raze/polymer/eduke32/source/gameexec.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2004, 2007 - EDuke32 developers
This file is part of EDuke32
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include <time.h>
#include <stdlib.h>
#include "duke3d.h"
#include "gamedef.h"
#include "scriplib.h"
#include "osdcmds.h"
#include "osd.h"
#if KRANDDEBUG
# define GAMEEXEC_INLINE
# define GAMEEXEC_STATIC
#else
# define GAMEEXEC_INLINE inline
# define GAMEEXEC_STATIC static
#endif
void G_RestoreMapState(mapstate_t *save);
void G_SaveMapState(mapstate_t *save);
vmstate_t vm;
int32_t g_errorLineNum;
int32_t g_tw;
extern int32_t ticrandomseed;
GAMEEXEC_STATIC int32_t VM_Execute(int32_t once);
#include "gamestructures.c"
void VM_ScriptInfo(void)
{
intptr_t *p;
if (!script)
return;
if (insptr)
{
for (p=insptr-20; p<insptr+20; p++)
{
if (*p>>12&&(*p&0xFFF)<CON_END)
initprintf("\n%5d: %5d %s ",p-script,*p>>12,keyw[*p&0xFFF]);
else
initprintf(" %d",*p);
}
initprintf("\n");
}
if (vm.g_i)
initprintf("current actor: %d (%d)\n",vm.g_i,vm.g_sp->picnum);
initprintf("g_errorLineNum: %d, g_tw: %d\n",g_errorLineNum,g_tw);
}
void VM_OnEvent(register int32_t iEventID, register int32_t iActor, register int32_t iPlayer, register int32_t lDist)
{
if (iEventID < 0 || iEventID >= MAXGAMEEVENTS || apScriptGameEvent[iEventID] == 0)
return;
{
intptr_t *oinsptr=insptr;
vmstate_t vm_backup;
vmstate_t tempvm = { iActor, iPlayer, lDist, &actor[iActor].t_data[0],
&sprite[iActor], 0};
Bmemcpy(&vm_backup, &vm, sizeof(vmstate_t));
Bmemcpy(&vm, &tempvm, sizeof(vmstate_t));
insptr = apScriptGameEvent[iEventID];
VM_Execute(0);
if (vm.g_flags & VM_KILL)
{
// if player was set to squish, first stop that...
if (vm.g_p >= 0)
{
if (g_player[vm.g_p].ps->actorsqu == vm.g_i)
g_player[vm.g_p].ps->actorsqu = -1;
}
deletesprite(vm.g_i);
}
Bmemcpy(&vm, &vm_backup, sizeof(vmstate_t));
insptr=oinsptr;
}
}
static int32_t VM_CheckSquished(void)
{
sectortype *sc = &sector[vm.g_sp->sectnum];
int32_t squishme = 0;
if ((vm.g_sp->picnum == APLAYER && ud.clipping) || sc->lotag == 23)
return 0;
squishme = (sc->floorz - sc->ceilingz < (12<<8)); // && (sc->lotag&32768) == 0;
if (vm.g_sp->pal == 1)
squishme = (sc->floorz - sc->ceilingz < (32<<8) && (sc->lotag&32768) == 0);
if (!squishme)
return 0;
P_DoQuote(10, g_player[vm.g_p].ps);
if (A_CheckEnemySprite(vm.g_sp)) vm.g_sp->xvel = 0;
if (vm.g_sp->pal == 1)
{
actor[vm.g_i].picnum = SHOTSPARK1;
actor[vm.g_i].extra = 1;
return 0;
}
return 1;
}
GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *p)
{
int32_t n = 128-(krand()&255);
p->horiz += 64;
p->return_to_center = 9;
p->look_ang = n>>1;
p->rotscrnang = n>>1;
}
GAMEEXEC_STATIC int32_t A_Dodge(spritetype *s)
{
int32_t bx,by,bxvect,byvect,d,i;
int32_t mx = s->x, my = s->y;
int32_t mxvect = sintable[(s->ang+512)&2047];
int32_t myvect = sintable[s->ang&2047];
if (A_CheckEnemySprite(s) && s->extra <= 0) // hack
return 0;
for (i=headspritestat[STAT_PROJECTILE]; i>=0; i=nextspritestat[i]) //weapons list
{
if (OW == i/* || SECT != s->sectnum*/)
continue;
bx = SX-mx;
by = SY-my;
bxvect = sintable[(SA+512)&2047];
byvect = sintable[SA&2047];
if (mxvect*bx + myvect*by >= 0)
if (bxvect*bx + byvect*by < 0)
{
d = bxvect*by - byvect*bx;
if (klabs(d) < 65536*64)
{
s->ang -= 512+(krand()&1024);
return 1;
}
}
}
return 0;
}
int32_t A_GetFurthestAngle(int32_t iActor,int32_t angs)
{
spritetype *s = &sprite[iActor];
if (s->picnum != APLAYER && (actor[iActor].t_data[0]&63) > 2)
return(s->ang + 1024);
{
int32_t furthest_angle=0;
int32_t d;
int32_t greatestd = -(1<<30);
int32_t angincs = 2048/angs,j;
hitdata_t hitinfo;
for (j=s->ang; j<(2048+s->ang); j+=angincs)
{
s->z -= (8<<8);
hitscan((const vec3_t *)s, s->sectnum,
sintable[(j+512)&2047],
sintable[j&2047],0,
&hitinfo,CLIPMASK1);
s->z += (8<<8);
d = klabs(hitinfo.pos.x-s->x) + klabs(hitinfo.pos.y-s->y);
if (d > greatestd)
{
greatestd = d;
furthest_angle = j;
}
}
return (furthest_angle&2047);
}
}
