raze-gles/polymer/eduke32/source/gameexec.c
hendricks266 6f2fa332dd Port system gamearray access from M32Script to CON. Expose tilesizx and tilesizy.
Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.

git-svn-id: https://svn.eduke32.com/eduke32@3274 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-13 02:33:53 +00:00

5560 lines
180 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include <time.h>
#include <stdlib.h>
#include <math.h> // sqrt
#include "compat.h"
#include "duke3d.h"
#include "gamedef.h"
#include "gameexec.h"
#include "scriplib.h"
#include "savegame.h"
#include "premap.h"
#include "osdcmds.h"
#include "osd.h"
#include "menus.h"
#ifdef LUNATIC
# include "lunatic_game.h"
#endif
#if KRANDDEBUG
# define GAMEEXEC_INLINE
# define GAMEEXEC_STATIC
#else
# define GAMEEXEC_INLINE inline
# define GAMEEXEC_STATIC static
#endif
enum vmflags_t {
VM_RETURN = 0x00000001,
VM_KILL = 0x00000002,
VM_NOEXECUTE = 0x00000004,
};
vmstate_t vm;
int32_t g_errorLineNum;
int32_t g_tw;
int32_t g_currentEventExec = -1;
GAMEEXEC_STATIC void VM_Execute(int32_t loop);
#include "gamestructures.c"
#define VM_CONDITIONAL(xxx) { if ((xxx) || ((insptr = (intptr_t *)*(insptr+1)) && (((*insptr) & 0xfff) == CON_ELSE))) \
{ insptr += 2; VM_Execute(0); } }
void VM_ScriptInfo(void)
{
intptr_t *p;
if (!script)
return;
if (insptr)
{
initprintf("\n");
for (p=insptr-20; p<insptr+20; p++)
{
initprintf("%5d: %3d: ",(int32_t)(p - script),(int32_t)(p - insptr));
if (*p>>12&&(*p&0xFFF)<CON_END)
initprintf("%5d %s",(int32_t)(*p>>12),keyw[*p&0xFFF]);
else
initprintf("%d",(int32_t)*p);
initprintf("\n");
}
initprintf("\n");
}
if (vm.g_i)
initprintf_nowarn("current actor: %d (%d)\n",vm.g_i,TrackerCast(vm.g_sp->picnum));
initprintf("g_errorLineNum: %d, g_tw: %d\n",g_errorLineNum,g_tw);
}
// May recurse, e.g. through EVENT_XXX -> ... -> EVENT_KILLIT
int32_t VM_OnEvent(int32_t iEventID, int32_t iActor, int32_t iPlayer, int32_t lDist, int32_t iReturn)
{
#ifdef LUNATIC
const double t = gethitickms();
if (L_IsInitialized(&g_ElState) && El_HaveEvent(iEventID))
El_CallEvent(&g_ElState, iEventID, iActor, iPlayer, lDist);
#endif
if (apScriptGameEvent[iEventID])
{
intptr_t *oinsptr=insptr;
vmstate_t vm_backup;
vmstate_t tempvm = { iActor, iPlayer, lDist,
iActor >= 0 ? &actor[iActor].t_data[0] : NULL,
iActor >= 0 ? &sprite[iActor] : NULL,
0 };
int32_t backupReturnVar = aGameVars[g_iReturnVarID].val.lValue;
int32_t backupEventExec = g_currentEventExec;
aGameVars[g_iReturnVarID].val.lValue = iReturn;
g_currentEventExec = iEventID;
insptr = apScriptGameEvent[iEventID];
Bmemcpy(&vm_backup, &vm, sizeof(vmstate_t));
Bmemcpy(&vm, &tempvm, sizeof(vmstate_t));
VM_Execute(1);
if (vm.g_flags & VM_KILL)
{
// if player was set to squish, first stop that...
if (vm.g_p >= 0 && g_player[vm.g_p].ps->actorsqu == vm.g_i)
g_player[vm.g_p].ps->actorsqu = -1;
A_DeleteSprite(vm.g_i);
}
Bmemcpy(&vm, &vm_backup, sizeof(vmstate_t));
insptr = oinsptr;
g_currentEventExec = backupEventExec;
iReturn = aGameVars[g_iReturnVarID].val.lValue;
aGameVars[g_iReturnVarID].val.lValue = backupReturnVar;
}
#ifdef LUNATIC
g_eventTotalMs[iEventID] += gethitickms()-t;
g_eventCalls[iEventID]++;
#endif
return iReturn;
}
static inline int32_t VM_CheckSquished(void)
{
sectortype *sc = &sector[vm.g_sp->sectnum];
if ((vm.g_sp->picnum == APLAYER && ud.noclip) || sc->lotag == ST_23_SWINGING_DOOR)
return 0;
{
int32_t fz=sc->floorz, cz=sc->ceilingz;
#ifdef YAX_ENABLE
int16_t cb, fb;
yax_getbunches(vm.g_sp->sectnum, &cb, &fb);
if (cb >= 0 && (sc->ceilingstat&512)==0) // if ceiling non-blocking...
cz -= (32<<8); // don't squish unconditionally... yax_getneighborsect is slowish :/
if (fb >= 0 && (sc->floorstat&512)==0)
fz += (32<<8);
#endif
if (vm.g_sp->pal == 1 ?
(fz - cz >= (32<<8) || (sc->lotag&32768)) :
(fz - cz >= (12<<8)))
return 0;
}
P_DoQuote(QUOTE_SQUISHED, g_player[vm.g_p].ps);
if (A_CheckEnemySprite(vm.g_sp)) vm.g_sp->xvel = 0;
if (vm.g_sp->pal == 1) // frozen
{
actor[vm.g_i].picnum = SHOTSPARK1;
actor[vm.g_i].extra = 1;
return 0;
}
return 1;
}
GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *p)
{
int32_t n = 128-(krand()&255);
p->horiz += 64;
p->return_to_center = 9;
p->look_ang = p->rotscrnang = n>>1;
}
int32_t A_Dodge(spritetype *s)
{
int32_t bx,by,bxvect,byvect,i;
int32_t mx = s->x, my = s->y;
int32_t mxvect = sintable[(s->ang+512)&2047];
int32_t myvect = sintable[s->ang&2047];
if (A_CheckEnemySprite(s) && s->extra <= 0) // hack
return 0;
for (i=headspritestat[STAT_PROJECTILE]; i>=0; i=nextspritestat[i]) //weapons list
{
if (OW == i)
continue;
bx = SX-mx;
by = SY-my;
bxvect = sintable[(SA+512)&2047];
byvect = sintable[SA&2047];
if ((mxvect * bx) + (myvect * by) >= 0 && (bxvect * bx) + (byvect * by) < 0)
{
if (klabs((bxvect * by) - (byvect * bx)) < 65536<<6)
{
s->ang -= 512+(krand()&1024);
return 1;
}
}
}
return 0;
}
int32_t A_GetFurthestAngle(int32_t iActor,int32_t angs)
{
spritetype *s = &sprite[iActor];
if (s->picnum != APLAYER && (actor[iActor].t_data[0]&63) > 2)
return(s->ang + 1024);
{
int32_t furthest_angle=0;
int32_t d;
int32_t greatestd = -(1<<30);
int32_t angincs = 2048/angs,j;
hitdata_t hit;
for (j=s->ang; j<(2048+s->ang); j+=angincs)
{
s->z -= (8<<8);
hitscan((const vec3_t *)s, s->sectnum,
sintable[(j+512)&2047],
sintable[j&2047],0,
&hit,CLIPMASK1);
s->z += (8<<8);
d = klabs(hit.pos.x-s->x) + klabs(hit.pos.y-s->y);
if (d > greatestd)
{
greatestd = d;
furthest_angle = j;
}
}
return (furthest_angle&2047);
}
}
int32_t A_FurthestVisiblePoint(int32_t iActor,spritetype *ts,int32_t *dax,int32_t *day)
{
if ((actor[iActor].t_data[0]&63))
return -1;
{
int32_t d, da;//, d, cd, ca,tempx,tempy,cx,cy;
int32_t j, angincs;
spritetype *s = &sprite[iActor];
hitdata_t hit;
if ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3)
angincs = 2048/2;
else angincs = 2048/(1+(krand()&1));
for (j=ts->ang; j<(2048+ts->ang); j+=(angincs-(krand()&511)))
{
ts->z -= (16<<8);
hitscan((const vec3_t *)ts, ts->sectnum,
sintable[(j+512)&2047],
sintable[j&2047],16384-(krand()&32767),
&hit,CLIPMASK1);
ts->z += (16<<8);
d = klabs(hit.pos.x-ts->x)+klabs(hit.pos.y-ts->y);
da = klabs(hit.pos.x-s->x)+klabs(hit.pos.y-s->y);
if (d < da && hit.sect > -1)
if (cansee(hit.pos.x,hit.pos.y,hit.pos.z,
hit.sect,s->x,s->y,s->z-(16<<8),s->sectnum))
{
*dax = hit.pos.x;
*day = hit.pos.y;
return hit.sect;
}
}
return -1;
}
}
void A_GetZLimits(int32_t iActor)
{
spritetype *s = &sprite[iActor];
// if (s->statnum == STAT_PLAYER || s->statnum == STAT_STANDABLE || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_ACTOR || s->statnum == STAT_PROJECTILE)
{
int32_t hz,lz,zr = 127;
int32_t cstat = s->cstat;
s->cstat = 0;
if (s->statnum == STAT_PROJECTILE)
zr = 4;
s->z -= ZOFFSET;
getzrange((vec3_t *)s,s->sectnum,&actor[iActor].ceilingz,&hz,&actor[iActor].floorz,&lz,zr,CLIPMASK0);
s->z += ZOFFSET;
s->cstat = cstat;
actor[iActor].flags &= ~SPRITE_NOFLOORSHADOW;
if ((lz&49152) == 49152 && (sprite[lz&(MAXSPRITES-1)].cstat&48) == 0)
{
const spritetype *hitspr = &sprite[lz&(MAXSPRITES-1)];
lz &= (MAXSPRITES-1);
if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && s->statnum != STAT_PROJECTILE)
|| (hitspr->picnum == APLAYER && A_CheckEnemySprite(s)))
{
actor[iActor].flags |= SPRITE_NOFLOORSHADOW; // No shadows on actors
// actor[iActor].dispicnum = -4; // No shadows on actors
s->xvel = -256;
A_SetSprite(iActor,CLIPMASK0);
}
else if (s->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && s->owner==lz)
{
actor[iActor].ceilingz = sector[s->sectnum].ceilingz;
actor[iActor].floorz = sector[s->sectnum].floorz;
}
}
}
/*
else
{
actor[iActor].ceilingz = sector[s->sectnum].ceilingz;
actor[iActor].floorz = sector[s->sectnum].floorz;
}
*/
}
void A_Fall(int32_t iActor)
{
spritetype *s = &sprite[iActor];
int32_t hz,lz,c = g_spriteGravity;
#ifdef YAX_ENABLE
int16_t fbunch;
#endif
if (G_CheckForSpaceFloor(s->sectnum))
c = 0;
else
{
if (G_CheckForSpaceCeiling(s->sectnum) || sector[s->sectnum].lotag == ST_2_UNDERWATER)
c = g_spriteGravity/6;
}
if (s->statnum == STAT_ACTOR || s->statnum == STAT_PLAYER || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_STANDABLE)
{
int32_t cstat = s->cstat;
s->cstat = 0;
s->z -= ZOFFSET;
getzrange((vec3_t *)s,s->sectnum,&actor[iActor].ceilingz,&hz,&actor[iActor].floorz,&lz,127L,CLIPMASK0);
s->z += ZOFFSET;
s->cstat = cstat;
}
else
{
actor[iActor].ceilingz = sector[s->sectnum].ceilingz;
actor[iActor].floorz = sector[s->sectnum].floorz;
}
#ifdef YAX_ENABLE
if (sector[s->sectnum].floorstat&512)
fbunch = -1;
else
fbunch = yax_getbunch(s->sectnum, YAX_FLOOR);
#endif
if (s->z < actor[iActor].floorz-(ZOFFSET)
#ifdef YAX_ENABLE
|| (fbunch >= 0)
#endif
)
{
if (sector[s->sectnum].lotag == ST_2_UNDERWATER && s->zvel > 3122)
s->zvel = 3144;
s->z += s->zvel = min(6144, s->zvel+c);
}
#ifdef YAX_ENABLE
if (fbunch >= 0)
setspritez(iActor, (vec3_t *)s);
if (fbunch < 0)
#endif
if (s->z >= actor[iActor].floorz-(ZOFFSET))
{
s->z = actor[iActor].floorz - ZOFFSET;
s->zvel = 0;
}
}
int32_t G_GetAngleDelta(int32_t a,int32_t na)
{
a &= 2047;
na &= 2047;
if (klabs(a-na) < 1024)
{
// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
return (na-a);
}
if (na > 1024) na -= 2048;
if (a > 1024) a -= 2048;
// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
return (na-a);
}
GAMEEXEC_STATIC void VM_AlterAng(int32_t a)
{
const int32_t ticselapsed = (vm.g_t[0])&31;
#ifndef LUNATIC
const intptr_t *moveptr;
if ((unsigned)vm.g_t[1] >= (unsigned)g_scriptSize-1)
{
vm.g_t[1] = 0;
OSD_Printf_nowarn(OSD_ERROR "bad moveptr for actor %d (%d)!\n", vm.g_i, TrackerCast(vm.g_sp->picnum));
return;
}
moveptr = script + vm.g_t[1]; // RESEARCH: what's with move 0 and >>> 1 <<<?
vm.g_sp->xvel += (*moveptr - vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648)
vm.g_sp->zvel += ((*(moveptr+1)<<4) - vm.g_sp->zvel)/5;
#else
vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648)
vm.g_sp->zvel += ((actor[vm.g_i].mv.vvel<<4) - vm.g_sp->zvel)/5;
#endif
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
return;
if (a&seekplayer)
{
int32_t aang = vm.g_sp->ang, angdif, goalang;
int32_t j = g_player[vm.g_p].ps->holoduke_on;
// NOTE: looks like 'owner' is set to target sprite ID...
if (j >= 0 && cansee(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum,vm.g_sp->x,vm.g_sp->y,vm.g_sp->z,vm.g_sp->sectnum))
vm.g_sp->owner = j;
else vm.g_sp->owner = g_player[vm.g_p].ps->i;
if (sprite[vm.g_sp->owner].picnum == APLAYER)
goalang = getangle(actor[vm.g_i].lastvx-vm.g_sp->x,actor[vm.g_i].lastvy-vm.g_sp->y);
else
goalang = getangle(sprite[vm.g_sp->owner].x-vm.g_sp->x,sprite[vm.g_sp->owner].y-vm.g_sp->y);
if (vm.g_sp->xvel && vm.g_sp->picnum != DRONE)
{
angdif = G_GetAngleDelta(aang,goalang);
if (ticselapsed < 2)
{
if (klabs(angdif) < 256)
{
j = 128-(krand()&256);
vm.g_sp->ang += j;
if (A_GetHitscanRange(vm.g_i) < 844)
vm.g_sp->ang -= j;
}
}
else if (ticselapsed > 18 && ticselapsed < GAMETICSPERSEC) // choose
{
if (klabs(angdif>>2) < 128) vm.g_sp->ang = goalang;
else vm.g_sp->ang += angdif>>2;
}
}
else vm.g_sp->ang = goalang;
}
if (ticselapsed < 1)
{
if (a&furthestdir)
{
vm.g_sp->ang = A_GetFurthestAngle(vm.g_i, 2);
vm.g_sp->owner = g_player[vm.g_p].ps->i;
}
if (a&fleeenemy)
vm.g_sp->ang = A_GetFurthestAngle(vm.g_i, 2);
}
}
static void do_face_player_addang(int32_t shr, int32_t goalang)
{
int32_t angdif = G_GetAngleDelta(vm.g_sp->ang,goalang)>>shr;
if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0))
angdif *= 2;
vm.g_sp->ang += angdif;
}
static void do_face_player(int32_t shr)
{
int32_t goalang;
const DukePlayer_t *const ps = g_player[vm.g_p].ps;
if (g_player[vm.g_p].ps->newowner >= 0)
goalang = getangle(ps->opos.x-vm.g_sp->x, ps->opos.y-vm.g_sp->y);
else
goalang = getangle(ps->pos.x-vm.g_sp->x, ps->pos.y-vm.g_sp->y);
do_face_player_addang(shr, goalang);
}
GAMEEXEC_STATIC void VM_Move(void)
{
#ifndef LUNATIC
const intptr_t *moveptr;
#endif
int32_t a = vm.g_sp->hitag, goalang, angdif;
int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0);
if (a == -1) a = 0;
vm.g_t[0]++;
if (vm.g_t[1] == 0 || a == 0)
{
if (deadflag || (actor[vm.g_i].bposx != vm.g_sp->x) || (actor[vm.g_i].bposy != vm.g_sp->y))
{
actor[vm.g_i].bposx = vm.g_sp->x;
actor[vm.g_i].bposy = vm.g_sp->y;
setsprite(vm.g_i, (vec3_t *)vm.g_sp);
}
return;
}
if (deadflag) goto dead;
if (a&face_player)
do_face_player(2);
if (a&spin)
vm.g_sp->ang += sintable[((vm.g_t[0]<<3)&2047)]>>6;
if (a&face_player_slow)
do_face_player(4);
if ((a&jumptoplayer) == jumptoplayer)
{
if (vm.g_t[0] < 16)
vm.g_sp->zvel -= (sintable[(512+(vm.g_t[0]<<4))&2047]>>5);
}
if (a&face_player_smart)
{
DukePlayer_t *const ps = g_player[vm.g_p].ps;
int32_t newx = ps->pos.x + (ps->vel.x/768);
int32_t newy = ps->pos.y + (ps->vel.y/768);
goalang = getangle(newx-vm.g_sp->x,newy-vm.g_sp->y);
do_face_player_addang(2, goalang);
}
dead:
#ifndef LUNATIC
if ((unsigned)vm.g_t[1] >= (unsigned)g_scriptSize-1)
{
vm.g_t[1] = 0;
OSD_Printf_nowarn(OSD_ERROR "clearing bad moveptr for actor %d (%d)\n", vm.g_i, TrackerCast(vm.g_sp->picnum));
return;
}
moveptr = script + vm.g_t[1]; // RESEARCH: what's with move 0 and >>> 1 <<<?
