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raze/source/duke3d/src/gameexec.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "compat.h"
#include "duke3d.h"
#include "scriplib.h"
#include "savegame.h"
#include "osdcmds.h"
#include "menus.h"
#include "input.h"
#include "anim.h"
#ifdef LUNATIC
# include "lunatic_game.h"
#endif
#if KRANDDEBUG
# define GAMEEXEC_INLINE
# define GAMEEXEC_STATIC
#else
# define GAMEEXEC_INLINE inline
# define GAMEEXEC_STATIC static
#endif
vmstate_t vm;
#if !defined LUNATIC
enum vmflags_t {
VM_RETURN = 0x00000001,
VM_KILL = 0x00000002,
VM_NOEXECUTE = 0x00000004,
};
int32_t g_tw;
int32_t g_errorLineNum;
int32_t g_currentEventExec = -1;
intptr_t const *insptr;
int32_t g_returnVarID = -1; // var ID of "RETURN"
int32_t g_weaponVarID = -1; // var ID of "WEAPON"
int32_t g_worksLikeVarID = -1; // var ID of "WORKSLIKE"
int32_t g_zRangeVarID = -1; // var ID of "ZRANGE"
int32_t g_angRangeVarID = -1; // var ID of "ANGRANGE"
int32_t g_aimAngleVarID = -1; // var ID of "AUTOAIMANGLE"
int32_t g_lotagVarID = -1; // var ID of "LOTAG"
int32_t g_hitagVarID = -1; // var ID of "HITAG"
int32_t g_textureVarID = -1; // var ID of "TEXTURE"
int32_t g_thisActorVarID = -1; // var ID of "THISACTOR"
int32_t g_structVarIDs = -1;
GAMEEXEC_STATIC void VM_Execute(int loop);
# include "gamestructures.cpp"
#endif
#define VM_CONDITIONAL(xxx) \
{ \
if ((xxx) || ((insptr = (intptr_t *)*(insptr + 1)) && (((*insptr) & VM_INSTMASK) == CON_ELSE))) \
{ \
insptr += 2; \
VM_Execute(0); \
} \
}
#if !defined LUNATIC
void VM_ScriptInfo(intptr_t const *ptr, int range)
{
if (!apScript)
return;
if (ptr)
{
initprintf("\n");
for (intptr_t const *pScript = max(ptr - (range >> 1), apScript),
*p_end = min(ptr + (range >> 1), apScript + g_scriptSize);
pScript < p_end; pScript++)
{
initprintf("%5d: %3d: ", (int32_t) (pScript - apScript), (int32_t) (pScript - ptr));
if (*pScript >> 12 && (*pScript & VM_INSTMASK) < CON_END)
initprintf("%5d %s\n", (int32_t) (*pScript >> 12), keyw[*pScript & VM_INSTMASK]);
else
initprintf("%d\n", (int32_t) *pScript);
}
initprintf("\n");
}
if (ptr == insptr)
{
if (vm.spriteNum)
initprintf("current actor: %d (%d)\n", vm.spriteNum, vm.pUSprite->picnum);
initprintf("g_errorLineNum: %d, g_tw: %d\n", g_errorLineNum, g_tw);
}
}
#endif
static void VM_DeleteSprite(int const spriteNum, int const playerNum)
{
if (EDUKE32_PREDICT_FALSE((unsigned) spriteNum >= MAXSPRITES))
return;
// if player was set to squish, first stop that...
if (EDUKE32_PREDICT_FALSE(playerNum >= 0 && g_player[playerNum].ps->actorsqu == spriteNum))
g_player[playerNum].ps->actorsqu = -1;
A_DeleteSprite(spriteNum);
}
intptr_t apScriptEvents[MAXGAMEEVENTS];
// May recurse, e.g. through EVENT_XXX -> ... -> EVENT_KILLIT
#ifdef LUNATIC
static FORCE_INLINE int32_t VM_EventCommon_(int eventNum, int spriteNum, int playerNum, int playerDist, int32_t returnValue)
{
const double t = gethiticks();
int32_t ret = El_CallEvent(&g_ElState, eventNum, spriteNum, playerNum, playerDist, &returnValue);
// NOTE: the run times are those of the called event plus any events
// called by it, *not* "self" time.
g_eventTotalMs[eventNum] += gethiticks()-t;
g_eventCalls[eventNum]++;
if (ret == 1)
VM_DeleteSprite(spriteNum, playerNum);
return returnValue;
}
#else
// do not inline
static void VM_DummySprite(void)
{
static uspritetype dummy_sprite;
static actor_t dummy;
vm.pUSprite = &dummy_sprite;
vm.pActor = &dummy;
vm.pData = &dummy.t_data[0];
}
static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const spriteNum, int const playerNum,
int const playerDist, int32_t returnValue)
{
// this is initialized first thing because spriteNum, playerNum, lDist, etc are already right there on the stack
// from the function call
const vmstate_t tempvm = { spriteNum,
playerNum,
playerDist,
0,
&sprite[(unsigned)spriteNum],
&actor[(unsigned)spriteNum].t_data[0],
g_player[playerNum].ps,
&actor[(unsigned) spriteNum] };
// since we're targeting C99 and C++ now, we can interweave these to avoid
// having to load addresses for things twice
// for example, because we are loading backupReturnVar with the value of
// aGameVars[g_iReturnVarID].lValue, the compiler can avoid having to
// reload the address of aGameVars[g_iReturnVarID].lValue in order to
// set it to the value of iReturn (...which should still be on the stack!)
int const backupReturnVar = aGameVars[g_returnVarID].global;
aGameVars[g_returnVarID].global = returnValue;
int const backupEventExec = g_currentEventExec;
g_currentEventExec = eventNum;
intptr_t const *oinsptr = insptr;
insptr = apScript + apScriptEvents[eventNum];
const vmstate_t vm_backup = vm;
vm = tempvm;
// check tempvm instead of vm... this way, we are not actually loading
// FROM vm anywhere until VM_Execute() is called
if (EDUKE32_PREDICT_FALSE((unsigned) tempvm.spriteNum >= MAXSPRITES))
VM_DummySprite();
if ((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers)
vm.pPlayer = g_player[0].ps;
VM_Execute(1);
if (vm.flags & VM_KILL)
VM_DeleteSprite(vm.spriteNum, vm.playerNum);
// this needs to happen after VM_DeleteSprite() because VM_DeleteSprite()
// can trigger additional events
vm = vm_backup;
insptr = oinsptr;
g_currentEventExec = backupEventExec;
returnValue = aGameVars[g_returnVarID].global;
aGameVars[g_returnVarID].global = backupReturnVar;
return returnValue;
}
#endif
// the idea here is that the compiler inlines the call to VM_EventCommon_() and gives us a set of full functions
// which are not only optimized further based on lDist or iReturn (or both) having values known at compile time,
// but are called faster due to having less parameters
int32_t VM_OnEventWithBoth_(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn)
{
return VM_EventCommon_(nEventID, spriteNum, playerNum, nDist, nReturn);
}
int32_t VM_OnEventWithReturn_(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn)
{
return VM_EventCommon_(nEventID, spriteNum, playerNum, -1, nReturn);
}
int32_t VM_OnEventWithDist_(int const nEventID, int const spriteNum, int const playerNum, int const nDist)
{
return VM_EventCommon_(nEventID, spriteNum, playerNum, nDist, 0);
}
int32_t VM_OnEvent_(int const nEventID, int const spriteNum, int const playerNum)
{
return VM_EventCommon_(nEventID, spriteNum, playerNum, -1, 0);
}
static int32_t VM_CheckSquished(void)
{
usectortype const * const pSector = (usectortype *)&sector[vm.pSprite->sectnum];
if (pSector->lotag == ST_23_SWINGING_DOOR ||
(pSector->lotag == ST_1_ABOVE_WATER &&
!A_CheckNoSE7Water((uspritetype const *)vm.pSprite, vm.pSprite->sectnum, pSector->lotag, NULL)) ||
(vm.pSprite->picnum == APLAYER && ud.noclip))
return 0;
int32_t floorZ = pSector->floorz;
int32_t ceilZ = pSector->ceilingz;
#ifdef YAX_ENABLE
int16_t cb, fb;
yax_getbunches(vm.pSprite->sectnum, &cb, &fb);
if (cb >= 0 && (pSector->ceilingstat&512)==0) // if ceiling non-blocking...
ceilZ -= ZOFFSET5; // unconditionally don't squish... yax_getneighborsect is slowish :/
if (fb >= 0 && (pSector->floorstat&512)==0)
floorZ += ZOFFSET5;
#endif
if (vm.pSprite->pal == 1 ?
(floorZ - ceilZ >= ZOFFSET5 || (pSector->lotag&32768)) :
(floorZ - ceilZ >= ZOFFSET4))
return 0;
P_DoQuote(QUOTE_SQUISHED, vm.pPlayer);
if (A_CheckEnemySprite(vm.pSprite))
vm.pSprite->xvel = 0;
if (EDUKE32_PREDICT_FALSE(vm.pSprite->pal == 1)) // frozen
{
vm.pActor->picnum = SHOTSPARK1;
vm.pActor->extra = 1;
return 0;
}
return 1;
}
#if !defined LUNATIC
GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *pPlayer)
{
int const nAngle = 128-(krand()&255);
pPlayer->horiz += 64;
pPlayer->return_to_center = 9;
pPlayer->rotscrnang = nAngle >> 1;
pPlayer->look_ang = pPlayer->rotscrnang;
}
#endif
// wow, this function sucks
static int32_t A_Dodge(spritetype * const pSprite)
{
if (A_CheckEnemySprite(pSprite) && pSprite->extra <= 0) // hack
return 0;
vec2_t const msin = { sintable[(pSprite->ang + 512) & 2047], sintable[pSprite->ang & 2047] };
for (bssize_t nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list
{
if (OW(i) == i)
continue;
vec2_t const b = { SX(i) - pSprite->x, SY(i) - pSprite->y };
vec2_t const v = { sintable[(SA(i) + 512) & 2047], sintable[SA(i) & 2047] };
if (((msin.x * b.x) + (msin.y * b.y) >= 0) && ((v.x * b.x) + (v.y * b.y) < 0))
{
if (klabs((v.x * b.y) - (v.y * b.x)) < 65536 << 6)
{
pSprite->ang -= 512+(krand()&1024);
return 1;
}
}
}
return 0;
}
int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv)
{
uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum];
if (pSprite->picnum != APLAYER && (AC_COUNT(actor[spriteNum].t_data)&63) > 2)
return pSprite->ang + 1024;
int32_t furthestAngle = 0;
int32_t greatestDist = INT32_MIN;
int const angIncs = tabledivide32_noinline(2048, angDiv);
hitdata_t hit;
for (bssize_t j = pSprite->ang; j < (2048 + pSprite->ang); j += angIncs)
{
pSprite->z -= ZOFFSET3;
hitscan((const vec3_t *)pSprite, pSprite->sectnum,
sintable[(j+512)&2047],
sintable[j&2047], 0,
&hit, CLIPMASK1);
pSprite->z += ZOFFSET3;
int const hitDist = klabs(hit.pos.x-pSprite->x) + klabs(hit.pos.y-pSprite->y);
if (hitDist > greatestDist)
{
greatestDist = hitDist;
furthestAngle = j;
}
}
return furthestAngle&2047;
}
int A_FurthestVisiblePoint(int const spriteNum, uspritetype * const ts, vec2_t * const vect)
{
if (AC_COUNT(actor[spriteNum].t_data)&63)
return -1;
const uspritetype *const pnSprite = (uspritetype *)&sprite[spriteNum];
hitdata_t hit;
int const angincs = 128;
// ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) ? 2048 / 2 : tabledivide32_noinline(2048, 1 + (krand() & 1));
for (bssize_t j = ts->ang; j < (2048 + ts->ang); j += (angincs /*-(krand()&511)*/))
{
ts->z -= ZOFFSET2;
hitscan((const vec3_t *)ts, ts->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047],
16384 - (krand() & 32767), &hit, CLIPMASK1);
ts->z += ZOFFSET2;
if (hit.sect < 0)
continue;
int const d = FindDistance2D(hit.pos.x - ts->x, hit.pos.y - ts->y);
int const da = FindDistance2D(hit.pos.x - pnSprite->x, hit.pos.y - pnSprite->y);
if (d < da)
{
if (cansee(hit.pos.x, hit.pos.y, hit.pos.z, hit.sect,
pnSprite->x, pnSprite->y, pnSprite->z - ZOFFSET2, pnSprite->sectnum))
{
vect->x = hit.pos.x;
vect->y = hit.pos.y;
return hit.sect;
}
}
}
return -1;
}
static void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist)
{
uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum];
int const ocstat = pSprite->cstat;
pSprite->cstat = 0;
pSprite->z -= ZOFFSET;
getzrange((vec3_t *)pSprite, pSprite->sectnum,
&actor[spriteNum].ceilingz, ceilhit,
&actor[spriteNum].floorz, florhit,
wallDist, CLIPMASK0);
pSprite->z += ZOFFSET;
pSprite->cstat = ocstat;
}
void A_GetZLimits(int const spriteNum)
{
spritetype *const pSprite = &sprite[spriteNum];
int32_t ceilhit, florhit;
VM_GetZRange(spriteNum, &ceilhit, &florhit, (pSprite->statnum == STAT_PROJECTILE) ? 4 : 127);
actor[spriteNum].flags &= ~SFLAG_NOFLOORSHADOW;
if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0)
{
uspritetype const * const hitspr = (uspritetype *)&sprite[florhit&(MAXSPRITES-1)];
florhit &= (MAXSPRITES-1);
// If a non-projectile would fall onto non-frozen enemy OR an enemy onto a player...
if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && pSprite->statnum != STAT_PROJECTILE)
|| (hitspr->picnum == APLAYER && A_CheckEnemySprite(pSprite)))
{
actor[spriteNum].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
pSprite->xvel = -256; // SLIDE_ABOVE_ENEMY
A_SetSprite(spriteNum, CLIPMASK0);
}
else if (pSprite->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && pSprite->owner==florhit)
{
actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz;
actor[spriteNum].floorz = sector[pSprite->sectnum].floorz;
}
}
}
void A_Fall(int const spriteNum)
{
spritetype *const pSprite = &sprite[spriteNum];
int spriteGravity = g_spriteGravity;
if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
spriteGravity = 0;
else if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
spriteGravity = g_spriteGravity/6;
if (pSprite->statnum == STAT_ACTOR || pSprite->statnum == STAT_PLAYER || pSprite->statnum == STAT_ZOMBIEACTOR || pSprite->statnum == STAT_STANDABLE)
{
int32_t ceilhit, florhit;
VM_GetZRange(spriteNum, &ceilhit, &florhit, 127);
}
else
{
actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz;
actor[spriteNum].floorz = sector[pSprite->sectnum].floorz;
}
#ifdef YAX_ENABLE
int fbunch = (sector[pSprite->sectnum].floorstat&512) ? -1 : yax_getbunch(pSprite->sectnum, YAX_FLOOR);
#endif
if (pSprite->z < actor[spriteNum].floorz-ZOFFSET
#ifdef YAX_ENABLE
|| fbunch >= 0
#endif
)
{
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->zvel > 3122)
pSprite->zvel = 3144;
pSprite->z += pSprite->zvel = min(6144, pSprite->zvel+spriteGravity);
}
#ifdef YAX_ENABLE
if (fbunch >= 0)
setspritez(spriteNum, (vec3_t *)pSprite);
else
#endif
if (pSprite->z >= actor[spriteNum].floorz-ZOFFSET)
{
pSprite->z = actor[spriteNum].floorz-ZOFFSET;
pSprite->zvel = 0;
}
}
int G_GetAngleDelta(int currAngle, int newAngle)
{
currAngle &= 2047;
newAngle &= 2047;
if (klabs(currAngle-newAngle) < 1024)
{
// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
return newAngle-currAngle;
}
if (newAngle > 1024) newAngle -= 2048;
if (currAngle > 1024) currAngle -= 2048;
// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
return newAngle-currAngle;
}
GAMEEXEC_STATIC void VM_AlterAng(int32_t const moveFlags)
{
int const elapsedTics = (AC_COUNT(vm.pData))&31;
#if !defined LUNATIC
const intptr_t *moveptr;
if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.pData) >= (unsigned)g_scriptSize-1))
{
AC_MOVE_ID(vm.pData) = 0;
OSD_Printf(OSD_ERROR "bad moveptr for actor %d (%d)!\n", vm.spriteNum, vm.pUSprite->picnum);
return;
}
moveptr = apScript + AC_MOVE_ID(vm.pData);
vm.pSprite->xvel += (moveptr[0] - vm.pSprite->xvel)/5;
if (vm.pSprite->zvel < 648)
vm.pSprite->zvel += ((moveptr[1]<<4) - vm.pSprite->zvel)/5;
#else
vm.pSprite->xvel += (vm.pActor->mv.hvel - vm.pSprite->xvel)/5;
if (vm.pSprite->zvel < 648)
vm.pSprite->zvel += ((vm.pActor->mv.vvel<<4) - vm.pSprite->zvel)/5;
#endif
if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0) // hack
return;
if (moveFlags&seekplayer)
{
int const spriteAngle = vm.pSprite->ang;
int const holoDukeSprite = vm.pPlayer->holoduke_on;
// NOTE: looks like 'owner' is set to target sprite ID...
vm.pSprite->owner
= (holoDukeSprite >= 0 && cansee(sprite[holoDukeSprite].x, sprite[holoDukeSprite].y, sprite[holoDukeSprite].z,
sprite[holoDukeSprite].sectnum, vm.pSprite->x, vm.pSprite->y, vm.pSprite->z, vm.pSprite->sectnum))
? holoDukeSprite
: vm.pPlayer->i;
int const goalAng = (sprite[vm.pSprite->owner].picnum == APLAYER)
? getangle(vm.pActor->lastv.x - vm.pSprite->x, vm.pActor->lastv.y - vm.pSprite->y)
: getangle(sprite[vm.pSprite->owner].x - vm.pSprite->x, sprite[vm.pSprite->owner].y - vm.pSprite->y);
if (vm.pSprite->xvel && vm.pSprite->picnum != DRONE)
{
int const angDiff = G_GetAngleDelta(spriteAngle, goalAng);
if (elapsedTics < 2)
{
if (klabs(angDiff) < 256)
{
int const angInc = 128-(krand()&256);
vm.pSprite->ang += angInc;
if (A_GetHitscanRange(vm.spriteNum) < 844)
vm.pSprite->ang -= angInc;
}
}
else if (elapsedTics > 18 && elapsedTics < GAMETICSPERSEC) // choose
{
if (klabs(angDiff>>2) < 128) vm.pSprite->ang = goalAng;
else vm.pSprite->ang += angDiff>>2;
}
}
else vm.pSprite->ang = goalAng;
}
if (elapsedTics < 1)
{
if (moveFlags&furthestdir)
{
vm.pSprite->ang = A_GetFurthestAngle(vm.spriteNum, 2);
vm.pSprite->owner = vm.pPlayer->i;
}
if (moveFlags&fleeenemy)
vm.pSprite->ang = A_GetFurthestAngle(vm.spriteNum, 2);
}
}
static inline void VM_AddAngle(int const shift, int const goalAng)
{
int angDiff = G_GetAngleDelta(vm.pSprite->ang, goalAng) >> shift;
if ((angDiff > -8 && angDiff < 0) || (angDiff < 8 && angDiff > 0))
angDiff <<= 1;
vm.pSprite->ang += angDiff;
}
static inline void VM_FacePlayer(int const shift)
{
VM_AddAngle(shift, (vm.pPlayer->newowner >= 0) ? getangle(vm.pPlayer->opos.x - vm.pSprite->x, vm.pPlayer->opos.y - vm.pSprite->y)
: getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y));
}
////////// TROR get*zofslope //////////
// These rather belong into the engine.
static int32_t VM_GetCeilZOfSlope(void)
{
vec2_t const vect = *(vec2_t *)vm.pSprite;
int const sectnum = vm.pSprite->sectnum;
#ifdef YAX_ENABLE
if ((sector[sectnum].ceilingstat&512)==0)
{
int const nsect = yax_getneighborsect(vect.x, vect.y, sectnum, YAX_CEILING);
if (nsect >= 0)
return getceilzofslope(nsect, vect.x, vect.y);
}
#endif
return getceilzofslope(sectnum, vect.x, vect.y);
}
static int32_t VM_GetFlorZOfSlope(void)
{
vec2_t const vect = *(vec2_t *)vm.pSprite;
int const sectnum = vm.pSprite->sectnum;
#ifdef YAX_ENABLE
if ((sector[sectnum].floorstat&512)==0)
{
int const nsect = yax_getneighborsect(vect.x, vect.y, sectnum, YAX_FLOOR);
if (nsect >= 0)
return getflorzofslope(nsect, vect.x, vect.y);
}
#endif
return getflorzofslope(sectnum, vect.x, vect.y);
}
////////////////////
static int32_t A_GetWaterZOffset(int spritenum);
GAMEEXEC_STATIC void VM_Move(void)
{
// NOTE: commented out condition is dead since r3159 (making hi/lotag unsigned).