int32_t A_FurthestVisiblePoint(int32_t iActor,spritetype *ts,int32_t *dax,int32_t *day)
{
if ((actor[iActor].t_data[0]&63)) return -1;
{
int32_t d, da;//, d, cd, ca,tempx,tempy,cx,cy;
int32_t j, angincs;
spritetype *s = &sprite[iActor];
hitdata_t hitinfo;
if ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3)
angincs = 2048/2;
else angincs = 2048/(1+(krand()&1));
for (j=ts->ang; j<(2048+ts->ang); j+=(angincs-(krand()&511)))
{
ts->z -= (16<<8);
hitscan((const vec3_t *)ts, ts->sectnum,
sintable[(j+512)&2047],
sintable[j&2047],16384-(krand()&32767),
&hitinfo,CLIPMASK1);
ts->z += (16<<8);
d = klabs(hitinfo.pos.x-ts->x)+klabs(hitinfo.pos.y-ts->y);
da = klabs(hitinfo.pos.x-s->x)+klabs(hitinfo.pos.y-s->y);
if (d < da && hitinfo.hitsect > -1)
if (cansee(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,
hitinfo.hitsect,s->x,s->y,s->z-(16<<8),s->sectnum))
{
*dax = hitinfo.pos.x;
*day = hitinfo.pos.y;
return hitinfo.hitsect;
}
}
return -1;
}
}
void A_GetZLimits(int32_t iActor)
{
spritetype *s = &sprite[iActor];
if (s->statnum == STAT_PLAYER || s->statnum == STAT_STANDABLE || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_ACTOR || s->statnum == STAT_PROJECTILE)
{
int32_t hz,lz,zr = 127L;
int32_t cstat = s->cstat;
s->cstat = 0;
if (s->statnum == STAT_PROJECTILE)
zr = 4L;
s->z -= FOURSLEIGHT;
getzrange((vec3_t *)s,s->sectnum,&actor[iActor].ceilingz,&hz,&actor[iActor].floorz,&lz,zr,CLIPMASK0);
s->z += FOURSLEIGHT;
s->cstat = cstat;
if ((lz&49152) == 49152 && (sprite[lz&(MAXSPRITES-1)].cstat&48) == 0)
{
lz &= (MAXSPRITES-1);
if (A_CheckEnemySprite(&sprite[lz]) && sprite[lz].pal != 1)
{
if (s->statnum != 4)
{
actor[iActor].dispicnum = -4; // No shadows on actors
s->xvel = -256;
A_SetSprite(iActor,CLIPMASK0);
}
}
else if (sprite[lz].picnum == APLAYER && A_CheckEnemySprite(s))
{
actor[iActor].dispicnum = -4; // No shadows on actors
s->xvel = -256;
A_SetSprite(iActor,CLIPMASK0);
}
else if (s->statnum == STAT_PROJECTILE && sprite[lz].picnum == APLAYER)
if (s->owner == lz)
{
actor[iActor].ceilingz = sector[s->sectnum].ceilingz;
actor[iActor].floorz = sector[s->sectnum].floorz;
}
}
}
else
{
actor[iActor].ceilingz = sector[s->sectnum].ceilingz;
actor[iActor].floorz = sector[s->sectnum].floorz;
}
}
void A_Fall(int32_t iActor)
{
spritetype *s = &sprite[iActor];
int32_t hz,lz,c = g_spriteGravity;
if (G_CheckForSpaceFloor(s->sectnum))
c = 0;
else
{
if (G_CheckForSpaceCeiling(s->sectnum) || sector[s->sectnum].lotag == 2)
c = g_spriteGravity/6;
}
if (s->statnum == STAT_ACTOR || s->statnum == STAT_PLAYER || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_STANDABLE)
{
int32_t cstat = s->cstat;
s->cstat = 0;
s->z -= FOURSLEIGHT;
getzrange((vec3_t *)s,s->sectnum,&actor[iActor].ceilingz,&hz,&actor[iActor].floorz,&lz,127L,CLIPMASK0);
s->z += FOURSLEIGHT;
s->cstat = cstat;
}
else
{
actor[iActor].ceilingz = sector[s->sectnum].ceilingz;
actor[iActor].floorz = sector[s->sectnum].floorz;
}
if (s->z < actor[iActor].floorz-(FOURSLEIGHT))
{
if (sector[s->sectnum].lotag == 2 && s->zvel > 3122)
s->zvel = 3144;
s->z += s->zvel = min(6144, s->zvel+c);
}
if (s->z >= actor[iActor].floorz-(FOURSLEIGHT))
{
s->z = actor[iActor].floorz - FOURSLEIGHT;
s->zvel = 0;
}
}
int32_t G_GetAngleDelta(int32_t a,int32_t na)
{
a &= 2047;
na &= 2047;
if (klabs(a-na) < 1024)
{
// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
return (na-a);
}
if (na > 1024) na -= 2048;
if (a > 1024) a -= 2048;
na -= 2048;
a -= 2048;
// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
return (na-a);
}
GAMEEXEC_STATIC GAMEEXEC_INLINE void VM_AlterAng(int32_t a)
{
intptr_t *moveptr = (intptr_t *)vm.g_t[1];
int32_t ticselapsed = (vm.g_t[0])&31;
vm.g_sp->xvel += (*moveptr-vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)/5;
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
return;
if (a&seekplayer)
{
int32_t aang = vm.g_sp->ang, angdif, goalang;
int32_t j = g_player[vm.g_p].ps->holoduke_on;
// NOTE: looks like 'owner' is set to target sprite ID...