if (a&geth) vm.g_sp->xvel += ((*moveptr)-vm.g_sp->xvel)>>1;
if (a&getv) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)>>1;
#else
if (a&geth) vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)>>1;
if (a&getv) vm.g_sp->zvel += (actor[vm.g_i].mv.vvel - vm.g_sp->zvel)>>1;
#endif
if (a&dodgebullet && !deadflag)
A_Dodge(vm.g_sp);
if (vm.g_sp->picnum != APLAYER)
VM_AlterAng(a);
if (vm.g_sp->xvel > -6 && vm.g_sp->xvel < 6) vm.g_sp->xvel = 0;
a = A_CheckEnemySprite(vm.g_sp);
if (vm.g_sp->xvel || vm.g_sp->zvel)
{
int32_t daxvel;
if (a && vm.g_sp->picnum != ROTATEGUN)
{
if ((vm.g_sp->picnum == DRONE || vm.g_sp->picnum == COMMANDER) && vm.g_sp->extra > 0)
{
if (vm.g_sp->picnum == COMMANDER)
{
int32_t l;
actor[vm.g_i].floorz = l = getflorzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if (vm.g_sp->z > l-(8<<8))
{
vm.g_sp->z = l-(8<<8);
vm.g_sp->zvel = 0;
}
actor[vm.g_i].ceilingz = l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if (vm.g_sp->z-l < (80<<8))
{
vm.g_sp->z = l+(80<<8);
vm.g_sp->zvel = 0;
}
}
else
{
int32_t l;
if (vm.g_sp->zvel > 0)
{
actor[vm.g_i].floorz = l = getflorzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if (vm.g_sp->z > l-(30<<8))
vm.g_sp->z = l-(30<<8);
}
else
{
actor[vm.g_i].ceilingz = l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if ((vm.g_sp->z-l) < (50<<8))
{
vm.g_sp->z = l+(50<<8);
vm.g_sp->zvel = 0;
}
}
}
}
else if (vm.g_sp->picnum != ORGANTIC)
{
if (vm.g_sp->zvel > 0 && actor[vm.g_i].floorz < vm.g_sp->z)
vm.g_sp->z = actor[vm.g_i].floorz;
if (vm.g_sp->zvel < 0)
{
const int32_t l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if ((vm.g_sp->z-l) < (66<<8))
{
vm.g_sp->z = l+(66<<8);
vm.g_sp->zvel >>= 1;
}
}
}
}
else if (vm.g_sp->picnum == APLAYER)
if ((vm.g_sp->z-actor[vm.g_i].ceilingz) < (32<<8))
vm.g_sp->z = actor[vm.g_i].ceilingz+(32<<8);
daxvel = vm.g_sp->xvel;
angdif = vm.g_sp->ang;
if (a && vm.g_sp->picnum != ROTATEGUN)
{
DukePlayer_t *const ps = g_player[vm.g_p].ps;
if (vm.g_x < 960 && vm.g_sp->xrepeat > 16)
{
daxvel = -(1024-vm.g_x);
angdif = getangle(ps->pos.x-vm.g_sp->x, ps->pos.y-vm.g_sp->y);
if (vm.g_x < 512)
{
ps->vel.x = 0;
ps->vel.y = 0;
}
else
{
ps->vel.x = mulscale16(ps->vel.x, ps->runspeed-0x2000);
ps->vel.y = mulscale16(ps->vel.y, ps->runspeed-0x2000);
}
}
else if (vm.g_sp->picnum != DRONE && vm.g_sp->picnum != SHARK && vm.g_sp->picnum != COMMANDER)
{
if (ps->actorsqu == vm.g_i) return;
if (!A_CheckSpriteFlags(vm.g_i, SPRITE_SMOOTHMOVE))
{
if (vm.g_t[0]&1) return;
daxvel <<= 1;
}
}
}
{
vec3_t tmpvect = { (daxvel*(sintable[(angdif+512)&2047]))>>14,
(daxvel*(sintable[angdif&2047]))>>14, vm.g_sp->zvel
};
actor[vm.g_i].movflag = A_MoveSprite(
vm.g_i,&tmpvect, (A_CheckSpriteFlags(vm.g_i, SPRITE_NOCLIP) ? 0 : CLIPMASK0));
}
}
if (!a)
return;
if (sector[vm.g_sp->sectnum].ceilingstat&1)
vm.g_sp->shade += (sector[vm.g_sp->sectnum].ceilingshade-vm.g_sp->shade)>>1;
else vm.g_sp->shade += (sector[vm.g_sp->sectnum].floorshade-vm.g_sp->shade)>>1;
}
// NOTE: Used from Lunatic
void P_AddWeaponMaybeSwitch(DukePlayer_t *ps, int32_t weap)
{
if ((ps->weaponswitch & 1) && (ps->weaponswitch & 4))
{
int32_t snum = sprite[ps->i].yvel;
int32_t i, w, new_wchoice = -1, curr_wchoice = -1;
for (i=0; i<10 && (new_wchoice < 0 || curr_wchoice < 0); i++)
{
w = g_player[snum].wchoice[i];
if (w == 0) w = 9;
else w--;
if (w == ps->curr_weapon)
curr_wchoice = i;
if (w == weap)
new_wchoice = i;
}
if (new_wchoice < curr_wchoice)
P_AddWeapon(ps, weap);
else
P_AddWeaponNoSwitch(ps, weap);
}
else if (ps->weaponswitch & 1)
P_AddWeapon(ps, weap);
else
P_AddWeaponNoSwitch(ps, weap);
}
static void P_AddWeaponAmmoCommon(DukePlayer_t *ps, int32_t weap, int32_t amount)
{
P_AddAmmo(weap, ps, amount);
if (ps->curr_weapon == KNEE_WEAPON && (ps->gotweapon & (1 << weap)))
P_AddWeaponMaybeSwitch(ps, weap);
}
static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps)
{
if ((unsigned)weap >= MAX_WEAPONS)
{
CON_ERRPRINTF("Invalid weapon ID %d\n", weap);
return 1;
}
if ((ps->gotweapon & (1 << weap)) == 0)
{
P_AddWeaponMaybeSwitch(ps, weap);
}
else if (ps->ammo_amount[weap] >= ps->max_ammo_amount[weap])
{
vm.g_flags |= VM_NOEXECUTE;
return 2;
}
P_AddWeaponAmmoCommon(ps, weap, amount);
return 0;
}
static void VM_Fall(void)
{
vm.g_sp->xoffset = vm.g_sp->yoffset = 0;
{
int32_t j = g_spriteGravity;
if (G_CheckForSpaceCeiling(vm.g_sp->sectnum) || sector[vm.g_sp->sectnum].lotag == ST_2_UNDERWATER)
j = g_spriteGravity/6;
else if (G_CheckForSpaceFloor(vm.g_sp->sectnum))
j = 0;
if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].floorstat&2))
{
A_GetZLimits(vm.g_i);
actor[vm.g_i].cgg = 3;
}
if (vm.g_sp->z < (actor[vm.g_i].floorz-ZOFFSET))
{
vm.g_sp->z += vm.g_sp->zvel = min(6144, vm.g_sp->zvel+j);
#ifdef YAX_ENABLE
j = yax_getbunch(vm.g_sp->sectnum, YAX_FLOOR);
if (j >= 0 && (sector[vm.g_sp->sectnum].floorstat&512)==0)
setspritez(vm.g_i, (vec3_t *)vm.g_sp);
else
#endif
if (vm.g_sp->z > (actor[vm.g_i].floorz - ZOFFSET))
vm.g_sp->z = (actor[vm.g_i].floorz - ZOFFSET);
return;
}
vm.g_sp->z = actor[vm.g_i].floorz - ZOFFSET;
if (A_CheckEnemySprite(vm.g_sp) || (vm.g_sp->picnum == APLAYER && vm.g_sp->owner >= 0))
{
if (vm.g_sp->zvel > 3084 && vm.g_sp->extra <= 1)
{
// I'm guessing this DRONE check is from a beta version of the game
// where they crashed into the ground when killed
if (!(vm.g_sp->picnum == APLAYER && vm.g_sp->extra > 0) && vm.g_sp->pal != 1 && vm.g_sp->picnum != DRONE)
{
A_DoGuts(vm.g_i,JIBS6,15);
A_PlaySound(SQUISHED,vm.g_i);
A_Spawn(vm.g_i,BLOODPOOL);
}
actor[vm.g_i].picnum = SHOTSPARK1;
actor[vm.g_i].extra = 1;
vm.g_sp->zvel = 0;
}
else if (vm.g_sp->zvel > 2048 && sector[vm.g_sp->sectnum].lotag != ST_1_ABOVE_WATER)
{
j = vm.g_sp->sectnum;
pushmove((vec3_t *)vm.g_sp,(int16_t *)&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
if ((unsigned)j < MAXSECTORS)
changespritesect(vm.g_i,j);
A_PlaySound(THUD,vm.g_i);
}
}
}
if (vm.g_sp->z > (actor[vm.g_i].floorz - ZOFFSET))
{
A_GetZLimits(vm.g_i);
if (actor[vm.g_i].floorz != sector[vm.g_sp->sectnum].floorz)
vm.g_sp->z = (actor[vm.g_i].floorz - ZOFFSET);
return;
}
else if (sector[vm.g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
{
switch (DYNAMICTILEMAP(vm.g_sp->picnum))
{
default:
// fix for flying/jumping monsters getting stuck in water
{
#ifndef LUNATIC
int32_t moveScriptOfs = vm.g_t[1];
#endif
if ((vm.g_sp->hitag & jumptoplayer) ||
(g_tile[vm.g_sp->picnum].execPtr &&
#ifndef LUNATIC
(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1]
#else
actor[vm.g_i].mv.vvel != 0
#endif
))
{
// OSD_Printf("%d\n", script[moveScriptOfs + 1]);
break;
}
}
// OSD_Printf("hitag: %d\n",vm.g_sp->hitag);
vm.g_sp->z += (24<<8);
case OCTABRAIN__STATIC:
case COMMANDER__STATIC:
case DRONE__STATIC:
break;
}
return;
}
vm.g_sp->zvel = 0;
}
static void VM_ResetPlayer(void)
{
//AddLog("resetplayer");
if ((!g_netServer && ud.multimode < 2))
{
if (g_lastSaveSlot >= 0 && ud.recstat != 2)
{
g_player[vm.g_p].ps->gm |= MODE_MENU;
KB_ClearKeyDown(sc_Space);
M_ChangeMenu(15000);
}
else g_player[vm.g_p].ps->gm = MODE_RESTART;
vm.g_flags |= VM_NOEXECUTE;
}
else
{
if (vm.g_p == myconnectindex)
{
g_cameraDistance = 0;
g_cameraClock = totalclock;
}
if (g_fakeMultiMode)
P_ResetPlayer(vm.g_p);
#ifndef NETCODE_DISABLE
if (g_netServer)
{
int32_t jj = 0;
P_ResetPlayer(vm.g_p);
packbuf[jj++] = PACKET_PLAYER_SPAWN;
packbuf[jj++] = vm.g_p;
Bmemcpy(&packbuf[jj], &g_player[vm.g_p].ps->pos.x, sizeof(vec3_t) * 2);
jj += sizeof(vec3_t) * 2;
packbuf[jj++] = 0;
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(
packbuf, jj, ENET_PACKET_FLAG_RELIABLE));
}
#endif
}
P_UpdateScreenPal(g_player[vm.g_p].ps);
//AddLog("EOF: resetplayer");
}
GAMEEXEC_STATIC void VM_Execute(int32_t loop)
{
register int32_t tw = *insptr;
// jump directly into the loop, saving us from the checks during the first iteration
goto skip_check;
while (loop)
{
if (vm.g_flags & (VM_RETURN|VM_KILL|VM_NOEXECUTE))
return;
tw = *insptr;
skip_check:
// Bsprintf(g_szBuf,"Parsing: %d",*insptr);
// AddLog(g_szBuf);
g_errorLineNum = tw>>12;
g_tw = tw &= 0xFFF;
switch (tw)
{
case CON_REDEFINEQUOTE:
insptr++;
{
int32_t q = *insptr++, i = *insptr++;
if ((ScriptQuotes[q] == NULL || ScriptQuoteRedefinitions[i] == NULL))
{
CON_ERRPRINTF("%d %d null quote\n", q,i);
break;
}
Bstrcpy(ScriptQuotes[q],ScriptQuoteRedefinitions[i]);
continue;
}
case CON_GETTHISPROJECTILE:
case CON_SETTHISPROJECTILE:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessActiveProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2);
continue;
}
case CON_IFRND:
VM_CONDITIONAL(rnd(*(++insptr)));
continue;
case CON_IFCANSHOOTTARGET:
{
int32_t j;
if (vm.g_x > 1024)
{
int16_t temphit;
if ((j = A_CheckHitSprite(vm.g_i,&temphit)) == (1<<30))
{
VM_CONDITIONAL(1);
continue;
}
{
int32_t sclip = 768, angdif = 16;
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->xrepeat > 56)
{
sclip = 3084;
angdif = 48;
}
if (j > sclip)
{
if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum)
{
VM_CONDITIONAL(0);
continue;
}
vm.g_sp->ang += angdif;
j = A_CheckHitSprite(vm.g_i,&temphit);
vm.g_sp->ang -= angdif;
if (j > sclip)
{
if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum)
{
VM_CONDITIONAL(0);
continue;
}
vm.g_sp->ang -= angdif;
j = A_CheckHitSprite(vm.g_i,&temphit);
vm.g_sp->ang += angdif;
if (j > 768)
{
if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum)
{
VM_CONDITIONAL(0);
continue;
}
VM_CONDITIONAL(1);
continue;
}
}
}
}
}
VM_CONDITIONAL(1);
}
continue;
case CON_IFCANSEETARGET:
{
DukePlayer_t *const ps = g_player[vm.g_p].ps;
int32_t j = cansee(vm.g_sp->x, vm.g_sp->y, vm.g_sp->z-((krand()&41)<<8),
vm.g_sp->sectnum, ps->pos.x, ps->pos.y,
ps->pos.z/*-((krand()&41)<<8)*/, sprite[ps->i].sectnum);
VM_CONDITIONAL(j);
if (j) actor[vm.g_i].timetosleep = SLEEPTIME;
}
continue;
case CON_IFACTORNOTSTAYPUT:
VM_CONDITIONAL(actor[vm.g_i].actorstayput == -1);
continue;
case CON_IFCANSEE:
{
DukePlayer_t *const ps = g_player[vm.g_p].ps;
spritetype *s = &sprite[ps->i];
int32_t j;
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if (ps->holoduke_on >= 0)
{
s = &sprite[ps->holoduke_on];
j = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(krand()&((32<<8)-1)),vm.g_sp->sectnum,
s->x,s->y,s->z,s->sectnum);
if (j == 0)
{
// they can't see player's holoduke
// check for player...
s = &sprite[ps->i];
}
}
// can they see player, (or player's holoduke)
j = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(krand()&((47<<8))),vm.g_sp->sectnum,
s->x,s->y,s->z-(24<<8),s->sectnum);
if (j == 0)
{
// search around for target player
// also modifies 'target' x&y if found..
j = 1;
if (A_FurthestVisiblePoint(vm.g_i,s,&actor[vm.g_i].lastvx,&actor[vm.g_i].lastvy) == -1)
j = 0;
}
else
{
// else, they did see it.
// save where we were looking...
actor[vm.g_i].lastvx = s->x;
actor[vm.g_i].lastvy = s->y;
}
if (j && (vm.g_sp->statnum == STAT_ACTOR || vm.g_sp->statnum == STAT_STANDABLE))
actor[vm.g_i].timetosleep = SLEEPTIME;
VM_CONDITIONAL(j);
continue;
}
case CON_IFHITWEAPON:
VM_CONDITIONAL(A_IncurDamage(vm.g_i) >= 0);
continue;
case CON_IFSQUISHED:
VM_CONDITIONAL(VM_CheckSquished());
continue;
case CON_IFDEAD:
// j = vm.g_sp->extra;
// if (vm.g_sp->picnum == APLAYER)
// j--;
VM_CONDITIONAL(vm.g_sp->extra <= 0);
continue;
case CON_AI:
insptr++;
//Following changed to use pointersizes
vm.g_t[5] = *insptr++; // Ai
vm.g_t[4] = *(script + vm.g_t[5]); // Action
#ifdef LUNATIC
set_action_members(vm.g_i);
#endif
// NOTE: "if (g_t[5])" added in r1155. It used to be a pointer though.
if (vm.g_t[5])
{
vm.g_t[1] = *(script + vm.g_t[5] + 1); // move
#ifdef LUNATIC
set_move_members(vm.g_i);
#endif
}
vm.g_sp->hitag = *(script + vm.g_t[5] + 2); // move flags
vm.g_t[0] = vm.g_t[2] = vm.g_t[3] = 0; // count, actioncount... vm.g_t[3] = ??
