlayer->got_access & 2); break;
case 23: tw = (vm.pPlayer->got_access & 4); break;
}
break;
default: tw = 0; CON_ERRPRINTF("invalid inventory item %d\n", (int32_t) * (insptr - 1));
dispatch();
}
branch(tw);
dispatch();
vInstruction(CON_PSTOMP):
insptr++;
if (vm.pPlayer->knee_incs == 0 && sprite[vm.pPlayer->i].xrepeat >= 40)
if (cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - ZOFFSET6, vm.pSprite->sectnum, vm.pPlayer->pos.x, vm.pPlayer->pos.y,
vm.pPlayer->pos.z + ZOFFSET2, sprite[vm.pPlayer->i].sectnum))
{
int numPlayers = g_mostConcurrentPlayers - 1;
for (; numPlayers >= 0; --numPlayers)
{
if (g_player[numPlayers].ps->actorsqu == vm.spriteNum)
break;
}
if (numPlayers == -1)
{
if (vm.pPlayer->weapon_pos == 0)
vm.pPlayer->weapon_pos = -1;
vm.pPlayer->actorsqu = vm.spriteNum;
vm.pPlayer->knee_incs = 1;
}
}
dispatch();
vInstruction(CON_IFAWAYFROMWALL):
{
int16_t otherSectnum = vm.pSprite->sectnum;
tw = 0;
#define IFAWAYDIST 108
updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
tw = 1;
}
}
}
branch(tw);
#undef IFAWAYDIST
}
dispatch();
vInstruction(CON_QUOTE):
insptr++;
VM_ASSERT((unsigned)vm.playerNum < (unsigned)g_mostConcurrentPlayers, "invalid player %d\n", vm.playerNum);
P_DoQuote(*(insptr++) | MAXQUOTES, vm.pPlayer);
dispatch();
vInstruction(CON_USERQUOTE):
insptr++;
tw = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)tw < MAXQUOTES, "invalid quote %d\n", (int)tw);
G_AddUserQuote(quoteMgr.GetQuote(tw));
dispatch();
vInstruction(CON_ECHO):
insptr++;
tw = Gv_GetVar(*insptr++);
VM_ASSERT((unsigned)tw < MAXQUOTES, "invalid quote %d\n", (int)tw);
Printf("%s\n", quoteMgr.GetQuote(tw));
dispatch();
vInstruction(CON_RESPAWNHITAG):
insptr++;
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
#ifndef EDUKE32_STANDALONE
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 (!FURY)
{
if (vm.pSprite->yvel)
G_OperateRespawns(vm.pSprite->yvel);
break;
}
fallthrough__;
#endif
default:
if (vm.pSprite->hitag >= 0)
G_OperateRespawns(vm.pSprite->hitag);
break;
}
dispatch();
vInstruction(CON_IFSPRITEPAL):
insptr++;
branch(vm.pSprite->pal == *insptr);
dispatch();
vInstruction(CON_IFANGDIFFL):
insptr++;
tw = klabs(G_GetAngleDelta(fix16_to_int(vm.pPlayer->q16ang), vm.pSprite->ang));
branch(tw <= *insptr);
dispatch();
vInstruction(CON_IFNOSOUNDS): branch(!A_CheckAnySoundPlaying(vm.spriteNum)); dispatch();
vInstruction(CON_SPRITEFLAGS):
insptr++;
vm.pActor->flags = Gv_GetVar(*insptr++);
dispatch();
vInstruction(CON_GETTICKS):
insptr++;
Gv_SetVar(*insptr++, timerGetTicks());
dispatch();
vInstruction(CON_GETCURRADDRESS):
insptr++;
tw = *insptr++;
Gv_SetVar(tw, (intptr_t)(insptr - apScript));
dispatch();
vmErrorCase: // you're not supposed to be here
VM_ScriptInfo(insptr, 64);
debug_break();
G_GameExit("An error has occurred in the " GAMENAME " virtual machine.\n\n");
#if 0
"If you are an end user, please e-mail the file " GAMENAMELOWERCASE ".log\n"
"along with links to any mods you're using to development@voidpoint.com.\n\n"
"If you are a developer, please attach all of your script files\n"
"along with instructions on how to reproduce this error.\n\n"
"Thank you!");
#endif
}
#ifndef CON_USE_COMPUTED_GOTO
}
while (vm_execution_depth && (vm.flags & (VM_RETURN|VM_KILL|VM_NOEXECUTE)) == 0);
#endif
}
// NORECURSE
void A_LoadActor(int const spriteNum)
{
vm.spriteNum = spriteNum; // Sprite ID
vm.pSprite = &sprite[spriteNum]; // Pointer to sprite structure
vm.pActor = &actor[spriteNum];