if (j >= 0 && cansee(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum,vm.g_sp->x,vm.g_sp->y,vm.g_sp->z,vm.g_sp->sectnum))
vm.g_sp->owner = j;
else vm.g_sp->owner = g_player[vm.g_p].ps->i;
if (sprite[vm.g_sp->owner].picnum == APLAYER)
goalang = getangle(actor[vm.g_i].lastvx-vm.g_sp->x,actor[vm.g_i].lastvy-vm.g_sp->y);
else
goalang = getangle(sprite[vm.g_sp->owner].x-vm.g_sp->x,sprite[vm.g_sp->owner].y-vm.g_sp->y);
if (vm.g_sp->xvel && vm.g_sp->picnum != DRONE)
{
angdif = G_GetAngleDelta(aang,goalang);
if (ticselapsed < 2)
{
if (klabs(angdif) < 256)
{
j = 128-(krand()&256);
vm.g_sp->ang += j;
if (A_GetHitscanRange(vm.g_i) < 844)
vm.g_sp->ang -= j;
}
}
else if (ticselapsed > 18 && ticselapsed < GAMETICSPERSEC) // choose
{
if (klabs(angdif>>2) < 128) vm.g_sp->ang = goalang;
else vm.g_sp->ang += angdif>>2;
}
}
else vm.g_sp->ang = goalang;
}
if (ticselapsed < 1)
{
int32_t j = 2;
if (a&furthestdir)
{
vm.g_sp->ang = A_GetFurthestAngle(vm.g_i,j);
vm.g_sp->owner = g_player[vm.g_p].ps->i;
}
if (a&fleeenemy)
{
vm.g_sp->ang = A_GetFurthestAngle(vm.g_i,j); // += angdif; // = G_GetAngleDelta(aang,goalang)>>1;
}
}
}
GAMEEXEC_STATIC void VM_Move(void)
{
int32_t l;
intptr_t *moveptr;
int32_t a = vm.g_sp->hitag, goalang, angdif;
int32_t daxvel;
int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0);
if (a == -1) a = 0;
vm.g_t[0]++;
if (vm.g_t[1] == 0 || a == 0)
{
if (deadflag || (actor[vm.g_i].bposx != vm.g_sp->x) || (actor[vm.g_i].bposy != vm.g_sp->y))
{
actor[vm.g_i].bposx = vm.g_sp->x;
actor[vm.g_i].bposy = vm.g_sp->y;
setsprite(vm.g_i,(vec3_t *)vm.g_sp);
}
return;
}
if (a&face_player && !deadflag)
{
if (g_player[vm.g_p].ps->newowner >= 0)
goalang = getangle(g_player[vm.g_p].ps->opos.x-vm.g_sp->x,g_player[vm.g_p].ps->opos.y-vm.g_sp->y);
else goalang = getangle(g_player[vm.g_p].ps->pos.x-vm.g_sp->x,g_player[vm.g_p].ps->pos.y-vm.g_sp->y);
angdif = G_GetAngleDelta(vm.g_sp->ang,goalang)>>2;
if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0))
angdif *= 2;
vm.g_sp->ang += angdif;
}
if (a&spin && !deadflag)
vm.g_sp->ang += sintable[((vm.g_t[0]<<3)&2047)]>>6;
if (a&face_player_slow && !deadflag)
{
if (g_player[vm.g_p].ps->newowner >= 0)
goalang = getangle(g_player[vm.g_p].ps->opos.x-vm.g_sp->x,g_player[vm.g_p].ps->opos.y-vm.g_sp->y);
else goalang = getangle(g_player[vm.g_p].ps->pos.x-vm.g_sp->x,g_player[vm.g_p].ps->pos.y-vm.g_sp->y);
angdif = G_GetAngleDelta(vm.g_sp->ang,goalang)>>4;
if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0))
angdif *= 2;
vm.g_sp->ang += angdif;
}
if (((a&jumptoplayer) == jumptoplayer) && !deadflag)
{
if (vm.g_t[0] < 16)
vm.g_sp->zvel -= (sintable[(512+(vm.g_t[0]<<4))&2047]>>5);
}
if (a&face_player_smart && !deadflag)
{
int32_t newx = g_player[vm.g_p].ps->pos.x+(g_player[vm.g_p].ps->posvel.x/768);
int32_t newy = g_player[vm.g_p].ps->pos.y+(g_player[vm.g_p].ps->posvel.y/768);
goalang = getangle(newx-vm.g_sp->x,newy-vm.g_sp->y);
angdif = G_GetAngleDelta(vm.g_sp->ang,goalang)>>2;
if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0))
angdif *= 2;
vm.g_sp->ang += angdif;
}
moveptr = (intptr_t *)vm.g_t[1];
if (a&geth) vm.g_sp->xvel += (*moveptr-vm.g_sp->xvel)>>1;
if (a&getv) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)>>1;
if (a&dodgebullet && !deadflag)