if (!A_CheckEnemySprite(vm.g_sp) || vm.g_sp->extra > 0) // hack
if (vm.g_sp->hitag&random_angle)
vm.g_sp->ang = krand()&2047;
continue;
case CON_ACTION:
insptr++;
vm.g_t[2] = vm.g_t[3] = 0;
vm.g_t[4] = *insptr++;
#ifdef LUNATIC
set_action_members(vm.g_i);
#endif
continue;
case CON_IFPDISTL:
VM_CONDITIONAL(vm.g_x < *(++insptr));
if (vm.g_x > MAXSLEEPDIST && actor[vm.g_i].timetosleep == 0)
actor[vm.g_i].timetosleep = SLEEPTIME;
continue;
case CON_IFPDISTG:
VM_CONDITIONAL(vm.g_x > *(++insptr));
if (vm.g_x > MAXSLEEPDIST && actor[vm.g_i].timetosleep == 0)
actor[vm.g_i].timetosleep = SLEEPTIME;
continue;
case CON_ELSE:
insptr = (intptr_t *) *(insptr+1);
continue;
case CON_ADDSTRENGTH:
insptr++;
vm.g_sp->extra += *insptr++;
continue;
case CON_STRENGTH:
insptr++;
vm.g_sp->extra = *insptr++;
continue;
case CON_IFGOTWEAPONCE:
insptr++;
if ((GametypeFlags[ud.coop]&GAMETYPE_WEAPSTAY) && (g_netServer || ud.multimode > 1))
{
DukePlayer_t *const ps = g_player[vm.g_p].ps;
if (*insptr == 0)
{
int32_t j = 0;
for (; j < ps->weapreccnt; j++)
if (ps->weaprecs[j] == vm.g_sp->picnum)
break;
VM_CONDITIONAL(j < ps->weapreccnt && vm.g_sp->owner == vm.g_i);
continue;
}
else if (ps->weapreccnt < MAX_WEAPONS)
{
ps->weaprecs[ps->weapreccnt++] = vm.g_sp->picnum;
VM_CONDITIONAL(vm.g_sp->owner == vm.g_i);
continue;
}
}
VM_CONDITIONAL(0);
continue;
case CON_GETLASTPAL:
insptr++;
if (vm.g_sp->picnum == APLAYER)
vm.g_sp->pal = g_player[vm.g_sp->yvel].ps->palookup;
else
{
if (vm.g_sp->pal == 1 && vm.g_sp->extra == 0) // hack for frozen
vm.g_sp->extra++;
vm.g_sp->pal = actor[vm.g_i].tempang;
}
actor[vm.g_i].tempang = 0;
continue;
case CON_TOSSWEAPON:
insptr++;
P_DropWeapon(g_player[vm.g_sp->yvel].ps);
continue;
case CON_NULLOP:
insptr++;
continue;
case CON_MIKESND:
insptr++;
if (((unsigned)vm.g_sp->yvel >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", TrackerCast(vm.g_sp->yvel));
insptr++;
continue;
}
if (!S_CheckSoundPlaying(vm.g_i,vm.g_sp->yvel))
A_PlaySound(vm.g_sp->yvel,vm.g_i);
continue;
case CON_PKICK:
insptr++;
if ((g_netServer || ud.multimode > 1) && vm.g_sp->picnum == APLAYER)
{
if (g_player[otherp].ps->quick_kick == 0)
g_player[otherp].ps->quick_kick = 14;
}
else if (vm.g_sp->picnum != APLAYER && g_player[vm.g_p].ps->quick_kick == 0)
g_player[vm.g_p].ps->quick_kick = 14;
continue;
case CON_SIZETO:
insptr++;
{
int32_t j = (*insptr++ - vm.g_sp->xrepeat)<<1;
vm.g_sp->xrepeat += ksgn(j);
if ((vm.g_sp->picnum == APLAYER && vm.g_sp->yrepeat < 36) || *insptr < vm.g_sp->yrepeat ||
((vm.g_sp->yrepeat*(tilesizy[vm.g_sp->picnum]+8))<<2) < (actor[vm.g_i].floorz - actor[vm.g_i].ceilingz))
{
j = ((*insptr)-vm.g_sp->yrepeat)<<1;
if (klabs(j)) vm.g_sp->yrepeat += ksgn(j);
}
}
insptr++;
continue;
case CON_SIZEAT:
insptr++;
vm.g_sp->xrepeat = (uint8_t) *insptr++;
vm.g_sp->yrepeat = (uint8_t) *insptr++;
continue;
case CON_SHOOT:
insptr++;
A_Shoot(vm.g_i,*insptr++);
continue;
case CON_SOUNDONCE:
if (((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr++);
continue;
}
if (!S_CheckSoundPlaying(vm.g_i,*insptr++))
A_PlaySound(*(insptr-1),vm.g_i);
continue;
case CON_IFACTORSOUND:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++);
if (((unsigned)j >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", j);
insptr++;
continue;
}
insptr--;
VM_CONDITIONAL(A_CheckSoundPlaying(i,j));
}
continue;
case CON_IFSOUND:
if (((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
VM_CONDITIONAL(S_CheckSoundPlaying(vm.g_i,*insptr));
// VM_DoConditional(SoundOwner[*insptr][0].ow == vm.g_i);
continue;
case CON_STOPSOUND:
if (((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
if (S_CheckSoundPlaying(vm.g_i,*insptr))
S_StopSound((int16_t)*insptr);
insptr++;
continue;
case CON_STOPACTORSOUND:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++);
if ((j<0 || j>=MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", j);
continue;
}
if (A_CheckSoundPlaying(i,j))
S_StopEnvSound(j,i);
continue;
}
case CON_SETACTORSOUNDPITCH:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++), pitchoffset = Gv_GetVarX(*insptr++);
if ((j<0 || j>=MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", j);
continue;
}
S_ChangeSoundPitch(j,i,pitchoffset);
continue;
}
case CON_GLOBALSOUND:
if (((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
if (vm.g_p == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND)
|| (g_fakeMultiMode==2)
)
A_PlaySound(*insptr,g_player[screenpeek].ps->i);
insptr++;
continue;
case CON_SOUND:
if ((unsigned)*(++insptr) >= MAXSOUNDS)
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
A_PlaySound(*insptr++,vm.g_i);
continue;
case CON_TIP:
insptr++;
g_player[vm.g_p].ps->tipincs = GAMETICSPERSEC;
continue;
case CON_FALL:
insptr++;
VM_Fall();
continue;
case CON_RETURN:
vm.g_flags |= VM_RETURN;
case CON_ENDA:
case CON_BREAK:
case CON_ENDS:
return;
case CON_RIGHTBRACE:
insptr++;
return;
case CON_ADDAMMO:
insptr++;
{
int32_t weap=*insptr++, amount=*insptr++;
DukePlayer_t *ps = g_player[vm.g_p].ps;
if ((unsigned)weap >= MAX_WEAPONS)
{
CON_ERRPRINTF("Invalid weapon ID %d\n", weap);
break;
}
if (ps->ammo_amount[weap] >= ps->max_ammo_amount[weap])
{
vm.g_flags |= VM_NOEXECUTE;
break;
}
P_AddWeaponAmmoCommon(ps, weap, amount);
continue;
}
case CON_MONEY:
insptr++;
A_SpawnMultiple(vm.g_i, MONEY, *insptr++);
continue;
case CON_MAIL:
insptr++;
A_SpawnMultiple(vm.g_i, MAIL, *insptr++);
continue;
case CON_SLEEPTIME:
insptr++;
actor[vm.g_i].timetosleep = (int16_t)*insptr++;
continue;
case CON_PAPER:
insptr++;
A_SpawnMultiple(vm.g_i, PAPER, *insptr++);
continue;
case CON_ADDKILLS:
insptr++;
g_player[vm.g_p].ps->actors_killed += *insptr++;
actor[vm.g_i].actorstayput = -1;
continue;
case CON_LOTSOFGLASS:
insptr++;
A_SpawnGlass(vm.g_i,*insptr++);
continue;
case CON_KILLIT:
insptr++;
vm.g_flags |= VM_KILL;
continue;
case CON_ADDWEAPON:
insptr++;
{
int32_t weap=*insptr++, amount=*insptr++;
VM_AddWeapon(weap, amount, g_player[vm.g_p].ps);
continue;
}
case CON_DEBUG:
insptr++;
initprintf("%" PRIdPTR "\n",*insptr++);
continue;
case CON_ENDOFGAME:
insptr++;
g_player[vm.g_p].ps->timebeforeexit = *insptr++;
g_player[vm.g_p].ps->customexitsound = -1;
ud.eog = 1;
continue;
case CON_ADDPHEALTH:
insptr++;
{
int32_t j;
DukePlayer_t *const ps = g_player[vm.g_p].ps;
if (ps->newowner >= 0)
G_ClearCameraView(ps);
j = sprite[ps->i].extra;
if (vm.g_sp->picnum != ATOMICHEALTH)
{
if (j > ps->max_player_health && *insptr > 0)
{
insptr++;
continue;
}
else
{
if (j > 0)
j += *insptr;
if (j > ps->max_player_health && *insptr > 0)
j = ps->max_player_health;
}
}
else
{
if (j > 0)
j += *insptr;
if (j > (ps->max_player_health<<1))
j = (ps->max_player_health<<1);
}
if (j < 0) j = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((j - *insptr) < (ps->max_player_health>>2) &&
j >= (ps->max_player_health>>2))
A_PlaySound(DUKE_GOTHEALTHATLOW,ps->i);
ps->last_extra = j;
}
sprite[ps->i].extra = j;
}
}
insptr++;
continue;
case CON_STATE:
{
intptr_t *tempscrptr=insptr+2;
insptr = (intptr_t *) *(insptr+1);
VM_Execute(1);
insptr = tempscrptr;
}
continue;
case CON_LEFTBRACE:
insptr++;
VM_Execute(1);
continue;
case CON_MOVE:
insptr++;
vm.g_t[0]=0;
vm.g_t[1] = *insptr++;
#ifdef LUNATIC
set_move_members(vm.g_i);
#endif
vm.g_sp->hitag = *insptr++;
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
continue;
if (vm.g_sp->hitag&random_angle)
vm.g_sp->ang = krand()&2047;
continue;
case CON_ADDWEAPONVAR:
insptr++;
{
int32_t weap=Gv_GetVarX(*insptr++), amount=Gv_GetVarX(*insptr++);
VM_AddWeapon(weap, amount, g_player[vm.g_p].ps);
continue;
}
case CON_ACTIVATEBYSECTOR:
case CON_OPERATESECTORS:
case CON_OPERATEACTIVATORS:
case CON_SETASPECT:
case CON_SSP:
insptr++;
{
int32_t var1 = Gv_GetVarX(*insptr++), var2;
if (tw == CON_OPERATEACTIVATORS && *insptr == g_iThisActorID)
{
var2 = vm.g_p;
insptr++;
}
else var2 = Gv_GetVarX(*insptr++);
switch (tw)
{
case CON_ACTIVATEBYSECTOR:
if ((unsigned)var1 >= (unsigned)numsectors) {CON_ERRPRINTF("Invalid sector %d\n", var1); break;}
G_ActivateBySector(var1, var2);
break;
case CON_OPERATESECTORS:
if ((unsigned)var1 >= (unsigned)numsectors) {CON_ERRPRINTF("Invalid sector %d\n", var1); break;}
G_OperateSectors(var1, var2);
break;
case CON_OPERATEACTIVATORS:
if ((unsigned)var2>=(unsigned)playerswhenstarted) {CON_ERRPRINTF("Invalid player %d\n", var2); break;}
G_OperateActivators(var1, var2);
break;
case CON_SETASPECT:
setaspect(var1, var2);
break;
case CON_SSP:
if ((unsigned)var1 >= MAXSPRITES) { CON_ERRPRINTF("Invalid sprite %d\n", var1); break;}
A_SetSprite(var1, var2);
break;
}
continue;
}
case CON_CANSEESPR:
insptr++;
{
int32_t lVar1 = Gv_GetVarX(*insptr++), lVar2 = Gv_GetVarX(*insptr++), res;
if ((unsigned)lVar1 >= MAXSPRITES || (unsigned)lVar2 >= MAXSPRITES)
{
CON_ERRPRINTF("Invalid sprite %d\n", (unsigned)lVar1 >= MAXSPRITES ? lVar1 : lVar2);
res=0;
}
else res=cansee(sprite[lVar1].x,sprite[lVar1].y,sprite[lVar1].z,sprite[lVar1].sectnum,
sprite[lVar2].x,sprite[lVar2].y,sprite[lVar2].z,sprite[lVar2].sectnum);
Gv_SetVarX(*insptr++, res);
continue;
}
case CON_OPERATERESPAWNS:
insptr++;
G_OperateRespawns(Gv_GetVarX(*insptr++));
continue;
case CON_OPERATEMASTERSWITCHES:
insptr++;
G_OperateMasterSwitches(Gv_GetVarX(*insptr++));
continue;
case CON_CHECKACTIVATORMOTION:
insptr++;
aGameVars[g_iReturnVarID].val.lValue = G_CheckActivatorMotion(Gv_GetVarX(*insptr++));
continue;
case CON_INSERTSPRITEQ:
insptr++;
A_AddToDeleteQueue(vm.g_i);
continue;
case CON_QSTRLEN:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((ScriptQuotes[j] == NULL))
{
CON_ERRPRINTF("null quote %d\n", j);
Gv_SetVarX(i,-1);
continue;
}
Gv_SetVarX(i,Bstrlen(ScriptQuotes[j]));
continue;
}
case CON_HEADSPRITESTAT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)j > MAXSTATUS)
{
CON_ERRPRINTF("invalid status list %d\n", j);
continue;
}
Gv_SetVarX(i,headspritestat[j]);
continue;
}
case CON_PREVSPRITESTAT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)j >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite ID %d\n", j);
continue;
}
Gv_SetVarX(i,prevspritestat[j]);
continue;
}
case CON_NEXTSPRITESTAT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)j >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite ID %d\n", j);
continue;
}
Gv_SetVarX(i,nextspritestat[j]);
continue;
}
case CON_HEADSPRITESECT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)j >= (unsigned)numsectors)
{
CON_ERRPRINTF("invalid sector %d\n", j);
continue;
}
Gv_SetVarX(i,headspritesect[j]);
continue;
}
case CON_PREVSPRITESECT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)j >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite ID %d\n", j);
continue;
}
Gv_SetVarX(i,prevspritesect[j]);
continue;
}
case CON_NEXTSPRITESECT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)j >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite ID %d\n", j);
continue;
}
Gv_SetVarX(i,nextspritesect[j]);
continue;
}
case CON_GETKEYNAME:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++),
f = Gv_GetVarX(*insptr++);
int32_t j = Gv_GetVarX(*insptr++);
if ((unsigned)i >= MAXQUOTES)
{
CON_ERRPRINTF("invalid quote ID %d\n", i);
continue;
}
else if ((ScriptQuotes[i] == NULL))
{
CON_ERRPRINTF("null quote %d\n", i);
continue;
}
else if ((unsigned)f >= NUMGAMEFUNCTIONS)
{
CON_ERRPRINTF("invalid function %d\n", f);
continue;
}
else
{
if (j < 2)
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][j]));
else
{
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][0]));
if (!*tempbuf)
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][1]));
}
}
if (*tempbuf)
Bstrcpy(ScriptQuotes[i],tempbuf);
continue;
}
case CON_QSUBSTR:
insptr++;
{
int32_t q1 = Gv_GetVarX(*insptr++);
int32_t q2 = Gv_GetVarX(*insptr++);
int32_t st = Gv_GetVarX(*insptr++);
int32_t ln = Gv_GetVarX(*insptr++);
if ((unsigned)q1>=MAXQUOTES)
{
CON_ERRPRINTF("invalid quote ID %d\n", q1);
continue;
}
if ((ScriptQuotes[q1] == NULL))
{
CON_ERRPRINTF("null quote %d\n", q1);
continue;
}
if ((unsigned)q2>=MAXQUOTES)
{
CON_ERRPRINTF("invalid quote ID %d\n", q2);
continue;
}
if ((ScriptQuotes[q2] == NULL))
{
CON_ERRPRINTF("null quote %d\n", q2);
continue;
}
{
char *s1 = ScriptQuotes[q1];
char *s2 = ScriptQuotes[q2];
while (*s2 && st--) s2++;
while ((*s1 = *s2) && ln--)
{
s1++;
s2++;
}
*s1=0;
}
continue;
}
case CON_GETPNAME:
case CON_QSTRNCAT:
case CON_QSTRCAT:
case CON_QSTRCPY:
case CON_QGETSYSSTR:
case CON_CHANGESPRITESECT:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++), j;
if (tw == CON_GETPNAME && *insptr == g_iThisActorID)
{
j = vm.g_p;
insptr++;
}
else j = Gv_GetVarX(*insptr++);
switch (tw)
{
case CON_GETPNAME:
if ((ScriptQuotes[i] == NULL))
{
CON_ERRPRINTF("null quote %d\n", i);
break;
}
if (g_player[j].user_name[0])
Bstrcpy(ScriptQuotes[i],g_player[j].user_name);
else Bsprintf(ScriptQuotes[i],"%d",j);
break;
case CON_QGETSYSSTR:
if ((ScriptQuotes[i] == NULL))
{
CON_ERRPRINTF("null quote %d %d\n", i,j);
break;
}
switch (j)
{
case STR_MAPNAME:
Bstrcpy(ScriptQuotes[i],MapInfo[ud.volume_number*MAXLEVELS + ud.level_number].name);
break;
case STR_MAPFILENAME:
Bstrcpy(ScriptQuotes[i],MapInfo[ud.volume_number*MAXLEVELS + ud.level_number].filename);
break;
case STR_PLAYERNAME:
Bstrcpy(ScriptQuotes[i],g_player[vm.g_p].user_name);
break;
case STR_VERSION:
Bsprintf(tempbuf,HEAD2 " %s",s_buildRev);
Bstrcpy(ScriptQuotes[i],tempbuf);
break;
case STR_GAMETYPE:
Bstrcpy(ScriptQuotes[i],GametypeNames[ud.coop]);
break;
case STR_VOLUMENAME:
Bstrcpy(ScriptQuotes[i],EpisodeNames[ud.volume_number]);
break;
default:
CON_ERRPRINTF("unknown str ID %d %d\n", i,j);
}
break;
case CON_QSTRCAT:
if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote;
Bstrncat(ScriptQuotes[i],ScriptQuotes[j],(MAXQUOTELEN-1)-Bstrlen(ScriptQuotes[i]));
break;
case CON_QSTRNCAT:
if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote;
Bstrncat(ScriptQuotes[i],ScriptQuotes[j],Gv_GetVarX(*insptr++));
break;
case CON_QSTRCPY:
if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote;
Bstrcpy(ScriptQuotes[i],ScriptQuotes[j]);
break;
case CON_CHANGESPRITESECT:
if ((unsigned)i >= MAXSPRITES)
{
CON_ERRPRINTF("Invalid sprite %d\n", i);
break;
}
if ((unsigned)j >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", j);
break;
}
changespritesect(i,j);
break;
default:
nullquote:
CON_ERRPRINTF("null quote %d\n", ScriptQuotes[i] ? j : i);
break;
}
continue;
}
case CON_CHANGESPRITESTAT:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++);
int32_t j = Gv_GetVarX(*insptr++);
if ((unsigned)i >= MAXSPRITES)
{
CON_ERRPRINTF("Invalid sprite: %d\n", i);
continue;
}
if ((unsigned)j >= MAXSTATUS)
{
CON_ERRPRINTF("Invalid statnum: %d\n", j);
continue;
}
if (sprite[i].statnum == j) continue;
/* initialize actor data when changing to an actor statnum because there's usually
garbage left over from being handled as a hard coded object */
if (sprite[i].statnum > STAT_ZOMBIEACTOR && (j == STAT_ACTOR || j == STAT_ZOMBIEACTOR))
{
actor[i].lastvx = 0;
actor[i].lastvy = 0;
actor[i].timetosleep = 0;
actor[i].cgg = 0;
actor[i].movflag = 0;
actor[i].tempang = 0;
actor[i].dispicnum = 0;
T1=T2=T3=T4=T5=T6=T7=T8=T9=0;
actor[i].flags = 0;
sprite[i].hitag = 0;
if (g_tile[sprite[i].picnum].execPtr)
{
// offsets
T5 = *(g_tile[sprite[i].picnum].execPtr+1); // action
T2 = *(g_tile[sprite[i].picnum].execPtr+2); // move
sprite[i].hitag = *(g_tile[sprite[i].picnum].execPtr+3); // ai bits
}
}
changespritestat(i,j);
continue;
}
case CON_STARTLEVEL:
insptr++; // skip command
{
// from 'level' cheat in game.c (about line 6250)
int32_t volnume=Gv_GetVarX(*insptr++), levnume=Gv_GetVarX(*insptr++);
if ((volnume > MAXVOLUMES-1 || volnume < 0))
{
CON_ERRPRINTF("invalid volume (%d)\n", volnume);
continue;
}
if ((levnume > MAXLEVELS-1 || levnume < 0))
{
CON_ERRPRINTF("invalid level (%d)\n", levnume);
continue;
}
ud.m_volume_number = ud.volume_number = volnume;
ud.m_level_number = ud.level_number = levnume;
//if (numplayers > 1 && g_netServer)
// Net_NewGame(volnume,levnume);
//else
{