// XXX: Does it break anything? Where are movflags with all bits set created?
const uint16_t * const movflagsptr = &AC_MOVFLAGS(vm.pSprite, &actor[vm.spriteNum]);
int const movflags = /*(*movflagsptr==-1) ? 0 :*/ *movflagsptr;
int const deadflag = (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0);
AC_COUNT(vm.pData)++;
if (AC_MOVE_ID(vm.pData) == 0 || movflags == 0)
{
if (deadflag || (vm.pActor->bpos.x != vm.pSprite->x) || (vm.pActor->bpos.y != vm.pSprite->y))
{
vm.pActor->bpos.x = vm.pSprite->x;
vm.pActor->bpos.y = vm.pSprite->y;
setsprite(vm.spriteNum, (vec3_t *)vm.pSprite);
}
return;
}
if (deadflag)
goto dead;
if (movflags&face_player)
VM_FacePlayer(2);
if (movflags&spin)
vm.pSprite->ang += sintable[((AC_COUNT(vm.pData)<<3)&2047)]>>6;
if (movflags&face_player_slow)
VM_FacePlayer(4);
if ((movflags&jumptoplayer_bits) == jumptoplayer_bits)
{
if (AC_COUNT(vm.pData) < 16)
vm.pSprite->zvel -= (sintable[(512+(AC_COUNT(vm.pData)<<4))&2047]>>5);
}
if (movflags&face_player_smart)
{
vec2_t const vect = { vm.pPlayer->pos.x + (vm.pPlayer->vel.x / 768),
vm.pPlayer->pos.y + (vm.pPlayer->vel.y / 768) };
VM_AddAngle(2, getangle(vect.x - vm.pSprite->x, vect.y - vm.pSprite->y));
}
dead:
#if !defined LUNATIC
if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.pData) >= (unsigned)g_scriptSize-1))
{
AC_MOVE_ID(vm.pData) = 0;
OSD_Printf(OSD_ERROR "clearing bad moveptr for actor %d (%d)\n", vm.spriteNum, vm.pUSprite->picnum);
return;
}
intptr_t const * const moveptr = apScript + AC_MOVE_ID(vm.pData);
if (movflags&geth) vm.pSprite->xvel += ((moveptr[0])-vm.pSprite->xvel)>>1;
if (movflags&getv) vm.pSprite->zvel += ((moveptr[1]<<4)-vm.pSprite->zvel)>>1;
#else
if (movflags&geth) vm.pSprite->xvel += (vm.pActor->mv.hvel - vm.pSprite->xvel)>>1;
if (movflags&getv) vm.pSprite->zvel += (16*vm.pActor->mv.vvel - vm.pSprite->zvel)>>1;
#endif
if (movflags&dodgebullet && !deadflag)
A_Dodge(vm.pSprite);
if (vm.pSprite->picnum != APLAYER)
VM_AlterAng(movflags);
if (vm.pSprite->xvel > -6 && vm.pSprite->xvel < 6)
vm.pSprite->xvel = 0;
int badguyp = A_CheckEnemySprite(vm.pSprite);
if (vm.pSprite->xvel || vm.pSprite->zvel)
{
int spriteXvel = vm.pSprite->xvel;
int angDiff = vm.pSprite->ang;
if (badguyp && vm.pSprite->picnum != ROTATEGUN)
{
if ((vm.pSprite->picnum == DRONE || vm.pSprite->picnum == COMMANDER) && vm.pSprite->extra > 0)
{
if (vm.pSprite->picnum == COMMANDER)
{
int32_t nSectorZ;
// NOTE: COMMANDER updates both actor[].floorz and
// .ceilingz regardless of its zvel.
vm.pActor->floorz = nSectorZ = VM_GetFlorZOfSlope();
if (vm.pSprite->z > nSectorZ-ZOFFSET3)
{
vm.pSprite->z = nSectorZ-ZOFFSET3;
vm.pSprite->zvel = 0;
}
vm.pActor->ceilingz = nSectorZ = VM_GetCeilZOfSlope();
if (vm.pSprite->z < nSectorZ+(80<<8))
{
vm.pSprite->z = nSectorZ+(80<<8);
vm.pSprite->zvel = 0;
}
}
else
{
int32_t nSectorZ;
// The DRONE updates either .floorz or .ceilingz, not both.
if (vm.pSprite->zvel > 0)
{
vm.pActor->floorz = nSectorZ = VM_GetFlorZOfSlope();
if (vm.pSprite->z > nSectorZ-(30<<8))
vm.pSprite->z = nSectorZ-(30<<8);
}
else
{
vm.pActor->ceilingz = nSectorZ = VM_GetCeilZOfSlope();
if (vm.pSprite->z < nSectorZ+(50<<8))
{
vm.pSprite->z = nSectorZ+(50<<8);
vm.pSprite->zvel = 0;
}
}
}
}
else if (vm.pSprite->picnum != ORGANTIC)
{
// All other actors besides ORGANTIC don't update .floorz or
// .ceilingz here.
if (vm.pSprite->zvel > 0)
{
if (vm.pSprite->z > vm.pActor->floorz)
vm.pSprite->z = vm.pActor->floorz;
vm.pSprite->z += A_GetWaterZOffset(vm.spriteNum);
}
else if (vm.pSprite->zvel < 0)
{
int const l = VM_GetCeilZOfSlope();
if (vm.pSprite->z < l+(66<<8))
{
vm.pSprite->z = l+(66<<8);
vm.pSprite->zvel >>= 1;
}
}
}
if (vm.playerDist < 960 && vm.pSprite->xrepeat > 16)
{
spriteXvel = -(1024 - vm.playerDist);
angDiff = getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y);
if (vm.playerDist < 512)
{
vm.pPlayer->vel.x = 0;
vm.pPlayer->vel.y = 0;
}
else
{
vm.pPlayer->vel.x = mulscale16(vm.pPlayer->vel.x, vm.pPlayer->runspeed - 0x2000);
vm.pPlayer->vel.y = mulscale16(vm.pPlayer->vel.y, vm.pPlayer->runspeed - 0x2000);
}
}
else if (vm.pSprite->picnum != DRONE && vm.pSprite->picnum != SHARK && vm.pSprite->picnum != COMMANDER)
{
if (vm.pPlayer->actorsqu == vm.spriteNum)
return;
if (!A_CheckSpriteFlags(vm.spriteNum, SFLAG_SMOOTHMOVE))
{
if (AC_COUNT(vm.pData) & 1)
return;
spriteXvel <<= 1;
}
}
}
else if (vm.pSprite->picnum == APLAYER)
if (vm.pSprite->z < vm.pActor->ceilingz+ZOFFSET5)
vm.pSprite->z = vm.pActor->ceilingz+ZOFFSET5;
vec3_t const vect = { (spriteXvel * (sintable[(angDiff + 512) & 2047])) >> 14,
(spriteXvel * (sintable[angDiff & 2047])) >> 14, vm.pSprite->zvel };
vm.pActor->movflag = A_MoveSprite(vm.spriteNum, &vect, (A_CheckSpriteFlags(vm.spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK0));
}
if (!badguyp)
return;
vm.pSprite->shade += (sector[vm.pSprite->sectnum].ceilingstat & 1) ? (sector[vm.pSprite->sectnum].ceilingshade - vm.pSprite->shade) >> 1
: (sector[vm.pSprite->sectnum].floorshade - vm.pSprite->shade) >> 1;
}
static void P_AddWeaponMaybeSwitch(DukePlayer_t * const ps, int const weaponNum)
{
if ((ps->weaponswitch & (1|4)) == (1|4))
{
int const playerNum = P_Get(ps->i);
int new_wchoice = -1;
int curr_wchoice = -1;
for (bssize_t i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
{
int w = g_player[playerNum].wchoice[i];
if (w == KNEE_WEAPON)
w = FREEZE_WEAPON;
else w--;
if (w == ps->curr_weapon)
curr_wchoice = i;
if (w == weaponNum)
new_wchoice = i;
}
P_AddWeapon(ps, weaponNum, (new_wchoice < curr_wchoice));
}
else
{
P_AddWeapon(ps, weaponNum, (ps->weaponswitch & 1));
}
}
#if defined LUNATIC
void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap)
{
P_AddWeaponMaybeSwitch(g_player[snum].ps, weap);
}
#else
static void P_AddWeaponAmmoCommon(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount)
{
P_AddAmmo(pPlayer, weaponNum, nAmount);
if (PWEAPON(vm.playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON && (pPlayer->gotweapon & (1 << weaponNum)))
P_AddWeaponMaybeSwitch(pPlayer, weaponNum);
}
static int VM_AddWeapon(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount)
{
if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS))
{
CON_ERRPRINTF("Invalid weapon ID %d\n", weaponNum);
return 1;
}
if ((pPlayer->gotweapon & (1 << weaponNum)) == 0)
{
P_AddWeaponMaybeSwitch(pPlayer, weaponNum);
}
else if (pPlayer->ammo_amount[weaponNum] >= pPlayer->max_ammo_amount[weaponNum])
{
vm.flags |= VM_NOEXECUTE;
return 2;
}
P_AddWeaponAmmoCommon(pPlayer, weaponNum, nAmount);
return 0;
}
#endif
static int32_t A_GetVerticalVel(actor_t const * const pActor)
{
#ifdef LUNATIC
return pActor->mv.vvel;
#else
int32_t moveScriptOfs = AC_MOVE_ID(pActor->t_data);
return ((unsigned) moveScriptOfs < (unsigned) g_scriptSize - 1) ? apScript[moveScriptOfs + 1] : 0;
#endif
}
static int32_t A_GetWaterZOffset(int const spriteNum)
{
uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
actor_t const *const pActor = &actor[spriteNum];
if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER)
{
if (A_CheckSpriteFlags(spriteNum, SFLAG_NOWATERDIP))
return 0;
// fix for flying/jumping monsters getting stuck in water
if ((AC_MOVFLAGS(pSprite, pActor) & jumptoplayer_only) || (G_HaveActor(pSprite->picnum) && A_GetVerticalVel(pActor) != 0))
return 0;
return ACTOR_ONWATER_ADDZ;
}
return 0;
}
static void VM_Fall(int const spriteNum, spritetype * const pSprite)
{
int spriteGravity = g_spriteGravity;
pSprite->xoffset = pSprite->yoffset = 0;
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
spriteGravity = g_spriteGravity/6;
else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
spriteGravity = 0;
if (!actor[spriteNum].cgg-- || (sector[pSprite->sectnum].floorstat&2))
{
A_GetZLimits(spriteNum);
actor[spriteNum].cgg = 3;
}
if (pSprite->z < actor[spriteNum].floorz-ZOFFSET)
{
// Free fall.
pSprite->zvel = min(pSprite->zvel+spriteGravity, ACTOR_MAXFALLINGZVEL);
int newZ = pSprite->z + pSprite->zvel;
#ifdef YAX_ENABLE
if (yax_getbunch(pSprite->sectnum, YAX_FLOOR) >= 0 &&
(sector[pSprite->sectnum].floorstat&512)==0)
setspritez(spriteNum, (vec3_t *)pSprite);
else
#endif
if (newZ > actor[spriteNum].floorz - ZOFFSET)
newZ = actor[spriteNum].floorz - ZOFFSET;
pSprite->z = newZ;
return;
}
// Preliminary new z position of the actor.
int newZ = actor[spriteNum].floorz - ZOFFSET;
if (A_CheckEnemySprite(pSprite) || (pSprite->picnum == APLAYER && pSprite->owner >= 0))
{
if (pSprite->zvel > 3084 && pSprite->extra <= 1)
{
// I'm guessing this DRONE check is from a beta version of the game
// where they crashed into the ground when killed
if (!(pSprite->picnum == APLAYER && pSprite->extra > 0) && pSprite->pal != 1 && pSprite->picnum != DRONE)
{
A_DoGuts(spriteNum,JIBS6,15);
A_PlaySound(SQUISHED,spriteNum);
A_Spawn(spriteNum,BLOODPOOL);
}
actor[spriteNum].picnum = SHOTSPARK1;
actor[spriteNum].extra = 1;
pSprite->zvel = 0;
}
else if (pSprite->zvel > 2048 && sector[pSprite->sectnum].lotag != ST_1_ABOVE_WATER)
{
int16_t newsect = pSprite->sectnum;
pushmove((vec3_t *)pSprite, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
if ((unsigned)newsect < MAXSECTORS)
changespritesect(spriteNum, newsect);
A_PlaySound(THUD, spriteNum);
}
}
if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER)
{
pSprite->z = newZ + A_GetWaterZOffset(spriteNum);
return;
}
pSprite->z = newZ;
pSprite->zvel = 0;
}
static int32_t VM_ResetPlayer(int const playerNum, int32_t vmFlags, int32_t const resetFlags)
{
//AddLog("resetplayer");
if (!g_netServer && ud.multimode < 2 && !(resetFlags & 2))
{
if (g_lastSaveSlot >= 0 && ud.recstat != 2 && !(resetFlags & 1))
{
Menu_Open(playerNum);
KB_ClearKeyDown(sc_Space);
I_AdvanceTriggerClear();
Menu_Change(MENU_RESETPLAYER);
}
else g_player[playerNum].ps->gm = MODE_RESTART;
#if !defined LUNATIC
vmFlags |= VM_NOEXECUTE;
#endif
}
else
{
if (playerNum == myconnectindex)
{
CAMERADIST = 0;
CAMERACLOCK = totalclock;
}
if (g_fakeMultiMode)
P_ResetPlayer(playerNum);
#ifndef NETCODE_DISABLE
if (g_netServer)
{
P_ResetPlayer(playerNum);
Net_SpawnPlayer(playerNum);
}
#endif
}
P_UpdateScreenPal(g_player[playerNum].ps);
//AddLog("EOF: resetplayer");
return vmFlags;
}
void G_GetTimeDate(int32_t * const pValues)
{
time_t timeStruct;
time(&timeStruct);
struct tm *pTime = localtime(&timeStruct);
// initprintf("Time&date: %s\n",asctime (ti));
pValues[0] = pTime->tm_sec;
pValues[1] = pTime->tm_min;
pValues[2] = pTime->tm_hour;
pValues[3] = pTime->tm_mday;
pValues[4] = pTime->tm_mon;
pValues[5] = pTime->tm_year+1900;
pValues[6] = pTime->tm_wday;
pValues[7] = pTime->tm_yday;
}
int G_StartTrack(int const levelNum)
{
if ((unsigned)levelNum < MAXLEVELS)
{
int trackNum = MAXLEVELS*ud.volume_number + levelNum;
if (g_mapInfo[trackNum].musicfn != NULL)
{
// Only set g_musicIndex on success.
g_musicIndex = trackNum;
S_PlayMusic(g_mapInfo[trackNum].musicfn);
return 0;
}
}
return 1;
}
LUNATIC_EXTERN void G_ShowView(vec3_t vec, int32_t a, int32_t horiz, int32_t sect,
int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp)
{
if (g_screenCapture)
return;
if (offscreenrendering)
{
clearview(0);
return;
}
if (x1 > x2) swaplong(&x1,&x2);
if (y1 > y2) swaplong(&y1,&y2);
if (!unbiasedp)
{
// The showview command has a rounding bias towards zero,
// e.g. floor((319*1680)/320) == 1674
x1 = scale(x1,xdim,320);
y1 = scale(y1,ydim,200);
x2 = scale(x2,xdim,320);
y2 = scale(y2,ydim,200);
}
else
{
// This will map the maximum 320-based coordinate to the
// maximum real screen coordinate:
// floor((319*1679)/319) == 1679
x1 = scale(x1,xdim-1,319);
y1 = scale(y1,ydim-1,199);
x2 = scale(x2,xdim-1,319);
y2 = scale(y2,ydim-1,199);
}
horiz = clamp(horiz, HORIZ_MIN, HORIZ_MAX);
#ifdef USE_OPENGL
int const oprojhacks = glprojectionhacks;
glprojectionhacks = 0;
#endif
int const onewaspect = newaspect_enable;
newaspect_enable = r_usenewaspect;
setaspect_new_use_dimen = 1;
setview(x1,y1,x2,y2);
setaspect_new_use_dimen = 0;
newaspect_enable = onewaspect;
int const smoothratio = calc_smoothratio(totalclock, ototalclock);
G_DoInterpolations(smoothratio);
G_HandleMirror(vec.x, vec.y, vec.z, a, horiz, smoothratio);
#ifdef POLYMER
if (getrendermode() == REND_POLYMER)
polymer_setanimatesprites(G_DoSpriteAnimations, vec.x,vec.y,a,smoothratio);
#endif
yax_preparedrawrooms();
drawrooms(vec.x,vec.y,vec.z,a,horiz,sect);
yax_drawrooms(G_DoSpriteAnimations, sect, 0, smoothratio);
display_mirror = 2;
G_DoSpriteAnimations(vec.x,vec.y,a,smoothratio);
display_mirror = 0;
drawmasks();
G_RestoreInterpolations();
G_UpdateScreenArea();
#ifdef USE_OPENGL
glprojectionhacks = oprojhacks;
#endif
}
#if !defined LUNATIC
GAMEEXEC_STATIC void VM_Execute(int loop)
{
int32_t tw = *insptr;
DukePlayer_t * const pPlayer = vm.pPlayer;
// jump directly into the loop, saving us from the checks during the first iteration
goto skip_check;
while (loop)
{
if (vm.flags & (VM_RETURN | VM_KILL | VM_NOEXECUTE))
break;
tw = *insptr;
skip_check:
// Bsprintf(g_szBuf,"Parsing: %d",*insptr);
// AddLog(g_szBuf);
g_errorLineNum = tw>>12;
g_tw = tw &= VM_INSTMASK;
if (tw == CON_LEFTBRACE)
{
insptr++, loop++;
continue;
}
else if (tw == CON_RIGHTBRACE)
{
insptr++, loop--;
continue;
}
else if (tw == CON_ELSE)
{
insptr = (intptr_t *) *(insptr+1);
continue;
}
else if (tw == CON_STATE)
{
intptr_t const * const tempscrptr = insptr + 2;
insptr = (intptr_t *)*(insptr + 1);
VM_Execute(1);
insptr = tempscrptr;
continue;
}
switch (tw)
{
case CON_IFVARE:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw == *insptr);
continue;
case CON_REDEFINEQUOTE:
insptr++;
{
int const strIndex = *insptr++;
int const XstrIndex = *insptr++;
if (EDUKE32_PREDICT_FALSE((apStrings[strIndex] == NULL || apXStrings[XstrIndex] == NULL)))
{
CON_ERRPRINTF("%d %d null quote\n", strIndex,XstrIndex);
break;
}
Bstrcpy(apStrings[strIndex],apXStrings[XstrIndex]);
continue;
}
case CON_GETTHISPROJECTILE:
insptr++;
{
tw = *insptr++;
int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum;
int const labelNum = *insptr++;
Gv_SetVarX(*insptr++, VM_GetActiveProjectile(spriteNum, labelNum));
continue;
}
case CON_SETTHISPROJECTILE:
insptr++;
{
tw = *insptr++;
int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum;
int const labelNum = *insptr++;
VM_SetActiveProjectile(spriteNum, labelNum, Gv_GetVarX(*insptr++));
continue;
}
case CON_IFRND:
VM_CONDITIONAL(rnd(*(++insptr)));
continue;
case CON_IFCANSHOOTTARGET:
{
if (vm.playerDist > 1024)
{
int16_t temphit;
if ((tw = A_CheckHitSprite(vm.spriteNum, &temphit)) == (1 << 30))
{
VM_CONDITIONAL(1);
continue;
}
int dist = 768;
int angDiff = 16;
if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->xrepeat > 56)
{
dist = 3084;
angDiff = 48;
}
#define CHECK(x) \
if (x >= 0 && sprite[x].picnum == vm.pSprite->picnum) \
{ \
VM_CONDITIONAL(0); \
continue; \
}
#define CHECK2(x) \
do \
{ \
vm.pSprite->ang += x; \
tw = A_CheckHitSprite(vm.spriteNum, &temphit); \
vm.pSprite->ang -= x; \
} while (0)
if (tw > dist)
{
CHECK(temphit);
CHECK2(angDiff);
if (tw > dist)
{
CHECK(temphit);
CHECK2(-angDiff);
if (tw > 768)
{
CHECK(temphit);
VM_CONDITIONAL(1);
continue;
}
}
}
}
VM_CONDITIONAL(1);
}
continue;
case CON_IFCANSEETARGET:
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z-((krand()&41)<<8),
vm.pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y,
pPlayer->pos.z/*-((krand()&41)<<8)*/, sprite[pPlayer->i].sectnum);
VM_CONDITIONAL(tw);
if (tw) vm.pActor->timetosleep = SLEEPTIME;
continue;
case CON_IFACTORNOTSTAYPUT:
VM_CONDITIONAL(vm.pActor->actorstayput == -1);
continue;
case CON_IFCANSEE:
{
uspritetype *pSprite = (uspritetype *)&sprite[pPlayer->i];
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if (pPlayer->holoduke_on >= 0)
{
pSprite = (uspritetype *)&sprite[pPlayer->holoduke_on];
tw = cansee(vm.pSprite->x,vm.pSprite->y,vm.pSprite->z-(krand()&(ZOFFSET5-1)),vm.pSprite->sectnum,
pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum);
if (tw == 0)
{
// they can't see player's holoduke
// check for player...
pSprite = (uspritetype *)&sprite[pPlayer->i];
}
}
// can they see player, (or player's holoduke)
tw = cansee(vm.pSprite->x,vm.pSprite->y,vm.pSprite->z-(krand()&((47<<8))),vm.pSprite->sectnum,
pSprite->x,pSprite->y,pSprite->z-(24<<8),pSprite->sectnum);
if (tw == 0)
{
// search around for target player
// also modifies 'target' x&y if found..
tw = 1;
if (A_FurthestVisiblePoint(vm.spriteNum,pSprite,&vm.pActor->lastv) == -1)
tw = 0;
}
else
{
// else, they did see it.