A_Dodge(vm.g_sp);
if (vm.g_sp->picnum != APLAYER)
VM_AlterAng(a);
if (vm.g_sp->xvel > -6 && vm.g_sp->xvel < 6) vm.g_sp->xvel = 0;
a = A_CheckEnemySprite(vm.g_sp);
if (vm.g_sp->xvel || vm.g_sp->zvel)
{
if (a && vm.g_sp->picnum != ROTATEGUN)
{
if ((vm.g_sp->picnum == DRONE || vm.g_sp->picnum == COMMANDER) && vm.g_sp->extra > 0)
{
if (vm.g_sp->picnum == COMMANDER)
{
actor[vm.g_i].floorz = l = getflorzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if (vm.g_sp->z > (l-(8<<8)))
{
if (vm.g_sp->z > (l-(8<<8))) vm.g_sp->z = l-(8<<8);
vm.g_sp->zvel = 0;
}
actor[vm.g_i].ceilingz = l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if ((vm.g_sp->z-l) < (80<<8))
{
vm.g_sp->z = l+(80<<8);
vm.g_sp->zvel = 0;
}
}
else
{
if (vm.g_sp->zvel > 0)
{
actor[vm.g_i].floorz = l = getflorzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if (vm.g_sp->z > (l-(30<<8)))
vm.g_sp->z = l-(30<<8);
}
else
{
actor[vm.g_i].ceilingz = l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if ((vm.g_sp->z-l) < (50<<8))
{
vm.g_sp->z = l+(50<<8);
vm.g_sp->zvel = 0;
}
}
}
}
else if (vm.g_sp->picnum != ORGANTIC)
{
if (vm.g_sp->zvel > 0 && actor[vm.g_i].floorz < vm.g_sp->z)
vm.g_sp->z = actor[vm.g_i].floorz;
if (vm.g_sp->zvel < 0)
{
l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y);
if ((vm.g_sp->z-l) < (66<<8))
{
vm.g_sp->z = l+(66<<8);
vm.g_sp->zvel >>= 1;
}
}
}
}
else if (vm.g_sp->picnum == APLAYER)
if ((vm.g_sp->z-actor[vm.g_i].ceilingz) < (32<<8))
vm.g_sp->z = actor[vm.g_i].ceilingz+(32<<8);
daxvel = vm.g_sp->xvel;
angdif = vm.g_sp->ang;
if (a && vm.g_sp->picnum != ROTATEGUN)
{
if (vm.g_x < 960 && vm.g_sp->xrepeat > 16)
{
daxvel = -(1024-vm.g_x);
angdif = getangle(g_player[vm.g_p].ps->pos.x-vm.g_sp->x,g_player[vm.g_p].ps->pos.y-vm.g_sp->y);
if (vm.g_x < 512)
{
g_player[vm.g_p].ps->posvel.x = 0;
g_player[vm.g_p].ps->posvel.y = 0;
}
else
{
g_player[vm.g_p].ps->posvel.x = mulscale(g_player[vm.g_p].ps->posvel.x,g_player[vm.g_p].ps->runspeed-0x2000,16);
g_player[vm.g_p].ps->posvel.y = mulscale(g_player[vm.g_p].ps->posvel.y,g_player[vm.g_p].ps->runspeed-0x2000,16);
}
}
else if (vm.g_sp->picnum != DRONE && vm.g_sp->picnum != SHARK && vm.g_sp->picnum != COMMANDER)
{
if (actor[vm.g_i].bposz != vm.g_sp->z || ((!g_netServer && ud.multimode < 2) && ud.player_skill < 2))
{
if ((vm.g_t[0]&1) || g_player[vm.g_p].ps->actorsqu == vm.g_i) return;
else daxvel <<= 1;
}
else
{
if ((vm.g_t[0]&3) || g_player[vm.g_p].ps->actorsqu == vm.g_i) return;
else daxvel <<= 2;
}
}
}
{
vec3_t tmpvect;
tmpvect.x = (daxvel*(sintable[(angdif+512)&2047]))>>14;
tmpvect.y = (daxvel*(sintable[angdif&2047]))>>14;
tmpvect.z = vm.g_sp->zvel;
actor[vm.g_i].movflag = A_MoveSprite(vm.g_i,&tmpvect,CLIPMASK0);
}
}
if (a)
{
if (sector[vm.g_sp->sectnum].ceilingstat&1)
vm.g_sp->shade += (sector[vm.g_sp->sectnum].ceilingshade-vm.g_sp->shade)>>1;
else vm.g_sp->shade += (sector[vm.g_sp->sectnum].floorshade-vm.g_sp->shade)>>1;
if (sector[vm.g_sp->sectnum].floorpicnum == MIRROR)
deletesprite(vm.g_i);
}
}
GAMEEXEC_STATIC GAMEEXEC_INLINE void __fastcall VM_DoConditional(register int32_t condition)
{
if (condition)
{
// skip 'else' pointer.. and...
insptr += 2;
VM_Execute(1);
return;
}
insptr = (intptr_t *) *(insptr+1);
if (((*insptr)&0xFFF) == CON_ELSE)
{
// else...