g_player[myconnectindex].ps->gm |= MODE_EOL;
ud.display_bonus_screen = 0;
} // MODE_RESTART;
continue;
}
case CON_MYOSX:
case CON_MYOSPALX:
case CON_MYOS:
case CON_MYOSPAL:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), tilenum=Gv_GetVarX(*insptr++);
int32_t shade=Gv_GetVarX(*insptr++), orientation=Gv_GetVarX(*insptr++);
orientation &= (ROTATESPRITE_MAX-1);
switch (tw)
{
case CON_MYOS:
G_DrawTile(x,y,tilenum,shade,orientation);
break;
case CON_MYOSPAL:
{
int32_t pal=Gv_GetVarX(*insptr++);
G_DrawTilePal(x,y,tilenum,shade,orientation,pal);
break;
}
case CON_MYOSX:
G_DrawTileSmall(x,y,tilenum,shade,orientation);
break;
case CON_MYOSPALX:
{
int32_t pal=Gv_GetVarX(*insptr++);
G_DrawTilePalSmall(x,y,tilenum,shade,orientation,pal);
break;
}
}
continue;
}
case CON_SWITCH:
insptr++; // p-code
{
// command format:
// variable ID to check
// script offset to 'end'
// count of case statements
// script offset to default case (null if none)
// For each case: value, ptr to code
//AddLog("Processing Switch...");
int32_t lValue=Gv_GetVarX(*insptr++), lEnd=*insptr++, lCases=*insptr++;
intptr_t *lpDefault=insptr++, *lpCases=insptr;
int32_t bMatched=0, lCheckCase;
int32_t left,right;
insptr += lCases*2;
//Bsprintf(g_szBuf,"lEnd= %d *lpDefault=%d",lEnd,*lpDefault);
//AddLog(g_szBuf);
//Bsprintf(g_szBuf,"Checking %d cases for %d",lCases, lValue);
//AddLog(g_szBuf);
left=0; right=lCases-1;
while (!bMatched)
{
//Bsprintf(g_szBuf,"Checking #%d Value= %d",lCheckCase, lpCases[lCheckCase*2]);
//AddLog(g_szBuf);
lCheckCase=(left+right)/2;
// initprintf("(%2d..%2d..%2d) [%2d..%2d..%2d]==%2d\n",left,lCheckCase,right,lpCases[left*2],lpCases[lCheckCase*2],lpCases[right*2],lValue);
if (lpCases[lCheckCase*2] > lValue)
right=lCheckCase-1;
else if (lpCases[lCheckCase*2] < lValue)
left =lCheckCase+1;
else if (lpCases[lCheckCase*2] == lValue)
{
//AddLog("Found Case Match");
//Bsprintf(g_szBuf,"insptr=%d. lCheckCase=%d, offset=%d, &script[0]=%d",
// (int32_t)insptr,(int32_t)lCheckCase,lpCases[lCheckCase*2+1],(int32_t)&script[0]);
//AddLog(g_szBuf);
// fake a 2-d Array
insptr=(intptr_t *)(lpCases[lCheckCase*2+1] + &script[0]);
//Bsprintf(g_szBuf,"insptr=%d. ", (int32_t)insptr);
//AddLog(g_szBuf);
VM_Execute(1);
//AddLog("Done Executing Case");
bMatched=1;
}
if (right-left < 0)
break;
}
if (!bMatched)
{
if (*lpDefault)
{
//AddLog("No Matching Case: Using Default");
insptr=(intptr_t *)(*lpDefault + &script[0]);
VM_Execute(1);
}
else
{
//AddLog("No Matching Case: No Default to use");
}
}
insptr=(intptr_t *)(lEnd + (intptr_t)&script[0]);
//Bsprintf(g_szBuf,"insptr=%d. ", (int32_t)insptr);
//AddLog(g_szBuf);
//AddLog("Done Processing Switch");
continue;
}
case CON_ENDSWITCH:
case CON_ENDEVENT:
insptr++;
return;
case CON_DISPLAYRAND:
insptr++;
Gv_SetVarX(*insptr++, system_15bit_rand());
continue;
case CON_DRAGPOINT:
insptr++;
{
int32_t wallnum = Gv_GetVarX(*insptr++), newx = Gv_GetVarX(*insptr++), newy = Gv_GetVarX(*insptr++);
if ((wallnum<0 || wallnum>=numwalls))
{
CON_ERRPRINTF("Invalid wall %d\n", wallnum);
continue;
}
dragpoint(wallnum,newx,newy);
continue;
}
case CON_LDIST:
insptr++;
{
int32_t distvar = *insptr++, xvar = Gv_GetVarX(*insptr++), yvar = Gv_GetVarX(*insptr++);
if ((unsigned)xvar >= MAXSPRITES || (unsigned)yvar >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite\n");
continue;
}
Gv_SetVarX(distvar, ldist(&sprite[xvar],&sprite[yvar]));
continue;
}
case CON_DIST:
insptr++;
{
int32_t distvar = *insptr++, xvar = Gv_GetVarX(*insptr++), yvar = Gv_GetVarX(*insptr++);
if ((unsigned)xvar >= MAXSPRITES || (unsigned)yvar >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite\n");
continue;
}
Gv_SetVarX(distvar, dist(&sprite[xvar],&sprite[yvar]));
continue;
}
case CON_GETANGLE:
insptr++;
{
int32_t angvar = *insptr++;
int32_t xvar = Gv_GetVarX(*insptr++);
int32_t yvar = Gv_GetVarX(*insptr++);
Gv_SetVarX(angvar, getangle(xvar,yvar));
continue;
}
case CON_GETINCANGLE:
insptr++;
{
int32_t angvar = *insptr++;
int32_t xvar = Gv_GetVarX(*insptr++);
int32_t yvar = Gv_GetVarX(*insptr++);
Gv_SetVarX(angvar, G_GetAngleDelta(xvar,yvar));
continue;
}
case CON_MULSCALE:
insptr++;
{
int32_t var1 = *insptr++, var2 = Gv_GetVarX(*insptr++);
int32_t var3 = Gv_GetVarX(*insptr++), var4 = Gv_GetVarX(*insptr++);
Gv_SetVarX(var1, mulscale(var2, var3, var4));
continue;
}
case CON_INITTIMER:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
if (g_timerTicsPerSecond == j)
continue;
uninittimer();
inittimer((g_timerTicsPerSecond = j));
}
continue;
case CON_TIME:
insptr += 2;
continue;
case CON_ESPAWNVAR:
case CON_EQSPAWNVAR:
case CON_QSPAWNVAR:
insptr++;
{
int32_t lIn=Gv_GetVarX(*insptr++);
int32_t j;
if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum));
continue;
}
j = A_Spawn(vm.g_i, lIn);
switch (tw)
{
case CON_EQSPAWNVAR:
if (j != -1)
A_AddToDeleteQueue(j);
case CON_ESPAWNVAR:
aGameVars[g_iReturnVarID].val.lValue = j;
break;
case CON_QSPAWNVAR:
if (j != -1)
A_AddToDeleteQueue(j);
break;
}
continue;
}
case CON_ESPAWN:
case CON_EQSPAWN:
case CON_QSPAWN:
insptr++;
{
int32_t j;
if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum));
insptr++;
continue;
}
j = A_Spawn(vm.g_i,*insptr++);
switch (tw)
{
case CON_EQSPAWN:
if (j != -1)
A_AddToDeleteQueue(j);
case CON_ESPAWN:
aGameVars[g_iReturnVarID].val.lValue = j;
break;
case CON_QSPAWN:
if (j != -1)
A_AddToDeleteQueue(j);
break;
}
}
continue;
case CON_ESHOOT:
case CON_EZSHOOT:
case CON_ZSHOOT:
insptr++;
{
int32_t j;
if (tw != CON_ESHOOT)
{
actor[vm.g_i].shootzvel = Gv_GetVarX(*insptr++);
if (actor[vm.g_i].shootzvel == 0)
actor[vm.g_i].shootzvel = 1;
}
if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum));
insptr++;
actor[vm.g_i].shootzvel=0;
continue;
}
j = A_Shoot(vm.g_i,*insptr++);
if (tw != CON_ZSHOOT)
aGameVars[g_iReturnVarID].val.lValue = j;
actor[vm.g_i].shootzvel=0;
}
continue;
case CON_SHOOTVAR:
case CON_ESHOOTVAR:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum));
actor[vm.g_i].shootzvel=0;
continue;
}
j = A_Shoot(vm.g_i, j);
if (tw == CON_ESHOOTVAR)
aGameVars[g_iReturnVarID].val.lValue = j;
actor[vm.g_i].shootzvel=0;
continue;
}
case CON_EZSHOOTVAR:
case CON_ZSHOOTVAR:
insptr++;
actor[vm.g_i].shootzvel = Gv_GetVarX(*insptr++);
if (actor[vm.g_i].shootzvel == 0)
actor[vm.g_i].shootzvel = 1;
{
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum));
actor[vm.g_i].shootzvel=0;
continue;
}
j = A_Shoot(vm.g_i, j);
if (tw == CON_EZSHOOTVAR)
aGameVars[g_iReturnVarID].val.lValue = j;
actor[vm.g_i].shootzvel=0;
continue;
}
case CON_CMENU:
insptr++;
M_ChangeMenu(Gv_GetVarX(*insptr++));
continue;
case CON_SOUNDVAR:
case CON_STOPSOUNDVAR:
case CON_SOUNDONCEVAR:
case CON_GLOBALSOUNDVAR:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if (j<0 || j>=MAXSOUNDS)
{
CON_ERRPRINTF("Invalid sound %d\n", j);
continue;
}
switch (tw)
{
case CON_SOUNDONCEVAR:
if (!S_CheckSoundPlaying(vm.g_i,j))
A_PlaySound((int16_t)j,vm.g_i);
continue;
case CON_GLOBALSOUNDVAR:
A_PlaySound((int16_t)j,g_player[screenpeek].ps->i);
continue;
case CON_STOPSOUNDVAR:
if (S_CheckSoundPlaying(vm.g_i,j))
S_StopSound((int16_t)j);
continue;
case CON_SOUNDVAR:
A_PlaySound((int16_t)j,vm.g_i);
continue;
}
}
continue;
case CON_GUNIQHUDID:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if (j >= 0 && j < MAXUNIQHUDID-1)
guniqhudid = j;
else
CON_ERRPRINTF("Invalid ID %d\n", j);
continue;
}
case CON_SAVEGAMEVAR:
case CON_READGAMEVAR:
{
int32_t i=0;
insptr++;
if (ud.config.scripthandle < 0)
{
insptr++;
continue;
}
switch (tw)
{
case CON_SAVEGAMEVAR:
i=Gv_GetVarX(*insptr);
SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr++].szLabel,i,FALSE,FALSE);
break;
case CON_READGAMEVAR:
SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr].szLabel,&i);
Gv_SetVarX(*insptr++, i);
break;
}
continue;
}
case CON_SHOWVIEW:
case CON_SHOWVIEWUNBIASED:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++);
int32_t y=Gv_GetVarX(*insptr++);
int32_t z=Gv_GetVarX(*insptr++);
int32_t a=Gv_GetVarX(*insptr++);
int32_t horiz=Gv_GetVarX(*insptr++);
int32_t sect=Gv_GetVarX(*insptr++);
int32_t x1=Gv_GetVarX(*insptr++);
int32_t y1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++);
int32_t y2=Gv_GetVarX(*insptr++);
int32_t smoothratio = calc_smoothratio(totalclock, ototalclock);
#ifdef USE_OPENGL
int32_t oprojhacks;
#endif
if (g_screenCapture) continue;
if (offscreenrendering)
{
clearview(0);
continue;
}
if (x1 > x2) swaplong(&x1,&x2);
if (y1 > y2) swaplong(&y1,&y2);
if (tw == CON_SHOWVIEW)
{
// 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);
}
if ((x1 < 0 || y1 < 0 || x2 >= xdim || y2 >= ydim))
{
CON_ERRPRINTF("incorrect coordinates\n");
continue;
}
if ((unsigned)sect >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", sect);
continue;
}
horiz = clamp(horiz, HORIZ_MIN, HORIZ_MAX);
#ifdef USE_OPENGL
oprojhacks = glprojectionhacks;
glprojectionhacks = 0;
#endif
{
int32_t o = newaspect_enable;
newaspect_enable = r_usenewaspect;
setaspect_new_use_dimen = 1;
setview(x1,y1,x2,y2);
setaspect_new_use_dimen = 0;
newaspect_enable = o;
}
G_DoInterpolations(smoothratio);
G_HandleMirror(x, y, z, a, horiz, smoothratio);
#ifdef POLYMER
if (getrendermode() == 4)
polymer_setanimatesprites(G_DoSpriteAnimations, x,y,a,smoothratio);
#endif
yax_preparedrawrooms();
drawrooms(x,y,z,a,horiz,sect);
yax_drawrooms(G_DoSpriteAnimations, sect, 0, smoothratio);
display_mirror = 2;
G_DoSpriteAnimations(x,y,a,smoothratio);
display_mirror = 0;
drawmasks();
G_RestoreInterpolations();
G_UpdateScreenArea();
#ifdef USE_OPENGL
glprojectionhacks = oprojhacks;
#endif
continue;
}
case CON_ROTATESPRITE16:
case CON_ROTATESPRITE:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++);
int32_t a=Gv_GetVarX(*insptr++), tilenum=Gv_GetVarX(*insptr++), shade=Gv_GetVarX(*insptr++);
int32_t pal=Gv_GetVarX(*insptr++), orientation=Gv_GetVarX(*insptr++);
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++);
if (tw == CON_ROTATESPRITE)
{
x<<=16;
y<<=16;
}
if ((unsigned)tilenum >= MAXTILES)
{
CON_ERRPRINTF("invalid tilenum %d\n", tilenum);
continue;
}
if (x < -(320<<16) || x >= (640<<16) || y < -(200<<16) || y >= (400<<16))
{
CON_ERRPRINTF("invalid coordinates: %d, %d\n", x, y);
continue;
}
orientation &= (ROTATESPRITE_MAX-1);
rotatesprite(x,y,z,a,tilenum,shade,pal,2|orientation,x1,y1,x2,y2);
continue;
}
case CON_GAMETEXT:
case CON_GAMETEXTZ:
insptr++;
{
int32_t tilenum = Gv_GetVarX(*insptr++);
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++);
int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++);
int32_t orientation=Gv_GetVarX(*insptr++);
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++);
int32_t z = (tw == CON_GAMETEXTZ) ? Gv_GetVarX(*insptr++) : 65536;
if (tilenum < 0 || tilenum+255 >= MAXTILES)
{
CON_ERRPRINTF("invalid base tilenum %d\n", tilenum);
continue;
}
if ((unsigned)q >= MAXQUOTES)
{
CON_ERRPRINTF("invalid quote ID %d\n", q);
continue;
}
if ((ScriptQuotes[q] == NULL))
{
CON_ERRPRINTF("null quote %d\n", q);
if (tw == CON_GAMETEXTZ)
Gv_GetVarX(*insptr++);
continue;
}
orientation &= (ROTATESPRITE_MAX-1);
G_PrintGameText(0,tilenum,x>>1,y,ScriptQuotes[q],shade,pal,orientation,x1,y1,x2,y2,z);
continue;
}
case CON_DIGITALNUMBER:
case CON_DIGITALNUMBERZ:
insptr++;
{
int32_t tilenum = Gv_GetVarX(*insptr++);
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++);
int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++);
int32_t orientation=Gv_GetVarX(*insptr++);
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++);
int32_t z = (tw == CON_DIGITALNUMBERZ) ? Gv_GetVarX(*insptr++) : 65536;
// NOTE: '-' not taken into account, but we have rotatesprite() bound check now anyway
if (tilenum < 0 || tilenum+9 >= MAXTILES)
{
CON_ERRPRINTF("invalid base tilenum %d\n", tilenum);
continue;
}
orientation &= (ROTATESPRITE_MAX-1);
G_DrawTXDigiNumZ(tilenum,x,y,q,shade,pal,orientation,x1,y1,x2,y2,z);
continue;
}
case CON_MINITEXT:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++);
int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++);
if ((unsigned)q >= MAXQUOTES)
{
CON_ERRPRINTF("invalid quote ID %d\n", q);
continue;
}
if ((ScriptQuotes[q] == NULL))
{
CON_ERRPRINTF("null quote %d\n", q);
continue;
}
minitextshade(x,y,ScriptQuotes[q],shade,pal, 2+8+16);
continue;
}
case CON_ANGOFF:
insptr++;
spriteext[vm.g_i].angoff=*insptr++;
continue;
case CON_GETZRANGE:
insptr++;
{
vec3_t vect;
vect.x = Gv_GetVarX(*insptr++);
vect.y = Gv_GetVarX(*insptr++);
vect.z = Gv_GetVarX(*insptr++);
{
int32_t sectnum=Gv_GetVarX(*insptr++);
int32_t ceilzvar=*insptr++, ceilhitvar=*insptr++, florzvar=*insptr++, florhitvar=*insptr++;
int32_t walldist=Gv_GetVarX(*insptr++), clipmask=Gv_GetVarX(*insptr++);
int32_t ceilz, ceilhit, florz, florhit;
if ((unsigned)sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask);
Gv_SetVarX(ceilzvar, ceilz);
Gv_SetVarX(ceilhitvar, ceilhit);
Gv_SetVarX(florzvar, florz);
Gv_SetVarX(florhitvar, florhit);
}
continue;
}
case CON_SECTSETINTERPOLATION:
case CON_SECTCLEARINTERPOLATION:
insptr++;
{
int32_t sectnum = Gv_GetVarX(*insptr++);
if ((unsigned)sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
if (tw==CON_SECTSETINTERPOLATION)
Sect_SetInterpolation(sectnum);
else
Sect_ClearInterpolation(sectnum);
continue;
}
case CON_CALCHYPOTENUSE:
insptr++;
{
int32_t retvar=*insptr++;
int64_t dax=Gv_GetVarX(*insptr++), day=Gv_GetVarX(*insptr++);
int64_t hypsq = dax*dax + day*day;
if (hypsq > (int64_t)INT32_MAX)
Gv_SetVarX(retvar, (int32_t)sqrt((double)hypsq));
else
Gv_SetVarX(retvar, ksqrt((uint32_t)hypsq));
continue;
}
case CON_LINEINTERSECT:
case CON_RAYINTERSECT:
insptr++;
{
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++), z1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++), z2=Gv_GetVarX(*insptr++);
int32_t x3=Gv_GetVarX(*insptr++), y3=Gv_GetVarX(*insptr++), x4=Gv_GetVarX(*insptr++), y4=Gv_GetVarX(*insptr++);
int32_t intxvar=*insptr++, intyvar=*insptr++, intzvar=*insptr++, retvar=*insptr++;
int32_t intx, inty, intz, ret;
if (tw==CON_LINEINTERSECT)
ret = lineintersect(x1, y1, z1, x2, y2, z2, x3, y3, x4, y4, &intx, &inty, &intz);
else
ret = rayintersect(x1, y1, z1, x2, y2, z2, x3, y3, x4, y4, &intx, &inty, &intz);
Gv_SetVarX(retvar, ret);
if (ret)
{
Gv_SetVarX(intxvar, intx);
Gv_SetVarX(intyvar, inty);
Gv_SetVarX(intzvar, intz);
}
continue;
}
case CON_CLIPMOVE:
case CON_CLIPMOVENOSLIDE:
insptr++;
{
vec3_t vect;
int32_t retvar=*insptr++, xvar=*insptr++, yvar=*insptr++, z=Gv_GetVarX(*insptr++), sectnumvar=*insptr++;
int32_t xvect=Gv_GetVarX(*insptr++), yvect=Gv_GetVarX(*insptr++);
int32_t walldist=Gv_GetVarX(*insptr++), floordist=Gv_GetVarX(*insptr++), ceildist=Gv_GetVarX(*insptr++);
int32_t clipmask=Gv_GetVarX(*insptr++), oclipmoveboxtracenum=clipmoveboxtracenum;
int16_t sectnum;
vect.x = Gv_GetVarX(xvar);
vect.y = Gv_GetVarX(yvar);
vect.z = z;
sectnum = Gv_GetVarX(sectnumvar);
if ((unsigned)sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
Gv_SetVarX(retvar, 0);
continue;
}
if (tw==CON_CLIPMOVENOSLIDE)
clipmoveboxtracenum = 1;
Gv_SetVarX(retvar, clipmove(&vect, &sectnum, xvect, yvect, walldist, floordist, ceildist, clipmask));
if (tw==CON_CLIPMOVENOSLIDE)
clipmoveboxtracenum = oclipmoveboxtracenum;
Gv_SetVarX(sectnumvar, sectnum);
Gv_SetVarX(xvar, vect.x);
Gv_SetVarX(yvar, vect.y);
continue;
}
case CON_HITSCAN:
insptr++;
{
vec3_t vect;
hitdata_t hit;
vect.x = Gv_GetVarX(*insptr++);
vect.y = Gv_GetVarX(*insptr++);
vect.z = Gv_GetVarX(*insptr++);
{
int32_t sectnum=Gv_GetVarX(*insptr++);
int32_t vx=Gv_GetVarX(*insptr++), vy=Gv_GetVarX(*insptr++), vz=Gv_GetVarX(*insptr++);
int32_t hitsectvar=*insptr++, hitwallvar=*insptr++, hitspritevar=*insptr++;
int32_t hitxvar=*insptr++, hityvar=*insptr++, hitzvar=*insptr++, cliptype=Gv_GetVarX(*insptr++);
if ((unsigned)sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
hitscan((const vec3_t *)&vect, sectnum, vx, vy, vz, &hit, cliptype);
Gv_SetVarX(hitsectvar, hit.sect);
Gv_SetVarX(hitwallvar, hit.wall);
Gv_SetVarX(hitspritevar, hit.sprite);