if (g_tile[vm.pSprite->picnum].loadPtr == NULL)
return;
vm.pData = &actor[spriteNum].t_data[0]; // Sprite's 'extra' data
vm.playerNum = -1; // Player ID
vm.playerDist = -1; // Distance
vm.pPlayer = g_player[0].ps;
vm.flags &= ~(VM_RETURN|VM_KILL|VM_NOEXECUTE);
if ((unsigned)vm.pSprite->sectnum >= MAXSECTORS)
{
A_DeleteSprite(vm.spriteNum);
return;
}
insptr = g_tile[vm.pSprite->picnum].loadPtr;
VM_Execute(true);
insptr = NULL;
if (vm.flags & VM_KILL)
A_DeleteSprite(vm.spriteNum);
}
#endif
void VM_UpdateAnim(int const spriteNum, int32_t * const pData)
{
#if !defined LUNATIC
size_t const actionofs = AC_ACTION_ID(pData);
auto const actionptr = (actionofs != 0 && actionofs + (ACTION_PARAM_COUNT-1) < (unsigned) g_scriptSize) ? &apScript[actionofs] : NULL;
if (actionptr != NULL)
{
int const action_frames = actionptr[ACTION_NUMFRAMES];
int const action_incval = actionptr[ACTION_INCVAL];
int const action_delay = actionptr[ACTION_DELAY];
#else
int const action_frames = actor[spriteNum].ac.numframes;
int const action_incval = actor[spriteNum].ac.incval;
int const action_delay = actor[spriteNum].ac.delay;
#endif
auto actionticsptr = &AC_ACTIONTICS(&sprite[spriteNum], &actor[spriteNum]);
*actionticsptr += TICSPERFRAME;
if (*actionticsptr > action_delay)
{
*actionticsptr = 0;
AC_ACTION_COUNT(pData)++;
AC_CURFRAME(pData) += action_incval;
}
if (klabs(AC_CURFRAME(pData)) >= klabs(action_frames * action_incval))
AC_CURFRAME(pData) = 0;
}
}
// NORECURSE
void A_Execute(int const spriteNum, int const playerNum, int const playerDist)
{
// for some reason this is faster than using the C++ syntax; e.g vm = vmstate_t{ ... }
vmstate_t const tempvm
= { spriteNum, playerNum, playerDist, 0, &sprite[spriteNum], &actor[spriteNum].t_data[0], g_player[playerNum].ps, &actor[spriteNum] };
vm = tempvm;
#ifndef NETCODE_DISABLE
if (g_netClient)
{
#if 0
if (A_CheckSpriteFlags(spriteNum, SFLAG_NULL))
{
A_DeleteSprite(spriteNum);
return;
}
#endif
// [75] The server should not overwrite its own randomseed
randomseed = ticrandomseed;
}
#endif
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= MAXSECTORS))
{
if (A_CheckEnemySprite(vm.pSprite))
P_AddKills(vm.pPlayer, 1);
A_DeleteSprite(vm.spriteNum);
return;
}
VM_UpdateAnim(vm.spriteNum, vm.pData);
int const picnum = vm.pSprite->picnum;
double t = timerGetHiTicks();
#ifdef LUNATIC
int32_t killit=0;
if (L_IsInitialized(&g_ElState) && El_HaveActor(picnum))
killit = (El_CallActor(&g_ElState, picnum, spriteNum, playerNum, playerDist)==1);
#else
insptr = 4 + (g_tile[vm.pSprite->picnum].execPtr);
VM_Execute(true);
insptr = NULL;
#endif
t = timerGetHiTicks()-t;
g_actorTotalMs[picnum] += t;
g_actorMinMs[picnum] = min(g_actorMinMs[picnum], t);
g_actorMaxMs[picnum] = max(g_actorMaxMs[picnum], t);
g_actorCalls[picnum]++;
#ifdef LUNATIC
if (!killit)
#else
if ((vm.flags & VM_KILL) == 0)
#endif
{
VM_Move();
if (vm.pSprite->statnum == STAT_ACTOR)
{
if (A_CheckEnemySprite(vm.pSprite))
{
if (vm.pSprite->xrepeat > 60 || (ud.respawn_monsters == 1 && vm.pSprite->extra <= 0))
return;
}
else if (EDUKE32_PREDICT_FALSE(ud.respawn_items == 1 && (vm.pSprite->cstat & 32768)))
return;
if (A_CheckSpriteFlags(vm.spriteNum, SFLAG_USEACTIVATOR) && sector[vm.pSprite->sectnum].lotag & 16384)
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
else if (vm.pActor->timetosleep > 1)
vm.pActor->timetosleep--;
else if (vm.pActor->timetosleep == 1)
{
// hack for 1.3D fire sprites
#ifndef EDUKE32_STANDALONE