// save where we were looking...
vm.pActor->lastv.x = pSprite->x;
vm.pActor->lastv.y = pSprite->y;
}
if (tw && (vm.pSprite->statnum == STAT_ACTOR || vm.pSprite->statnum == STAT_STANDABLE))
vm.pActor->timetosleep = SLEEPTIME;
VM_CONDITIONAL(tw);
continue;
}
case CON_IFHITWEAPON:
VM_CONDITIONAL(A_IncurDamage(vm.spriteNum) >= 0);
continue;
case CON_IFSQUISHED:
VM_CONDITIONAL(VM_CheckSquished());
continue;
case CON_IFDEAD:
VM_CONDITIONAL(vm.pSprite->extra <= 0);
continue;
case CON_AI:
insptr++;
//Following changed to use pointersizes
AC_AI_ID(vm.pData) = *insptr++; // Ai
AC_ACTION_ID(vm.pData) = *(apScript + AC_AI_ID(vm.pData)); // Action
// NOTE: "if" check added in r1155. It used to be a pointer though.
if (AC_AI_ID(vm.pData))
AC_MOVE_ID(vm.pData) = *(apScript + AC_AI_ID(vm.pData) + 1); // move
vm.pSprite->hitag = *(apScript + AC_AI_ID(vm.pData) + 2); // move flags
AC_COUNT(vm.pData) = 0;
AC_ACTION_COUNT(vm.pData) = 0;
AC_CURFRAME(vm.pData) = 0;
if (!A_CheckEnemySprite(vm.pSprite) || vm.pSprite->extra > 0) // hack
if (vm.pSprite->hitag&random_angle)
vm.pSprite->ang = krand()&2047;
continue;
case CON_ACTION:
insptr++;
AC_ACTION_COUNT(vm.pData) = 0;
AC_CURFRAME(vm.pData) = 0;
AC_ACTION_ID(vm.pData) = *insptr++;
continue;
case CON_IFPLAYERSL:
VM_CONDITIONAL(numplayers < *(++insptr));
continue;
case CON_IFPDISTL:
VM_CONDITIONAL(vm.playerDist < *(++insptr));
if (vm.playerDist > MAXSLEEPDIST && vm.pActor->timetosleep == 0)
vm.pActor->timetosleep = SLEEPTIME;
continue;
case CON_IFPDISTG:
VM_CONDITIONAL(vm.playerDist > *(++insptr));
if (vm.playerDist > MAXSLEEPDIST && vm.pActor->timetosleep == 0)
vm.pActor->timetosleep = SLEEPTIME;
continue;
case CON_ADDSTRENGTH:
insptr++;
vm.pSprite->extra += *insptr++;
continue;
case CON_STRENGTH:
insptr++;
vm.pSprite->extra = *insptr++;
continue;
case CON_IFGOTWEAPONCE:
insptr++;
if ((g_gametypeFlags[ud.coop]&GAMETYPE_WEAPSTAY) && (g_netServer || ud.multimode > 1))
{
if (*insptr == 0)
{
int j = 0;
for (; j < pPlayer->weapreccnt; ++j)
if (pPlayer->weaprecs[j] == vm.pSprite->picnum)
break;
VM_CONDITIONAL(j < pPlayer->weapreccnt && vm.pSprite->owner == vm.spriteNum);
continue;
}
else if (pPlayer->weapreccnt < MAX_WEAPONS)
{
pPlayer->weaprecs[pPlayer->weapreccnt++] = vm.pSprite->picnum;
VM_CONDITIONAL(vm.pSprite->owner == vm.spriteNum);
continue;
}
}
VM_CONDITIONAL(0);
continue;
case CON_GETLASTPAL:
insptr++;
if (vm.pSprite->picnum == APLAYER)
vm.pSprite->pal = g_player[P_GetP(vm.pSprite)].ps->palookup;
else
{
if (vm.pSprite->pal == 1 && vm.pSprite->extra == 0) // hack for frozen
vm.pSprite->extra++;
vm.pSprite->pal = vm.pActor->tempang;
}
vm.pActor->tempang = 0;
continue;
case CON_TOSSWEAPON:
insptr++;
// NOTE: assumes that current actor is APLAYER
P_DropWeapon(P_GetP(vm.pSprite));
continue;
case CON_MIKESND:
insptr++;
if (EDUKE32_PREDICT_FALSE(((unsigned)vm.pSprite->yvel >= MAXSOUNDS)))
{
CON_ERRPRINTF("Invalid sound %d\n", vm.pUSprite->yvel);
continue;
}
if (!S_CheckSoundPlaying(vm.spriteNum,vm.pSprite->yvel))
A_PlaySound(vm.pSprite->yvel,vm.spriteNum);
continue;
case CON_PKICK:
insptr++;
if ((g_netServer || ud.multimode > 1) && vm.pSprite->picnum == APLAYER)
{
if (g_player[otherp].ps->quick_kick == 0)
g_player[otherp].ps->quick_kick = 14;
}
else if (vm.pSprite->picnum != APLAYER && pPlayer->quick_kick == 0)
pPlayer->quick_kick = 14;
continue;
case CON_SIZETO:
insptr++;
tw = (*insptr++ - vm.pSprite->xrepeat)<<1;
vm.pSprite->xrepeat += ksgn(tw);
if ((vm.pSprite->picnum == APLAYER && vm.pSprite->yrepeat < 36) || *insptr < vm.pSprite->yrepeat ||
((vm.pSprite->yrepeat*(tilesiz[vm.pSprite->picnum].y+8))<<2) < (vm.pActor->floorz - vm.pActor->ceilingz))
{
tw = ((*insptr)-vm.pSprite->yrepeat)<<1;
if (klabs(tw)) vm.pSprite->yrepeat += ksgn(tw);
}
insptr++;
continue;
case CON_SIZEAT:
insptr++;
vm.pSprite->xrepeat = (uint8_t)*insptr++;
vm.pSprite->yrepeat = (uint8_t)*insptr++;
continue;
case CON_SHOOT:
insptr++;
A_Shoot(vm.spriteNum,*insptr++);
continue;
case CON_SOUNDONCE:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr++);
continue;
}
if (!S_CheckSoundPlaying(vm.spriteNum, *insptr++))
A_PlaySound(*(insptr-1),vm.spriteNum);
continue;
case CON_IFACTORSOUND:
insptr++;
{
int const spriteNum = Gv_GetVarX(*insptr++);
int const soundNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)soundNum >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", soundNum);
insptr++;
continue;
}
insptr--;
VM_CONDITIONAL(A_CheckSoundPlaying(spriteNum, soundNum));
}
continue;
case CON_IFSOUND:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
VM_CONDITIONAL(S_CheckSoundPlaying(vm.spriteNum,*insptr));
// VM_DoConditional(SoundOwner[*insptr][0].ow == vm.spriteNum);
continue;
case CON_STOPSOUND:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
if (S_CheckSoundPlaying(vm.spriteNum,*insptr))
S_StopSound((int16_t)*insptr);
insptr++;
continue;
case CON_STOPACTORSOUND:
insptr++;
{
int const spriteNum = Gv_GetVarX(*insptr++);
int const soundNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)soundNum >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", soundNum);
continue;
}
if (A_CheckSoundPlaying(spriteNum, soundNum))
S_StopEnvSound(soundNum, spriteNum);
continue;
}
case CON_SETACTORSOUNDPITCH:
insptr++;
{
int const spriteNum = Gv_GetVarX(*insptr++);
int const soundNum = Gv_GetVarX(*insptr++);
int const newPitch = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)soundNum>=MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", soundNum);
continue;
}
S_ChangeSoundPitch(soundNum, spriteNum, newPitch);
continue;
}
case CON_GLOBALSOUND:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
if (vm.playerNum == screenpeek || (g_gametypeFlags[ud.coop]&GAMETYPE_COOPSOUND)
#ifdef SPLITSCREEN_MOD_HACKS
|| (g_fakeMultiMode==2)
#endif
)
A_PlaySound(*insptr,g_player[screenpeek].ps->i);
insptr++;
continue;
case CON_SOUND:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
A_PlaySound(*insptr++,vm.spriteNum);
continue;
case CON_TIP:
insptr++;
pPlayer->tipincs = GAMETICSPERSEC;
continue;
case CON_FALL:
insptr++;
VM_Fall(vm.spriteNum, vm.pSprite);
continue;
case CON_RETURN:
vm.flags |= VM_RETURN;
case CON_ENDA:
case CON_BREAK:
case CON_ENDS:
return;
case CON_NULLOP:
insptr++;
continue;
case CON_ADDAMMO:
insptr++;
{
int const weaponNum = *insptr++;
int const addAmount = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS))
{
CON_ERRPRINTF("Invalid weapon ID %d\n", weaponNum);
break;
}
if (pPlayer->ammo_amount[weaponNum] >= pPlayer->max_ammo_amount[weaponNum])
{
vm.flags |= VM_NOEXECUTE;
return;
}
P_AddWeaponAmmoCommon(pPlayer, weaponNum, addAmount);
continue;
}
case CON_MONEY:
insptr++;
A_SpawnMultiple(vm.spriteNum, MONEY, *insptr++);
continue;
case CON_MAIL:
insptr++;
A_SpawnMultiple(vm.spriteNum, MAIL, *insptr++);
continue;
case CON_SLEEPTIME:
insptr++;
vm.pActor->timetosleep = (int16_t)*insptr++;
continue;
case CON_PAPER:
insptr++;
A_SpawnMultiple(vm.spriteNum, PAPER, *insptr++);
continue;
case CON_ADDKILLS:
insptr++;
pPlayer->actors_killed += *insptr++;
vm.pActor->actorstayput = -1;
continue;
case CON_LOTSOFGLASS:
insptr++;
A_SpawnGlass(vm.spriteNum,*insptr++);
continue;
case CON_KILLIT:
insptr++;
vm.flags |= VM_KILL;
return;
case CON_ADDWEAPON:
insptr++;
{
int const weaponNum = *insptr++;
VM_AddWeapon(pPlayer, weaponNum, *insptr++);
continue;
}
case CON_DEBUG:
insptr++;
buildprint(*insptr++, "\n");
continue;
case CON_ENDOFGAME:
case CON_ENDOFLEVEL:
insptr++;
pPlayer->timebeforeexit = *insptr++;
pPlayer->customexitsound = -1;
ud.eog = 1;
continue;
case CON_ADDPHEALTH:
insptr++;
{
if (pPlayer->newowner >= 0)
G_ClearCameraView(pPlayer);
int newHealth = sprite[pPlayer->i].extra;
if (vm.pSprite->picnum != ATOMICHEALTH)
{
if (newHealth > pPlayer->max_player_health && *insptr > 0)
{
insptr++;
continue;
}
else
{
if (newHealth > 0)
newHealth += *insptr;
if (newHealth > pPlayer->max_player_health && *insptr > 0)
newHealth = pPlayer->max_player_health;
}
}
else
{
if (newHealth > 0)
newHealth += *insptr;
if (newHealth > (pPlayer->max_player_health<<1))
newHealth = (pPlayer->max_player_health<<1);
}
if (newHealth < 0) newHealth = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((newHealth - *insptr) < (pPlayer->max_player_health>>2) &&
newHealth >= (pPlayer->max_player_health>>2))
A_PlaySound(DUKE_GOTHEALTHATLOW,pPlayer->i);
pPlayer->last_extra = newHealth;
}
sprite[pPlayer->i].extra = newHealth;
}
}
insptr++;
continue;
case CON_MOVE:
insptr++;
AC_COUNT(vm.pData) = 0;
AC_MOVE_ID(vm.pData) = *insptr++;
vm.pSprite->hitag = *insptr++;
if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0) // hack
continue;
if (vm.pSprite->hitag&random_angle)
vm.pSprite->ang = krand()&2047;
continue;
case CON_ADDWEAPONVAR:
insptr++;
{
int const weaponNum = Gv_GetVarX(*insptr++);
VM_AddWeapon(pPlayer, weaponNum, Gv_GetVarX(*insptr++));
continue;
}
case CON_SETASPECT:
insptr++;
{
int const xRange = Gv_GetVarX(*insptr++);
setaspect(xRange, Gv_GetVarX(*insptr++));
break;
}
case CON_SSP:
insptr++;
{
int const spriteNum = Gv_GetVarX(*insptr++);
int const clipType = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("Invalid sprite %d\n", spriteNum);
break;
}
A_SetSprite(spriteNum, clipType);
break;
}
case CON_ACTIVATEBYSECTOR:
insptr++;
{
int const sectNum = Gv_GetVarX(*insptr++);
int const spriteNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectNum);
break;
}
G_ActivateBySector(sectNum, spriteNum);
break;
}
case CON_OPERATESECTORS:
insptr++;
{
int const sectNum = Gv_GetVarX(*insptr++);
int const spriteNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectNum);
break;
}
G_OperateSectors(sectNum, spriteNum);
break;
}
case CON_OPERATEACTIVATORS:
insptr++;
{
int const nTag = Gv_GetVarX(*insptr++);
int const playerNum = (*insptr++ == g_thisActorVarID) ? vm.playerNum : Gv_GetVarX(*(insptr-1));
if (EDUKE32_PREDICT_FALSE((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers))
{
CON_ERRPRINTF("Invalid player %d\n", playerNum);
break;
}
G_OperateActivators(nTag, playerNum);
break;
}
case CON_CANSEESPR:
insptr++;
{
int const nSprite1 = Gv_GetVarX(*insptr++);
int const nSprite2 = Gv_GetVarX(*insptr++);
int nResult = 0;
if (EDUKE32_PREDICT_FALSE((unsigned)nSprite1 >= MAXSPRITES || (unsigned)nSprite2 >= MAXSPRITES))
CON_ERRPRINTF("Invalid sprite %d\n", (unsigned)nSprite1 >= MAXSPRITES ? nSprite1 : nSprite2);
else
{
nResult = cansee(sprite[nSprite1].x, sprite[nSprite1].y, sprite[nSprite1].z, sprite[nSprite1].sectnum,
sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z, sprite[nSprite2].sectnum);
}
Gv_SetVarX(*insptr++, nResult);
continue;
}
case CON_OPERATERESPAWNS:
insptr++;
G_OperateRespawns(Gv_GetVarX(*insptr++));
continue;
case CON_OPERATEMASTERSWITCHES:
insptr++;
G_OperateMasterSwitches(Gv_GetVarX(*insptr++));
continue;
case CON_CHECKACTIVATORMOTION:
insptr++;
aGameVars[g_returnVarID].global = G_CheckActivatorMotion(Gv_GetVarX(*insptr++));
continue;
case CON_INSERTSPRITEQ:
insptr++;
A_AddToDeleteQueue(vm.spriteNum);
continue;
case CON_QSTRLEN:
insptr++;
{
int const gameVar = *insptr++;
int const quoteNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE(apStrings[quoteNum] == NULL))
{
CON_ERRPRINTF("null quote %d\n", quoteNum);
Gv_SetVarX(gameVar, -1);
continue;
}
Gv_SetVarX(gameVar, Bstrlen(apStrings[quoteNum]));
continue;
}
case CON_QSTRDIM:
insptr++;
{
vec2_t dim = { 0, 0, };
int const widthVar = *insptr++;
int const heightVar = *insptr++;
int32_t params[16];
Gv_GetManyVars(16, params);
int const tileNum = params[0];
vec3_t vect = { params[1], params[2], params[3] };
int const blockAngle = params[4];
int const quoteNum = params[5];
int const orientation = params[6] & (ROTATESPRITE_MAX - 1);
vec2_t offset = { params[7], params[8] };
vec2_t between = { params[9], params[10] };
int const f = params[11];
vec2_t upperLeft = { params[12], params[13] };
vec2_t lowerRight = { params[14], params[15] };
if (EDUKE32_PREDICT_FALSE(tileNum < 0 || tileNum + 255 >= MAXTILES))
CON_ERRPRINTF("invalid base tilenum %d\n", tileNum);
else if (EDUKE32_PREDICT_FALSE((unsigned)quoteNum >= MAXQUOTES || apStrings[quoteNum] == NULL))
CON_ERRPRINTF("invalid quote ID %d\n", quoteNum);
else
{
dim = G_ScreenTextSize(tileNum, vect.x, vect.y, vect.z, blockAngle, apStrings[quoteNum],
2 | orientation, offset.x, offset.y, between.x, between.y, f,
upperLeft.x, upperLeft.y, lowerRight.x, lowerRight.y);
Gv_SetVarX(widthVar, dim.x);
Gv_SetVarX(heightVar, dim.y);
}
continue;
}
case CON_HEADSPRITESTAT:
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum > MAXSTATUS))
{
CON_ERRPRINTF("invalid status list %d\n", spriteNum);
continue;
}
Gv_SetVarX(gameVar, headspritestat[spriteNum]);
continue;
}
case CON_PREVSPRITESTAT:
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum);
continue;
}
Gv_SetVarX(gameVar, prevspritestat[spriteNum]);
continue;
}
case CON_NEXTSPRITESTAT:
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum);
continue;
}
Gv_SetVarX(gameVar, nextspritestat[spriteNum]);
continue;
}
case CON_HEADSPRITESECT:
insptr++;
{
int const gameVar = *insptr++;
int const sectNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors))
{
CON_ERRPRINTF("invalid sector %d\n", sectNum);
continue;
}
Gv_SetVarX(gameVar, headspritesect[sectNum]);
continue;
}
case CON_PREVSPRITESECT:
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum);
continue;
}
Gv_SetVarX(gameVar, prevspritesect[spriteNum]);
continue;
}
case CON_NEXTSPRITESECT:
insptr++;
{
int const gameVar = *insptr++;
int const spriteNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum);
continue;
}
Gv_SetVarX(gameVar, nextspritesect[spriteNum]);
continue;
}
case CON_GETKEYNAME:
insptr++;
{
int const quoteIndex = Gv_GetVarX(*insptr++);
int const gameFunc = Gv_GetVarX(*insptr++);
int const funcPos = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)quoteIndex >= MAXQUOTES || apStrings[quoteIndex] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", quoteIndex);
continue;
}
else if (EDUKE32_PREDICT_FALSE((unsigned)gameFunc >= NUMGAMEFUNCTIONS))
{
CON_ERRPRINTF("invalid function %d\n", gameFunc);
continue;
}
else
{
if (funcPos < 2)
Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[gameFunc][funcPos]));
else
{
Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[gameFunc][0]));
if (!*tempbuf)
Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[gameFunc][1]));
}
}
if (*tempbuf)
Bstrcpy(apStrings[quoteIndex], tempbuf);
continue;
}
case CON_QSUBSTR:
insptr++;
{
int32_t params[4];
Gv_GetManyVars(4, params);
int const outputQuote = params[0];
int const inputQuote = params[1];
if (EDUKE32_PREDICT_FALSE((unsigned)outputQuote>=MAXQUOTES || apStrings[outputQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", outputQuote);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)inputQuote>=MAXQUOTES || apStrings[inputQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", inputQuote);
continue;
}
int quotePos = params[2];
int quoteLength = params[3];
if (EDUKE32_PREDICT_FALSE((unsigned)quotePos >= MAXQUOTELEN))
{
CON_ERRPRINTF("invalid start position %d\n", quotePos);
continue;
}
if (EDUKE32_PREDICT_FALSE(quoteLength < 0))
{
CON_ERRPRINTF("invalid length %d\n", quoteLength);
continue;
}
char * pOutput = apStrings[outputQuote];
char const *pInput = apStrings[inputQuote];
while (*pInput && quotePos--) pInput++;
while ((*pOutput = *pInput) && quoteLength--)
{
pOutput++;
pInput++;
}
*pOutput = 0;
continue;
}
case CON_GETPNAME:
case CON_QSTRNCAT:
case CON_QSTRCAT:
case CON_QSTRCPY:
case CON_QGETSYSSTR:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++), j;
if (tw == CON_GETPNAME && *insptr == g_thisActorVarID)
{
j = vm.playerNum;
insptr++;
}
else j = Gv_GetVarX(*insptr++);
switch (tw)
{
case CON_GETPNAME:
if (EDUKE32_PREDICT_FALSE((unsigned)i>=MAXQUOTES || apStrings[i] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", i);
break;
}
if (g_player[j].user_name[0])
Bstrcpy(apStrings[i],g_player[j].user_name);
else Bsprintf(apStrings[i],"%d",j);
break;
case CON_QGETSYSSTR:
if (EDUKE32_PREDICT_FALSE((unsigned)i>=MAXQUOTES || apStrings[i] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", i);
break;
}
switch (j)
{
case STR_MAPNAME:
case STR_MAPFILENAME:
{
int32_t levelNum = ud.volume_number*MAXLEVELS + ud.level_number;
const char *pName;
if (EDUKE32_PREDICT_FALSE((unsigned)levelNum >= ARRAY_SIZE(g_mapInfo)))
{
CON_ERRPRINTF("out of bounds map number (vol=%d, lev=%d)\n",
ud.volume_number, ud.level_number);
break;
}
pName = j == STR_MAPNAME ? g_mapInfo[levelNum].name : g_mapInfo[levelNum].filename;
if (EDUKE32_PREDICT_FALSE(pName == NULL))
{
CON_ERRPRINTF("attempted access to %s of non-existent map (vol=%d, lev=%d)",
j==STR_MAPNAME ? "name" : "file name",
ud.volume_number, ud.level_number);
break;
}
Bstrcpy(apStrings[i], j==STR_MAPNAME ? g_mapInfo[levelNum].name : g_mapInfo[levelNum].filename);
break;
}
case STR_PLAYERNAME:
if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= (unsigned)g_mostConcurrentPlayers))
{
CON_ERRPRINTF("Invalid player ID %d\n", vm.playerNum);
break;
}
Bstrcpy(apStrings[i],g_player[vm.playerNum].user_name);
break;
case STR_VERSION:
Bsprintf(tempbuf,HEAD2 " %s",s_buildRev);
Bstrcpy(apStrings[i],tempbuf);
break;
case STR_GAMETYPE:
Bstrcpy(apStrings[i],g_gametypeNames[ud.coop]);
break;
case STR_VOLUMENAME:
if (EDUKE32_PREDICT_FALSE((unsigned)ud.volume_number >= MAXVOLUMES))
{
CON_ERRPRINTF("invalid volume (%d)\n", ud.volume_number);
break;
}
Bstrcpy(apStrings[i],g_volumeNames[ud.volume_number]);
break;
case STR_YOURTIME:
Bstrcpy(apStrings[i],G_PrintYourTime());
break;
case STR_PARTIME:
Bstrcpy(apStrings[i],G_PrintParTime());
break;
case STR_DESIGNERTIME:
Bstrcpy(apStrings[i],G_PrintDesignerTime());
break;
case STR_BESTTIME:
Bstrcpy(apStrings[i],G_PrintBestTime());
break;
default:
CON_ERRPRINTF("unknown str ID %d %d\n", i,j);
}
break;
case CON_QSTRCAT:
if (EDUKE32_PREDICT_FALSE(apStrings[i] == NULL || apStrings[j] == NULL)) goto nullquote;
Bstrncat(apStrings[i],apStrings[j],(MAXQUOTELEN-1)-Bstrlen(apStrings[i]));
break;
case CON_QSTRNCAT:
if (EDUKE32_PREDICT_FALSE(apStrings[i] == NULL || apStrings[j] == NULL)) goto nullquote;
Bstrncat(apStrings[i],apStrings[j],Gv_GetVarX(*insptr++));
break;
case CON_QSTRCPY:
if (EDUKE32_PREDICT_FALSE(apStrings[i] == NULL || apStrings[j] == NULL)) goto nullquote;
if (i != j)
Bstrcpy(apStrings[i],apStrings[j]);
break;
default:
nullquote:
CON_ERRPRINTF("null quote %d\n", apStrings[i] ? j : i);
break;
}
continue;
}
case CON_CHANGESPRITESECT:
insptr++;
{
int32_t const spriteNum = Gv_GetVarX(*insptr++);
int32_t sectNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("Invalid sprite: %d\n", spriteNum);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= MAXSECTORS))
{
CON_ERRPRINTF("Invalid sector: %d\n", sectNum);
continue;
}
if (sprite[spriteNum].sectnum == sectNum)
continue;
changespritesect(spriteNum, sectNum);
continue;
}
case CON_CHANGESPRITESTAT:
insptr++;
{
int32_t const spriteNum = Gv_GetVarX(*insptr++);
int32_t statNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("Invalid sprite: %d\n", spriteNum);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)statNum >= MAXSTATUS))
{
CON_ERRPRINTF("Invalid statnum: %d\n", statNum);
continue;
}
if (sprite[spriteNum].statnum == statNum)
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[spriteNum].statnum > STAT_ZOMBIEACTOR && (statNum == STAT_ACTOR || statNum == STAT_ZOMBIEACTOR))
{
actor_t * const pActor = &actor[spriteNum];
Bmemset(&pActor->t_data, 0, sizeof pActor->t_data);
pActor->lastv.x = 0;
pActor->lastv.y = 0;
pActor->timetosleep = 0;
pActor->cgg = 0;
pActor->movflag = 0;
pActor->tempang = 0;
pActor->dispicnum = 0;
pActor->flags = 0;
sprite[spriteNum].hitag = 0;
if (G_HaveActor(sprite[spriteNum].picnum))
{
const intptr_t *actorptr = g_tile[sprite[spriteNum].picnum].execPtr;
// offsets
AC_ACTION_ID(pActor->t_data) = actorptr[1];
AC_MOVE_ID(pActor->t_data) = actorptr[2];
AC_MOVFLAGS(&sprite[spriteNum], &actor[spriteNum]) = actorptr[3]; // ai bits (movflags)
}
}
changespritestat(spriteNum, statNum);
continue;
}
case CON_STARTLEVEL:
insptr++; // skip command
{
// from 'level' cheat in game.c (about line 6250)
int const volumeNum = Gv_GetVarX(*insptr++);
int const levelNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)volumeNum >= MAXVOLUMES))
{
CON_ERRPRINTF("invalid volume (%d)\n", volumeNum);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)levelNum >= MAXLEVELS))
{
CON_ERRPRINTF("invalid level (%d)\n", levelNum);
continue;
}
ud.m_volume_number = ud.volume_number = volumeNum;
ud.m_level_number = ud.level_number = levelNum;
//if (numplayers > 1 && g_netServer)
// Net_NewGame(volnume,levnume);
//else
{
g_player[myconnectindex].ps->gm |= MODE_EOL;
ud.display_bonus_screen = 0;
} // MODE_RESTART;
continue;
}
case CON_MYOSX:
case CON_MYOSPALX:
case CON_MYOS:
case CON_MYOSPAL:
insptr++;
{
int32_t values[5];
Gv_GetManyVars(5, values);
vec2_t const pos = *(vec2_t *)values;
int const tilenum = values[2];
int const shade = values[3];
int const orientation = values[4];
switch (tw)
{
case CON_MYOS:
VM_DrawTile(pos.x, pos.y, tilenum, shade, orientation);
break;
case CON_MYOSPAL:
VM_DrawTilePal(pos.x, pos.y, tilenum, shade, orientation, Gv_GetVarX(*insptr++));
break;
case CON_MYOSX:
VM_DrawTileSmall(pos.x, pos.y, tilenum, shade, orientation);
break;
case CON_MYOSPALX:
VM_DrawTilePalSmall(pos.x, pos.y, tilenum, shade, orientation, Gv_GetVarX(*insptr++));
break;
}
continue;
}
case CON_SWITCH:
insptr++;
{
// command format:
// variable ID to check
// script offset to 'end'
// count of case statements
// script offset to default case (null if none)
// For each case: value, ptr to code
int32_t const lValue = Gv_GetVarX(*insptr++), lEnd = *insptr++, lCases = *insptr++;
intptr_t const * const lpDefault = insptr++;
intptr_t const * const lpCases = insptr;
int32_t left = 0, right = lCases - 1;
insptr += lCases << 1;
do
{
int const lCheckCase = (left + right) >> 1;
if (lpCases[lCheckCase << 1] > lValue)
right = lCheckCase - 1;
else if (lpCases[lCheckCase << 1] < lValue)
left = lCheckCase + 1;
else if (lpCases[lCheckCase << 1] == lValue)
{
// fake a 2-d Array
insptr = (intptr_t *)(lpCases[(lCheckCase << 1) + 1] + &apScript[0]);
VM_Execute(1);
goto matched;
}
if (right - left < 0)
break;
}
while (1);
if (*lpDefault)
{
insptr = (intptr_t *)(*lpDefault + &apScript[0]);
VM_Execute(1);
}
matched:
insptr = (intptr_t *)(lEnd + (intptr_t)&apScript[0]);
continue;
}
case CON_ENDSWITCH:
insptr++;
case CON_ENDEVENT:
return;
case CON_DISPLAYRAND:
insptr++;
Gv_SetVarX(*insptr++, system_15bit_rand());
continue;
case CON_DRAGPOINT:
insptr++;
{
int const wallNum = Gv_GetVarX(*insptr++);
vec2_t n;
Gv_GetManyVars(2, (int32_t *)&n);
if (EDUKE32_PREDICT_FALSE((unsigned)wallNum >= (unsigned)numwalls))
{
CON_ERRPRINTF("Invalid wall %d\n", wallNum);
continue;
}
dragpoint(wallNum, n.x, n.y, 0);
continue;
}
case CON_LDIST:
insptr++;
{
int const out = *insptr++;
vec2_t in;
Gv_GetManyVars(2, (int32_t *) &in);
if (EDUKE32_PREDICT_FALSE((unsigned)in.x >= MAXSPRITES || (unsigned)in.y >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite %d %d\n", in.x, in.y);
continue;
}
Gv_SetVarX(out, ldist(&sprite[in.x], &sprite[in.y]));
continue;
}
case CON_DIST:
insptr++;
{
int const out = *insptr++;
vec2_t in;
Gv_GetManyVars(2, (int32_t *) &in);
if (EDUKE32_PREDICT_FALSE((unsigned)in.x >= MAXSPRITES || (unsigned)in.y >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite %d %d\n", in.x, in.y);
continue;
}
Gv_SetVarX(out, dist(&sprite[in.x], &sprite[in.y]));
continue;
}
case CON_GETANGLE:
insptr++;
{
int const out = *insptr++;
vec2_t in;
Gv_GetManyVars(2, (int32_t *)&in);
Gv_SetVarX(out, getangle(in.x, in.y));
continue;
}
case CON_GETINCANGLE:
insptr++;
{
int const out = *insptr++;
vec2_t in;
Gv_GetManyVars(2, (int32_t *)&in);
Gv_SetVarX(out, G_GetAngleDelta(in.x, in.y));
continue;
}
case CON_MULSCALE:
insptr++;
{
int const out = *insptr++;
vec3_t in;
Gv_GetManyVars(3, (int32_t *)&in);
Gv_SetVarX(out, mulscale(in.x, in.y, in.z));
continue;
}
case CON_DIVSCALE:
insptr++;
{
int const out = *insptr++;
vec3_t in;
Gv_GetManyVars(3, (int32_t *)&in);
Gv_SetVarX(out, divscale(in.x, in.y, in.z));
continue;
}
case CON_SCALEVAR:
insptr++;
{
int const out = *insptr++;
vec3_t in;
Gv_GetManyVars(3, (int32_t *)&in);
Gv_SetVarX(out, scale(in.x, in.y, in.z));
continue;
}
case CON_INITTIMER:
insptr++;
G_InitTimer(Gv_GetVarX(*insptr++));
continue;
case CON_NEXTSECTORNEIGHBORZ:
insptr++;
{
int32_t params[4];
Gv_GetManyVars(4, params);
aGameVars[g_returnVarID].global = nextsectorneighborz(params[0], params[1], params[2], params[3]);
}
continue;
case CON_MOVESECTOR:
insptr++;
A_MoveSector(Gv_GetVarX(*insptr++));
continue;
case CON_TIME:
insptr += 2;
continue;
case CON_ESPAWNVAR:
case CON_EQSPAWNVAR:
case CON_QSPAWNVAR:
insptr++;
{
int const tileNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum);
continue;
}
int const spriteNum = A_Spawn(vm.spriteNum, tileNum);
switch (tw)
{
case CON_EQSPAWNVAR:
if (spriteNum != -1)
A_AddToDeleteQueue(spriteNum);
case CON_ESPAWNVAR:
aGameVars[g_returnVarID].global = spriteNum;
break;
case CON_QSPAWNVAR:
if (spriteNum != -1)
A_AddToDeleteQueue(spriteNum);
break;
}
continue;
}
case CON_ESPAWN:
case CON_EQSPAWN:
case CON_QSPAWN:
insptr++;
{
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("invalid sector %d\n", vm.pUSprite->sectnum);
insptr++;
continue;
}
int const spriteNum = A_Spawn(vm.spriteNum,*insptr++);
switch (tw)
{
case CON_EQSPAWN:
if (spriteNum != -1)
A_AddToDeleteQueue(spriteNum);
case CON_ESPAWN:
aGameVars[g_returnVarID].global = spriteNum;
break;
case CON_QSPAWN:
if (spriteNum != -1)
A_AddToDeleteQueue(spriteNum);
break;
}
}
continue;
case CON_ESHOOT:
case CON_EZSHOOT:
case CON_ZSHOOT:
insptr++;
{
// NOTE: (int16_t) cast because we want to exclude that
// SHOOT_HARDCODED_ZVEL is passed.
int const zvel = (tw == CON_ESHOOT) ?
SHOOT_HARDCODED_ZVEL : (int16_t)Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum);
insptr++;
continue;
}
int const spriteNum = A_ShootWithZvel(vm.spriteNum,*insptr++,zvel);
if (tw != CON_ZSHOOT)
aGameVars[g_returnVarID].global = spriteNum;
}
continue;
case CON_SHOOTVAR:
case CON_ESHOOTVAR:
insptr++;
{
int j = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum);
continue;
}
j = A_Shoot(vm.spriteNum, j);
if (tw == CON_ESHOOTVAR)
aGameVars[g_returnVarID].global = j;
continue;
}
case CON_EZSHOOTVAR:
case CON_ZSHOOTVAR:
insptr++;
{
int const zvel = (int16_t)Gv_GetVarX(*insptr++);
int j = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum);
continue;
}
j = A_ShootWithZvel(vm.spriteNum, j, zvel);
if (tw == CON_EZSHOOTVAR)
aGameVars[g_returnVarID].global = j;
continue;
}
case CON_CMENU:
insptr++;
Menu_Change(Gv_GetVarX(*insptr++));
continue;
case CON_SOUNDVAR:
case CON_STOPSOUNDVAR:
case CON_SOUNDONCEVAR:
case CON_GLOBALSOUNDVAR:
case CON_SCREENSOUND:
insptr++;
{
int const soundNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)soundNum>=MAXSOUNDS))
{
CON_ERRPRINTF("Invalid sound %d\n", soundNum);
continue;
}
switch (tw)
{
case CON_SOUNDONCEVAR: // falls through to CON_SOUNDVAR
if (!S_CheckSoundPlaying(vm.spriteNum, soundNum))
case CON_SOUNDVAR:
A_PlaySound((int16_t)soundNum, vm.spriteNum);
continue;
case CON_GLOBALSOUNDVAR:
A_PlaySound((int16_t)soundNum, g_player[screenpeek].ps->i);
continue;
case CON_STOPSOUNDVAR:
if (S_CheckSoundPlaying(vm.spriteNum, soundNum))
S_StopSound((int16_t)soundNum);
continue;
case CON_SCREENSOUND:
A_PlaySound(soundNum, -1);
continue;
}
}
continue;
case CON_STARTCUTSCENE:
case CON_IFCUTSCENE:
insptr++;
{
int const nQuote = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || apStrings[nQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d for anim!\n", nQuote);
continue;
}
if (tw == CON_IFCUTSCENE)
{
insptr--;
VM_CONDITIONAL(g_animPtr == Anim_Find(apStrings[nQuote]));
continue;
}
tw = pPlayer->palette;
Anim_Play(apStrings[nQuote]);
P_SetGamePalette(pPlayer, tw, 2 + 16);
continue;
}
case CON_GUNIQHUDID:
insptr++;
{
tw = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXUNIQHUDID - 1))
CON_ERRPRINTF("Invalid ID %d\n", tw);
else
guniqhudid = tw;
continue;
}
case CON_SAVEGAMEVAR:
case CON_READGAMEVAR:
{
int32_t nValue = 0;
insptr++;
if (ud.config.scripthandle < 0)
{
insptr++;
continue;
}
switch (tw)
{
case CON_SAVEGAMEVAR:
nValue = Gv_GetVarX(*insptr);
SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars", aGameVars[*insptr++].szLabel, nValue, FALSE, FALSE);
break;
case CON_READGAMEVAR:
SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars", aGameVars[*insptr].szLabel, &nValue);
Gv_SetVarX(*insptr++, nValue);
break;
}
continue;
}
case CON_SHOWVIEW:
case CON_SHOWVIEWUNBIASED:
insptr++;
{
vec3_t vec;
Gv_GetManyVars(3, (int32_t *)&vec);
int32_t params[3];
Gv_GetManyVars(3, params);
vec2_t scrn[2];
Gv_GetManyVars(4, (int32_t *)scrn);
if (EDUKE32_PREDICT_FALSE(scrn[0].x < 0 || scrn[0].y < 0 || scrn[1].x >= 320 || scrn[1].y >= 200))
{
CON_ERRPRINTF("incorrect coordinates\n");
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)params[2] >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", params[2]);
continue;
}
G_ShowView(vec, params[0], params[1], params[2], scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y, (tw != CON_SHOWVIEW));
continue;
}
case CON_ROTATESPRITEA:
case CON_ROTATESPRITE16:
case CON_ROTATESPRITE:
insptr++;
{
int32_t params[8];
Gv_GetManyVars(8, params);
vec3_t pos = *(vec3_t *)params;
int const ang = params[3];
int const tilenum = params[4];
int const shade = params[5];
int const pal = params[6];
int orientation = params[7] & (ROTATESPRITE_MAX - 1);
int32_t alpha = (tw == CON_ROTATESPRITEA) ? Gv_GetVarX(*insptr++) : 0;
vec2_t scrn[2];
Gv_GetManyVars(4, (int32_t *) scrn);
if (tw != CON_ROTATESPRITE16 && !(orientation&ROTATESPRITE_FULL16))
{
pos.x <<= 16;
pos.y <<= 16;
}
if (EDUKE32_PREDICT_FALSE((unsigned) tilenum >= MAXTILES))
{
CON_ERRPRINTF("invalid tilenum %d\n", tilenum);
continue;
}
int32_t blendidx = 0;
NEG_ALPHA_TO_BLEND(alpha, blendidx, orientation);
rotatesprite_(pos.x, pos.y, pos.z, ang, tilenum, shade, pal, 2 | orientation, alpha, blendidx,
scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y);
continue;
}
case CON_GAMETEXT:
case CON_GAMETEXTZ:
insptr++;
{
int32_t params[11];
Gv_GetManyVars(11, params);
int const tilenum = params[0];
vec2_t const pos = { params[1], params[2] };
int const nQuote = params[3];
int const shade = params[4];
int const pal = params[5];
int const orientation = params[6] & (ROTATESPRITE_MAX - 1);
vec2_t const bound1 = *(vec2_t *)&params[7];
vec2_t const bound2 = *(vec2_t *)&params[9];
int32_t z = (tw == CON_GAMETEXTZ) ? Gv_GetVarX(*insptr++) : 65536;
if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum + 255 >= MAXTILES))
{
CON_ERRPRINTF("invalid base tilenum %d\n", tilenum);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || apStrings[nQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nQuote);
continue;
}
G_PrintGameText(tilenum, pos.x >> 1, pos.y, apStrings[nQuote], shade, pal, orientation, bound1.x, bound1.y, bound2.x, bound2.y, z, 0);
continue;
}
case CON_DIGITALNUMBER:
case CON_DIGITALNUMBERZ:
insptr++;
{
int32_t params[11];
Gv_GetManyVars(11, params);
int const tilenum = params[0];
vec2_t const pos = { params[1], params[2] };
int const q = params[3];
int const shade = params[4];
int const pal = params[5];
int const orientation = params[6] & (ROTATESPRITE_MAX - 1);
vec2_t const bound1 = *(vec2_t *)&params[7];
vec2_t const bound2 = *(vec2_t *)&params[9];
int32_t nZoom = (tw == CON_DIGITALNUMBERZ) ? Gv_GetVarX(*insptr++) : 65536;
// NOTE: '-' not taken into account, but we have rotatesprite() bound check now anyway
if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum+9 >= MAXTILES))
{
CON_ERRPRINTF("invalid base tilenum %d\n", tilenum);
continue;
}
G_DrawTXDigiNumZ(tilenum, pos.x, pos.y, q, shade, pal, orientation, bound1.x, bound1.y, bound2.x, bound2.y, nZoom);
continue;
}
case CON_MINITEXT:
insptr++;
{
int32_t params[5];
Gv_GetManyVars(5, params);
vec2_t const pos = { params[0], params[1] };
int const nQuote = params[2];
int const shade = params[3], pal = params[4];
if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || apStrings[nQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nQuote);
continue;
}
minitextshade(pos.x, pos.y, apStrings[nQuote], shade, pal, 2+8+16);
continue;
}
case CON_SCREENTEXT:
insptr++;
{
int32_t params[20];
Gv_GetManyVars(20, params);
int const tilenum = params[0];
vec3_t const v = *(vec3_t *)&params[1];
int const blockangle = params[4];
int const charangle = params[5];
int const nQuote = params[6];
int const shade = params[7];
int const pal = params[8];
int const orientation = params[9] & (ROTATESPRITE_MAX - 1);
int const alpha = params[10];
vec2_t const spacing = *(vec2_t *) &params[11];
vec2_t const between = *(vec2_t *) &params[13];
int const nFlags = params[15];
vec2_t const scrn[2] = { *(vec2_t *)&params[16], *(vec2_t *)&params[18] };
if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum+255 >= MAXTILES))
{
CON_ERRPRINTF("invalid base tilenum %d\n", tilenum);
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || apStrings[nQuote] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", nQuote);
continue;
}
G_ScreenText(tilenum, v.x, v.y, v.z, blockangle, charangle, apStrings[nQuote], shade, pal, 2 | orientation,
alpha, spacing.x, spacing.y, between.x, between.y, nFlags, scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y);
continue;
}
case CON_ANGOFF:
insptr++;
spriteext[vm.spriteNum].angoff=*insptr++;
continue;
case CON_GETZRANGE:
insptr++;
{
vec3_t vect;
Gv_GetManyVars(3, (int32_t *)&vect);
int const sectnum = Gv_GetVarX(*insptr++);
int const ceilzvar = *insptr++;
int const ceilhitvar = *insptr++;
int const florzvar = *insptr++;
int const florhitvar = *insptr++;
int const walldist = Gv_GetVarX(*insptr++);
int const clipmask = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
int32_t ceilz, ceilhit, florz, florhit;
getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask);
Gv_SetVarX(ceilzvar, ceilz);
Gv_SetVarX(ceilhitvar, ceilhit);
Gv_SetVarX(florzvar, florz);
Gv_SetVarX(florhitvar, florhit);
continue;
}
case CON_SECTSETINTERPOLATION:
case CON_SECTCLEARINTERPOLATION:
insptr++;
{
int const sectnum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
if (tw==CON_SECTSETINTERPOLATION)
Sect_SetInterpolation(sectnum);
else
Sect_ClearInterpolation(sectnum);
continue;
}
case CON_CALCHYPOTENUSE:
insptr++;
{
int32_t returnVar = *insptr++;
vec2_t da;
Gv_GetManyVars(2, (int32_t *)&da);
int64_t const hypsq = (int64_t)da.x*da.x + (int64_t)da.y*da.y;
Gv_SetVarX(returnVar, (hypsq > (int64_t) INT32_MAX)
? (int32_t)sqrt((double)hypsq)
: ksqrt((uint32_t)hypsq));
continue;
}
case CON_LINEINTERSECT:
case CON_RAYINTERSECT:
insptr++;
{
vec3_t vec[2];
Gv_GetManyVars(6, (int32_t *)vec);
vec2_t vec2[2];
Gv_GetManyVars(4, (int32_t *)vec2);
int const intxvar = *insptr++;
int const intyvar = *insptr++;
int const intzvar = *insptr++;
int const retvar = *insptr++;
vec3_t in;
int ret = (tw == CON_LINEINTERSECT)