Gv_SetVarX(hitxvar, hit.pos.x);
Gv_SetVarX(hityvar, hit.pos.y);
Gv_SetVarX(hitzvar, hit.pos.z);
}
continue;
}
case CON_CANSEE:
insptr++;
{
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++), z1=Gv_GetVarX(*insptr++);
int32_t sect1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++), z2=Gv_GetVarX(*insptr++);
int32_t sect2=Gv_GetVarX(*insptr++), rvar=*insptr++;
if ((unsigned)sect1 >= (unsigned)numsectors || (unsigned)sect2 >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector\n");
Gv_SetVarX(rvar, 0);
}
Gv_SetVarX(rvar, cansee(x1,y1,z1,sect1,x2,y2,z2,sect2));
continue;
}
case CON_ROTATEPOINT:
insptr++;
{
int32_t xpivot=Gv_GetVarX(*insptr++), ypivot=Gv_GetVarX(*insptr++);
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), daang=Gv_GetVarX(*insptr++);
int32_t x2var=*insptr++, y2var=*insptr++;
int32_t x2, y2;
rotatepoint(xpivot,ypivot,x,y,daang,&x2,&y2);
Gv_SetVarX(x2var, x2);
Gv_SetVarX(y2var, y2);
continue;
}
case CON_NEARTAG:
insptr++;
{
// neartag(int32_t x, int32_t y, int32_t z, short sectnum, short ang, //Starting position & angle
// short *neartagsector, //Returns near sector if sector[].tag != 0
// short *neartagwall, //Returns near wall if wall[].tag != 0
// short *neartagsprite, //Returns near sprite if sprite[].tag != 0
// int32_t *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size)
// int32_t neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size)
// char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++);
int32_t sectnum=Gv_GetVarX(*insptr++), ang=Gv_GetVarX(*insptr++);
int32_t neartagsectorvar=*insptr++, neartagwallvar=*insptr++, neartagspritevar=*insptr++, neartaghitdistvar=*insptr++;
int32_t neartagrange=Gv_GetVarX(*insptr++), tagsearch=Gv_GetVarX(*insptr++);
if ((unsigned)sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
neartag(x, y, z, sectnum, ang, &neartagsector, &neartagwall, &neartagsprite,
&neartaghitdist, neartagrange, tagsearch, NULL);
Gv_SetVarX(neartagsectorvar, neartagsector);
Gv_SetVarX(neartagwallvar, neartagwall);
Gv_SetVarX(neartagspritevar, neartagsprite);
Gv_SetVarX(neartaghitdistvar, neartaghitdist);
continue;
}
case CON_GETTIMEDATE:
insptr++;
{
int32_t v1=*insptr++,v2=*insptr++,v3=*insptr++,v4=*insptr++,v5=*insptr++,v6=*insptr++,v7=*insptr++,v8=*insptr++;
time_t rawtime;
struct tm *ti;
time(&rawtime);
ti=localtime(&rawtime);
// initprintf("Time&date: %s\n",asctime (ti));
Gv_SetVarX(v1, ti->tm_sec);
Gv_SetVarX(v2, ti->tm_min);
Gv_SetVarX(v3, ti->tm_hour);
Gv_SetVarX(v4, ti->tm_mday);
Gv_SetVarX(v5, ti->tm_mon);
Gv_SetVarX(v6, ti->tm_year+1900);
Gv_SetVarX(v7, ti->tm_wday);
Gv_SetVarX(v8, ti->tm_yday);
continue;
}
case CON_MOVESPRITE:
case CON_SETSPRITE:
insptr++;
{
int32_t spritenum = Gv_GetVarX(*insptr++);
vec3_t davector;
davector.x = Gv_GetVarX(*insptr++);
davector.y = Gv_GetVarX(*insptr++);
davector.z = Gv_GetVarX(*insptr++);
if (tw == CON_SETSPRITE)
{
if ((unsigned)spritenum >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite ID %d\n", spritenum);
continue;
}
setsprite(spritenum, &davector);
continue;
}
{
int32_t cliptype = Gv_GetVarX(*insptr++);
if ((unsigned)spritenum >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite ID %d\n", spritenum);
insptr++;
continue;
}
Gv_SetVarX(*insptr++, A_MoveSprite(spritenum, &davector, cliptype));
continue;
}
}
case CON_GETFLORZOFSLOPE:
case CON_GETCEILZOFSLOPE:
insptr++;
{
int32_t sectnum = Gv_GetVarX(*insptr++), x = Gv_GetVarX(*insptr++), y = Gv_GetVarX(*insptr++);
if ((unsigned)sectnum >= (unsigned)numsectors)
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
insptr++;
continue;
}
if (tw == CON_GETFLORZOFSLOPE)
{
Gv_SetVarX(*insptr++, getflorzofslope(sectnum,x,y));
continue;
}
Gv_SetVarX(*insptr++, getceilzofslope(sectnum,x,y));
continue;
}
case CON_UPDATESECTOR:
case CON_UPDATESECTORZ:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++);
int32_t z=(tw==CON_UPDATESECTORZ)?Gv_GetVarX(*insptr++):0;
int32_t var=*insptr++;
int16_t w=sprite[vm.g_i].sectnum;
if (tw==CON_UPDATESECTOR) updatesector(x,y,&w);
else updatesectorz(x,y,z,&w);
Gv_SetVarX(var, w);
continue;
}
case CON_SPAWN:
insptr++;
if ((unsigned)vm.g_sp->sectnum >= MAXSECTORS)
{
insptr++;
continue;
}
A_Spawn(vm.g_i,*insptr++);
continue;
case CON_IFWASWEAPON:
insptr++;
VM_CONDITIONAL(actor[vm.g_i].picnum == *insptr);
continue;
case CON_IFAI:
insptr++;
VM_CONDITIONAL(vm.g_t[5] == *insptr);
continue;
case CON_IFACTION:
insptr++;
VM_CONDITIONAL(vm.g_t[4] == *insptr);
continue;
case CON_IFACTIONCOUNT:
insptr++;
VM_CONDITIONAL(vm.g_t[2] >= *insptr);
continue;
case CON_RESETACTIONCOUNT:
insptr++;
vm.g_t[2] = 0;
continue;
case CON_DEBRIS:
insptr++;
{
int32_t dnum = *insptr++;
int32_t s, l, j;
if ((unsigned)vm.g_sp->sectnum < MAXSECTORS)
for (j=(*insptr)-1; j>=0; j--)
{
if (vm.g_sp->picnum == BLIMP && dnum == SCRAP1)
s = 0;
else s = (krand()%3);
l = A_InsertSprite(vm.g_sp->sectnum,
vm.g_sp->x+(krand()&255)-128,vm.g_sp->y+(krand()&255)-128,vm.g_sp->z-(8<<8)-(krand()&8191),
dnum+s,vm.g_sp->shade,32+(krand()&15),32+(krand()&15),
krand()&2047,(krand()&127)+32,
-(krand()&2047),vm.g_i,5);
if (vm.g_sp->picnum == BLIMP && dnum == SCRAP1)
sprite[l].yvel = BlimpSpawnSprites[j%14];
else sprite[l].yvel = -1;
sprite[l].pal = vm.g_sp->pal;
}
insptr++;
}
continue;
case CON_COUNT:
insptr++;
vm.g_t[0] = (int16_t) *insptr++;
continue;
case CON_CSTATOR:
insptr++;
vm.g_sp->cstat |= (int16_t) *insptr++;
continue;
case CON_CLIPDIST:
insptr++;
vm.g_sp->clipdist = (int16_t) *insptr++;
continue;
case CON_CSTAT:
insptr++;
vm.g_sp->cstat = (int16_t) *insptr++;
continue;
case CON_SAVENN:
case CON_SAVE:
insptr++;
{
g_lastSaveSlot = *insptr++;
if ((unsigned)g_lastSaveSlot >= 10)
continue;
if (tw == CON_SAVE || ud.savegame[g_lastSaveSlot][0] == 0)
{
time_t curtime = time(NULL);
Bstrcpy(tempbuf,asctime(localtime(&curtime)));
clearbufbyte(ud.savegame[g_lastSaveSlot],sizeof(ud.savegame[g_lastSaveSlot]),0);
Bsprintf(ud.savegame[g_lastSaveSlot],"Auto");
// for (j=0;j<13;j++)
// Bmemcpy(&ud.savegame[g_lastSaveSlot][j+4],&tempbuf[j+3],sizeof(tempbuf[j+3]));
// ud.savegame[g_lastSaveSlot][j+4] = '\0';
Bmemcpy(&ud.savegame[g_lastSaveSlot][4],&tempbuf[3],sizeof(tempbuf[0])*13);
ud.savegame[g_lastSaveSlot][17] = '\0';
}
OSD_Printf("Saving to slot %d\n",g_lastSaveSlot);
KB_FlushKeyboardQueue();
g_screenCapture = 1;
G_DrawRooms(myconnectindex,65536);
g_screenCapture = 0;
G_SavePlayerMaybeMulti(g_lastSaveSlot);
continue;
}
case CON_QUAKE:
insptr++;
g_earthquakeTime = (uint8_t)Gv_GetVarX(*insptr++);
A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i);
continue;
case CON_IFMOVE:
insptr++;
VM_CONDITIONAL(vm.g_t[1] == *insptr);
continue;
case CON_RESETPLAYER:
{
insptr++;
VM_ResetPlayer();
}
continue;
case CON_IFONWATER:
VM_CONDITIONAL(sector[vm.g_sp->sectnum].lotag == ST_1_ABOVE_WATER && klabs(vm.g_sp->z-sector[vm.g_sp->sectnum].floorz) < (32<<8));
continue;
case CON_IFINWATER:
VM_CONDITIONAL(sector[vm.g_sp->sectnum].lotag == ST_2_UNDERWATER);
continue;
case CON_IFCOUNT:
insptr++;
VM_CONDITIONAL(vm.g_t[0] >= *insptr);
continue;
case CON_IFACTOR:
insptr++;
VM_CONDITIONAL(vm.g_sp->picnum == *insptr);
continue;
case CON_RESETCOUNT:
insptr++;
vm.g_t[0] = 0;
continue;
case CON_ADDINVENTORY:
{
DukePlayer_t *const ps = g_player[vm.g_p].ps;
insptr += 2;
switch (*(insptr-1))
{
case GET_STEROIDS:
ps->inv_amount[GET_STEROIDS] = *insptr;
ps->inven_icon = ICON_STEROIDS;
break;
case GET_SHIELD:
ps->inv_amount[GET_SHIELD] += *insptr;// 100;
if (ps->inv_amount[GET_SHIELD] > ps->max_shield_amount)
ps->inv_amount[GET_SHIELD] = ps->max_shield_amount;
break;
case GET_SCUBA:
ps->inv_amount[GET_SCUBA] = *insptr;// 1600;
ps->inven_icon = ICON_SCUBA;
break;
case GET_HOLODUKE:
ps->inv_amount[GET_HOLODUKE] = *insptr;// 1600;
ps->inven_icon = ICON_HOLODUKE;
break;
case GET_JETPACK:
ps->inv_amount[GET_JETPACK] = *insptr;// 1600;
ps->inven_icon = ICON_JETPACK;
break;
case GET_ACCESS:
switch (vm.g_sp->pal)
{
case 0:
ps->got_access |= 1;
break;
case 21:
ps->got_access |= 2;
break;
case 23:
ps->got_access |= 4;
break;
}
break;
case GET_HEATS:
ps->inv_amount[GET_HEATS] = *insptr;
ps->inven_icon = ICON_HEATS;
break;
case GET_FIRSTAID:
ps->inven_icon = ICON_FIRSTAID;
ps->inv_amount[GET_FIRSTAID] = *insptr;
break;
case GET_BOOTS:
ps->inven_icon = ICON_BOOTS;
ps->inv_amount[GET_BOOTS] = *insptr;
break;
default:
CON_ERRPRINTF("Invalid inventory ID %d\n", (int32_t)*(insptr-1));
break;
}
insptr++;
continue;
}
case CON_HITRADIUSVAR:
insptr++;
{
int32_t v1=Gv_GetVarX(*insptr++),v2=Gv_GetVarX(*insptr++),v3=Gv_GetVarX(*insptr++);
int32_t v4=Gv_GetVarX(*insptr++),v5=Gv_GetVarX(*insptr++);
A_RadiusDamage(vm.g_i,v1,v2,v3,v4,v5);
}
continue;
case CON_HITRADIUS:
A_RadiusDamage(vm.g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
insptr += 6;
continue;
case CON_IFP:
{
int32_t l = *(++insptr);
int32_t j = 0;
DukePlayer_t *const ps = g_player[vm.g_p].ps;
int32_t s = sprite[ps->i].xvel;
if ((l&8) && ps->on_ground && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_CROUCH))
j = 1;
else if ((l&16) && ps->jumping_counter == 0 && !ps->on_ground &&
ps->vel.z > 2048)
j = 1;
else if ((l&32) && ps->jumping_counter > 348)
j = 1;
else if ((l&1) && s >= 0 && s < 8)
j = 1;
else if ((l&2) && s >= 8 && !TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN))
j = 1;
else if ((l&4) && s >= 8 && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN))
j = 1;
else if ((l&64) && ps->pos.z < (vm.g_sp->z-(48<<8)))
j = 1;
else if ((l&128) && s <= -8 && !TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN))
j = 1;
else if ((l&256) && s <= -8 && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN))
j = 1;
else if ((l&512) && (ps->quick_kick > 0 || (ps->curr_weapon == KNEE_WEAPON && ps->kickback_pic > 0)))
j = 1;
else if ((l&1024) && sprite[ps->i].xrepeat < 32)
j = 1;
else if ((l&2048) && ps->jetpack_on)
j = 1;
else if ((l&4096) && ps->inv_amount[GET_STEROIDS] > 0 && ps->inv_amount[GET_STEROIDS] < 400)
j = 1;
else if ((l&8192) && ps->on_ground)
j = 1;
else if ((l&16384) && sprite[ps->i].xrepeat > 32 && sprite[ps->i].extra > 0 && ps->timebeforeexit == 0)
j = 1;
else if ((l&32768) && sprite[ps->i].extra <= 0)
j = 1;
else if ((l&65536L))
{
if (vm.g_sp->picnum == APLAYER && (g_netServer || ud.multimode > 1))
j = G_GetAngleDelta(g_player[otherp].ps->ang,getangle(ps->pos.x-g_player[otherp].ps->pos.x,ps->pos.y-g_player[otherp].ps->pos.y));
else
j = G_GetAngleDelta(ps->ang,getangle(vm.g_sp->x-ps->pos.x,vm.g_sp->y-ps->pos.y));
if (j > -128 && j < 128)
j = 1;
else
j = 0;
}
VM_CONDITIONAL((intptr_t) j);
}
continue;
case CON_IFSTRENGTH:
insptr++;
VM_CONDITIONAL(vm.g_sp->extra <= *insptr);
continue;
case CON_GUTS:
A_DoGuts(vm.g_i,*(insptr+1),*(insptr+2));
insptr += 3;
continue;
case CON_IFSPAWNEDBY:
insptr++;
VM_CONDITIONAL(actor[vm.g_i].picnum == *insptr);
continue;
case CON_WACKPLAYER:
insptr++;
P_ForceAngle(g_player[vm.g_p].ps);
continue;
case CON_FLASH:
insptr++;
sprite[vm.g_i].shade = -127;
g_player[vm.g_p].ps->visibility = -127;
lastvisinc = totalclock+32;
continue;
case CON_SAVEMAPSTATE:
if (MapInfo[ud.volume_number *MAXLEVELS+ud.level_number].savedstate == NULL)
MapInfo[ud.volume_number *MAXLEVELS+ud.level_number].savedstate = (mapstate_t *)Bcalloc(1,sizeof(mapstate_t));
G_SaveMapState(MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate);
insptr++;
continue;
case CON_LOADMAPSTATE:
if (MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate)
G_RestoreMapState(MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate);
insptr++;
continue;
case CON_CLEARMAPSTATE:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
if ((unsigned)j >= MAXVOLUMES*MAXLEVELS)
{
CON_ERRPRINTF("Invalid map number: %d\n", j);
continue;
}
if (MapInfo[j].savedstate)
G_FreeMapState(j);
}
continue;
case CON_STOPALLSOUNDS:
insptr++;
if (screenpeek == vm.g_p)
FX_StopAllSounds();
continue;
case CON_IFGAPZL:
insptr++;
VM_CONDITIONAL(((actor[vm.g_i].floorz - actor[vm.g_i].ceilingz) >> 8) < *insptr);
continue;
case CON_IFHITSPACE:
VM_CONDITIONAL(TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_OPEN));
continue;
case CON_IFOUTSIDE:
VM_CONDITIONAL(sector[vm.g_sp->sectnum].ceilingstat&1);
continue;
case CON_IFMULTIPLAYER:
VM_CONDITIONAL((g_netServer || g_netClient || ud.multimode > 1));
continue;
case CON_IFCLIENT:
VM_CONDITIONAL(g_netClient != NULL);
continue;
case CON_IFSERVER:
VM_CONDITIONAL(g_netServer != NULL);
continue;
case CON_OPERATE:
insptr++;
if (sector[vm.g_sp->sectnum].lotag == 0)
{
neartag(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(32<<8),vm.g_sp->sectnum,vm.g_sp->ang,
&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist, 768, 4+1, NULL);
if (neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag))
if ((sector[neartagsector].lotag&0xff) == ST_23_SWINGING_DOOR || sector[neartagsector].floorz == sector[neartagsector].ceilingz)
if ((sector[neartagsector].lotag&16384) == 0)
if ((sector[neartagsector].lotag&32768) == 0)
{
int32_t j = headspritesect[neartagsector];
while (j >= 0)
{
if (sprite[j].picnum == ACTIVATOR)
break;
j = nextspritesect[j];
}
if (j == -1)
G_OperateSectors(neartagsector,vm.g_i);
}
}
continue;
case CON_IFINSPACE:
VM_CONDITIONAL(G_CheckForSpaceCeiling(vm.g_sp->sectnum));
continue;
case CON_SPRITEPAL:
insptr++;
if (vm.g_sp->picnum != APLAYER)
actor[vm.g_i].tempang = vm.g_sp->pal;
vm.g_sp->pal = *insptr++;
continue;
case CON_CACTOR:
insptr++;
vm.g_sp->picnum = *insptr++;
continue;
case CON_IFBULLETNEAR:
VM_CONDITIONAL(A_Dodge(vm.g_sp) == 1);
continue;
case CON_IFRESPAWN:
if (A_CheckEnemySprite(vm.g_sp)) VM_CONDITIONAL(ud.respawn_monsters)
else if (A_CheckInventorySprite(vm.g_sp)) VM_CONDITIONAL(ud.respawn_inventory)
else VM_CONDITIONAL(ud.respawn_items)
continue;
case CON_IFFLOORDISTL:
insptr++;
VM_CONDITIONAL((actor[vm.g_i].floorz - vm.g_sp->z) <= ((*insptr)<<8));
continue;
case CON_IFCEILINGDISTL:
insptr++;
VM_CONDITIONAL((vm.g_sp->z - actor[vm.g_i].ceilingz) <= ((*insptr)<<8));
continue;
case CON_PALFROM:
insptr++;
if ((unsigned)vm.g_p >= (unsigned)playerswhenstarted)
{
CON_ERRPRINTF("invalid player ID %d\n", vm.g_p);
insptr += 4;
}
else
{
uint8_t f=*insptr++, r=*insptr++, g=*insptr++, b=*insptr++;
P_PalFrom(g_player[vm.g_p].ps, f, r,g,b);
}
continue;
case CON_SECTOROFWALL:
insptr++;
{
int32_t j = *insptr++;
Gv_SetVarX(j, sectorofwall(Gv_GetVarX(*insptr++)));
}
continue;
case CON_QSPRINTF:
insptr++;
{
int32_t dq = Gv_GetVarX(*insptr++), sq = Gv_GetVarX(*insptr++);
if ((ScriptQuotes[sq] == NULL || ScriptQuotes[dq] == NULL))
{
CON_ERRPRINTF("null quote %d\n", ScriptQuotes[sq] ? dq : sq);
while ((*insptr & 0xFFF) != CON_NULLOP)
Gv_GetVarX(*insptr++);
insptr++; // skip the NOP
continue;
}
{
int32_t arg[32], i = 0, j = 0, k = 0;
int32_t len = Bstrlen(ScriptQuotes[sq]);
char tempbuf[MAXQUOTELEN];
while ((*insptr & 0xFFF) != CON_NULLOP && i < 32)
arg[i++] = Gv_GetVarX(*insptr++);
insptr++; // skip the NOP
i = 0;
do
{
while (k < len && j < MAXQUOTELEN && ScriptQuotes[sq][k] != '%')
tempbuf[j++] = ScriptQuotes[sq][k++];
if (ScriptQuotes[sq][k] == '%')
{
k++;
switch (ScriptQuotes[sq][k])
{
case 'l':
if (ScriptQuotes[sq][k+1] != 'd')
{
// write the % and l
tempbuf[j++] = ScriptQuotes[sq][k-1];
tempbuf[j++] = ScriptQuotes[sq][k++];
break;
}
k++;
case 'd':
{
char buf[16];
int32_t ii = 0;
Bsprintf(buf, "%d", arg[i++]);
ii = Bstrlen(buf);
Bmemcpy(&tempbuf[j], buf, ii);
j += ii;
k++;
}
break;
case 's':
{
int32_t ii = Bstrlen(ScriptQuotes[arg[i]]);
Bmemcpy(&tempbuf[j], ScriptQuotes[arg[i]], ii);
j += ii;
k++;
}
break;
default:
tempbuf[j++] = ScriptQuotes[sq][k-1];
break;
}
}
}
while (k < len && j < MAXQUOTELEN);
tempbuf[j] = '\0';
Bstrcpy(ScriptQuotes[dq], tempbuf);
continue;
}
}
case CON_ADDLOG:
{
insptr++;
OSD_Printf(OSDTEXT_GREEN "CONLOG: L=%d\n",g_errorLineNum);
continue;
}
case CON_ADDLOGVAR:
insptr++;
{
int32_t m=1;
char szBuf[256];
int32_t lVarID = *insptr;
if ((lVarID >= g_gameVarCount) || lVarID < 0)
{
if (*insptr==MAXGAMEVARS) // addlogvar for a constant? Har.