// skip 'else' and...
insptr += 2;
VM_Execute(1);
}
}
GAMEEXEC_STATIC int32_t VM_Execute(int32_t once)
{
register int32_t tw = *insptr;
// jump directly into the loop, saving us from the checks during the first iteration
goto skip_check;
while (!once)
{
if (vm.g_flags & (VM_RETURN|VM_KILL|VM_NOEXECUTE))
return 1;
tw = *insptr;
skip_check:
// Bsprintf(g_szBuf,"Parsing: %d",*insptr);
// AddLog(g_szBuf);
g_errorLineNum = tw>>12;
g_tw = tw &= 0xFFF;
switch (tw)
{
case CON_REDEFINEQUOTE:
insptr++;
{
int32_t q = *insptr++, i = *insptr++;
if ((ScriptQuotes[q] == NULL || ScriptQuoteRedefinitions[i] == NULL))
{
OSD_Printf(CON_ERROR "%s %d null quote\n",g_errorLineNum,keyw[g_tw],q,i);
break;
}
Bstrcpy(ScriptQuotes[q],ScriptQuoteRedefinitions[i]);
continue;
}
case CON_GETTHISPROJECTILE:
case CON_SETTHISPROJECTILE:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessActiveProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2);
continue;
}
case CON_IFRND:
VM_DoConditional(rnd(*(++insptr)));
continue;
case CON_IFCANSHOOTTARGET:
{
int32_t j;
if (vm.g_x > 1024)
{
int16_t temphit, sclip = 768, angdif = 16;
j = A_CheckHitSprite(vm.g_i,&temphit);
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->xrepeat > 56)
{
sclip = 3084;
angdif = 48;
}
if (j == (1<<30))
{
VM_DoConditional(1);
break;
}
if (j > sclip)
{
if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum)
j = 0;
else
{
vm.g_sp->ang += angdif;
j = A_CheckHitSprite(vm.g_i,&temphit);
vm.g_sp->ang -= angdif;
if (j > sclip)
{
if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum)
j = 0;
else
{
vm.g_sp->ang -= angdif;
j = A_CheckHitSprite(vm.g_i,&temphit);
vm.g_sp->ang += angdif;
if (j > 768)
{
if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum)
j = 0;
else j = 1;
}
else j = 0;
}
}
else j = 0;
}
}
else j = 0;
}
else j = 1;
VM_DoConditional(j);
}
continue;
case CON_IFCANSEETARGET:
{
int32_t j = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-((krand()&41)<<8),
vm.g_sp->sectnum,g_player[vm.g_p].ps->pos.x,g_player[vm.g_p].ps->pos.y,
g_player[vm.g_p].ps->pos.z/*-((krand()&41)<<8)*/,sprite[g_player[vm.g_p].ps->i].sectnum);
VM_DoConditional(j);
if (j) actor[vm.g_i].timetosleep = SLEEPTIME;
}
continue;
case CON_IFACTORNOTSTAYPUT:
VM_DoConditional(actor[vm.g_i].actorstayput == -1);
continue;
case CON_IFCANSEE:
{
spritetype *s = &sprite[g_player[vm.g_p].ps->i];
int32_t j;
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if (g_player[vm.g_p].ps->holoduke_on >= 0)
{
s = &sprite[g_player[vm.g_p].ps->holoduke_on];
j = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(krand()&((32<<8)-1)),vm.g_sp->sectnum,
s->x,s->y,s->z,s->sectnum);
if (j == 0)
{
// they can't see player's holoduke
// check for player...
s = &sprite[g_player[vm.g_p].ps->i];
}
}
// can they see player, (or player's holoduke)
j = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(krand()&((47<<8))),vm.g_sp->sectnum,
s->x,s->y,s->z-(24<<8),s->sectnum);
if (j == 0)
{
// search around for target player
// also modifies 'target' x&y if found..
j = 1;
if (A_FurthestVisiblePoint(vm.g_i,s,&actor[vm.g_i].lastvx,&actor[vm.g_i].lastvy) == -1)
j = 0;
}
else
{
// else, they did see it.
// save where we were looking...
actor[vm.g_i].lastvx = s->x;
actor[vm.g_i].lastvy = s->y;
}
if (j && (vm.g_sp->statnum == STAT_ACTOR || vm.g_sp->statnum == STAT_STANDABLE))
actor[vm.g_i].timetosleep = SLEEPTIME;
VM_DoConditional(j);
continue;
}
case CON_IFHITWEAPON:
VM_DoConditional(A_IncurDamage(vm.g_i) >= 0);
continue;
case CON_IFSQUISHED:
VM_DoConditional(VM_CheckSquished());
continue;
case CON_IFDEAD:
// j = vm.g_sp->extra;
// if (vm.g_sp->picnum == APLAYER)
// j--;
VM_DoConditional(vm.g_sp->extra <= 0);
continue;
case CON_AI:
insptr++;
//Following changed to use pointersizes
vm.g_t[5] = *insptr++; // Ai
vm.g_t[4] = *(intptr_t *)(vm.g_t[5]); // Action
if (vm.g_t[5]) vm.g_t[1] = *(((intptr_t *)vm.g_t[5])+1); // move
vm.g_sp->hitag = *(((intptr_t *)vm.g_t[5])+2); // move flags
vm.g_t[0] = vm.g_t[2] = vm.g_t[3] = 0; // count, actioncount... vm.g_t[3] = ??