? lintersect(vec[0].x, vec[0].y, vec[0].z, vec[1].x, vec[1].y, vec[1].z, vec2[0].x, vec2[0].y,
vec2[1].x, vec2[1].y, &in.x, &in.y, &in.z)
: rayintersect(vec[0].x, vec[0].y, vec[0].z, vec[1].x, vec[1].y, vec[1].z, vec2[0].x, vec2[0].y,
vec2[1].x, vec2[1].y, &in.x, &in.y, &in.z);
Gv_SetVarX(retvar, ret);
if (ret)
{
Gv_SetVarX(intxvar, in.x);
Gv_SetVarX(intyvar, in.y);
Gv_SetVarX(intzvar, in.z);
}
continue;
}
case CON_CLIPMOVE:
case CON_CLIPMOVENOSLIDE:
insptr++;
{
typedef struct {
int32_t w, f, c;
} vec3dist_t;
int const returnVar = *insptr++;
int const xReturn = *insptr++;
int const yReturn = *insptr++;
insptr -= 2;
vec3_t vec3;
Gv_GetManyVars(3, (int32_t *)&vec3);
int const sectReturn = *insptr++;
vec2_t vec2;
Gv_GetManyVars(2, (int32_t *)&vec2);
vec3dist_t dist;
Gv_GetManyVars(3, (int32_t *)&dist);
int const clipMask = Gv_GetVarX(*insptr++);
int16_t sectNum = Gv_GetVarX(sectReturn);
if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectNum);
Gv_SetVarX(returnVar, 0);
continue;
}
Gv_SetVarX(returnVar,
clipmovex(&vec3, &sectNum, vec2.x, vec2.y, dist.w, dist.f, dist.c, clipMask, (tw == CON_CLIPMOVENOSLIDE)));
Gv_SetVarX(sectReturn, sectNum);
Gv_SetVarX(xReturn, vec3.x);
Gv_SetVarX(yReturn, vec3.y);
continue;
}
case CON_HITSCAN:
insptr++;
{
vec3_t vect;
Gv_GetManyVars(3, (int32_t *)&vect);
int const sectnum = Gv_GetVarX(*insptr++);
vec3_t v;
Gv_GetManyVars(3, (int32_t *) &v);
int const sectReturn = *insptr++;
int const wallReturn = *insptr++;
int const spriteReturn = *insptr++;
int const xReturn = *insptr++;
int const yReturn = *insptr++;
int const zReturn = *insptr++;
int const clipType = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectnum);
continue;
}
hitdata_t hit;
hitscan((const vec3_t *)&vect, sectnum, v.x, v.y, v.z, &hit, clipType);
Gv_SetVarX(sectReturn, hit.sect);
Gv_SetVarX(wallReturn, hit.wall);
Gv_SetVarX(spriteReturn, hit.sprite);
Gv_SetVarX(xReturn, hit.pos.x);
Gv_SetVarX(yReturn, hit.pos.y);
Gv_SetVarX(zReturn, hit.pos.z);
continue;
}
case CON_CANSEE:
insptr++;
{
vec3_t vec1;
Gv_GetManyVars(3, (int32_t *) &vec1);
int const firstSector = Gv_GetVarX(*insptr++);
vec3_t vec2;
Gv_GetManyVars(3, (int32_t *) &vec2);
int const secondSector = Gv_GetVarX(*insptr++);
int const returnVar = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)firstSector >= (unsigned)numsectors ||
(unsigned)secondSector >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector\n");
Gv_SetVarX(returnVar, 0);
}
Gv_SetVarX(returnVar, cansee(vec1.x, vec1.y, vec1.z, firstSector, vec2.x, vec2.y, vec2.z, secondSector));
continue;
}
case CON_ROTATEPOINT:
insptr++;
{
vec2_t point[2];
Gv_GetManyVars(4, (int32_t *)point);
int const angle = Gv_GetVarX(*insptr++);
int const xReturn = *insptr++;
int const yReturn = *insptr++;
vec2_t result;
rotatepoint(point[0], point[1], angle, &result);
Gv_SetVarX(xReturn, result.x);
Gv_SetVarX(yReturn, result.y);
continue;
}
case CON_NEARTAG:
insptr++;
{
// neartag(int32_t x, int32_t y, int32_t z, short sectnum, short ang, //Starting position & angle
// short *neartagsector, //Returns near sector if sector[].tag != 0
// short *neartagwall, //Returns near wall if wall[].tag != 0
// short *neartagsprite, //Returns near sprite if sprite[].tag != 0
// int32_t *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size)
// int32_t neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size)
// char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag
vec3_t point;
Gv_GetManyVars(3, (int32_t *)&point);
int const sectNum = Gv_GetVarX(*insptr++);
int const nAngle = Gv_GetVarX(*insptr++);
int const sectReturn = *insptr++;
int const wallReturn = *insptr++;
int const spriteReturn = *insptr++;
int const distReturn = *insptr++;
int const tagRange = Gv_GetVarX(*insptr++);
int const tagSearch = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectNum);
continue;
}
int16_t neartagsector, neartagwall, neartagsprite;
int32_t neartaghitdist;
neartag(point.x, point.y, point.z, sectNum, nAngle, &neartagsector, &neartagwall, &neartagsprite,
&neartaghitdist, tagRange, tagSearch, NULL);
Gv_SetVarX(sectReturn, neartagsector);
Gv_SetVarX(wallReturn, neartagwall);
Gv_SetVarX(spriteReturn, neartagsprite);
Gv_SetVarX(distReturn, neartaghitdist);
continue;
}
case CON_GETTIMEDATE:
insptr++;
{
int32_t values[8];
G_GetTimeDate(values);
for (bssize_t i = 0; i < 8; i++)
Gv_SetVarX(*insptr++, values[i]);
continue;
}
case CON_MOVESPRITE:
insptr++;
{
int const spriteNum = Gv_GetVarX(*insptr++);
vec3_t vect;
Gv_GetManyVars(3, (int32_t *)&vect);
int const clipType = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum);
insptr++;
continue;
}
Gv_SetVarX(*insptr++, A_MoveSprite(spriteNum, &vect, clipType));
continue;
}
case CON_SETSPRITE:
insptr++;
{
int const spriteNum = Gv_GetVarX(*insptr++);
vec3_t vect;
Gv_GetManyVars(3, (int32_t *)&vect);
if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum);
continue;
}
setsprite(spriteNum, &vect);
continue;
}
case CON_GETFLORZOFSLOPE:
case CON_GETCEILZOFSLOPE:
insptr++;
{
int const sectNum = Gv_GetVarX(*insptr++);
vec2_t vect;
Gv_GetManyVars(2, (int32_t *)&vect);
if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors))
{
CON_ERRPRINTF("Invalid sector %d\n", sectNum);
insptr++;
continue;
}
Gv_SetVarX(*insptr++, (tw == CON_GETFLORZOFSLOPE) ? getflorzofslope(sectNum, vect.x, vect.y) :
getceilzofslope(sectNum, vect.x, vect.y));
continue;
}
case CON_UPDATESECTOR:
insptr++;
{
vec2_t vect = { 0, 0 };
Gv_GetManyVars(2, (int32_t *)&vect);
int const returnVar = *insptr++;
int16_t sectNum = sprite[vm.spriteNum].sectnum;
updatesector(vect.x, vect.y, &sectNum);
Gv_SetVarX(returnVar, sectNum);
continue;
}
case CON_UPDATESECTORZ:
insptr++;
{
vec3_t vect = { 0, 0, 0 };
Gv_GetManyVars(3, (int32_t *)&vect);
int const returnVar = *insptr++;
int16_t sectNum = sprite[vm.spriteNum].sectnum;
updatesectorz(vect.x, vect.y, vect.z, &sectNum);
Gv_SetVarX(returnVar, sectNum);
continue;
}
case CON_SPAWN:
insptr++;
if ((unsigned)vm.pSprite->sectnum >= MAXSECTORS)
{
CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum);
insptr++;
continue;
}
A_Spawn(vm.spriteNum,*insptr++);
continue;
case CON_IFWASWEAPON:
insptr++;
VM_CONDITIONAL(vm.pActor->picnum == *insptr);
continue;
case CON_IFAI:
insptr++;
VM_CONDITIONAL(AC_AI_ID(vm.pData) == *insptr);
continue;
case CON_IFACTION:
insptr++;
VM_CONDITIONAL(AC_ACTION_ID(vm.pData) == *insptr);
continue;
case CON_IFACTIONCOUNT:
insptr++;
VM_CONDITIONAL(AC_ACTION_COUNT(vm.pData) >= *insptr);
continue;
case CON_RESETACTIONCOUNT:
insptr++;
AC_ACTION_COUNT(vm.pData) = 0;
continue;
case CON_DEBRIS:
insptr++;
{
int debrisTile = *insptr++;
if ((unsigned)vm.pSprite->sectnum < MAXSECTORS)
for (bssize_t cnt = (*insptr) - 1; cnt >= 0; cnt--)
{
int const tileOffset = (vm.pSprite->picnum == BLIMP && debrisTile == SCRAP1) ? 0 : (krand() % 3);
int const spriteNum =
A_InsertSprite(vm.pSprite->sectnum, vm.pSprite->x + (krand() & 255) - 128,
vm.pSprite->y + (krand() & 255) - 128, vm.pSprite->z - (8 << 8) - (krand() & 8191),
debrisTile + tileOffset, vm.pSprite->shade, 32 + (krand() & 15), 32 + (krand() & 15),
krand() & 2047, (krand() & 127) + 32, -(krand() & 2047), vm.spriteNum, 5);
sprite[spriteNum].yvel =
(vm.pSprite->picnum == BLIMP && debrisTile == SCRAP1) ? g_blimpSpawnItems[cnt % 14] : -1;
sprite[spriteNum].pal = vm.pSprite->pal;
}
insptr++;
}
continue;
case CON_COUNT:
insptr++;
AC_COUNT(vm.pData) = (int16_t) *insptr++;
continue;
case CON_CSTATOR:
insptr++;
vm.pSprite->cstat |= (int16_t) *insptr++;
continue;
case CON_CLIPDIST:
insptr++;
vm.pSprite->clipdist = (int16_t) *insptr++;
continue;
case CON_CSTAT:
insptr++;
vm.pSprite->cstat = (int16_t) *insptr++;
continue;
case CON_SAVENN:
case CON_SAVE:
insptr++;
{
int32_t const requestedSlot = *insptr++;
if ((unsigned)requestedSlot >= MAXSAVEGAMES)
continue;
g_requestedSaveSlot = requestedSlot;
if (tw == CON_SAVE || ud.savegame[requestedSlot][0] == 0)
{
time_t timeStruct = time(NULL);
struct tm *pTime = localtime(&timeStruct);
strftime(ud.savegame[requestedSlot], sizeof(ud.savegame[requestedSlot]),
"%d %b %Y %I:%M%p", pTime);
}
continue;
}
case CON_QUAKE:
insptr++;
g_earthquakeTime = Gv_GetVarX(*insptr++);
A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i);
continue;
case CON_IFMOVE:
insptr++;
VM_CONDITIONAL(AC_MOVE_ID(vm.pData) == *insptr);
continue;
case CON_RESETPLAYER:
insptr++;
vm.flags = VM_ResetPlayer(vm.playerNum, vm.flags, 0);
continue;
case CON_RESETPLAYERFLAGS:
insptr++;
vm.flags = VM_ResetPlayer(vm.playerNum, vm.flags, Gv_GetVarX(*insptr++));
continue;
case CON_IFONWATER:
VM_CONDITIONAL(sector[vm.pSprite->sectnum].lotag == ST_1_ABOVE_WATER &&
klabs(vm.pSprite->z - sector[vm.pSprite->sectnum].floorz) < ZOFFSET5);
continue;
case CON_IFINWATER:
VM_CONDITIONAL(sector[vm.pSprite->sectnum].lotag == ST_2_UNDERWATER);
continue;
case CON_IFCOUNT:
insptr++;
VM_CONDITIONAL(AC_COUNT(vm.pData) >= *insptr);
continue;
case CON_IFACTOR:
insptr++;
VM_CONDITIONAL(vm.pSprite->picnum == *insptr);
continue;
case CON_RESETCOUNT:
insptr++;
AC_COUNT(vm.pData) = 0;
continue;
case CON_ADDINVENTORY:
{
insptr += 2;
int const item = *(insptr-1);
switch (item)
{
case GET_STEROIDS:
case GET_SCUBA:
case GET_HOLODUKE:
case GET_JETPACK:
case GET_HEATS:
case GET_FIRSTAID:
case GET_BOOTS:
pPlayer->inven_icon = inv_to_icon[item];
pPlayer->inv_amount[item] = *insptr;
break;
case GET_SHIELD:
pPlayer->inv_amount[GET_SHIELD] = min(pPlayer->inv_amount[GET_SHIELD] + *insptr, pPlayer->max_shield_amount);
break;
case GET_ACCESS:
switch (vm.pSprite->pal)
{
case 0:
pPlayer->got_access |= 1;
break;
case 21:
pPlayer->got_access |= 2;
break;
case 23:
pPlayer->got_access |= 4;
break;
}
break;
default:
CON_ERRPRINTF("Invalid inventory ID %d\n", item);
break;
}
insptr++;
continue;
}
case CON_HITRADIUSVAR:
insptr++;
{
int32_t params[5];
Gv_GetManyVars(5, params);
A_RadiusDamage(vm.spriteNum, params[0], params[1], params[2], params[3], params[4]);
}
continue;
case CON_HITRADIUS:
A_RadiusDamage(vm.spriteNum,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
insptr += 6;
continue;
case CON_IFP:
{
int const moveFlags = *(++insptr);
int nResult = 0;
int const playerXVel = sprite[pPlayer->i].xvel;
int const syncBits = g_player[vm.playerNum].inputBits->bits;
if (((moveFlags & pducking) && pPlayer->on_ground && TEST_SYNC_KEY(syncBits, SK_CROUCH)) ||
((moveFlags & pfalling) && pPlayer->jumping_counter == 0 && !pPlayer->on_ground && pPlayer->vel.z > 2048) ||
((moveFlags & pjumping) && pPlayer->jumping_counter > 348) ||
((moveFlags & pstanding) && playerXVel >= 0 && playerXVel < 8) ||
((moveFlags & pwalking) && playerXVel >= 8 && !TEST_SYNC_KEY(syncBits, SK_RUN)) ||
((moveFlags & prunning) && playerXVel >= 8 && TEST_SYNC_KEY(syncBits, SK_RUN)) ||
((moveFlags & phigher) && pPlayer->pos.z < (vm.pSprite->z - (48 << 8))) ||
((moveFlags & pwalkingback) && playerXVel <= -8 && !TEST_SYNC_KEY(syncBits, SK_RUN)) ||
((moveFlags & prunningback) && playerXVel <= -8 && TEST_SYNC_KEY(syncBits, SK_RUN)) ||
((moveFlags & pkicking) && (pPlayer->quick_kick > 0 || (PWEAPON(vm.playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON &&
pPlayer->kickback_pic > 0))) ||
((moveFlags & pshrunk) && sprite[pPlayer->i].xrepeat < 32) ||
((moveFlags & pjetpack) && pPlayer->jetpack_on) ||
((moveFlags & ponsteroids) && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400) ||
((moveFlags & ponground) && pPlayer->on_ground) ||
((moveFlags & palive) && sprite[pPlayer->i].xrepeat > 32 && sprite[pPlayer->i].extra > 0 && pPlayer->timebeforeexit == 0) ||
((moveFlags & pdead) && sprite[pPlayer->i].extra <= 0))
nResult = 1;
else if ((moveFlags & pfacing))
{
nResult =
(vm.pSprite->picnum == APLAYER && (g_netServer || ud.multimode > 1))
? G_GetAngleDelta(g_player[otherp].ps->ang, getangle(pPlayer->pos.x - g_player[otherp].ps->pos.x,
pPlayer->pos.y - g_player[otherp].ps->pos.y))
: G_GetAngleDelta(pPlayer->ang, getangle(vm.pSprite->x - pPlayer->pos.x, vm.pSprite->y - pPlayer->pos.y));
nResult = (nResult > -128 && nResult < 128);
}
VM_CONDITIONAL(nResult);
}
continue;
case CON_IFSTRENGTH:
insptr++;
VM_CONDITIONAL(vm.pSprite->extra <= *insptr);
continue;
case CON_GUTS:
A_DoGuts(vm.spriteNum,*(insptr+1),*(insptr+2));
insptr += 3;
continue;
case CON_IFSPAWNEDBY:
insptr++;
VM_CONDITIONAL(vm.pActor->picnum == *insptr);
continue;
case CON_WACKPLAYER:
insptr++;
P_ForceAngle(pPlayer);
continue;
case CON_FLASH:
insptr++;
sprite[vm.spriteNum].shade = -127;
pPlayer->visibility = -127;
continue;
case CON_SAVEMAPSTATE:
G_SaveMapState();
insptr++;
continue;
case CON_LOADMAPSTATE:
G_RestoreMapState();
insptr++;
continue;
case CON_CLEARMAPSTATE:
insptr++;
{
int const levelNum = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)levelNum >= MAXVOLUMES*MAXLEVELS))
{
CON_ERRPRINTF("Invalid map number: %d\n", levelNum);
continue;
}
G_FreeMapState(levelNum);
}
continue;
case CON_STOPALLSOUNDS:
insptr++;
if (screenpeek == vm.playerNum)
FX_StopAllSounds();
continue;
case CON_IFGAPZL:
insptr++;
VM_CONDITIONAL(((vm.pActor->floorz - vm.pActor->ceilingz) >> 8) < *insptr);
continue;
case CON_IFHITSPACE:
VM_CONDITIONAL(TEST_SYNC_KEY(g_player[vm.playerNum].inputBits->bits, SK_OPEN));
continue;
case CON_IFOUTSIDE:
VM_CONDITIONAL(sector[vm.pSprite->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_IFPLAYBACKON:
VM_CONDITIONAL(0);
continue;
case CON_OPERATE:
insptr++;
if (sector[vm.pSprite->sectnum].lotag == 0)
{
int16_t foundSect, foundWall, foundSprite;
int32_t foundDist;
neartag(vm.pSprite->x,vm.pSprite->y,vm.pSprite->z-ZOFFSET5,vm.pSprite->sectnum,vm.pSprite->ang,
&foundSect,&foundWall,&foundSprite,&foundDist, 768, 4+1, NULL);
if (foundSect >= 0 && isanearoperator(sector[foundSect].lotag))
if ((sector[foundSect].lotag&0xff) == ST_23_SWINGING_DOOR || sector[foundSect].floorz == sector[foundSect].ceilingz)
if ((sector[foundSect].lotag&(16384|32768)) == 0)
{
int32_t j;
for (SPRITES_OF_SECT(foundSect, j))
if (sprite[j].picnum == ACTIVATOR)
break;
if (j == -1)
G_OperateSectors(foundSect,vm.spriteNum);
}
}
continue;
case CON_IFINSPACE:
VM_CONDITIONAL(G_CheckForSpaceCeiling(vm.pSprite->sectnum));
continue;
case CON_SPRITEPAL:
insptr++;
if (vm.pSprite->picnum != APLAYER)
vm.pActor->tempang = vm.pSprite->pal;
vm.pSprite->pal = *insptr++;
continue;
case CON_CACTOR:
insptr++;
vm.pSprite->picnum = *insptr++;
continue;
case CON_IFBULLETNEAR:
VM_CONDITIONAL(A_Dodge(vm.pSprite) == 1);
continue;
case CON_IFRESPAWN:
if (A_CheckEnemySprite(vm.pSprite)) VM_CONDITIONAL(ud.respawn_monsters)
else if (A_CheckInventorySprite(vm.pSprite)) VM_CONDITIONAL(ud.respawn_inventory)
else VM_CONDITIONAL(ud.respawn_items)
continue;
case CON_IFFLOORDISTL:
insptr++;
VM_CONDITIONAL((vm.pActor->floorz - vm.pSprite->z) <= ((*insptr)<<8));
continue;
case CON_IFCEILINGDISTL:
insptr++;
VM_CONDITIONAL((vm.pSprite->z - vm.pActor->ceilingz) <= ((*insptr)<<8));
continue;
case CON_PALFROM:
insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= (unsigned)g_mostConcurrentPlayers))
{
CON_ERRPRINTF("invalid player ID %d\n", vm.playerNum);
insptr += 4;
}
else
{
palette_t const pal = { (uint8_t) * (insptr + 1), (uint8_t) * (insptr + 2), (uint8_t) * (insptr + 3),
(uint8_t) * (insptr) };
insptr += 4;
P_PalFrom(pPlayer, pal.f, pal.r, pal.g, pal.b);
}
continue;
case CON_SECTOROFWALL:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, sectorofwall(Gv_GetVarX(*insptr++)));
continue;
case CON_QSPRINTF:
insptr++;
{
int const outputQuote = Gv_GetVarX(*insptr++);
int const inputQuote = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE(apStrings[inputQuote] == NULL || apStrings[outputQuote] == NULL))
{
CON_ERRPRINTF("null quote %d\n", apStrings[inputQuote] ? outputQuote : inputQuote);
while ((*insptr & VM_INSTMASK) != CON_NULLOP)
Gv_GetVarX(*insptr++);
insptr++; // skip the NOP
continue;
}
int32_t arg[32];
int const quoteLen = Bstrlen(apStrings[inputQuote]);
int inputPos = 0;
char outBuf[MAXQUOTELEN];
int outBufPos = 0;
int argIdx = 0;
while ((*insptr & VM_INSTMASK) != CON_NULLOP && argIdx < 32)
arg[argIdx++] = Gv_GetVarX(*insptr++);
int numArgs = argIdx;
insptr++; // skip the NOP
argIdx = 0;
do
{
while (inputPos < quoteLen && outBufPos < MAXQUOTELEN && apStrings[inputQuote][inputPos] != '%')
outBuf[outBufPos++] = apStrings[inputQuote][inputPos++];
if (apStrings[inputQuote][inputPos] == '%')
{
inputPos++;
switch (apStrings[inputQuote][inputPos])
{
case 'l':
if (apStrings[inputQuote][inputPos+1] != 'd')
{
// write the % and l
outBuf[outBufPos++] = apStrings[inputQuote][inputPos-1];
outBuf[outBufPos++] = apStrings[inputQuote][inputPos++];
break;
}
inputPos++;
case 'd':
{
if (argIdx >= numArgs)
goto finish_qsprintf;
char buf[16];
Bsprintf(buf, "%d", arg[argIdx++]);
int const bufLen = Bstrlen(buf);
Bmemcpy(&outBuf[outBufPos], buf, bufLen);
outBufPos += bufLen;
inputPos++;
}
break;
case 's':
{
if (argIdx >= numArgs)
goto finish_qsprintf;
int const argLen = Bstrlen(apStrings[arg[argIdx]]);
Bmemcpy(&outBuf[outBufPos], apStrings[arg[argIdx]], argLen);
outBufPos += argLen;
argIdx++;
inputPos++;
}
break;
default:
outBuf[outBufPos++] = apStrings[inputQuote][inputPos-1];
break;
}
}
}
while (inputPos < quoteLen && outBufPos < MAXQUOTELEN);
finish_qsprintf:
outBuf[outBufPos] = '\0';
Bstrncpyz(apStrings[outputQuote], outBuf, MAXQUOTELEN);
continue;
}
case CON_ADDLOG:
{
insptr++;
OSD_Printf(OSDTEXT_GREEN "CONLOG: L=%d\n",g_errorLineNum);
continue;
}
case CON_ADDLOGVAR:
insptr++;
{
int32_t m=1;
char szBuf[256];
int32_t lVarID = *insptr;
if ((lVarID >= g_gameVarCount) || lVarID < 0)
{
if (*insptr==MAXGAMEVARS) // addlogvar for a constant? Har.