insptr++;
// else if (*insptr > g_gameVarCount && (*insptr < (MAXGAMEVARS<<1)+MAXGAMEVARS+1+MAXGAMEARRAYS))
else if (*insptr&(MAXGAMEVARS<<2))
{
int32_t index;
lVarID ^= (MAXGAMEVARS<<2);
if (lVarID&(MAXGAMEVARS<<1))
{
m = -m;
lVarID ^= (MAXGAMEVARS<<1);
}
insptr++;
index=Gv_GetVarX(*insptr++);
if (index>=0 && index < aGameArrays[lVarID].size)
{
OSD_Printf(OSDTEXT_GREEN "%s: L=%d %s[%d] =%d\n", keyw[g_tw], g_errorLineNum,
aGameArrays[lVarID].szLabel, index,
(int32_t)(m*aGameArrays[lVarID].plValues[index]));
continue;
}
else
{
CON_ERRPRINTF("invalid array index\n");
continue;
}
}
else if (*insptr&(MAXGAMEVARS<<3))
{
// FIXME FIXME FIXME
if ((lVarID & (MAXGAMEVARS-1)) == g_iActorVarID)
{
intptr_t *oinsptr = insptr++;
int32_t index = Gv_GetVarX(*insptr++);
insptr = oinsptr;
if ((unsigned)index >= MAXSPRITES-1)
{
CON_ERRPRINTF("invalid array index\n");
Gv_GetVarX(*insptr++);
continue;
}
OSD_Printf(OSDTEXT_GREEN "%s: L=%d %d %d\n",keyw[g_tw],g_errorLineNum,index,Gv_GetVar(*insptr++,index,vm.g_p));
continue;
}
}
else if (*insptr&(MAXGAMEVARS<<1))
{
m = -m;
lVarID ^= (MAXGAMEVARS<<1);
}
else
{
// invalid varID
insptr++;
CON_ERRPRINTF("invalid variable\n");
continue; // out of switch
}
}
Bsprintf(szBuf,"CONLOGVAR: L=%d %s ",g_errorLineNum, aGameVars[lVarID].szLabel);
strcpy(g_szBuf,szBuf);
if (aGameVars[lVarID].dwFlags & GAMEVAR_READONLY)
{
Bsprintf(szBuf," (read-only)");
strcat(g_szBuf,szBuf);
}
if (aGameVars[lVarID].dwFlags & GAMEVAR_PERPLAYER)
{
Bsprintf(szBuf," (Per Player. Player=%d)",vm.g_p);
}
else if (aGameVars[lVarID].dwFlags & GAMEVAR_PERACTOR)
{
Bsprintf(szBuf," (Per Actor. Actor=%d)",vm.g_i);
}
else
{
Bsprintf(szBuf," (Global)");
}
Bstrcat(g_szBuf,szBuf);
Bsprintf(szBuf," =%d\n", Gv_GetVarX(lVarID)*m);
Bstrcat(g_szBuf,szBuf);
OSD_Printf(OSDTEXT_GREEN "%s",g_szBuf);
insptr++;
continue;
}
case CON_SETSECTOR:
case CON_GETSECTOR:
insptr++;
{
// syntax [gs]etsector[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2);
continue;
}
case CON_SQRT:
insptr++;
{
// syntax sqrt <invar> <outvar>
int32_t lInVarID=*insptr++, lOutVarID=*insptr++;
Gv_SetVarX(lOutVarID, ksqrt((uint32_t)Gv_GetVarX(lInVarID)));
continue;
}
case CON_FINDNEARACTOR:
case CON_FINDNEARSPRITE:
case CON_FINDNEARACTOR3D:
case CON_FINDNEARSPRITE3D:
insptr++;
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int32_t lType=*insptr++, lMaxDist=*insptr++, lVarID=*insptr++;
int32_t lFound=-1, j, k = MAXSTATUS-1;
if (tw == CON_FINDNEARACTOR || tw == CON_FINDNEARACTOR3D)
k = 1;
if (tw==CON_FINDNEARSPRITE3D || tw==CON_FINDNEARACTOR3D)
{
do
{
j=headspritestat[k]; // all sprites
while (j>=0)
{
if (sprite[j].picnum == lType && j != vm.g_i && dist(&sprite[vm.g_i], &sprite[j]) < lMaxDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
j = nextspritestat[j];
}
if (j == MAXSPRITES || tw == CON_FINDNEARACTOR3D)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
do
{
j=headspritestat[k]; // all sprites
while (j>=0)
{
if (sprite[j].picnum == lType && j != vm.g_i && ldist(&sprite[vm.g_i], &sprite[j]) < lMaxDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
j = nextspritestat[j];
}
if (j == MAXSPRITES || tw == CON_FINDNEARACTOR)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
case CON_FINDNEARACTORVAR:
case CON_FINDNEARSPRITEVAR:
case CON_FINDNEARACTOR3DVAR:
case CON_FINDNEARSPRITE3DVAR:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int32_t lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++), lVarID=*insptr++;
int32_t lFound=-1, j, k = 1;
if (tw == CON_FINDNEARSPRITEVAR || tw == CON_FINDNEARSPRITE3DVAR)
k = MAXSTATUS-1;
if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR)
{
do
{
j=headspritestat[k]; // all sprites
while (j >= 0)
{
if (sprite[j].picnum == lType && j != vm.g_i && dist(&sprite[vm.g_i], &sprite[j]) < lMaxDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
j = nextspritestat[j];
}
if (j == MAXSPRITES || tw==CON_FINDNEARACTOR3DVAR)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
do
{
j=headspritestat[k]; // all sprites
while (j >= 0)
{
if (sprite[j].picnum == lType && j != vm.g_i && ldist(&sprite[vm.g_i], &sprite[j]) < lMaxDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
j = nextspritestat[j];
}
if (j == MAXSPRITES || tw==CON_FINDNEARACTORVAR)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
case CON_FINDNEARACTORZVAR:
case CON_FINDNEARSPRITEZVAR:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int32_t lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++);
int32_t lMaxZDist=Gv_GetVarX(*insptr++);
int32_t lVarID=*insptr++, lFound=-1, lTemp, lTemp2, j, k=MAXSTATUS-1;
do
{
j=headspritestat[tw==CON_FINDNEARACTORZVAR?1:k]; // all sprites
if (j == -1) continue;
do
{
if (sprite[j].picnum == lType && j != vm.g_i)
{
lTemp=ldist(&sprite[vm.g_i], &sprite[j]);
if (lTemp < lMaxDist)
{
lTemp2=klabs(sprite[vm.g_i].z-sprite[j].z);
if (lTemp2 < lMaxZDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
}
}
j = nextspritestat[j];
}
while (j>=0);
if (tw==CON_FINDNEARACTORZVAR || j == MAXSPRITES)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
case CON_FINDNEARACTORZ:
case CON_FINDNEARSPRITEZ:
insptr++;
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int32_t lType=*insptr++, lMaxDist=*insptr++, lMaxZDist=*insptr++, lVarID=*insptr++;
int32_t lTemp, lTemp2, lFound=-1, j, k=MAXSTATUS-1;
do
{
j=headspritestat[tw==CON_FINDNEARACTORZ?1:k]; // all sprites
if (j == -1) continue;
do
{
if (sprite[j].picnum == lType && j != vm.g_i)
{
lTemp=ldist(&sprite[vm.g_i], &sprite[j]);
if (lTemp < lMaxDist)
{
lTemp2=klabs(sprite[vm.g_i].z-sprite[j].z);
if (lTemp2 < lMaxZDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
}
}
j = nextspritestat[j];
}
while (j>=0);
if (tw==CON_FINDNEARACTORZ || j == MAXSPRITES)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
case CON_FINDPLAYER:
insptr++;
{
int32_t j;
// Gv_SetVarX(g_iReturnVarID, A_FindPlayer(&sprite[vm.g_i],&j));
aGameVars[g_iReturnVarID].val.lValue = A_FindPlayer(&sprite[vm.g_i],&j);
Gv_SetVarX(*insptr++, j);
}
continue;
case CON_FINDOTHERPLAYER:
insptr++;
{
int32_t j;
// Gv_SetVarX(g_iReturnVarID, P_FindOtherPlayer(vm.g_p,&j));
aGameVars[g_iReturnVarID].val.lValue = P_FindOtherPlayer(vm.g_p,&j);
Gv_SetVarX(*insptr++, j);
}
continue;
case CON_SETPLAYER:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2;
// HACK: need to have access to labels structure at run-time...
if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=Gv_GetVarX(*insptr++);
lVar2=*insptr++;
VM_SetPlayer(lVar1, lLabelID, lVar2, lParm2);
continue;
}
case CON_GETPLAYER:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2;
// HACK: need to have access to labels structure at run-time...
if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=Gv_GetVarX(*insptr++);
lVar2=*insptr++;
VM_GetPlayer(lVar1, lLabelID, lVar2, lParm2);
continue;
}
case CON_SETINPUT:
case CON_GETINPUT:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessPlayerInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2);
continue;
}
case CON_GETUSERDEF:
case CON_SETUSERDEF:
insptr++;
{
// syntax [gs]etuserdef.xxx <VAR>
// <xxxid> <varid>
int32_t lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessUserdef(tw==CON_SETUSERDEF, lLabelID, lVar2);
continue;
}
case CON_GETPROJECTILE:
case CON_SETPROJECTILE:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=Gv_GetVarX(*insptr++), lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2);
continue;
}
case CON_SETWALL:
case CON_GETWALL:
insptr++;
{
// syntax [gs]etwall[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2);
continue;
}
case CON_SETACTORVAR:
case CON_GETACTORVAR:
insptr++;
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
int32_t lSprite=Gv_GetVarX(*insptr++), lVar1=*insptr++;
int32_t lVar2=*insptr++;
if ((unsigned)lSprite >= MAXSPRITES)
{
CON_ERRPRINTF("invalid sprite ID %d\n", lSprite);
if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++;
if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++;
continue;
}
if (tw == CON_SETACTORVAR)
{
Gv_SetVar(lVar1, Gv_GetVarX(lVar2), lSprite, vm.g_p);
continue;
}
Gv_SetVarX(lVar2, Gv_GetVar(lVar1, lSprite, vm.g_p));
continue;
}
case CON_SETPLAYERVAR:
case CON_GETPLAYERVAR:
insptr++;
{
int32_t iPlayer = vm.g_p;
if (*insptr != g_iThisActorID)
iPlayer=Gv_GetVarX(*insptr);
insptr++;
{
int32_t lVar1=*insptr++, lVar2=*insptr++;
if ((unsigned)iPlayer >= (unsigned)playerswhenstarted)
{
CON_ERRPRINTF("invalid player ID %d\n", iPlayer);
if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++;
if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++;
continue;
}
if (tw == CON_SETPLAYERVAR)
{
Gv_SetVar(lVar1, Gv_GetVarX(lVar2), vm.g_i, iPlayer);
continue;
}
Gv_SetVarX(lVar2, Gv_GetVar(lVar1, vm.g_i, iPlayer));
continue;
}
}
case CON_SETACTOR:
insptr++;
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0;
if (ActorLabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=Gv_GetVarX(*insptr++);
{
int32_t lVar2=*insptr++;
VM_SetSprite(lVar1, lLabelID, lVar2, lParm2);
}
continue;
}
case CON_GETACTOR:
insptr++;
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0;
if (ActorLabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=Gv_GetVarX(*insptr++);
{
int32_t lVar2=*insptr++;
VM_GetSprite(lVar1, lLabelID, lVar2, lParm2);
}
continue;
}
case CON_SETTSPR:
case CON_GETTSPR:
insptr++;
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessTsprite(tw==CON_SETTSPR, lVar1, lLabelID, lVar2);
continue;
}
case CON_GETANGLETOTARGET:
insptr++;
// Actor[vm.g_i].lastvx and lastvy are last known location of target.
Gv_SetVarX(*insptr++, getangle(actor[vm.g_i].lastvx-vm.g_sp->x,actor[vm.g_i].lastvy-vm.g_sp->y));
continue;
case CON_ANGOFFVAR:
insptr++;
spriteext[vm.g_i].angoff=Gv_GetVarX(*insptr++);
continue;
case CON_LOCKPLAYER:
insptr++;
g_player[vm.g_p].ps->transporter_hold=Gv_GetVarX(*insptr++);
continue;
case CON_CHECKAVAILWEAPON:
case CON_CHECKAVAILINVEN:
insptr++;
{
int32_t j = vm.g_p;
if (*insptr != g_iThisActorID)
j=Gv_GetVarX(*insptr);
insptr++;
if ((unsigned)j >= (unsigned)playerswhenstarted)
{
CON_ERRPRINTF("Invalid player ID %d\n", j);
continue;
}
if (tw == CON_CHECKAVAILWEAPON)
P_CheckWeapon(g_player[j].ps);
else P_SelectNextInvItem(g_player[j].ps);
}
continue;
case CON_GETPLAYERANGLE:
insptr++;
Gv_SetVarX(*insptr++, g_player[vm.g_p].ps->ang);
continue;
case CON_SETPLAYERANGLE:
insptr++;
g_player[vm.g_p].ps->ang=Gv_GetVarX(*insptr++);
g_player[vm.g_p].ps->ang &= 2047;
continue;
case CON_GETACTORANGLE:
insptr++;
Gv_SetVarX(*insptr++, vm.g_sp->ang);
continue;
case CON_SETACTORANGLE:
insptr++;
vm.g_sp->ang=Gv_GetVarX(*insptr++);
vm.g_sp->ang &= 2047;
continue;
case CON_SETVAR:
insptr++;
if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[*insptr].val.lValue = *(insptr+1);
insptr += 2;
continue;
}
Gv_SetVarX(*insptr, *(insptr+1));
insptr += 2;
continue;
case CON_SETARRAY:
insptr++;
{
int32_t j=*insptr++;
int32_t index = Gv_GetVarX(*insptr++);
int32_t value = Gv_GetVarX(*insptr++);
if (j<0 || j >= g_gameArrayCount || index >= aGameArrays[j].size || index < 0)
{
OSD_Printf_nowarn(OSD_ERROR "Gv_SetVar(): tried to set invalid array ID (%d) or index out of bounds from sprite %d (%d), player %d\n",
j,vm.g_i,TrackerCast(sprite[vm.g_i].picnum),vm.g_p);
continue;
}
if (aGameArrays[j].dwFlags & GAMEARRAY_READONLY)
{
OSD_Printf("Tried to set on read-only array `%s'", aGameArrays[j].szLabel);
continue;
}
aGameArrays[j].plValues[index]=value;
continue;
}
case CON_WRITEARRAYTOFILE:
case CON_READARRAYFROMFILE:
insptr++;
{
int32_t j=*insptr++;
{
int q = *insptr++;
if (ScriptQuotes[q] == NULL)
{
CON_ERRPRINTF("null quote %d\n", q);
continue;
}
if (tw == CON_READARRAYFROMFILE)
{
int32_t fil = kopen4loadfrommod(ScriptQuotes[q], 0);
int32_t asize;
if (fil < 0)
continue;
asize = kfilelength(fil);
if (asize > 0)
{
/*OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n",
aGameArrays[j].szLabel, aGameArrays[j].size, asize / GAR_ELTSZ);*/
aGameArrays[j].plValues = (intptr_t *)Brealloc(aGameArrays[j].plValues, asize);
aGameArrays[j].size = asize / GAR_ELTSZ;
kread(fil, aGameArrays[j].plValues, asize);
}
kclose(fil);
continue;
}
{
FILE *fil;
char temp[BMAX_PATH];
if (G_ModDirSnprintf(temp, sizeof(temp), "%s", ScriptQuotes[q]))
{
CON_ERRPRINTF("file name too long\n");
continue;
}
fil = fopen(temp,"wb");
if (fil == NULL)
{
CON_ERRPRINTF("couldn't open file");
continue;
}
fwrite(aGameArrays[j].plValues,1,sizeof(int) * aGameArrays[j].size,fil);
fclose(fil);
}
continue;
}
}
case CON_GETARRAYSIZE:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(*insptr++, (aGameArrays[j].dwFlags&GAMEARRAY_VARSIZE) ?