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
continue;
if (vm.g_sp->hitag&random_angle)
vm.g_sp->ang = krand()&2047;
continue;
case CON_ACTION:
insptr++;
vm.g_t[2] = vm.g_t[3] = 0;
vm.g_t[4] = *insptr++;
continue;
case CON_IFPDISTL:
insptr++;
VM_DoConditional(vm.g_x < *insptr);
if (vm.g_x > MAXSLEEPDIST && actor[vm.g_i].timetosleep == 0)
actor[vm.g_i].timetosleep = SLEEPTIME;
continue;
case CON_IFPDISTG:
insptr++;
VM_DoConditional(vm.g_x > *insptr);
if (vm.g_x > MAXSLEEPDIST && actor[vm.g_i].timetosleep == 0)
actor[vm.g_i].timetosleep = SLEEPTIME;
continue;
case CON_ELSE:
insptr = (intptr_t *) *(insptr+1);
continue;
case CON_ADDSTRENGTH:
insptr++;
vm.g_sp->extra += *insptr++;
continue;
case CON_STRENGTH:
insptr++;
vm.g_sp->extra = *insptr++;
continue;
case CON_IFGOTWEAPONCE:
insptr++;
if ((GametypeFlags[ud.coop]&GAMETYPE_WEAPSTAY) && (g_netServer || ud.multimode > 1))
{
if (*insptr == 0)
{
int32_t j = 0;
for (; j < g_player[vm.g_p].ps->weapreccnt; j++)
if (g_player[vm.g_p].ps->weaprecs[j] == vm.g_sp->picnum)
break;
VM_DoConditional(j < g_player[vm.g_p].ps->weapreccnt && vm.g_sp->owner == vm.g_i);
continue;
}
else if (g_player[vm.g_p].ps->weapreccnt < MAX_WEAPONS)
{
g_player[vm.g_p].ps->weaprecs[g_player[vm.g_p].ps->weapreccnt++] = vm.g_sp->picnum;
VM_DoConditional(vm.g_sp->owner == vm.g_i);
continue;
}
}
VM_DoConditional(0);
continue;
case CON_GETLASTPAL:
insptr++;
if (vm.g_sp->picnum == APLAYER)
vm.g_sp->pal = g_player[vm.g_sp->yvel].ps->palookup;
else
{
if (vm.g_sp->pal == 1 && vm.g_sp->extra == 0) // hack for frozen
vm.g_sp->extra++;
vm.g_sp->pal = actor[vm.g_i].tempang;
}
actor[vm.g_i].tempang = 0;
continue;
case CON_TOSSWEAPON:
insptr++;
P_DropWeapon(g_player[vm.g_sp->yvel].ps);
continue;
case CON_NULLOP:
insptr++;
continue;
case CON_MIKESND:
insptr++;
if ((vm.g_sp->yvel<0 || vm.g_sp->yvel>=MAXSOUNDS))
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->yvel);
insptr++;
continue;
}
if (!S_CheckSoundPlaying(vm.g_i,vm.g_sp->yvel))
A_PlaySound(vm.g_sp->yvel,vm.g_i);
continue;
case CON_PKICK:
insptr++;
if ((g_netServer || ud.multimode > 1) && vm.g_sp->picnum == APLAYER)
{
if (g_player[otherp].ps->quick_kick == 0)
g_player[otherp].ps->quick_kick = 14;
}
else if (vm.g_sp->picnum != APLAYER && g_player[vm.g_p].ps->quick_kick == 0)
g_player[vm.g_p].ps->quick_kick = 14;
continue;
case CON_SIZETO:
insptr++;
{
int32_t j = (*insptr++ - vm.g_sp->xrepeat)<<1;
vm.g_sp->xrepeat += ksgn(j);
if ((vm.g_sp->picnum == APLAYER && vm.g_sp->yrepeat < 36) || *insptr < vm.g_sp->yrepeat ||
((vm.g_sp->yrepeat*(tilesizy[vm.g_sp->picnum]+8))<<2) < (actor[vm.g_i].floorz - actor[vm.g_i].ceilingz))
{
j = ((*insptr)-vm.g_sp->yrepeat)<<1;
if (klabs(j)) vm.g_sp->yrepeat += ksgn(j);
}
}
insptr++;
continue;
case CON_SIZEAT:
insptr++;
vm.g_sp->xrepeat = (uint8_t) *insptr++;
vm.g_sp->yrepeat = (uint8_t) *insptr++;
continue;
case CON_SHOOT:
insptr++;
A_Shoot(vm.g_i,*insptr++);
continue;
case CON_SOUNDONCE:
insptr++;
if ((*insptr<0 || *insptr>=MAXSOUNDS))
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr++);
continue;
}
if (!S_CheckSoundPlaying(vm.g_i,*insptr++))
A_PlaySound(*(insptr-1),vm.g_i);
continue;
case CON_IFACTORSOUND:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++);
if ((j<0 || j>=MAXSOUNDS))
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j);
insptr++;
continue;
}
insptr--;
VM_DoConditional(A_CheckSoundPlaying(i,j));
}
continue;
case CON_IFSOUND:
insptr++;
if ((*insptr<0 || *insptr>=MAXSOUNDS))
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr);
insptr++;
continue;
}
VM_DoConditional(S_CheckSoundPlaying(vm.g_i,*insptr));
// VM_DoConditional(SoundOwner[*insptr][0].i == vm.g_i);
continue;
case CON_STOPSOUND:
insptr++;
if ((*insptr<0 || *insptr>=MAXSOUNDS))
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr);
insptr++;
continue;
}
if (S_CheckSoundPlaying(vm.g_i,*insptr))