insptr++;
// else if (*insptr > g_gameVarCount && (*insptr < (MAXGAMEVARS<<1)+MAXGAMEVARS+1+MAXGAMEARRAYS))
else if (*insptr&(MAXGAMEVARS<<2))
{
int32_t index;
lVarID ^= (MAXGAMEVARS<<2);
if (lVarID&(MAXGAMEVARS<<1))
{
m = -m;
lVarID ^= (MAXGAMEVARS<<1);
}
insptr++;
index=Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_TRUE((unsigned)index < (unsigned)aGameArrays[lVarID].size))
{
OSD_Printf(OSDTEXT_GREEN "%s: L=%d %s[%d] =%d\n", keyw[g_tw], g_errorLineNum,
aGameArrays[lVarID].szLabel, index,
(int32_t)(m*Gv_GetArrayValue(lVarID, index)));
continue;
}
else
{
CON_ERRPRINTF("invalid array index\n");
continue;
}
}
else if (*insptr&(MAXGAMEVARS<<3))
{
// FIXME FIXME FIXME
if ((lVarID & (MAXGAMEVARS-1)) == g_structVarIDs + STRUCT_ACTORVAR)
{
intptr_t const *oinsptr = insptr++;
int32_t index = Gv_GetVarX(*insptr++);
insptr = oinsptr;
if (EDUKE32_PREDICT_FALSE((unsigned)index >= MAXSPRITES-1))
{
CON_ERRPRINTF("invalid array index\n");
Gv_GetVarX(*insptr++);
continue;
}
OSD_Printf(OSDTEXT_GREEN "%s: L=%d %d %d\n",keyw[g_tw],g_errorLineNum,index,Gv_GetVar(*insptr++,index,vm.playerNum));
continue;
}
}
else if (EDUKE32_PREDICT_TRUE(*insptr&(MAXGAMEVARS<<1)))
{
m = -m;
lVarID ^= (MAXGAMEVARS<<1);
}
else
{
// invalid varID
insptr++;
CON_ERRPRINTF("invalid variable\n");
continue; // out of switch
}
}
Bsprintf(tempbuf,"CONLOGVAR: L=%d %s ",g_errorLineNum, aGameVars[lVarID].szLabel);
if (aGameVars[lVarID].flags & GAMEVAR_READONLY)
{
Bsprintf(szBuf," (read-only)");
Bstrcat(tempbuf,szBuf);
}
if (aGameVars[lVarID].flags & GAMEVAR_PERPLAYER)
{
Bsprintf(szBuf," (Per Player. Player=%d)",vm.playerNum);
}
else if (aGameVars[lVarID].flags & GAMEVAR_PERACTOR)
{
Bsprintf(szBuf," (Per Actor. Actor=%d)",vm.spriteNum);
}
else
{
Bsprintf(szBuf," (Global)");
}
Bstrcat(tempbuf, szBuf);
Bsprintf(szBuf, " =%d\n", Gv_GetVarX(lVarID) * m);
Bstrcat(tempbuf, szBuf);
OSD_Printf(OSDTEXT_GREEN "%s", tempbuf);
insptr++;
continue;
}
case CON_SETSECTOR:
insptr++;
{
tw = *insptr++;
int const labelNum = *insptr++;
int const lVar2 = *insptr++;
int const sectNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : sprite[vm.spriteNum].sectnum;
int const nValue = Gv_GetVarX(lVar2);
VM_SetSector(sectNum, labelNum, nValue);
continue;
}
case CON_GETSECTOR:
insptr++;
{
tw = *insptr++;
int const labelNum = *insptr++;
int const lVar2 = *insptr++;
int const sectNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : sprite[vm.spriteNum].sectnum;
Gv_SetVarX(lVar2, VM_GetSector(sectNum, labelNum));
continue;
}
case CON_SQRT:
insptr++;
{
// syntax sqrt <invar> <outvar>
int const sqrtval = ksqrt((uint32_t)Gv_GetVarX(*insptr++));
Gv_SetVarX(*insptr++, sqrtval);
continue;
}
case CON_FINDNEARACTOR:
case CON_FINDNEARSPRITE:
case CON_FINDNEARACTOR3D:
case CON_FINDNEARSPRITE3D:
insptr++;
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int const findPicnum = *insptr++;
int const maxDist = *insptr++;
int const returnVar = *insptr++;
int foundSprite = -1;
int findStatnum = MAXSTATUS - 1;
int spriteNum;
if (tw == CON_FINDNEARACTOR || tw == CON_FINDNEARACTOR3D)
findStatnum = 1;
if (tw==CON_FINDNEARSPRITE3D || tw==CON_FINDNEARACTOR3D)
{
do
{
spriteNum=headspritestat[findStatnum]; // all sprites
while (spriteNum>=0)
{
if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum && dist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist)
{
foundSprite=spriteNum;
spriteNum = MAXSPRITES;
break;
}
spriteNum = nextspritestat[spriteNum];
}
if (spriteNum == MAXSPRITES || tw == CON_FINDNEARACTOR3D)
break;
}
while (findStatnum--);
Gv_SetVarX(returnVar, foundSprite);
continue;
}
do
{
spriteNum=headspritestat[findStatnum]; // all sprites
while (spriteNum>=0)
{
if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum && ldist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist)
{
foundSprite=spriteNum;
spriteNum = MAXSPRITES;
break;
}
spriteNum = nextspritestat[spriteNum];
}
if (spriteNum == MAXSPRITES || tw == CON_FINDNEARACTOR)
break;
}
while (findStatnum--);
Gv_SetVarX(returnVar, foundSprite);
continue;
}
case CON_FINDNEARACTORVAR:
case CON_FINDNEARSPRITEVAR:
case CON_FINDNEARACTOR3DVAR:
case CON_FINDNEARSPRITE3DVAR:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int const findPicnum = *insptr++;
int const maxDist = Gv_GetVarX(*insptr++);
int const returnVar = *insptr++;
int foundSprite = -1;
int findStatnum = 1;
int spriteNum;
if (tw == CON_FINDNEARSPRITEVAR || tw == CON_FINDNEARSPRITE3DVAR)
findStatnum = MAXSTATUS-1;
if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR)
{
do
{
spriteNum=headspritestat[findStatnum]; // all sprites
while (spriteNum >= 0)
{
if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum && dist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist)
{
foundSprite=spriteNum;
spriteNum = MAXSPRITES;
break;
}
spriteNum = nextspritestat[spriteNum];
}
if (spriteNum == MAXSPRITES || tw==CON_FINDNEARACTOR3DVAR)
break;
}
while (findStatnum--);
Gv_SetVarX(returnVar, foundSprite);
continue;
}
do
{
spriteNum=headspritestat[findStatnum]; // all sprites
while (spriteNum >= 0)
{
if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum && ldist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist)
{
foundSprite=spriteNum;
spriteNum = MAXSPRITES;
break;
}
spriteNum = nextspritestat[spriteNum];
}
if (spriteNum == MAXSPRITES || tw==CON_FINDNEARACTORVAR)
break;
}
while (findStatnum--);
Gv_SetVarX(returnVar, foundSprite);
continue;
}
case CON_FINDNEARACTORZVAR:
case CON_FINDNEARSPRITEZVAR:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int const findPicnum = *insptr++;
int const maxDist = Gv_GetVarX(*insptr++);
int const maxZDist = Gv_GetVarX(*insptr++);
int const returnVar = *insptr++;
int foundSprite = -1;
int findStatnum = MAXSTATUS - 1;
do
{
int spriteNum = headspritestat[tw == CON_FINDNEARACTORZVAR ? 1 : findStatnum]; // all sprites
if (spriteNum == -1)
continue;
do
{
if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum)
{
if (ldist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist)
{
if (klabs(sprite[vm.spriteNum].z-sprite[spriteNum].z) < maxZDist)
{
foundSprite = spriteNum;
spriteNum = MAXSPRITES;
break;
}
}
}
spriteNum = nextspritestat[spriteNum];
}
while (spriteNum>=0);
if (tw==CON_FINDNEARACTORZVAR || spriteNum == MAXSPRITES)
break;
}
while (findStatnum--);
Gv_SetVarX(returnVar, foundSprite);
continue;
}
case CON_FINDNEARACTORZ:
case CON_FINDNEARSPRITEZ:
insptr++;
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int const findPicnum = *insptr++;
int const maxDist = *insptr++;
int const maxZDist = *insptr++;
int const returnVar = *insptr++;
int foundSprite = -1;
int findStatnum = MAXSTATUS - 1;
do
{
int spriteNum = headspritestat[tw == CON_FINDNEARACTORZ ? 1 : findStatnum]; // all sprites
if (spriteNum == -1)
continue;
do
{
if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum)
{
if (ldist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist)
{
if (klabs(sprite[vm.spriteNum].z-sprite[spriteNum].z) < maxZDist)
{
foundSprite=spriteNum;
spriteNum = MAXSPRITES;
break;
}
}
}
spriteNum = nextspritestat[spriteNum];
}
while (spriteNum>=0);
if (tw==CON_FINDNEARACTORZ || spriteNum == MAXSPRITES)
break;
}
while (findStatnum--);
Gv_SetVarX(returnVar, foundSprite);
continue;
}
case CON_FINDPLAYER:
insptr++;
aGameVars[g_returnVarID].global = A_FindPlayer(&sprite[vm.spriteNum], &tw);
Gv_SetVarX(*insptr++, tw);
continue;
case CON_FINDOTHERPLAYER:
insptr++;
aGameVars[g_returnVarID].global = P_FindOtherPlayer(vm.playerNum,&tw);
Gv_SetVarX(*insptr++, tw);
continue;
case CON_SETPLAYER:
insptr++;
{
tw = *insptr++;
int const playerNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.playerNum;
int const labelNum = *insptr++;
int const lParm2 = (PlayerLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0;
int const nValue = Gv_GetVarX(*insptr++);
VM_SetPlayer(playerNum, labelNum, lParm2, nValue);
continue;
}
case CON_GETPLAYER:
insptr++;
{
tw = *insptr++;
int const playerNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.playerNum;
int const labelNum = *insptr++;
int const lParm2 = (PlayerLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0;
Gv_SetVarX(*insptr++, VM_GetPlayer(playerNum, labelNum, lParm2));
continue;
}
case CON_GETINPUT:
insptr++;
{
tw = *insptr++;
int const playerNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.playerNum;
int const labelNum = *insptr++;
Gv_SetVarX(*insptr++, VM_GetPlayerInput(playerNum, labelNum));
continue;
}
case CON_SETINPUT:
insptr++;
{
tw = *insptr++;
int const playerNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.playerNum;
int const labelNum = *insptr++;
int const iSet = Gv_GetVarX(*insptr++);
VM_SetPlayerInput(playerNum, labelNum, iSet);
continue;
}
case CON_GETUSERDEF:
insptr++;
{
tw = *insptr++;
Gv_SetVarX(*insptr++, VM_GetUserdef(tw));
continue;
}
case CON_SETUSERDEF:
insptr++;
{
tw = *insptr++;
VM_SetUserdef(tw, Gv_GetVarX(*insptr++));
continue;
}
case CON_GETPROJECTILE:
insptr++;
{
tw = Gv_GetVarX(*insptr++);
int const labelNum = *insptr++;
Gv_SetVarX(*insptr++, VM_GetProjectile(tw, labelNum));
continue;
}
case CON_SETPROJECTILE:
insptr++;
{
tw = Gv_GetVarX(*insptr++);
int const labelNum = *insptr++;
VM_SetProjectile(tw, labelNum, Gv_GetVarX(*insptr++));
continue;
}
case CON_SETWALL:
insptr++;
{
tw = *insptr++;
int const wallNum = Gv_GetVarX(tw);
int const labelNum = *insptr++;
VM_SetWall(wallNum, labelNum, Gv_GetVarX(*insptr++));
continue;
}
case CON_GETWALL:
insptr++;
{
tw = *insptr++;
int const wallNum = Gv_GetVarX(tw);
int const labelNum = *insptr++;
Gv_SetVarX(*insptr++, VM_GetWall(wallNum, labelNum));
continue;
}
case CON_SETACTORVAR:
case CON_GETACTORVAR:
insptr++;
{
int const lSprite = Gv_GetVarX(*insptr++);
int const lVar1 = *insptr++;
int const lVar2 = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)lSprite >= MAXSPRITES))
{
CON_ERRPRINTF("invalid sprite ID %d\n", lSprite);
if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS << 2) | (MAXGAMEVARS << 3)))
insptr++;
if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS << 2) | (MAXGAMEVARS << 3)))
insptr++;
continue;
}
if (tw == CON_SETACTORVAR)
Gv_SetVar(lVar1, Gv_GetVarX(lVar2), lSprite, vm.playerNum);
else
Gv_SetVarX(lVar2, Gv_GetVar(lVar1, lSprite, vm.playerNum));
continue;
}
case CON_SETPLAYERVAR:
case CON_GETPLAYERVAR:
insptr++;
{
int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVarX(*(insptr - 1)) : vm.playerNum;
int const lVar1 = *insptr++;
int const lVar2 = *insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers))
{
CON_ERRPRINTF("invalid player ID %d\n", playerNum);
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.spriteNum, playerNum);
else
Gv_SetVarX(lVar2, Gv_GetVar(lVar1, vm.spriteNum, playerNum));
continue;
}
case CON_SETACTOR:
insptr++;
{
tw = *insptr++;
int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum;
int const labelNum = *insptr++;
int const lParm2 = (ActorLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0;
VM_SetSprite(spriteNum, labelNum, lParm2, Gv_GetVarX(*insptr++));
continue;
}
case CON_GETACTOR:
insptr++;
{
tw = *insptr++;
int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum;
int const labelNum = *insptr++;
int const lParm2 = (ActorLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0;
Gv_SetVarX(*insptr++, VM_GetSprite(spriteNum, labelNum, lParm2));
continue;
}
case CON_SETTSPR:
insptr++;
{
tw = *insptr++;
int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum;
int const labelNum = *insptr++;
VM_SetTsprite(spriteNum, labelNum, Gv_GetVarX(*insptr++));
continue;
}
case CON_GETTSPR:
insptr++;
{
tw = *insptr++;
int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum;
int const labelNum = *insptr++;
Gv_SetVarX(*insptr++, VM_GetTsprite(spriteNum, labelNum));
continue;
}
case CON_GETANGLETOTARGET:
insptr++;
// vm.pActor->lastvx and lastvy are last known location of target.
Gv_SetVarX(*insptr++, getangle(vm.pActor->lastv.x-vm.pSprite->x,vm.pActor->lastv.y-vm.pSprite->y));
continue;
case CON_ANGOFFVAR:
insptr++;
spriteext[vm.spriteNum].angoff = Gv_GetVarX(*insptr++);
continue;
case CON_LOCKPLAYER:
insptr++;
pPlayer->transporter_hold = Gv_GetVarX(*insptr++);
continue;
case CON_CHECKAVAILWEAPON:
insptr++;
tw = (*insptr != g_thisActorVarID) ? Gv_GetVarX(*insptr) : vm.playerNum;
insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)g_mostConcurrentPlayers))
{
CON_ERRPRINTF("Invalid player ID %d\n", tw);
continue;
}
P_CheckWeapon(g_player[tw].ps);
continue;
case CON_CHECKAVAILINVEN:
insptr++;
tw = (*insptr != g_thisActorVarID) ? Gv_GetVarX(*insptr) : vm.playerNum;
insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)g_mostConcurrentPlayers))
{
CON_ERRPRINTF("Invalid player ID %d\n", tw);
continue;
}
P_SelectNextInvItem(g_player[tw].ps);
continue;
case CON_GETPLAYERANGLE:
insptr++;
Gv_SetVarX(*insptr++, pPlayer->ang);
continue;
case CON_GETACTORANGLE:
insptr++;
Gv_SetVarX(*insptr++, vm.pSprite->ang);
continue;
case CON_SETPLAYERANGLE:
insptr++;
pPlayer->ang = Gv_GetVarX(*insptr++) & 2047;
continue;
case CON_SETACTORANGLE:
insptr++;
vm.pSprite->ang = Gv_GetVarX(*insptr++) & 2047;
continue;
case CON_SETVAR:
insptr++;
if ((aGameVars[*insptr].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[*insptr].global = *(insptr + 1);
else
Gv_SetVarX(*insptr, *(insptr + 1));
insptr += 2;
continue;
case CON_KLABS:
if ((aGameVars[*(insptr + 1)].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[*(insptr + 1)].global = klabs(aGameVars[*(insptr + 1)].global);
else
Gv_SetVarX(*(insptr + 1), klabs(Gv_GetVarX(*(insptr + 1))));
insptr += 2;
continue;
case CON_SETARRAY:
insptr++;
{
tw = *insptr++;
int const arrayIndex = Gv_GetVarX(*insptr++);
int const newValue = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)g_gameArrayCount ||
(unsigned)arrayIndex >= (unsigned)aGameArrays[tw].size))
{
OSD_Printf(OSD_ERROR "Gv_SetVar(): tried to set invalid array ID (%d) or index out of bounds from "
"sprite %d (%d), player %d\n",
tw, vm.spriteNum, TrackerCast(sprite[vm.spriteNum].picnum), vm.playerNum);
continue;
}
if (EDUKE32_PREDICT_FALSE(aGameArrays[tw].flags & GAMEARRAY_READONLY))
{
OSD_Printf("Tried to set on read-only array `%s'", aGameArrays[tw].szLabel);
continue;
}
aGameArrays[tw].pValues[arrayIndex]=newValue;
continue;
}
case CON_WRITEARRAYTOFILE:
case CON_READARRAYFROMFILE:
insptr++;
{
int const arrayNum = *insptr++;
int const quoteFilename = *insptr++;
if (EDUKE32_PREDICT_FALSE(apStrings[quoteFilename] == NULL))
{
CON_ERRPRINTF("null quote %d\n", quoteFilename);
continue;
}
if (tw == CON_READARRAYFROMFILE)
{
int32_t kFile = kopen4loadfrommod(apStrings[quoteFilename], 0);
if (kFile < 0)
continue;
int32_t numElements = kfilelength(kFile) / sizeof(int32_t);
if (numElements == 0)
{
Baligned_free(aGameArrays[arrayNum].pValues);
aGameArrays[arrayNum].pValues = NULL;
aGameArrays[arrayNum].size = numElements;
}
else if (numElements > 0)
{
int const numBytes = numElements * sizeof(int32_t);
#ifdef BITNESS64
int32_t *pArray = (int32_t *)Xcalloc(numElements, sizeof(int32_t));
kread(kFile, pArray, numBytes);
#endif
Baligned_free(aGameArrays[arrayNum].pValues);
aGameArrays[arrayNum].pValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, numElements * GAR_ELTSZ);
aGameArrays[arrayNum].size = numElements;
#ifdef BITNESS64
for (bssize_t i = 0; i < numElements; i++)
aGameArrays[arrayNum].pValues[i] = pArray[i]; // int32_t --> int64_t
Bfree(pArray);
#else
kread(kFile, aGameArrays[arrayNum].pValues, numBytes);
#endif
}
kclose(kFile);
continue;
}
char temp[BMAX_PATH];
if (EDUKE32_PREDICT_FALSE(G_ModDirSnprintf(temp, sizeof(temp), "%s", apStrings[quoteFilename])))
{
CON_ERRPRINTF("file name too long\n");
continue;
}
FILE *const fil = fopen(temp, "wb");
if (EDUKE32_PREDICT_FALSE(fil == NULL))
{
CON_ERRPRINTF("couldn't open file \"%s\"\n", temp);
continue;
}
int const arraySize = aGameArrays[arrayNum].size;
int32_t * const pArray = (int32_t *)Xmalloc(sizeof(int32_t) * arraySize);
for (bssize_t k = 0; k < arraySize; k++)
pArray[k] = Gv_GetArrayValue(arrayNum, k);
fwrite(pArray, 1, sizeof(int32_t) * arraySize, fil);
Bfree(pArray);
fclose(fil);
continue;
}
case CON_GETARRAYSIZE:
insptr++;
tw = *insptr++;
Gv_SetVarX(*insptr++, (aGameArrays[tw].flags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[tw].size)
: aGameArrays[tw].size);
continue;
case CON_RESIZEARRAY:
insptr++;
{
tw = *insptr++;
int const newSize = Gv_GetVarX(*insptr++);
int const oldSize = aGameArrays[tw].size;
if (newSize >= 0 && newSize != oldSize)
{
// OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n",
// aGameArrays[j].szLabel, aGameArrays[j].size, newSize);
intptr_t * const pArray = oldSize != 0 ? (intptr_t *)Xmalloc(GAR_ELTSZ * oldSize) : NULL;
if (oldSize != 0)
Bmemcpy(pArray, aGameArrays[tw].pValues, GAR_ELTSZ * oldSize);
Baligned_free(aGameArrays[tw].pValues);
aGameArrays[tw].pValues = newSize != 0 ? (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, GAR_ELTSZ * newSize) : NULL;
aGameArrays[tw].size = newSize;
if (oldSize != 0)
Bmemcpy(aGameArrays[tw].pValues, pArray, GAR_ELTSZ * min(oldSize, newSize));
if (newSize > oldSize)
Bmemset(&aGameArrays[tw].pValues[oldSize], 0, GAR_ELTSZ * (newSize - oldSize));
Bfree(pArray);
}
continue;
}
case CON_COPY:
insptr++;
{
int const srcArray = *insptr++;
int srcArrayIndex = Gv_GetVarX(*insptr++); //, vm.spriteNum, vm.playerNum);
int const destArray = *insptr++;
int destArrayIndex = Gv_GetVarX(*insptr++);
int numElements = Gv_GetVarX(*insptr++);
tw = 0;
if (EDUKE32_PREDICT_FALSE((unsigned)srcArray>=(unsigned)g_gameArrayCount))
{
CON_ERRPRINTF("Invalid array %d!", srcArray);
tw = 1;
}
if (EDUKE32_PREDICT_FALSE((unsigned)destArray>=(unsigned)g_gameArrayCount))
{
CON_ERRPRINTF("Invalid array %d!", destArray);
tw = 1;
}
if (EDUKE32_PREDICT_FALSE(aGameArrays[destArray].flags & GAMEARRAY_READONLY))
{
CON_ERRPRINTF("Array %d is read-only!", destArray);
tw = 1;
}
if (EDUKE32_PREDICT_FALSE(tw)) continue; // dirty replacement for VMFLAG_ERROR
int const srcArraySize = (aGameArrays[srcArray].flags & GAMEARRAY_VARSIZE)
? Gv_GetVarX(aGameArrays[srcArray].size)
: aGameArrays[srcArray].size;
int const destArraySize = (aGameArrays[destArray].flags & GAMEARRAY_VARSIZE)
? Gv_GetVarX(aGameArrays[srcArray].size)
: aGameArrays[destArray].size;
if (EDUKE32_PREDICT_FALSE(srcArrayIndex > srcArraySize || destArrayIndex > destArraySize))
continue;
if ((srcArrayIndex + numElements) > srcArraySize)
numElements = srcArraySize - srcArrayIndex;
if ((destArrayIndex + numElements) > destArraySize)
numElements = destArraySize - destArrayIndex;
// Switch depending on the source array type.