Gv_GetVarX(aGameArrays[j].size) : aGameArrays[j].size);
}
continue;
case CON_RESIZEARRAY:
insptr++;
{
int32_t j=*insptr++;
int32_t asize = Gv_GetVarX(*insptr++);
if (asize > 0)
{
/*OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n", aGameArrays[j].szLabel, aGameArrays[j].size, asize);*/
aGameArrays[j].plValues = (intptr_t *)Brealloc(aGameArrays[j].plValues, GAR_ELTSZ * asize);
aGameArrays[j].size = asize;
}
continue;
}
case CON_COPY:
insptr++;
{
int32_t si=*insptr++, ssiz = 0;
int32_t sidx = Gv_GetVarX(*insptr++); //, vm.g_i, vm.g_p);
int32_t di=*insptr++, dsiz = 0;
int32_t didx = Gv_GetVarX(*insptr++);
int32_t numelts = Gv_GetVarX(*insptr++);
if (si<0 || si>=g_gameArrayCount)
{
CON_ERRPRINTF("Invalid array %d!", si);
dsiz = 1;
}
if (di<0 || di>=g_gameArrayCount)
{
CON_ERRPRINTF("Invalid array %d!", di);
dsiz = 1;
}
if (aGameArrays[di].dwFlags & GAMEARRAY_READONLY)
{
CON_ERRPRINTF("Array %d is read-only!", di);
dsiz = 1;
}
if (dsiz) continue; // dirty replacement for VMFLAG_ERROR
ssiz = (aGameArrays[si].dwFlags&GAMEARRAY_VARSIZE) ?
Gv_GetVarX(aGameArrays[si].size) : aGameArrays[si].size;
dsiz = (aGameArrays[di].dwFlags&GAMEARRAY_VARSIZE) ?
Gv_GetVarX(aGameArrays[si].size) : aGameArrays[di].size;
if (sidx > ssiz || didx > dsiz) continue;
if ((sidx+numelts) > ssiz) numelts = ssiz-sidx;
if ((didx+numelts) > dsiz) numelts = dsiz-didx;
switch (aGameArrays[si].dwFlags & GAMEARRAY_TYPE_MASK)
{
case 0:
case GAMEARRAY_OFINT:
Bmemcpy((int32_t *)aGameArrays[di].plValues + didx, (int32_t *)aGameArrays[si].plValues + sidx, numelts * sizeof(int32_t));
break;
case GAMEARRAY_OFSHORT:
for (; numelts>0; numelts--)
((int32_t *)aGameArrays[di].plValues)[didx++] = ((int16_t *)aGameArrays[si].plValues)[sidx++];
break;
case GAMEARRAY_OFCHAR:
for (; numelts>0; numelts--)
((int32_t *)aGameArrays[di].plValues)[didx++] = ((uint8_t *)aGameArrays[si].plValues)[sidx++];
break;
}
continue;
}
case CON_RANDVAR:
insptr++;
Gv_SetVarX(*insptr, mulscale16(krand(), *(insptr+1)+1));
insptr += 2;
continue;
case CON_DISPLAYRANDVAR:
insptr++;
Gv_SetVarX(*insptr, mulscale15(system_15bit_rand(), *(insptr+1)+1));
insptr += 2;
continue;
case CON_INV:
if ((aGameVars[*(insptr+1)].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[*(insptr+1)].val.lValue = -aGameVars[*(insptr+1)].val.lValue;
insptr += 2;
continue;
}
Gv_SetVarX(*(insptr+1), -Gv_GetVarX(*(insptr+1)));
insptr += 2;
continue;
case CON_MULVAR:
insptr++;
Gv_MulVar(*insptr, *(insptr+1));
insptr += 2;
continue;
case CON_DIVVAR:
insptr++;
if (*(insptr+1) == 0)
{
CON_ERRPRINTF("divide by zero!\n");
insptr += 2;
continue;
}
Gv_DivVar(*insptr, *(insptr+1));
insptr += 2;
continue;
case CON_MODVAR:
insptr++;
if (*(insptr+1) == 0)
{
CON_ERRPRINTF("mod by zero!\n");
insptr += 2;
continue;
}
Gv_ModVar(*insptr,*(insptr+1));
insptr += 2;
continue;
case CON_ANDVAR:
insptr++;
Gv_AndVar(*insptr,*(insptr+1));
insptr += 2;
continue;
case CON_ORVAR:
insptr++;
Gv_OrVar(*insptr,*(insptr+1));
insptr += 2;
continue;
case CON_XORVAR:
insptr++;
Gv_XorVar(*insptr,*(insptr+1));
insptr += 2;
continue;
case CON_SETVARVAR:
insptr++;
{
int32_t j=*insptr++;
if ((aGameVars[j].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[j].val.lValue = Gv_GetVarX(*insptr++);
continue;
}
Gv_SetVarX(j, Gv_GetVarX(*insptr++));
}
continue;
case CON_RANDVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j,mulscale16(krand(), Gv_GetVarX(*insptr++)+1));
}
continue;
case CON_DISPLAYRANDVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j,mulscale15(system_15bit_rand(), Gv_GetVarX(*insptr++)+1));
}
continue;
case CON_GMAXAMMO:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)j>=MAX_WEAPONS)
{
CON_ERRPRINTF("Invalid weapon ID %d\n", j);
insptr++;
continue;
}
Gv_SetVarX(*insptr++, g_player[vm.g_p].ps->max_ammo_amount[j]);
}
continue;
case CON_SMAXAMMO:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if ((unsigned)j>=MAX_WEAPONS)
{
CON_ERRPRINTF("Invalid weapon ID %d\n", j);
insptr++;
continue;
}
g_player[vm.g_p].ps->max_ammo_amount[j]=Gv_GetVarX(*insptr++);
}
continue;
case CON_MULVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_MulVar(j, Gv_GetVarX(*insptr++));
}
continue;
case CON_DIVVARVAR:
insptr++;
{
int32_t j=*insptr++;
int32_t l2=Gv_GetVarX(*insptr++);
if (!l2)
{
CON_ERRPRINTF("divide by zero!\n");
continue;
}
Gv_DivVar(j, l2);
continue;
}
case CON_MODVARVAR:
insptr++;
{
int32_t j=*insptr++;
int32_t l2=Gv_GetVarX(*insptr++);
if (!l2)
{
CON_ERRPRINTF("mod by zero!\n");
continue;
}
Gv_ModVar(j, l2);
continue;
}
case CON_ANDVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_AndVar(j, Gv_GetVarX(*insptr++));
}
continue;
case CON_XORVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_XorVar(j, Gv_GetVarX(*insptr++));
}
continue;
case CON_ORVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_OrVar(j, Gv_GetVarX(*insptr++));
}
continue;
case CON_SUBVAR:
insptr++;
Gv_SubVar(*insptr, *(insptr+1));
insptr += 2;
continue;
case CON_SUBVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SubVar(j, Gv_GetVarX(*insptr++));
}
continue;
case CON_ADDVAR:
insptr++;
Gv_AddVar(*insptr, *(insptr+1));
insptr += 2;
continue;
case CON_SHIFTVARL:
insptr++;
if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[*insptr].val.lValue <<= *(insptr+1);
insptr += 2;
continue;
}
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) << *(insptr+1));
insptr += 2;
continue;
case CON_SHIFTVARR:
insptr++;
if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[*insptr].val.lValue >>= *(insptr+1);
insptr += 2;
continue;
}
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) >> *(insptr+1));
insptr += 2;
continue;
case CON_SIN:
insptr++;
Gv_SetVarX(*insptr, sintable[Gv_GetVarX(*(insptr+1))&2047]);
insptr += 2;
continue;
case CON_COS:
insptr++;
Gv_SetVarX(*insptr, sintable[(Gv_GetVarX(*(insptr+1))+512)&2047]);
insptr += 2;
continue;
case CON_ADDVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_AddVar(j, Gv_GetVarX(*insptr++));
}
continue;
case CON_SPGETLOTAG:
insptr++;
aGameVars[g_iLoTagID].val.lValue = vm.g_sp->lotag;
continue;
case CON_SPGETHITAG:
insptr++;
aGameVars[g_iHiTagID].val.lValue = vm.g_sp->hitag;
continue;
case CON_SECTGETLOTAG:
insptr++;
aGameVars[g_iLoTagID].val.lValue = sector[vm.g_sp->sectnum].lotag;
continue;
case CON_SECTGETHITAG:
insptr++;
aGameVars[g_iHiTagID].val.lValue = sector[vm.g_sp->sectnum].hitag;
continue;
case CON_GETTEXTUREFLOOR:
insptr++;
aGameVars[g_iTextureID].val.lValue = sector[vm.g_sp->sectnum].floorpicnum;
continue;
case CON_STARTTRACK:
case CON_STARTTRACKVAR:
insptr++;
if (tw == CON_STARTTRACK) g_musicIndex=(ud.volume_number*MAXLEVELS)+(*(insptr++));
else g_musicIndex=(ud.volume_number*MAXLEVELS)+(Gv_GetVarX(*(insptr++)));
if (MapInfo[g_musicIndex].musicfn == NULL)
{
CON_ERRPRINTF("null music for map %d\n", g_musicIndex);
continue;
}
S_PlayMusic(&MapInfo[g_musicIndex].musicfn[0],g_musicIndex);
continue;
case CON_ACTIVATECHEAT:
insptr++;
{
int32_t j=Gv_GetVarX(*(insptr++));
if (numplayers != 1 || !(g_player[myconnectindex].ps->gm & MODE_GAME))
{
CON_ERRPRINTF("not in a single-player game.\n");
continue;
}
osdcmd_cheatsinfo_stat.cheatnum = j;
}
continue;
case CON_SETGAMEPALETTE:
insptr++;
P_SetGamePalette(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr++)), 2+16);
continue;
case CON_GETTEXTURECEILING:
insptr++;
aGameVars[g_iTextureID].val.lValue = sector[vm.g_sp->sectnum].ceilingpicnum;
continue;
case CON_IFVARVARAND:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j &= Gv_GetVarX(*insptr++);
insptr--;
VM_CONDITIONAL(j);
}
continue;
case CON_IFVARVAROR:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j |= Gv_GetVarX(*insptr++);
insptr--;
VM_CONDITIONAL(j);
}
continue;
case CON_IFVARVARXOR:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j ^= Gv_GetVarX(*insptr++);
insptr--;
VM_CONDITIONAL(j);
}
continue;
case CON_IFVARVAREITHER:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
int32_t l = Gv_GetVarX(*insptr++);
insptr--;
VM_CONDITIONAL(j || l);
}
continue;
case CON_IFVARVARN:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j = (j != Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(j);
}
continue;
case CON_IFVARVARE:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j = (j == Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(j);
}
continue;
case CON_IFVARVARG:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j = (j > Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(j);
}
continue;
case CON_IFVARVARL:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j = (j < Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(j);
}
continue;
case CON_IFVARE:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_CONDITIONAL(j == *insptr);
}
continue;
case CON_IFVARN:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_CONDITIONAL(j != *insptr);
}
continue;
case CON_WHILEVARN:
{
intptr_t *savedinsptr=insptr+2;
int32_t j;
do
{
insptr=savedinsptr;
j = (Gv_GetVarX(*(insptr-1)) != *insptr);
VM_CONDITIONAL(j);
}
while (j);
continue;
}
case CON_WHILEVARVARN:
{
int32_t j;
intptr_t *savedinsptr=insptr+2;
do
{
insptr=savedinsptr;
j = Gv_GetVarX(*(insptr-1));
j = (j != Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(j);
}
while (j);
continue;
}
case CON_IFVARAND:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_CONDITIONAL(j & *insptr);
}
continue;
case CON_IFVAROR:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_CONDITIONAL(j | *insptr);
}
continue;
case CON_IFVARXOR:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_CONDITIONAL(j ^ *insptr);
}
continue;
case CON_IFVAREITHER:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_CONDITIONAL(j || *insptr);
}
continue;
case CON_IFVARG:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_CONDITIONAL(j > *insptr);
}
continue;
case CON_IFVARL:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_CONDITIONAL(j < *insptr);
}
continue;
case CON_IFPHEALTHL:
insptr++;
VM_CONDITIONAL(sprite[g_player[vm.g_p].ps->i].extra < *insptr);
continue;
case CON_IFPINVENTORY:
insptr++;
{
int32_t j = 0;
DukePlayer_t *const ps = g_player[vm.g_p].ps;
switch (*insptr++)
{
case GET_STEROIDS:
if (ps->inv_amount[GET_STEROIDS] != *insptr)
j = 1;
break;
case GET_SHIELD:
if (ps->inv_amount[GET_SHIELD] != ps->max_shield_amount)
j = 1;
break;
case GET_SCUBA:
if (ps->inv_amount[GET_SCUBA] != *insptr) j = 1;
break;
case GET_HOLODUKE:
if (ps->inv_amount[GET_HOLODUKE] != *insptr) j = 1;
break;
case GET_JETPACK:
if (ps->inv_amount[GET_JETPACK] != *insptr) j = 1;
break;
case GET_ACCESS:
switch (vm.g_sp->pal)
{
case 0:
if (ps->got_access&1) j = 1;
break;
case 21:
if (ps->got_access&2) j = 1;
break;
case 23:
if (ps->got_access&4) j = 1;
break;
}
break;
case GET_HEATS:
if (ps->inv_amount[GET_HEATS] != *insptr) j = 1;
break;
case GET_FIRSTAID:
if (ps->inv_amount[GET_FIRSTAID] != *insptr) j = 1;
break;
case GET_BOOTS:
if (ps->inv_amount[GET_BOOTS] != *insptr) j = 1;
break;
default:
CON_ERRPRINTF("invalid inventory ID: %d\n", (int32_t)*(insptr-1));
}
VM_CONDITIONAL(j);
continue;
}
case CON_PSTOMP:
insptr++;
{
DukePlayer_t *const ps = g_player[vm.g_p].ps;
if (ps->knee_incs == 0 && sprite[ps->i].xrepeat >= 40)
if (cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(4<<8),vm.g_sp->sectnum,ps->pos.x,
ps->pos.y,ps->pos.z+(16<<8),sprite[ps->i].sectnum))
{
int32_t j = playerswhenstarted-1;
for (; j>=0; j--)
{
if (g_player[j].ps->actorsqu == vm.g_i)
break;
}
if (j == -1)
{
ps->knee_incs = 1;
if (ps->weapon_pos == 0)
ps->weapon_pos = -1;
ps->actorsqu = vm.g_i;
}
}
continue;
}
case CON_IFAWAYFROMWALL:
{
int16_t s1=vm.g_sp->sectnum;
int32_t j = 0;
updatesector(vm.g_sp->x+108,vm.g_sp->y+108,&s1);
if (s1 == vm.g_sp->sectnum)
{
updatesector(vm.g_sp->x-108,vm.g_sp->y-108,&s1);
if (s1 == vm.g_sp->sectnum)
{
updatesector(vm.g_sp->x+108,vm.g_sp->y-108,&s1);
if (s1 == vm.g_sp->sectnum)
{
updatesector(vm.g_sp->x-108,vm.g_sp->y+108,&s1);
if (s1 == vm.g_sp->sectnum)
j = 1;
}
}
}
VM_CONDITIONAL(j);
}
continue;
case CON_QUOTE:
insptr++;
if ((unsigned)(*insptr) >= MAXQUOTES)
{
CON_ERRPRINTF("invalid quote ID %d\n", (int32_t)(*insptr));
insptr++;
continue;
}
if ((ScriptQuotes[*insptr] == NULL))
{
CON_ERRPRINTF("null quote %d\n", (int32_t)*insptr);
insptr++;
continue;
}
if ((unsigned)vm.g_p >= MAXPLAYERS)
{
CON_ERRPRINTF("bad player for quote %d: (%d)\n", (int32_t)*insptr,vm.g_p);
insptr++;
continue;
}
P_DoQuote(*(insptr++)|MAXQUOTES,g_player[vm.g_p].ps);
continue;
case CON_USERQUOTE:
insptr++;
{
int32_t i=Gv_GetVarX(*insptr++);
if ((unsigned)i >= MAXQUOTES)
{
CON_ERRPRINTF("invalid quote ID %d\n", i);
insptr++;
continue;
}
if ((ScriptQuotes[i] == NULL))
{
CON_ERRPRINTF("null quote %d\n", i);
continue;
}
G_AddUserQuote(ScriptQuotes[i]);
}
continue;
case CON_ECHO:
insptr++;
{
int32_t i=Gv_GetVarX(*insptr++);
if ((unsigned)i >= MAXQUOTES)
{
CON_ERRPRINTF("invalid quote ID %d\n", i);
insptr++;
continue;
}
if ((ScriptQuotes[i] == NULL))
{
CON_ERRPRINTF("null quote %d\n", i);
continue;
}
OSD_Printf("%s\n",ScriptQuotes[i]);
}
continue;
case CON_IFINOUTERSPACE:
VM_CONDITIONAL(G_CheckForSpaceFloor(vm.g_sp->sectnum));
continue;
case CON_IFNOTMOVING:
VM_CONDITIONAL((actor[vm.g_i].movflag&49152) > 16384);
continue;
case CON_RESPAWNHITAG:
insptr++;
switch (DYNAMICTILEMAP(vm.g_sp->picnum))
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
if (vm.g_sp->yvel) G_OperateRespawns(vm.g_sp->yvel);
break;
default:
// if (vm.g_sp->hitag >= 0)
G_OperateRespawns(vm.g_sp->hitag);
break;
}
continue;
case CON_IFSPRITEPAL:
insptr++;
VM_CONDITIONAL(vm.g_sp->pal == *insptr);
continue;
case CON_IFANGDIFFL:
insptr++;
{
int32_t j = klabs(G_GetAngleDelta(g_player[vm.g_p].ps->ang,vm.g_sp->ang));
VM_CONDITIONAL(j <= *insptr);
}
continue;
case CON_IFNOSOUNDS:
{
int32_t j = MAXSOUNDS-1;
for (; j>=0; j--)
{
int32_t k = 0;
for (; k<MAXSOUNDINSTANCES; k++)
{
if (g_sounds[j].SoundOwner[k].ow == vm.g_i)
break;
}
if (k != MAXSOUNDINSTANCES)
break;
}
VM_CONDITIONAL(j < 0);
}
continue;
case CON_SPRITEFLAGS:
insptr++;
actor[vm.g_i].flags = Gv_GetVarX(*insptr++);
continue;
case CON_GETTICKS:
insptr++;
Gv_SetVarX(*insptr++, getticks());
continue;
case CON_GETCURRADDRESS:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, (intptr_t)(insptr-script));
}
continue;
case CON_JUMP: // XXX XXX XXX
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
insptr = (intptr_t *)(j+script);
}
continue;
default:
VM_ScriptInfo();
G_GameExit("An error has occurred in the EDuke32 virtual machine.\n\n"
"If you are an end user, please e-mail the file eduke32.log\n"
"along with links to any mods you're using to terminx@gmail.com.\n\n"
"If you are a mod developer, please attach all of your CON files\n"
"along with instructions on how to reproduce this error.\n\n"
"Thank you!");
break;
}
}
}
// NORECURSE
void A_LoadActor(int32_t iActor)
{
vm.g_i = iActor; // Sprite ID
vm.g_p = -1; // iPlayer; // Player ID
vm.g_x = -1; // lDist; // ?