S_StopSound((int16_t)*insptr);
insptr++;
continue;
case CON_STOPACTORSOUND:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++);
if ((j<0 || j>=MAXSOUNDS))
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
if (A_CheckSoundPlaying(i,j))
S_StopEnvSound(j,i);
continue;
}
case CON_GLOBALSOUND:
insptr++;
if ((*insptr<0 || *insptr>=MAXSOUNDS))
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr);
insptr++;
continue;
}
if (vm.g_p == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND))
A_PlaySound(*insptr,g_player[screenpeek].ps->i);
insptr++;
continue;
case CON_SOUND:
insptr++;
if ((*insptr<0 || *insptr>=MAXSOUNDS))
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],*insptr);
insptr++;
continue;
}
A_PlaySound(*insptr++,vm.g_i);
continue;
case CON_TIP:
insptr++;
g_player[vm.g_p].ps->tipincs = GAMETICSPERSEC;
continue;
case CON_FALL:
insptr++;
vm.g_sp->xoffset = vm.g_sp->yoffset = 0;
{
int32_t j = g_spriteGravity;
if (G_CheckForSpaceCeiling(vm.g_sp->sectnum) || sector[vm.g_sp->sectnum].lotag == 2)
j = g_spriteGravity/6;
else if (G_CheckForSpaceFloor(vm.g_sp->sectnum))
j = 0;
if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].floorstat&2))
{
A_GetZLimits(vm.g_i);
actor[vm.g_i].cgg = 3;
}
if (vm.g_sp->z < (actor[vm.g_i].floorz-FOURSLEIGHT))
{
vm.g_sp->z += vm.g_sp->zvel = min(6144, vm.g_sp->zvel+j);
if (vm.g_sp->z > (actor[vm.g_i].floorz - FOURSLEIGHT))
vm.g_sp->z = (actor[vm.g_i].floorz - FOURSLEIGHT);
continue;
}
vm.g_sp->z = actor[vm.g_i].floorz - FOURSLEIGHT;
if (A_CheckEnemySprite(vm.g_sp) || (vm.g_sp->picnum == APLAYER && vm.g_sp->owner >= 0))
{
if (vm.g_sp->zvel > 3084 && vm.g_sp->extra <= 1)
{
// I'm guessing this DRONE check is from a beta version of the game
// where they crashed into the ground when killed
if (!(vm.g_sp->picnum == APLAYER && vm.g_sp->extra > 0) && vm.g_sp->pal != 1 && vm.g_sp->picnum != DRONE)
{
A_DoGuts(vm.g_i,JIBS6,15);
A_PlaySound(SQUISHED,vm.g_i);
A_Spawn(vm.g_i,BLOODPOOL);
}
actor[vm.g_i].picnum = SHOTSPARK1;
actor[vm.g_i].extra = 1;
vm.g_sp->zvel = 0;
}
else if (vm.g_sp->zvel > 2048 && sector[vm.g_sp->sectnum].lotag != 1)
{
j = vm.g_sp->sectnum;
pushmove((vec3_t *)vm.g_sp,(int16_t*)&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
if (j != vm.g_sp->sectnum && j >= 0 && j < MAXSECTORS)
changespritesect(vm.g_i,j);
A_PlaySound(THUD,vm.g_i);
}
}
}
if (vm.g_sp->z > (actor[vm.g_i].floorz - FOURSLEIGHT))
{
A_GetZLimits(vm.g_i);
if (actor[vm.g_i].floorz != sector[vm.g_sp->sectnum].floorz)
vm.g_sp->z = (actor[vm.g_i].floorz - FOURSLEIGHT);
continue;
}
else if (sector[vm.g_sp->sectnum].lotag == 1)
{
switch (DynamicTileMap[vm.g_sp->picnum])
{
default:
// fix for flying/jumping monsters getting stuck in water
{
intptr_t *moveptr = (intptr_t *)vm.g_t[1];
if (vm.g_sp->hitag & jumptoplayer || (actorscrptr[vm.g_sp->picnum] &&
moveptr >= &script[0] && moveptr <= (&script[0]+g_scriptSize) && *(moveptr+1)))
{
// OSD_Printf("%d\n",*(moveptr+1));
break;
}
}
// OSD_Printf("hitag: %d\n",vm.g_sp->hitag);
vm.g_sp->z += (24<<8);
case OCTABRAIN__STATIC:
case COMMANDER__STATIC:
case DRONE__STATIC:
break;
}
continue;
}
vm.g_sp->zvel = 0;
continue;
case CON_RETURN:
vm.g_flags |= VM_RETURN;
case CON_ENDA:
case CON_BREAK:
case CON_ENDS:
return 1;
case CON_RIGHTBRACE:
insptr++;
return 1;
case CON_ADDAMMO:
insptr++;
if ((*insptr<0 || *insptr>=MAX_WEAPONS))
{
OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],*insptr);
insptr += 2; break;
}
if (g_player[vm.g_p].ps->ammo_amount[*insptr] >= g_player[vm.g_p].ps->max_ammo_amount[*insptr])
{
vm.g_flags |= VM_NOEXECUTE;
break;
}
P_AddAmmo(*insptr, g_player[vm.g_p].ps, *(insptr+1));
if (g_player[vm.g_p].ps->curr_weapon == KNEE_WEAPON && g_player[vm.g_p].ps->gotweapon & (1 << *insptr))
{
if (!(g_player[vm.g_p].ps->weaponswitch & 1))
P_AddWeaponNoSwitch(g_player[vm.g_p].ps, *insptr);