switch (aGameArrays[srcArray].flags & GAMEARRAY_TYPE_MASK)
{
case 0:
// CON array to CON array.
if (EDUKE32_PREDICT_FALSE(aGameArrays[srcArray].flags & GAMEARRAY_STRIDE2))
{
for (; numElements>0; --numElements)
{
(aGameArrays[destArray].pValues)[destArrayIndex++] =
((int32_t *)aGameArrays[srcArray].pValues)[srcArrayIndex += 2];
}
break;
}
Bmemcpy(aGameArrays[destArray].pValues+destArrayIndex, aGameArrays[srcArray].pValues+srcArrayIndex, numElements*GAR_ELTSZ);
break;
case GAMEARRAY_OFINT:
// From int32-sized array. Note that the CON array element
// type is intptr_t, so it is different-sized on 64-bit
// archs, but same-sized on 32-bit ones.
if (EDUKE32_PREDICT_FALSE(aGameArrays[srcArray].flags & GAMEARRAY_STRIDE2))
{
for (; numElements>0; --numElements)
{
(aGameArrays[destArray].pValues)[destArrayIndex++] =
((int32_t *)aGameArrays[srcArray].pValues)[srcArrayIndex += 2];
}
break;
}
for (; numElements>0; --numElements)
{
(aGameArrays[destArray].pValues)[destArrayIndex++] =
((int32_t *)aGameArrays[srcArray].pValues)[srcArrayIndex++];
}
break;
case GAMEARRAY_OFSHORT:
// From int16_t array. Always different-sized.
if (EDUKE32_PREDICT_FALSE(aGameArrays[srcArray].flags & GAMEARRAY_STRIDE2))
{
for (; numElements>0; --numElements)
{
(aGameArrays[destArray].pValues)[destArrayIndex++] =
((int16_t *)aGameArrays[srcArray].pValues)[srcArrayIndex += 2];
}
break;
}
for (; numElements>0; --numElements)
{
(aGameArrays[destArray].pValues)[destArrayIndex++] =
((int16_t *)aGameArrays[srcArray].pValues)[srcArrayIndex++];
}
break;
case GAMEARRAY_OFCHAR:
// From char array. Always different-sized.
if (EDUKE32_PREDICT_FALSE(aGameArrays[srcArray].flags & GAMEARRAY_STRIDE2))
{
for (; numElements>0; --numElements)
{
(aGameArrays[destArray].pValues)[destArrayIndex++] =
((uint8_t *)aGameArrays[srcArray].pValues)[srcArrayIndex += 2];
}
break;
}
for (; numElements>0; --numElements)
{
(aGameArrays[destArray].pValues)[destArrayIndex++] =
((uint8_t *)aGameArrays[srcArray].pValues)[srcArrayIndex++];
}
break;
}
continue;
}
case CON_RANDVAR:
insptr++;
Gv_SetVarX(*insptr, mulscale16(krand(), *(insptr + 1) + 1));
insptr += 2;
continue;
case CON_DISPLAYRANDVAR:
insptr++;
Gv_SetVarX(*insptr, mulscale15(system_15bit_rand(), *(insptr + 1) + 1));
insptr += 2;
continue;
case CON_CLAMP:
insptr++;
{
tw = *insptr++;
int const min = Gv_GetVarX(*insptr++);
Gv_SetVarX(tw, clamp2(Gv_GetVarX(tw), min, Gv_GetVarX(*insptr++)));
}
continue;
case CON_GETCLOSESTCOL:
insptr++;
{
tw = *insptr++;
int32_t const rgb = Gv_GetVarX(*insptr++);
Gv_SetVarX(tw, getclosestcol_lim(rgb & 0xFF, (rgb >> 8) & 0xFF, (rgb >> 16) & 0xFF, Gv_GetVarX(*insptr++)));
}
continue;
case CON_INV:
if ((aGameVars[*(insptr + 1)].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[*(insptr + 1)].global = -aGameVars[*(insptr + 1)].global;
else
Gv_SetVarX(*(insptr + 1), -Gv_GetVarX(*(insptr + 1)));
insptr += 2;
continue;
case CON_MULVAR:
insptr++;
Gv_MulVar(*insptr, *(insptr + 1));
insptr += 2;
continue;
case CON_DIVVAR:
insptr++;
if (EDUKE32_PREDICT_FALSE(*(insptr + 1) == 0))
{
CON_ERRPRINTF("divide by zero!\n");
insptr += 2;
continue;
}
Gv_DivVar(*insptr, *(insptr + 1));
insptr += 2;
continue;
case CON_MODVAR:
insptr++;
if (EDUKE32_PREDICT_FALSE(*(insptr + 1) == 0))
{
CON_ERRPRINTF("mod by zero!\n");
insptr += 2;
continue;
}
Gv_ModVar(*insptr, *(insptr + 1));
insptr += 2;
continue;
case CON_ANDVAR:
insptr++;
Gv_AndVar(*insptr, *(insptr + 1));
insptr += 2;
continue;
case CON_ORVAR:
insptr++;
Gv_OrVar(*insptr, *(insptr + 1));
insptr += 2;
continue;
case CON_XORVAR:
insptr++;
Gv_XorVar(*insptr, *(insptr + 1));
insptr += 2;
continue;
case CON_SETVARVAR:
insptr++;
{
tw = *insptr++;
int const nValue = Gv_GetVarX(*insptr++);
if ((aGameVars[tw].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[tw].global = nValue;
else
Gv_SetVarX(tw, nValue);
}
continue;
case CON_RANDVARVAR:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, mulscale16(krand(), Gv_GetVarX(*insptr++) + 1));
continue;
case CON_DISPLAYRANDVARVAR:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, mulscale15(system_15bit_rand(), Gv_GetVarX(*insptr++) + 1));
continue;
case CON_GMAXAMMO:
insptr++;
tw = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAX_WEAPONS))
{
CON_ERRPRINTF("Invalid weapon ID %d\n", tw);
insptr++;
continue;
}
Gv_SetVarX(*insptr++, pPlayer->max_ammo_amount[tw]);
continue;
case CON_SMAXAMMO:
insptr++;
tw = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAX_WEAPONS))
{
CON_ERRPRINTF("Invalid weapon ID %d\n", tw);
insptr++;
continue;
}
pPlayer->max_ammo_amount[tw] = Gv_GetVarX(*insptr++);
continue;
case CON_MULVARVAR:
insptr++;
tw = *insptr++;
Gv_MulVar(tw, Gv_GetVarX(*insptr++));
continue;
case CON_DIVVARVAR:
insptr++;
{
tw = *insptr++;
int const nValue = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE(!nValue))
{
CON_ERRPRINTF("divide by zero!\n");
continue;
}
Gv_DivVar(tw, nValue);
continue;
}
case CON_MODVARVAR:
insptr++;
{
tw = *insptr++;
int const nValue = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE(!nValue))
{
CON_ERRPRINTF("mod by zero!\n");
continue;
}
Gv_ModVar(tw, nValue);
continue;
}
case CON_ANDVARVAR:
insptr++;
tw = *insptr++;
Gv_AndVar(tw, Gv_GetVarX(*insptr++));
continue;
case CON_XORVARVAR:
insptr++;
tw = *insptr++;
Gv_XorVar(tw, Gv_GetVarX(*insptr++));
continue;
case CON_ORVARVAR:
insptr++;
tw = *insptr++;
Gv_OrVar(tw, Gv_GetVarX(*insptr++));
continue;
case CON_SUBVAR:
insptr++;
Gv_SubVar(*insptr, *(insptr+1));
insptr += 2;
continue;
case CON_SUBVARVAR:
insptr++;
tw = *insptr++;
Gv_SubVar(tw, Gv_GetVarX(*insptr++));
continue;
case CON_ADDVAR:
insptr++;
Gv_AddVar(*insptr, *(insptr+1));
insptr += 2;
continue;
case CON_SHIFTVARL:
insptr++;
if ((aGameVars[*insptr].flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[*insptr].global <<= *(insptr+1);
insptr += 2;
continue;
}
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) << *(insptr+1));
insptr += 2;
continue;
case CON_SHIFTVARR:
insptr++;
if ((aGameVars[*insptr].flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0)
{
aGameVars[*insptr].global >>= *(insptr+1);
insptr += 2;
continue;
}
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) >> *(insptr+1));
insptr += 2;
continue;
case CON_SHIFTVARVARL:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, Gv_GetVarX(tw) << Gv_GetVarX(*insptr++));
continue;
case CON_SHIFTVARVARR:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, Gv_GetVarX(tw) >> Gv_GetVarX(*insptr++));
continue;
case CON_SIN:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, sintable[Gv_GetVarX(*insptr++)&2047]);
continue;
case CON_COS:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, sintable[(Gv_GetVarX(*insptr++)+512)&2047]);
continue;
case CON_ADDVARVAR:
insptr++;
tw = *insptr++;
Gv_AddVar(tw, Gv_GetVarX(*insptr++));
continue;
case CON_SPGETLOTAG:
insptr++;
aGameVars[g_lotagVarID].global = vm.pSprite->lotag;
continue;
case CON_SPGETHITAG:
insptr++;
aGameVars[g_hitagVarID].global = vm.pSprite->hitag;
continue;
case CON_SECTGETLOTAG:
insptr++;
aGameVars[g_lotagVarID].global = sector[vm.pSprite->sectnum].lotag;
continue;
case CON_SECTGETHITAG:
insptr++;
aGameVars[g_hitagVarID].global = sector[vm.pSprite->sectnum].hitag;
continue;
case CON_GETTEXTUREFLOOR:
insptr++;
aGameVars[g_textureVarID].global = sector[vm.pSprite->sectnum].floorpicnum;
continue;
case CON_STARTTRACK:
case CON_STARTTRACKVAR:
insptr++;
{
int const levelNum = (tw == CON_STARTTRACK) ? *(insptr++) : Gv_GetVarX(*(insptr++));
if (EDUKE32_PREDICT_FALSE(G_StartTrack(levelNum)))
CON_ERRPRINTF("invalid level %d or null music for volume %d level %d\n",
levelNum, ud.volume_number, levelNum);
}
continue;
case CON_SETMUSICPOSITION:
insptr++;
S_SetMusicPosition(Gv_GetVarX(*insptr++));
continue;
case CON_GETMUSICPOSITION:
insptr++;
Gv_SetVarX(*insptr++, S_GetMusicPosition());
continue;
case CON_ACTIVATECHEAT:
insptr++;
tw = Gv_GetVarX(*(insptr++));
if (EDUKE32_PREDICT_FALSE(numplayers != 1 || !(g_player[myconnectindex].ps->gm & MODE_GAME)))
{
CON_ERRPRINTF("not in a single-player game.\n");
continue;
}
osdcmd_cheatsinfo_stat.cheatnum = tw;
continue;
case CON_SETGAMEPALETTE:
insptr++;
P_SetGamePalette(pPlayer, Gv_GetVarX(*(insptr++)), 2+16);
continue;
case CON_GETTEXTURECEILING:
insptr++;
aGameVars[g_textureVarID].global = sector[vm.pSprite->sectnum].ceilingpicnum;
continue;
case CON_IFVARVARAND:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw &= Gv_GetVarX(*insptr++);
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVAROR:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw |= Gv_GetVarX(*insptr++);
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARXOR:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw ^= Gv_GetVarX(*insptr++);
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVAREITHER:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw = (Gv_GetVarX(*insptr++) || tw);
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARBOTH:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw = (Gv_GetVarX(*insptr++) && tw);
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARN:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw = (tw != Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARE:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw = (tw == Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARG:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw = (tw > Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARGE:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw = (tw >= Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARL:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw = (tw < Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARLE:
insptr++;
tw = Gv_GetVarX(*insptr++);
tw = (tw <= Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARN:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw != *insptr);
continue;
case CON_WHILEVARN:
{
intptr_t const *const savedinsptr = insptr + 2;
do
{
insptr = savedinsptr;
tw = (Gv_GetVarX(*(insptr - 1)) != *insptr);
VM_CONDITIONAL(tw);
}
while (tw);
continue;
}
case CON_WHILEVARL:
{
intptr_t const *const savedinsptr = insptr + 2;
do
{
insptr = savedinsptr;
tw = (Gv_GetVarX(*(insptr - 1)) < *insptr);
VM_CONDITIONAL(tw);
} while (tw);
continue;
}
case CON_WHILEVARVARN:
{
intptr_t const *const savedinsptr = insptr + 2;
do
{
insptr = savedinsptr;
tw = Gv_GetVarX(*(insptr - 1));
tw = (tw != Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
}
while (tw);
continue;
}
case CON_WHILEVARVARL:
{
intptr_t const *const savedinsptr = insptr + 2;
do
{
insptr = savedinsptr;
tw = Gv_GetVarX(*(insptr - 1));
tw = (tw < Gv_GetVarX(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
} while (tw);
continue;
}
case CON_FOR: // special-purpose iteration
insptr++;
{
int const returnVar = *insptr++;
int const iterType = *insptr++;
int const nIndex = iterType <= ITER_DRAWNSPRITES ? 0 : Gv_GetVarX(*insptr++);
intptr_t const *const pEnd = insptr + *insptr;
intptr_t const *const pNext = ++insptr;
switch (iterType)
{
case ITER_ALLSPRITES:
for (bssize_t jj=0; jj<MAXSPRITES; ++jj)
{
if (sprite[jj].statnum == MAXSTATUS)
continue;
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_ALLSECTORS:
for (bssize_t jj=0; jj<numsectors; ++jj)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_ALLWALLS:
for (bssize_t jj=0; jj<numwalls; ++jj)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_ACTIVELIGHTS:
#ifdef POLYMER
for (bssize_t jj=0; jj<PR_MAXLIGHTS; ++jj)
{
if (!prlights[jj].flags.active)
continue;
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
#endif
break;
case ITER_DRAWNSPRITES:
{
/*
uspritetype lastSpriteBackup;
uspritetype *const lastSpritePtr = (uspritetype *) &sprite[MAXSPRITES-1];
*/
// Back up sprite MAXSPRITES-1.
/*
Bmemcpy(&lastSpriteBackup, lastSpritePtr, sizeof(uspritetype));
*/
for (bssize_t ii=0; ii<spritesortcnt; ii++)
{
/*
Bmemcpy(lastSpritePtr, &tsprite[ii], sizeof(uspritetype));
*/
Gv_SetVarX(returnVar, ii);
insptr = pNext;
VM_Execute(0);
// Copy over potentially altered tsprite.
/*
Bmemcpy(&tsprite[ii], lastSpritePtr, sizeof(uspritetype));
*/
}
// Restore sprite MAXSPRITES-1.