if (!FURY && EDUKE32_PREDICT_FALSE(g_scriptVersion == 13 && (vm.pSprite->picnum == FIRE || vm.pSprite->picnum == FIRE2)))
return;
#endif
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
}
}
#ifndef EDUKE32_STANDALONE
else if (!FURY && vm.pSprite->statnum == STAT_STANDABLE)
{
switch (DYNAMICTILEMAP(vm.pSprite->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 (vm.pActor->timetosleep > 1)
vm.pActor->timetosleep--;
else if (vm.pActor->timetosleep == 1)
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
default:
break;
}
}
#endif
}
else VM_DeleteSprite(spriteNum, playerNum);
}
void G_SaveMapState(void)
{
int const levelNum = ud.volume_number * MAXLEVELS + ud.level_number;
map_t *const pMapInfo = &g_mapInfo[levelNum];
if (pMapInfo->savedstate == NULL)
{
pMapInfo->savedstate = (mapstate_t *) Xaligned_alloc(ACTOR_VAR_ALIGNMENT, sizeof(mapstate_t));
Bmemset(pMapInfo->savedstate, 0, sizeof(mapstate_t));
}
mapstate_t *save = pMapInfo->savedstate;
if (save == NULL)
return;
save->numwalls = numwalls;
Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS);
save->numsectors = 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 (EDUKE32_PREDICT_FALSE(g_currentEvent == EVENT_ANIMATESPRITES))
Printf("Line %d: savemapstate called from EVENT_ANIMATESPRITES. WHY?\n", VM_DECODE_LINE_NUMBER(g_tw));
#endif
Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
#ifndef NEW_MAP_FORMAT
Bmemcpy(&save->wallext[0],&wallext[0],sizeof(wallext_t)*MAXWALLS);
#endif
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
save->numyaxbunches = 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);
save->g_cyclerCnt = g_cyclerCnt;
Bmemcpy(save->g_cyclers, g_cyclers, sizeof(g_cyclers));
Bmemcpy(&save->g_playerSpawnPoints[0],&g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
save->g_animWallCnt = g_animWallCnt;
Bmemcpy(&save->SpriteDeletionQueue[0],&SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
save->g_spriteDeleteQueuePos = 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));
save->g_mirrorCount = g_mirrorCount;
save->show2dsector = show2dsector;
save->g_cloudCnt = g_cloudCnt;
Bmemcpy(&save->g_cloudSect[0],&g_cloudSect[0],sizeof(g_cloudSect));
save->g_cloudX = g_cloudX;
save->g_cloudY = g_cloudY;
save->pskyidx = g_pskyidx;
Bmemcpy(&save->g_animateGoal[0],&g_animateGoal[0],sizeof(g_animateGoal));
Bmemcpy(&save->g_animateVel[0],&g_animateVel[0],sizeof(g_animateVel));
save->g_animateCnt = g_animateCnt;
Bmemcpy(&save->g_animateSect[0],&g_animateSect[0],sizeof(g_animateSect));
G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_FWD);
Bmemcpy(&save->g_animatePtr[0],&g_animatePtr[0],sizeof(g_animatePtr));
G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_BACK);
{
EDUKE32_STATIC_ASSERT(sizeof(save->g_animatePtr) == sizeof(g_animatePtr));
}
save->g_playerSpawnCnt = g_playerSpawnCnt;
save->g_earthquakeTime = g_earthquakeTime;
save->randomseed = randomseed;
save->g_globalRandom = g_globalRandom;
#if !defined LUNATIC
for (native_t i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].flags & GAMEVAR_NORESET)
continue;
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
{
if (!save->vars[i])
save->vars[i] = (intptr_t *)Xaligned_alloc(PLAYER_VAR_ALIGNMENT, MAXPLAYERS * sizeof(intptr_t));
Bmemcpy(&save->vars[i][0], aGameVars[i].pValues, sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].flags & GAMEVAR_PERACTOR)
{
if (!save->vars[i])
save->vars[i] = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, MAXSPRITES * sizeof(intptr_t));