vm.g_sp = &sprite[vm.g_i]; // Pointer to sprite structure
vm.g_t = &actor[vm.g_i].t_data[0]; // Sprite's 'extra' data
if (g_tile[vm.g_sp->picnum].loadPtr == NULL)
return;
vm.g_flags &= ~(VM_RETURN|VM_KILL|VM_NOEXECUTE);
if ((unsigned)vm.g_sp->sectnum >= MAXSECTORS)
{
// if(A_CheckEnemySprite(vm.g_sp))
// g_player[vm.g_p].ps->actors_killed++;
A_DeleteSprite(vm.g_i);
return;
}
insptr = g_tile[vm.g_sp->picnum].loadPtr;
VM_Execute(1);
insptr = NULL;
if (vm.g_flags & VM_KILL)
A_DeleteSprite(vm.g_i);
}
// NORECURSE
void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
{
#ifdef LUNATIC
double t;
int32_t killit=0;
#endif
vmstate_t tempvm = { iActor, iPlayer, lDist, &actor[iActor].t_data[0],
&sprite[iActor], 0
};
/*
if (g_netClient && A_CheckSpriteFlags(iActor, SPRITE_NULL))
{
A_DeleteSprite(iActor);
return;
}
*/
if (g_netServer || g_netClient)
randomseed = ticrandomseed;
Bmemcpy(&vm, &tempvm, sizeof(vmstate_t));
if ((unsigned)vm.g_sp->sectnum >= MAXSECTORS)
{
if (A_CheckEnemySprite(vm.g_sp))
g_player[vm.g_p].ps->actors_killed++;
A_DeleteSprite(vm.g_i);
return;
}
/* Qbix: Changed variables to be aware of the sizeof *insptr
* (whether it is int32_t vs intptr_t), Although it is specifically cast to intptr_t*
* which might be corrected if the code is converted to use offsets */
/* Helixhorned: let's do away with intptr_t's... */
#ifndef LUNATIC
// NOTE: for Lunatic, need split into numeric literal / action label
// (maybe >=0/<0, respectively?)
if (vm.g_t[4]!=0 && (unsigned)vm.g_t[4] + 4 < (unsigned)g_scriptSize)
#endif
{
#ifndef LUNATIC
const int32_t action_frames = *(script + vm.g_t[4] + 1);
const int32_t action_incval = *(script + vm.g_t[4] + 3);
const int32_t action_delay = *(script + vm.g_t[4] + 4);
#else
// SACTION
const int32_t action_frames = actor[vm.g_i].ac.numframes;
const int32_t action_incval = actor[vm.g_i].ac.incval;
const int32_t action_delay = actor[vm.g_i].ac.delay;
#endif
vm.g_sp->lotag += TICSPERFRAME;
if (vm.g_sp->lotag > action_delay)
{
vm.g_t[2]++;
vm.g_sp->lotag = 0;
vm.g_t[3] += action_incval;
}
if (klabs(vm.g_t[3]) >= klabs(action_frames * action_incval))
vm.g_t[3] = 0;
}
#ifdef LUNATIC
t = gethitickms();
if (L_IsInitialized(&g_ElState) && El_HaveActor(vm.g_sp->picnum))
killit = (El_CallActor(&g_ElState, vm.g_sp->picnum, iActor, iPlayer, lDist)==1);
#endif
insptr = 4 + (g_tile[vm.g_sp->picnum].execPtr);
VM_Execute(1);
insptr = NULL;
#ifdef LUNATIC
g_actorTotalMs[vm.g_sp->picnum] += gethitickms()-t;
g_actorCalls[vm.g_sp->picnum]++;
#endif
if ((vm.g_flags & VM_KILL)
#ifdef LUNATIC
|| killit
#endif
)
{
// if player was set to squish, first stop that...
if (vm.g_p >= 0 && g_player[vm.g_p].ps->actorsqu == vm.g_i)
g_player[vm.g_p].ps->actorsqu = -1;
A_DeleteSprite(vm.g_i);
return;
}
VM_Move();
/* if (ud.angleinterpolation)
{
temp = (vm.g_sp->ang & 2047) - sprpos[vm.g_i].ang;
sprpos[vm.g_i].oldang = sprpos[vm.g_i].ang;
if (temp)
{
temp2 = temp/klabs(temp);
if (klabs(temp) > 1024) temp2 = -(temp2);
sprpos[vm.g_i].angdir = temp2;
sprpos[vm.g_i].angdif = min(ud.angleinterpolation,klabs(temp));
sprpos[vm.g_i].ang += sprpos[vm.g_i].angdif * sprpos[vm.g_i].angdir;
sprpos[vm.g_i].ang &= 2047;
}
}
*/
if (vm.g_sp->statnum == STAT_STANDABLE)
switch (DYNAMICTILEMAP(vm.g_sp->picnum))
{
case RUBBERCAN__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case CANWITHSOMETHING__STATIC:
case FIREBARREL__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
case EGG__STATIC:
if (actor[vm.g_i].timetosleep > 1)
actor[vm.g_i].timetosleep--;
else if (actor[vm.g_i].timetosleep == 1)
changespritestat(vm.g_i,STAT_ZOMBIEACTOR);
default:
return;
}
if (vm.g_sp->statnum != STAT_ACTOR)
return;
if (A_CheckEnemySprite(vm.g_sp))
{
if (vm.g_sp->xrepeat > 60) return;
if (ud.respawn_monsters == 1 && vm.g_sp->extra <= 0) return;
}
else if (ud.respawn_items == 1 && (vm.g_sp->cstat&32768)) return;
if (A_CheckSpriteFlags(vm.g_i, SPRITE_USEACTIVATOR) && sector[vm.g_sp->sectnum].lotag & 16384)
changespritestat(vm.g_i, STAT_ZOMBIEACTOR);
else if (actor[vm.g_i].timetosleep > 1)
actor[vm.g_i].timetosleep--;
else if (actor[vm.g_i].timetosleep == 1)
changespritestat(vm.g_i, STAT_ZOMBIEACTOR);
}
void G_SaveMapState(mapstate_t *save)
{
if (save != NULL)
{
int32_t i;
Bmemcpy(&save->numwalls,&numwalls,sizeof(numwalls));
Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS);
Bmemcpy(&save->numsectors,&numsectors,sizeof(numsectors));
Bmemcpy(&save->sector[0],&sector[0],sizeof(sectortype)*MAXSECTORS);
Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES);
if (g_currentEventExec == EVENT_ANIMATESPRITES)
initprintf("Line %d: savemapstate called from EVENT_ANIMATESPRITES. WHY?\n", g_errorLineNum);
else
for (i=0; i<MAXSPRITES; i++)
spriteext[i].tspr = NULL;
Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
save->numsprites = Numsprites;
save->tailspritefree = tailspritefree;
Bmemcpy(&save->headspritesect[0],&headspritesect[0],sizeof(headspritesect));
Bmemcpy(&save->prevspritesect[0],&prevspritesect[0],sizeof(prevspritesect));
Bmemcpy(&save->nextspritesect[0],&nextspritesect[0],sizeof(nextspritesect));
Bmemcpy(&save->headspritestat[0],&headspritestat[0],sizeof(headspritestat));
Bmemcpy(&save->prevspritestat[0],&prevspritestat[0],sizeof(prevspritestat));
Bmemcpy(&save->nextspritestat[0],&nextspritestat[0],sizeof(nextspritestat));
#ifdef YAX_ENABLE
Bmemcpy(&save->numyaxbunches, &numyaxbunches, sizeof(numyaxbunches));
Bmemcpy(save->yax_bunchnum, yax_bunchnum, sizeof(yax_bunchnum));
Bmemcpy(save->yax_nextwall, yax_nextwall, sizeof(yax_nextwall));
#endif
Bmemcpy(&save->actor[0],&actor[0],sizeof(actor_t)*MAXSPRITES);
Bmemcpy(&save->g_numCyclers,&g_numCyclers,sizeof(g_numCyclers));
Bmemcpy(&save->cyclers[0][0],&cyclers[0][0],sizeof(cyclers));
Bmemcpy(&save->g_playerSpawnPoints[0],&g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
Bmemcpy(&save->g_numAnimWalls,&g_numAnimWalls,sizeof(g_numAnimWalls));
Bmemcpy(&save->SpriteDeletionQueue[0],&SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
Bmemcpy(&save->g_spriteDeleteQueuePos,&g_spriteDeleteQueuePos,sizeof(g_spriteDeleteQueuePos));
Bmemcpy(&save->animwall[0],&animwall[0],sizeof(animwall));
Bmemcpy(&save->msx[0],&msx[0],sizeof(msx));
Bmemcpy(&save->msy[0],&msy[0],sizeof(msy));
Bmemcpy(&save->g_mirrorWall[0],&g_mirrorWall[0],sizeof(g_mirrorWall));
Bmemcpy(&save->g_mirrorSector[0],&g_mirrorSector[0],sizeof(g_mirrorSector));
Bmemcpy(&save->g_mirrorCount,&g_mirrorCount,sizeof(g_mirrorCount));
Bmemcpy(&save->show2dsector[0],&show2dsector[0],sizeof(show2dsector));
Bmemcpy(&save->g_numClouds,&g_numClouds,sizeof(g_numClouds));
Bmemcpy(&save->clouds[0],&clouds[0],sizeof(clouds));
Bmemcpy(&save->cloudx[0],&cloudx[0],sizeof(cloudx));
Bmemcpy(&save->cloudy[0],&cloudy[0],sizeof(cloudy));
Bmemcpy(&save->pskyoff[0],&pskyoff[0],sizeof(pskyoff));
Bmemcpy(&save->pskybits,&pskybits,sizeof(pskybits));
Bmemcpy(&save->animategoal[0],&animategoal[0],sizeof(animategoal));
Bmemcpy(&save->animatevel[0],&animatevel[0],sizeof(animatevel));
Bmemcpy(&save->g_animateCount,&g_animateCount,sizeof(g_animateCount));
Bmemcpy(&save->animatesect[0],&animatesect[0],sizeof(animatesect));
G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_FWD);
Bmemcpy(&save->animateptr[0],&animateptr[0],sizeof(animateptr));
G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_BACK);
Bmemcpy(&save->g_numPlayerSprites,&g_numPlayerSprites,sizeof(g_numPlayerSprites));
Bmemcpy(&save->g_earthquakeTime,&g_earthquakeTime,sizeof(g_earthquakeTime));
Bmemcpy(&save->lockclock,&lockclock,sizeof(lockclock));
Bmemcpy(&save->randomseed,&randomseed,sizeof(randomseed));
Bmemcpy(&save->g_globalRandom,&g_globalRandom,sizeof(g_globalRandom));
for (i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
{
if (!save->vars[i])
save->vars[i] = (intptr_t *)Bcalloc(MAXPLAYERS,sizeof(intptr_t));
Bmemcpy(&save->vars[i][0],&aGameVars[i].val.plValues[0],sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
{
if (!save->vars[i])
save->vars[i] = (intptr_t *)Bcalloc(MAXSPRITES,sizeof(intptr_t));
Bmemcpy(&save->vars[i][0],&aGameVars[i].val.plValues[0],sizeof(intptr_t) * MAXSPRITES);
}
else save->vars[i] = (intptr_t *)aGameVars[i].val.lValue;
}
ototalclock = totalclock;
}
}
extern void Gv_RefreshPointers(void);
void G_RestoreMapState(mapstate_t *save)
{
if (save != NULL)
{
int32_t i, x;
char phealth[MAXPLAYERS];
for (i=0; i<playerswhenstarted; i++)
phealth[i] = sprite[g_player[i].ps->i].extra;
pub = NUMPAGES;
pus = NUMPAGES;
G_UpdateScreenArea();
Bmemcpy(&numwalls,&save->numwalls,sizeof(numwalls));
Bmemcpy(&wall[0],&save->wall[0],sizeof(walltype)*MAXWALLS);
Bmemcpy(&numsectors,&save->numsectors,sizeof(numsectors));
Bmemcpy(&sector[0],&save->sector[0],sizeof(sectortype)*MAXSECTORS);
Bmemcpy(&sprite[0],&save->sprite[0],sizeof(spritetype)*MAXSPRITES);
Bmemcpy(&spriteext[0],&save->spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
if (g_currentEventExec == EVENT_ANIMATESPRITES)
initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum);
else
for (i=0; i<MAXSPRITES; i++)
spriteext[i].tspr = NULL;
Numsprites = save->numsprites;
tailspritefree = save->tailspritefree;
Bmemcpy(&headspritesect[0],&save->headspritesect[0],sizeof(headspritesect));
Bmemcpy(&prevspritesect[0],&save->prevspritesect[0],sizeof(prevspritesect));
Bmemcpy(&nextspritesect[0],&save->nextspritesect[0],sizeof(nextspritesect));
Bmemcpy(&headspritestat[0],&save->headspritestat[0],sizeof(headspritestat));
Bmemcpy(&prevspritestat[0],&save->prevspritestat[0],sizeof(prevspritestat));
Bmemcpy(&nextspritestat[0],&save->nextspritestat[0],sizeof(nextspritestat));
#ifdef YAX_ENABLE
Bmemcpy(&numyaxbunches, &save->numyaxbunches, sizeof(numyaxbunches));
Bmemcpy(yax_bunchnum, save->yax_bunchnum, sizeof(yax_bunchnum));
Bmemcpy(yax_nextwall, save->yax_nextwall, sizeof(yax_nextwall));
#endif
Bmemcpy(&actor[0],&save->actor[0],sizeof(actor_t)*MAXSPRITES);
Bmemcpy(&g_numCyclers,&save->g_numCyclers,sizeof(g_numCyclers));
Bmemcpy(&cyclers[0][0],&save->cyclers[0][0],sizeof(cyclers));
Bmemcpy(&g_playerSpawnPoints[0],&save->g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
Bmemcpy(&g_numAnimWalls,&save->g_numAnimWalls,sizeof(g_numAnimWalls));
Bmemcpy(&SpriteDeletionQueue[0],&save->SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
Bmemcpy(&g_spriteDeleteQueuePos,&save->g_spriteDeleteQueuePos,sizeof(g_spriteDeleteQueuePos));
Bmemcpy(&animwall[0],&save->animwall[0],sizeof(animwall));
Bmemcpy(&msx[0],&save->msx[0],sizeof(msx));
Bmemcpy(&msy[0],&save->msy[0],sizeof(msy));
Bmemcpy(&g_mirrorWall[0],&save->g_mirrorWall[0],sizeof(g_mirrorWall));
Bmemcpy(&g_mirrorSector[0],&save->g_mirrorSector[0],sizeof(g_mirrorSector));
Bmemcpy(&g_mirrorCount,&save->g_mirrorCount,sizeof(g_mirrorCount));
Bmemcpy(&show2dsector[0],&save->show2dsector[0],sizeof(show2dsector));
Bmemcpy(&g_numClouds,&save->g_numClouds,sizeof(g_numClouds));
Bmemcpy(&clouds[0],&save->clouds[0],sizeof(clouds));
Bmemcpy(&cloudx[0],&save->cloudx[0],sizeof(cloudx));
Bmemcpy(&cloudy[0],&save->cloudy[0],sizeof(cloudy));
Bmemcpy(&pskyoff[0],&save->pskyoff[0],sizeof(pskyoff));
Bmemcpy(&pskybits,&save->pskybits,sizeof(pskybits));
Bmemcpy(&animategoal[0],&save->animategoal[0],sizeof(animategoal));
Bmemcpy(&animatevel[0],&save->animatevel[0],sizeof(animatevel));
Bmemcpy(&g_animateCount,&save->g_animateCount,sizeof(g_animateCount));
Bmemcpy(&animatesect[0],&save->animatesect[0],sizeof(animatesect));
Bmemcpy(&animateptr[0],&save->animateptr[0],sizeof(animateptr));
G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_BACK);
Bmemcpy(&g_numPlayerSprites,&save->g_numPlayerSprites,sizeof(g_numPlayerSprites));
Bmemcpy(&g_earthquakeTime,&save->g_earthquakeTime,sizeof(g_earthquakeTime));
Bmemcpy(&lockclock,&save->lockclock,sizeof(lockclock));
Bmemcpy(&randomseed,&save->randomseed,sizeof(randomseed));
Bmemcpy(&g_globalRandom,&save->g_globalRandom,sizeof(g_globalRandom));
for (i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
{
if (!save->vars[i]) continue;
Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
{
if (!save->vars[i]) continue;
Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXSPRITES);
}
else aGameVars[i].val.lValue = (intptr_t)save->vars[i];
}
Gv_RefreshPointers();
for (i=0; i<playerswhenstarted; i++)
sprite[g_player[i].ps->i].extra = phealth[i];
if (g_player[myconnectindex].ps->over_shoulder_on != 0)
{
g_cameraDistance = 0;
g_cameraClock = 0;
g_player[myconnectindex].ps->over_shoulder_on = 1;
}
screenpeek = myconnectindex;
if (ud.lockout)
{
for (x=g_numAnimWalls-1; x>=0; x--)
switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum))
{
case FEMPIC1__STATIC:
wall[animwall[x].wallnum].picnum = BLANKSCREEN;
break;
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
wall[animwall[x].wallnum].picnum = SCREENBREAK6;
break;
}
}
#if 0
else
{
for (x=g_numAnimWalls-1; x>=0; x--)
if (wall[animwall[x].wallnum].extra >= 0)
wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra;
}
#endif
#ifdef YAX_ENABLE
sv_postyaxload();
#endif
G_ResetInterpolations();
Net_ResetPrediction();
G_ClearFIFO();
G_ResetTimers();
}
}
#ifdef LUNATIC
void VM_FallSprite(int32_t i)
{
vm.g_i = i;
vm.g_sp = &sprite[i];
VM_Fall();
}
int32_t VM_ResetPlayer2(int32_t snum)
{
vm.g_p = snum;
vm.g_flags &= ~VM_NOEXECUTE;
VM_ResetPlayer();
return (vm.g_flags&VM_NOEXECUTE);
}
#endif