/*
Bmemcpy(lastSpritePtr, &lastSpriteBackup, sizeof(uspritetype));
*/
break;
}
case ITER_SPRITESOFSECTOR:
if ((unsigned)nIndex >= MAXSECTORS) goto badindex;
for (bssize_t jj=headspritesect[nIndex]; jj>=0; jj=nextspritesect[jj])
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_SPRITESOFSTATUS:
if ((unsigned) nIndex >= MAXSTATUS) goto badindex;
for (bssize_t jj=headspritestat[nIndex]; jj>=0; jj=nextspritestat[jj])
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_WALLSOFSECTOR:
if ((unsigned) nIndex >= MAXSECTORS) goto badindex;
for (bssize_t jj=sector[nIndex].wallptr, endwall=jj+sector[nIndex].wallnum-1;
jj<=endwall; jj++)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_LOOPOFWALL:
if ((unsigned) nIndex >= (unsigned)numwalls) goto badindex;
{
int jj = nIndex;
do
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
jj = wall[jj].point2;
} while (jj != nIndex);
}
break;
case ITER_RANGE:
for (bssize_t jj=0; jj<nIndex; jj++)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
default:
CON_ERRPRINTF("Unknown iteration type %d!", iterType);
continue;
badindex:
OSD_Printf(OSD_ERROR "Line %d, %s %s: index %d out of range!\n", g_errorLineNum, keyw[g_tw],
iter_tokens[iterType].token, nIndex);
continue;
}
insptr = pEnd;
}
continue;
case CON_IFVARAND:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw & *insptr);
continue;
case CON_IFVAROR:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw | *insptr);
continue;
case CON_IFVARXOR:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw ^ *insptr);
continue;
case CON_IFVAREITHER:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw || *insptr);
continue;
case CON_IFVARBOTH:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw && *insptr);
continue;
case CON_IFVARG:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw > *insptr);
continue;
case CON_IFVARGE:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw >= *insptr);
continue;
case CON_IFVARL:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw < *insptr);
continue;
case CON_IFVARLE:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw <= *insptr);
continue;
case CON_IFPHEALTHL:
insptr++;
VM_CONDITIONAL(sprite[pPlayer->i].extra < *insptr);
continue;
case CON_IFPINVENTORY:
insptr++;
switch (*insptr++)
{
case GET_STEROIDS: tw = (pPlayer->inv_amount[GET_STEROIDS] != *insptr); break;
case GET_SHIELD: tw = (pPlayer->inv_amount[GET_SHIELD] != pPlayer->max_shield_amount); break;
case GET_SCUBA: tw = (pPlayer->inv_amount[GET_SCUBA] != *insptr); break;
case GET_HOLODUKE: tw = (pPlayer->inv_amount[GET_HOLODUKE] != *insptr); break;
case GET_JETPACK: tw = (pPlayer->inv_amount[GET_JETPACK] != *insptr); break;
case GET_ACCESS:
switch (vm.pSprite->pal)
{
case 0: tw = (pPlayer->got_access & 1); break;
case 21: tw = (pPlayer->got_access & 2); break;
case 23: tw = (pPlayer->got_access & 4); break;
}
break;
case GET_HEATS: tw = (pPlayer->inv_amount[GET_HEATS] != *insptr); break;
case GET_FIRSTAID: tw = (pPlayer->inv_amount[GET_FIRSTAID] != *insptr); break;
case GET_BOOTS: tw = (pPlayer->inv_amount[GET_BOOTS] != *insptr); break;
default: tw = 0; CON_ERRPRINTF("invalid inventory ID: %d\n", (int32_t) * (insptr - 1));
}
VM_CONDITIONAL(tw);
continue;
case CON_PSTOMP:
insptr++;
if (pPlayer->knee_incs == 0 && sprite[pPlayer->i].xrepeat >= 40)
if (cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - ZOFFSET6, vm.pSprite->sectnum, pPlayer->pos.x,
pPlayer->pos.y, pPlayer->pos.z + ZOFFSET2, sprite[pPlayer->i].sectnum))
{
int32_t numPlayers = g_mostConcurrentPlayers - 1;
for (; numPlayers >= 0; --numPlayers)
{
if (g_player[numPlayers].ps->actorsqu == vm.spriteNum)
break;
}
if (numPlayers == -1)
{
if (pPlayer->weapon_pos == 0)
pPlayer->weapon_pos = -1;
pPlayer->actorsqu = vm.spriteNum;
pPlayer->knee_incs = 1;
}
}
continue;
case CON_IFAWAYFROMWALL:
{
int16_t otherSectnum = vm.pSprite->sectnum;
tw = 0;
#define IFAWAYDIST 108
updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
tw = 1;
}
}
}
VM_CONDITIONAL(tw);
#undef IFAWAYDIST
}
continue;
case CON_QUOTE:
insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)(*insptr) >= MAXQUOTES) || apStrings[*insptr] == NULL)
{
CON_ERRPRINTF("invalid quote ID %d\n", (int32_t)(*insptr));
insptr++;
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= MAXPLAYERS))
{
CON_ERRPRINTF("bad player for quote %d: (%d)\n", (int32_t)*insptr,vm.playerNum);
insptr++;
continue;
}
P_DoQuote(*(insptr++) | MAXQUOTES, pPlayer);
continue;
case CON_USERQUOTE:
insptr++;
tw = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXQUOTES || apStrings[tw] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", tw);
continue;
}
G_AddUserQuote(apStrings[tw]);
continue;
case CON_ECHO:
insptr++;
tw = Gv_GetVarX(*insptr++);
if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXQUOTES || apStrings[tw] == NULL))
{
CON_ERRPRINTF("invalid quote ID %d\n", tw);
continue;
}
OSD_Printf("%s\n", apStrings[tw]);
continue;
case CON_IFINOUTERSPACE:
VM_CONDITIONAL(G_CheckForSpaceFloor(vm.pSprite->sectnum));
continue;
case CON_IFNOTMOVING:
VM_CONDITIONAL((vm.pActor->movflag&49152) > 16384);
continue;
case CON_RESPAWNHITAG:
insptr++;
switch (DYNAMICTILEMAP(vm.pSprite->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.pSprite->yvel)
G_OperateRespawns(vm.pSprite->yvel);
break;
default:
// if (vm.pSprite->hitag >= 0)
G_OperateRespawns(vm.pSprite->hitag);
break;
}
continue;
case CON_IFSPRITEPAL:
insptr++;
VM_CONDITIONAL(vm.pSprite->pal == *insptr);
continue;
case CON_IFANGDIFFL:
insptr++;
tw = klabs(G_GetAngleDelta(pPlayer->ang, vm.pSprite->ang));
VM_CONDITIONAL(tw <= *insptr);
continue;
case CON_IFNOSOUNDS:
VM_CONDITIONAL(!A_CheckAnySoundPlaying(vm.spriteNum));
continue;
case CON_SPRITEFLAGS:
insptr++;
vm.pActor->flags = Gv_GetVarX(*insptr++);
continue;
case CON_GETTICKS:
insptr++;
Gv_SetVarX(*insptr++, getticks());
continue;
case CON_GETCURRADDRESS:
insptr++;
tw = *insptr++;
Gv_SetVarX(tw, (intptr_t)(insptr - apScript));
continue;
case CON_JUMP: // XXX XXX XXX
insptr++;
tw = Gv_GetVarX(*insptr++);
insptr = (intptr_t *)(tw + apScript);
continue;
default:
VM_ScriptInfo(insptr, 64);
G_GameExit("An error has occurred in the EDuke32 virtual machine.\n\n"
"If you are an end user, please e-mail the file eduke32.log\n"
"along with links to any mods you're using to terminx@gmail.com.\n\n"
"If you are a mod developer, please attach all of your CON files\n"
"along with instructions on how to reproduce this error.\n\n"
"Thank you!");
break;
}
}
}
// NORECURSE
void A_LoadActor(int32_t spriteNum)
{
vm.spriteNum = spriteNum; // Sprite ID
vm.pSprite = &sprite[spriteNum]; // Pointer to sprite structure
if (g_tile[vm.pSprite->picnum].loadPtr == NULL)
return;
vm.pData = &actor[spriteNum].t_data[0]; // Sprite's 'extra' data
vm.playerNum = -1; // Player ID
vm.playerDist = -1; // Distance
vm.pPlayer = g_player[0].ps;
vm.flags &= ~(VM_RETURN | VM_KILL | VM_NOEXECUTE);
if ((unsigned)vm.pSprite->sectnum >= MAXSECTORS)
{
A_DeleteSprite(vm.spriteNum);
return;
}
insptr = g_tile[vm.pSprite->picnum].loadPtr;
VM_Execute(1);
insptr = NULL;
if (vm.flags & VM_KILL)
A_DeleteSprite(vm.spriteNum);
}
#endif
void VM_UpdateAnim(int spriteNum, int32_t *pData)
{
#if !defined LUNATIC
size_t const actionofs = AC_ACTION_ID(pData);
intptr_t const *actionptr = (actionofs != 0 && actionofs + (ACTION_PARAM_COUNT-1) < (unsigned) g_scriptSize) ? &apScript[actionofs] : NULL;
if (actionptr != NULL)
#endif
{
#if !defined LUNATIC
int const action_frames = actionptr[ACTION_NUMFRAMES];
int const action_incval = actionptr[ACTION_INCVAL];
int const action_delay = actionptr[ACTION_DELAY];
#else
int const action_frames = actor[spriteNum].ac.numframes;
int const action_incval = actor[spriteNum].ac.incval;
int const action_delay = actor[spriteNum].ac.delay;
#endif
uint16_t *actionticsptr = &AC_ACTIONTICS(&sprite[spriteNum], &actor[spriteNum]);
*actionticsptr += TICSPERFRAME;
if (*actionticsptr > action_delay)
{
*actionticsptr = 0;
AC_ACTION_COUNT(pData)++;
AC_CURFRAME(pData) += action_incval;
}
if (klabs(AC_CURFRAME(pData)) >= klabs(action_frames * action_incval))
AC_CURFRAME(pData) = 0;
}
}
// NORECURSE
void A_Execute(int spriteNum, int playerNum, int playerDist)
{
vmstate_t tempvm = {
spriteNum, playerNum, playerDist, 0, &sprite[spriteNum], &actor[spriteNum].t_data[0], g_player[playerNum].ps, &actor[spriteNum]
};
vm = tempvm;
#ifdef LUNATIC
int32_t killit=0;
#endif
/*
if (g_netClient && A_CheckSpriteFlags(spriteNum, SFLAG_NULL))
{
A_DeleteSprite(spriteNum);
return;
}
*/
if (g_netServer || g_netClient)
randomseed = ticrandomseed;
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= MAXSECTORS))
{
if (A_CheckEnemySprite(vm.pSprite))
vm.pPlayer->actors_killed++;
A_DeleteSprite(vm.spriteNum);
return;
}
VM_UpdateAnim(vm.spriteNum, vm.pData);
#ifdef LUNATIC
int const picnum = vm.pSprite->picnum;
if (L_IsInitialized(&g_ElState) && El_HaveActor(picnum))
{
double t = gethiticks();
killit = (El_CallActor(&g_ElState, picnum, spriteNum, playerNum, playerDist)==1);
t = gethiticks()-t;
g_actorTotalMs[picnum] += t;
g_actorMinMs[picnum] = min(g_actorMinMs[picnum], t);
g_actorMaxMs[picnum] = max(g_actorMaxMs[picnum], t);
g_actorCalls[picnum]++;
}
#else
insptr = 4 + (g_tile[vm.pSprite->picnum].execPtr);
VM_Execute(1);
insptr = NULL;
#endif
#ifdef LUNATIC
if (killit)
#else
if (vm.flags & VM_KILL)
#endif
{
VM_DeleteSprite(spriteNum, playerNum);
return;
}
VM_Move();
if (vm.pSprite->statnum != STAT_ACTOR)
{
if (vm.pSprite->statnum == STAT_STANDABLE)
{
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
case RUBBERCAN__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case CANWITHSOMETHING__STATIC:
case FIREBARREL__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
case EGG__STATIC:
if (vm.pActor->timetosleep > 1)
vm.pActor->timetosleep--;
else if (vm.pActor->timetosleep == 1)
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
default: break;
}
}
return;
}
if (A_CheckEnemySprite(vm.pSprite))
{
if (vm.pSprite->xrepeat > 60 || (ud.respawn_monsters == 1 && vm.pSprite->extra <= 0))
return;
}
else if (EDUKE32_PREDICT_FALSE(ud.respawn_items == 1 && (vm.pSprite->cstat & 32768)))
return;
if (A_CheckSpriteFlags(vm.spriteNum, SFLAG_USEACTIVATOR) && sector[vm.pSprite->sectnum].lotag & 16384)
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
else if (vm.pActor->timetosleep > 1)
vm.pActor->timetosleep--;
else if (vm.pActor->timetosleep == 1)
{
// hack for 1.3D fire sprites
if (EDUKE32_PREDICT_FALSE(g_scriptVersion == 13 && (vm.pSprite->picnum == FIRE || vm.pSprite->picnum == FIRE2)))
return;
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
}
}
void G_SaveMapState(void)
{
int const levelNum = ud.volume_number * MAXLEVELS + ud.level_number;
map_t *const pMapInfo = &g_mapInfo[levelNum];
if (pMapInfo->savedstate == NULL)
{
pMapInfo->savedstate = (mapstate_t *) Xaligned_alloc(16, sizeof(mapstate_t));
Bmemset(pMapInfo->savedstate, 0, sizeof(mapstate_t));
}
mapstate_t *save = pMapInfo->savedstate;
if (save == NULL)
return;
save->numwalls = numwalls;
Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS);
save->numsectors = numsectors;
Bmemcpy(&save->sector[0],&sector[0],sizeof(sectortype)*MAXSECTORS);
Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES);
// If we're in EVENT_ANIMATESPRITES, we'll be saving pointer values to disk :-/
#if !defined LUNATIC
if (g_currentEventExec == EVENT_ANIMATESPRITES)
initprintf("Line %d: savemapstate called from EVENT_ANIMATESPRITES. WHY?\n", g_errorLineNum);
#endif
Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
save->numsprites = Numsprites;
save->tailspritefree = tailspritefree;
Bmemcpy(&save->headspritesect[0],&headspritesect[0],sizeof(headspritesect));
Bmemcpy(&save->prevspritesect[0],&prevspritesect[0],sizeof(prevspritesect));
Bmemcpy(&save->nextspritesect[0],&nextspritesect[0],sizeof(nextspritesect));
Bmemcpy(&save->headspritestat[0],&headspritestat[0],sizeof(headspritestat));
Bmemcpy(&save->prevspritestat[0],&prevspritestat[0],sizeof(prevspritestat));
Bmemcpy(&save->nextspritestat[0],&nextspritestat[0],sizeof(nextspritestat));
#ifdef YAX_ENABLE
save->numyaxbunches = numyaxbunches;
# if !defined NEW_MAP_FORMAT
Bmemcpy(save->yax_bunchnum, yax_bunchnum, sizeof(yax_bunchnum));
Bmemcpy(save->yax_nextwall, yax_nextwall, sizeof(yax_nextwall));
# endif
#endif
Bmemcpy(&save->actor[0],&actor[0],sizeof(actor_t)*MAXSPRITES);
save->g_cyclerCnt = g_cyclerCnt;
Bmemcpy(&save->g_cyclers[0],&g_cyclers[0],sizeof(g_cyclers));
Bmemcpy(&save->g_playerSpawnPoints[0],&g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
save->g_animWallCnt = g_animWallCnt;
Bmemcpy(&save->SpriteDeletionQueue[0],&SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
save->g_spriteDeleteQueuePos = g_spriteDeleteQueuePos;
Bmemcpy(&save->animwall[0],&animwall[0],sizeof(animwall));
Bmemcpy(&save->origins[0],&g_origins[0],sizeof(g_origins));
Bmemcpy(&save->g_mirrorWall[0],&g_mirrorWall[0],sizeof(g_mirrorWall));
Bmemcpy(&save->g_mirrorSector[0],&g_mirrorSector[0],sizeof(g_mirrorSector));
save->g_mirrorCount = g_mirrorCount;
Bmemcpy(&save->show2dsector[0],&show2dsector[0],sizeof(show2dsector));
save->g_cloudCnt = g_cloudCnt;
Bmemcpy(&save->g_cloudSect[0],&g_cloudSect[0],sizeof(g_cloudSect));
save->g_cloudX = g_cloudX;
save->g_cloudY = g_cloudY;
save->pskyidx = g_pskyidx;
Bmemcpy(&save->g_animateGoal[0],&g_animateGoal[0],sizeof(g_animateGoal));
Bmemcpy(&save->g_animateVel[0],&g_animateVel[0],sizeof(g_animateVel));
save->g_animateCnt = g_animateCnt;
Bmemcpy(&save->g_animateSect[0],&g_animateSect[0],sizeof(g_animateSect));
G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_FWD);
Bmemcpy(&save->g_animatePtr[0],&g_animatePtr[0],sizeof(g_animatePtr));
G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_BACK);
{
EDUKE32_STATIC_ASSERT(sizeof(save->g_animatePtr) == sizeof(g_animatePtr));
}
save->g_playerSpawnCnt = g_playerSpawnCnt;
save->g_earthquakeTime = g_earthquakeTime;
save->lockclock = lockclock;
save->randomseed = randomseed;
save->g_globalRandom = g_globalRandom;
#if !defined LUNATIC
for (bssize_t i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].flags & GAMEVAR_NORESET) continue;
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
{
if (!save->vars[i])
save->vars[i] = (intptr_t *)Xaligned_alloc(16, MAXPLAYERS * sizeof(intptr_t));
Bmemcpy(&save->vars[i][0],&aGameVars[i].pValues[0],sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].flags & GAMEVAR_PERACTOR)
{
if (!save->vars[i])
save->vars[i] = (intptr_t *)Xaligned_alloc(16, MAXSPRITES * sizeof(intptr_t));
Bmemcpy(&save->vars[i][0],&aGameVars[i].pValues[0],sizeof(intptr_t) * MAXSPRITES);
}
else save->vars[i] = (intptr_t *)aGameVars[i].global;
}
for (bssize_t i=g_gameArrayCount-1; i>=0; i--)
{
if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0)
continue;
int size;
switch (aGameArrays[i].flags & (GAMEARRAY_OFCHAR | GAMEARRAY_OFSHORT | GAMEARRAY_OFINT))
{
case GAMEARRAY_OFCHAR: size = sizeof(uint8_t); break;
case GAMEARRAY_OFSHORT: size = sizeof(uint16_t); break;
case GAMEARRAY_OFINT: size = sizeof(uint32_t); break;
default: size = sizeof(uintptr_t); break;
}
if (!save->arrays[i])
save->arrays[i] = (intptr_t *)Xaligned_alloc(16, aGameArrays[i].size * size);
Bmemcpy(&save->arrays[i][0], &aGameArrays[i].pValues[0], aGameArrays[i].size * size);
}
#else
int32_t slen;
const char *svcode = El_SerializeGamevars(&slen, levelNum);
if (slen < 0)
{
El_OnError("ERROR: savemapstate: serialization failed!");
}
else
{
char *savecode = Xstrdup(svcode);
Bfree(save->savecode);
save->savecode = savecode;
}
#endif
ototalclock = totalclock;
}
void G_RestoreMapState(void)
{
int const levelNum = ud.volume_number * MAXLEVELS + ud.level_number;
mapstate_t *pSavedState = g_mapInfo[levelNum].savedstate;
if (pSavedState != NULL)
{
int playerHealth[MAXPLAYERS];
for (bssize_t i=0; i<g_mostConcurrentPlayers; i++)
playerHealth[i] = sprite[g_player[i].ps->i].extra;
pub = NUMPAGES;
pus = NUMPAGES;
G_UpdateScreenArea();
numwalls = pSavedState->numwalls;
Bmemcpy(&wall[0],&pSavedState->wall[0],sizeof(walltype)*MAXWALLS);
numsectors = pSavedState->numsectors;
Bmemcpy(&sector[0],&pSavedState->sector[0],sizeof(sectortype)*MAXSECTORS);
Bmemcpy(&sprite[0],&pSavedState->sprite[0],sizeof(spritetype)*MAXSPRITES);
Bmemcpy(&spriteext[0],&pSavedState->spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
// If we're restoring from EVENT_ANIMATESPRITES, all spriteext[].tspr
// will be overwritten, so NULL them.
#if !defined LUNATIC
if (g_currentEventExec == EVENT_ANIMATESPRITES)
{
initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum);
for (bssize_t i=0; i<MAXSPRITES; i++)
spriteext[i].tspr = NULL;
}
#endif
Numsprites = pSavedState->numsprites;
tailspritefree = pSavedState->tailspritefree;
Bmemcpy(&headspritesect[0],&pSavedState->headspritesect[0],sizeof(headspritesect));
Bmemcpy(&prevspritesect[0],&pSavedState->prevspritesect[0],sizeof(prevspritesect));
Bmemcpy(&nextspritesect[0],&pSavedState->nextspritesect[0],sizeof(nextspritesect));
Bmemcpy(&headspritestat[0],&pSavedState->headspritestat[0],sizeof(headspritestat));
Bmemcpy(&prevspritestat[0],&pSavedState->prevspritestat[0],sizeof(prevspritestat));
Bmemcpy(&nextspritestat[0],&pSavedState->nextspritestat[0],sizeof(nextspritestat));
#ifdef YAX_ENABLE
numyaxbunches = pSavedState->numyaxbunches;
# if !defined NEW_MAP_FORMAT
Bmemcpy(yax_bunchnum, pSavedState->yax_bunchnum, sizeof(yax_bunchnum));
Bmemcpy(yax_nextwall, pSavedState->yax_nextwall, sizeof(yax_nextwall));
# endif
#endif
Bmemcpy(&actor[0],&pSavedState->actor[0],sizeof(actor_t)*MAXSPRITES);
g_cyclerCnt = pSavedState->g_cyclerCnt;
Bmemcpy(&g_cyclers[0],&pSavedState->g_cyclers[0],sizeof(g_cyclers));
Bmemcpy(&g_playerSpawnPoints[0],&pSavedState->g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
g_animWallCnt = pSavedState->g_animWallCnt;
Bmemcpy(&SpriteDeletionQueue[0],&pSavedState->SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
g_spriteDeleteQueuePos = pSavedState->g_spriteDeleteQueuePos;
Bmemcpy(&animwall[0],&pSavedState->animwall[0],sizeof(animwall));
Bmemcpy(&g_origins[0],&pSavedState->origins[0],sizeof(g_origins));
Bmemcpy(&g_mirrorWall[0],&pSavedState->g_mirrorWall[0],sizeof(g_mirrorWall));
Bmemcpy(&g_mirrorSector[0],&pSavedState->g_mirrorSector[0],sizeof(g_mirrorSector));
g_mirrorCount = pSavedState->g_mirrorCount;
Bmemcpy(&show2dsector[0],&pSavedState->show2dsector[0],sizeof(show2dsector));
g_cloudCnt = pSavedState->g_cloudCnt;
Bmemcpy(&g_cloudSect[0],&pSavedState->g_cloudSect[0],sizeof(g_cloudSect));
g_cloudX = pSavedState->g_cloudX;
g_cloudY = pSavedState->g_cloudY;
g_pskyidx = pSavedState->pskyidx;
Bmemcpy(&g_animateGoal[0],&pSavedState->g_animateGoal[0],sizeof(g_animateGoal));
Bmemcpy(&g_animateVel[0],&pSavedState->g_animateVel[0],sizeof(g_animateVel));
g_animateCnt = pSavedState->g_animateCnt;
Bmemcpy(&g_animateSect[0],&pSavedState->g_animateSect[0],sizeof(g_animateSect));
Bmemcpy(&g_animatePtr[0],&pSavedState->g_animatePtr[0],sizeof(g_animatePtr));
G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_BACK);
g_playerSpawnCnt = pSavedState->g_playerSpawnCnt;
g_earthquakeTime = pSavedState->g_earthquakeTime;
lockclock = pSavedState->lockclock;
randomseed = pSavedState->randomseed;
g_globalRandom = pSavedState->g_globalRandom;
#if !defined LUNATIC
for (bssize_t i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].flags & GAMEVAR_NORESET) continue;
if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
{
if (!pSavedState->vars[i]) continue;
Bmemcpy(&aGameVars[i].pValues[0],&pSavedState->vars[i][0],sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].flags & GAMEVAR_PERACTOR)
{
if (!pSavedState->vars[i]) continue;
Bmemcpy(&aGameVars[i].pValues[0],&pSavedState->vars[i][0],sizeof(intptr_t) * MAXSPRITES);
}
else aGameVars[i].global = (intptr_t)pSavedState->vars[i];
}
Gv_RefreshPointers();
for (bssize_t i=g_gameArrayCount-1; i>=0; i--)
{
if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0 || !pSavedState->arrays[i])
continue;
int size;
switch (aGameArrays[i].flags & (GAMEARRAY_OFCHAR | GAMEARRAY_OFSHORT | GAMEARRAY_OFINT))
{
case GAMEARRAY_OFCHAR: size = sizeof(uint8_t); break;
case GAMEARRAY_OFSHORT: size = sizeof(uint16_t); break;
case GAMEARRAY_OFINT: size = sizeof(uint32_t); break;
default: size = sizeof(uintptr_t); break;
}
Bmemcpy(&aGameArrays[i].pValues[0], &pSavedState->arrays[i][0], aGameArrays[i].size * size);
}
#else
if (pSavedState->savecode)
{
El_RestoreGamevars(pSavedState->savecode);
}
#endif
// Update g_player[].ps->i (sprite indices of players) to be consistent
// with just loaded sprites.
// Otherwise, crashes may ensue: e.g. WGR2 SVN r391, map spiderden:
// - walk forward (to door leading to other level "Shadowpine Forest")
// - in new level, walk backward to get back to the Spider Den
// - walk backward to the door leading to Shadowpine Forest --> crash.
for (bssize_t SPRITES_OF(STAT_PLAYER, i))
{
int32_t snum = P_Get(i);
Bassert((unsigned)snum < MAXPLAYERS);
g_player[snum].ps->i = i;
}
for (bssize_t i=0; i<g_mostConcurrentPlayers; i++)
sprite[g_player[i].ps->i].extra = playerHealth[i];
if (g_player[myconnectindex].ps->over_shoulder_on != 0)
{
CAMERADIST = 0;
CAMERACLOCK = 0;
g_player[myconnectindex].ps->over_shoulder_on = 1;
}
screenpeek = myconnectindex;
if (ud.lockout)
{
for (bssize_t x=g_animWallCnt-1; x>=0; x--)
switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum))
{
case FEMPIC1__STATIC:
wall[animwall[x].wallnum].picnum = BLANKSCREEN;
break;
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
wall[animwall[x].wallnum].picnum = SCREENBREAK6;
break;
}
}
#if 0
else
{
for (bssize_t x=g_numAnimWalls-1; x>=0; x--)
if (wall[animwall[x].wallnum].extra >= 0)
wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra;
}
#endif
#ifdef YAX_ENABLE
sv_postyaxload();
#endif
G_ResetInterpolations();
Net_ResetPrediction();
G_ClearFIFO();
G_ResetTimers(0);
}
}
#ifdef LUNATIC
void VM_FallSprite(int32_t i)
{
VM_Fall(i, &sprite[i]);
}
int32_t VM_ResetPlayer2(int32_t snum, int32_t flags)
{
return VM_ResetPlayer(snum, 0, flags);
}
int32_t VM_CheckSquished2(int32_t i, int32_t snum)
{
vm.spriteNum = i;
vm.pSprite = &sprite[i];
vm.playerNum = snum;
vm.pPlayer = g_player[snum].ps;
return VM_CheckSquished();
}
#endif
// MYOS* CON commands.
LUNATIC_EXTERN void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum, int32_t shade,
int32_t orientation, int32_t p)
{
orientation &= (ROTATESPRITE_MAX-1);
int const rotAngle = (orientation&4) ? 1024 : 0;
if (!(orientation&ROTATESPRITE_FULL16))
{
x<<=16;
y<<=16;
}
rotatesprite_win(x, y, zoom, rotAngle, tilenum, shade, p, 2|orientation);
}
#if !defined LUNATIC
void VM_DrawTile(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation)
{
DukePlayer_t *pPlayer = g_player[screenpeek].ps;
int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0;
VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, tilePal);
}
void VM_DrawTilePal(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p)
{
VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, p);
}
void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation)
{
DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0;
VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, tilePal);
}
void VM_DrawTilePalSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p)
{
VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, p);
}
#endif