Bmemcpy(&save->vars[i][0], aGameVars[i].pValues, sizeof(intptr_t) * MAXSPRITES);
}
else
save->vars[i] = (intptr_t *)aGameVars[i].global;
}
for (native_t i=g_gameArrayCount-1; i>=0; i--)
{
if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0)
continue;
save->arraysiz[i] = aGameArrays[i].size;
Xaligned_free(save->arrays[i]);
save->arrays[i] = (intptr_t *)Xaligned_alloc(ARRAY_ALIGNMENT, Gv_GetArrayAllocSize(i));
Bmemcpy(&save->arrays[i][0], aGameArrays[i].pValues, Gv_GetArrayAllocSize(i));
}
#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);
Xfree(save->savecode);
save->savecode = savecode;
}
#endif
ototalclock = totalclock;
}
void G_RestoreMapState(void)
{
int const levelNum = ud.volume_number * MAXLEVELS + ud.level_number;
mapstate_t *pSavedState = g_mapInfo[levelNum].savedstate;
if (pSavedState != NULL)
{
int playerHealth[MAXPLAYERS];
for (native_t i=0; i<g_mostConcurrentPlayers; i++)
playerHealth[i] = sprite[g_player[i].ps->i].extra;
pub = NUMPAGES;
pus = NUMPAGES;
G_UpdateScreenArea();
numwalls = pSavedState->numwalls;
Bmemcpy(&wall[0],&pSavedState->wall[0],sizeof(walltype)*MAXWALLS);
#ifndef NEW_MAP_FORMAT
Bmemcpy(&wallext[0],&pSavedState->wallext[0],sizeof(wallext_t)*MAXWALLS);
#endif
numsectors = pSavedState->numsectors;
Bmemcpy(&sector[0],&pSavedState->sector[0],sizeof(sectortype)*MAXSECTORS);
Bmemcpy(&sprite[0],&pSavedState->sprite[0],sizeof(spritetype)*MAXSPRITES);
Bmemcpy(&spriteext[0],&pSavedState->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 (EDUKE32_PREDICT_FALSE(g_currentEvent == EVENT_ANIMATESPRITES))
{
Printf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n", VM_DECODE_LINE_NUMBER(g_tw));
for (native_t i=0; i<MAXSPRITES; i++)
spriteext[i].tspr = NULL;
}
#endif
Numsprites = pSavedState->numsprites;
tailspritefree = pSavedState->tailspritefree;
Bmemcpy(&headspritesect[0],&pSavedState->headspritesect[0],sizeof(headspritesect));
Bmemcpy(&prevspritesect[0],&pSavedState->prevspritesect[0],sizeof(prevspritesect));
Bmemcpy(&nextspritesect[0],&pSavedState->nextspritesect[0],sizeof(nextspritesect));
Bmemcpy(&headspritestat[0],&pSavedState->headspritestat[0],sizeof(headspritestat));
Bmemcpy(&prevspritestat[0],&pSavedState->prevspritestat[0],sizeof(prevspritestat));
Bmemcpy(&nextspritestat[0],&pSavedState->nextspritestat[0],sizeof(nextspritestat));
#ifdef YAX_ENABLE
numyaxbunches = pSavedState->numyaxbunches;
# if !defined NEW_MAP_FORMAT
Bmemcpy(yax_bunchnum, pSavedState->yax_bunchnum, sizeof(yax_bunchnum));
Bmemcpy(yax_nextwall, pSavedState->yax_nextwall, sizeof(yax_nextwall));
# endif
#endif
Bmemcpy(&actor[0],&pSavedState->actor[0],sizeof(actor_t)*MAXSPRITES);
g_cyclerCnt = pSavedState->g_cyclerCnt;
Bmemcpy(g_cyclers, pSavedState->g_cyclers, sizeof(g_cyclers));
Bmemcpy(&g_playerSpawnPoints[0],&pSavedState->g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
g_animWallCnt = pSavedState->g_animWallCnt;
Bmemcpy(&SpriteDeletionQueue[0],&pSavedState->SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
g_spriteDeleteQueuePos = pSavedState->g_spriteDeleteQueuePos;
Bmemcpy(&animwall[0],&pSavedState->animwall[0],sizeof(animwall));
Bmemcpy(&g_origins[0],&pSavedState->origins[0],sizeof(g_origins));
Bmemcpy(&g_mirrorWall[0],&pSavedState->g_mirrorWall[0],sizeof(g_mirrorWall));
Bmemcpy(&g_mirrorSector[0],&pSavedState->g_mirrorSector[0],sizeof(g_mirrorSector));
g_mirrorCount = pSavedState->g_mirrorCount;
show2dsector = pSavedState->show2dsector;
g_cloudCnt = pSavedState->g_cloudCnt;
Bmemcpy(&g_cloudSect[0],&pSavedState->g_cloudSect[0],sizeof(g_cloudSect));
g_cloudX = pSavedState->g_cloudX;
g_cloudY = pSavedState->g_cloudY;
g_pskyidx = pSavedState->pskyidx;
Bmemcpy(&g_animateGoal[0],&pSavedState->g_animateGoal[0],sizeof(g_animateGoal));
Bmemcpy(&g_animateVel[0],&pSavedState->g_animateVel[0],sizeof(g_animateVel));
g_animateCnt = pSavedState->g_animateCnt;
Bmemcpy(&g_animateSect[0],&pSavedState->g_animateSect[0],sizeof(g_animateSect));
Bmemcpy(&g_animatePtr[0],&pSavedState->g_animatePtr[0],sizeof(g_animatePtr));
G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_BACK);
g_playerSpawnCnt = pSavedState->g_playerSpawnCnt;
g_earthquakeTime = pSavedState->g_earthquakeTime;
randomseed = pSavedState->randomseed;
g_globalRandom = pSavedState->g_globalRandom;
#if !defined LUNATIC
for (native_t i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].flags & GAMEVAR_NORESET)
continue;
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
{
if (!pSavedState->vars[i])
continue;
Bmemcpy(aGameVars[i].pValues, pSavedState->vars[i], sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].flags & GAMEVAR_PERACTOR)
{
if (!pSavedState->vars[i])
continue;
Bmemcpy(aGameVars[i].pValues, pSavedState->vars[i], sizeof(intptr_t) * MAXSPRITES);
}
else
aGameVars[i].global = (intptr_t)pSavedState->vars[i];
}
for (native_t i=g_gameArrayCount-1; i>=0; i--)
{
if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0)
continue;
aGameArrays[i].size = pSavedState->arraysiz[i];
Xaligned_free(aGameArrays[i].pValues);
aGameArrays[i].pValues = (intptr_t *) Xaligned_alloc(ARRAY_ALIGNMENT, Gv_GetArrayAllocSize(i));
Bmemcpy(aGameArrays[i].pValues, pSavedState->arrays[i], Gv_GetArrayAllocSize(i));
}
Gv_RefreshPointers();
#else
if (pSavedState->savecode)
{
El_RestoreGamevars(pSavedState->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 (native_t SPRITES_OF(STAT_PLAYER, i))
{
int32_t snum = P_Get(i);
Bassert((unsigned)snum < MAXPLAYERS);
g_player[snum].ps->i = i;
}
for (native_t i=0; i<g_mostConcurrentPlayers; i++)
sprite[g_player[i].ps->i].extra = playerHealth[i];
if (g_player[myconnectindex].ps->over_shoulder_on != 0)
{
CAMERADIST = 0;
CAMERACLOCK = 0;
g_player[myconnectindex].ps->over_shoulder_on = 1;
}
screenpeek = myconnectindex;
#ifndef EDUKE32_STANDALONE
if (adult_lockout)
{
for (native_t x=g_animWallCnt-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 (native_t 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
#endif
#ifdef YAX_ENABLE
yax_update(numyaxbunches > 0 ? 2 : 1);
#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.spriteNum = i;
vm.pSprite = &sprite[i];
vm.playerNum = snum;
vm.pPlayer = g_player[snum].ps;
return VM_CheckSquished();
}
#endif
// MYOS* CON commands.
void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p)
{
orientation &= (ROTATESPRITE_MAX-1);
int const rotAngle = (orientation&4) ? 1024 : 0;
if (!(orientation&ROTATESPRITE_FULL16))
{
x<<=16;
y<<=16;
}
rotatesprite_win(x, y, zoom, rotAngle, 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)
{
auto const pPlayer = g_player[screenpeek].ps;
int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0;
VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, tilePal);
}
void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation)
{
auto const pPlayer = g_player[screenpeek].ps;
int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0;
VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, tilePal);
}
#endif
END_DUKE_NS