else P_AddWeapon(g_player[vm.g_p].ps, *insptr);
}
insptr += 2;
continue;
case CON_MONEY:
insptr++;
A_SpawnMultiple(vm.g_i, MONEY, *insptr++);
continue;
case CON_MAIL:
insptr++;
A_SpawnMultiple(vm.g_i, MAIL, *insptr++);
continue;
case CON_SLEEPTIME:
insptr++;
actor[vm.g_i].timetosleep = (int16_t)*insptr++;
continue;
case CON_PAPER:
insptr++;
A_SpawnMultiple(vm.g_i, PAPER, *insptr++);
continue;
case CON_ADDKILLS:
insptr++;
g_player[vm.g_p].ps->actors_killed += *insptr++;
actor[vm.g_i].actorstayput = -1;
continue;
case CON_LOTSOFGLASS:
insptr++;
A_SpawnGlass(vm.g_i,*insptr++);
continue;
case CON_KILLIT:
insptr++;
vm.g_flags |= VM_KILL;
continue;
case CON_ADDWEAPON:
insptr++;
if ((*insptr<0 ||*insptr>=MAX_WEAPONS))
{
OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],*insptr);
insptr += 2;
continue;
}
if ((g_player[vm.g_p].ps->gotweapon & (1 << *insptr)) == 0)
{
if (!(g_player[vm.g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[vm.g_p].ps, *insptr);
else P_AddWeapon(g_player[vm.g_p].ps, *insptr);
}
else if (g_player[vm.g_p].ps->ammo_amount[*insptr] >= g_player[vm.g_p].ps->max_ammo_amount[*insptr])
{
vm.g_flags |= VM_NOEXECUTE;
continue;
}
P_AddAmmo(*insptr, g_player[vm.g_p].ps, *(insptr+1));
if (g_player[vm.g_p].ps->curr_weapon == KNEE_WEAPON && g_player[vm.g_p].ps->gotweapon & (1 << *insptr))
{
if (!(g_player[vm.g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[vm.g_p].ps, *insptr);
else P_AddWeapon(g_player[vm.g_p].ps, *insptr);
}
insptr += 2;
continue;
case CON_DEBUG:
insptr++;
initprintf("%d\n",*insptr++);
continue;
case CON_ENDOFGAME:
insptr++;
g_player[vm.g_p].ps->timebeforeexit = *insptr++;
g_player[vm.g_p].ps->customexitsound = -1;
ud.eog = 1;
continue;
case CON_ADDPHEALTH:
insptr++;
{
int32_t j;
if (g_player[vm.g_p].ps->newowner >= 0)
{
g_player[vm.g_p].ps->newowner = -1;
g_player[vm.g_p].ps->pos.x = g_player[vm.g_p].ps->opos.x;
g_player[vm.g_p].ps->pos.y = g_player[vm.g_p].ps->opos.y;
g_player[vm.g_p].ps->pos.z = g_player[vm.g_p].ps->opos.z;
g_player[vm.g_p].ps->ang = g_player[vm.g_p].ps->oang;
updatesector(g_player[vm.g_p].ps->pos.x,g_player[vm.g_p].ps->pos.y,&g_player[vm.g_p].ps->cursectnum);
P_UpdateScreenPal(g_player[vm.g_p].ps);
j = headspritestat[STAT_ACTOR];
while (j >= 0)
{
if (sprite[j].picnum==CAMERA1)
sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
j = sprite[g_player[vm.g_p].ps->i].extra;
if (vm.g_sp->picnum != ATOMICHEALTH)
{
if (j > g_player[vm.g_p].ps->max_player_health && *insptr > 0)
{
insptr++;
continue;
}
else
{
if (j > 0)
j += *insptr;
if (j > g_player[vm.g_p].ps->max_player_health && *insptr > 0)
j = g_player[vm.g_p].ps->max_player_health;
}
}
else
{
if (j > 0)
j += *insptr;
if (j > (g_player[vm.g_p].ps->max_player_health<<1))
j = (g_player[vm.g_p].ps->max_player_health<<1);
}
if (j < 0) j = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((j - *insptr) < (g_player[vm.g_p].ps->max_player_health>>2) &&
j >= (g_player[vm.g_p].ps->max_player_health>>2))
A_PlaySound(DUKE_GOTHEALTHATLOW,g_player[vm.g_p].ps->i);
g_player[vm.g_p].ps->last_extra = j;
}
sprite[g_player[vm.g_p].ps->i].extra = j;
}
}
insptr++;
continue;
case CON_STATE:
{
intptr_t *tempscrptr=insptr+2;
insptr = (intptr_t *) *(insptr+1);
VM_Execute(0);
insptr = tempscrptr;
}
continue;
case CON_LEFTBRACE:
insptr++;
VM_Execute(0);
continue;
case CON_MOVE:
insptr++;
vm.g_t[0]=0;
vm.g_t[1] = *insptr++;
vm.g_sp->hitag = *insptr++;
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
continue;
if (vm.g_sp->hitag&random_angle)
vm.g_sp->ang = krand()&2047;
continue;
case CON_ADDWEAPONVAR:
insptr++;
if ((g_player[vm.g_p].ps->gotweapon & (1 << Gv_GetVarX(*(insptr)))) == 0)
{
if (!(g_player[vm.g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr)));
else P_AddWeapon(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr)));
}
else if (g_player[vm.g_p].ps->ammo_amount[Gv_GetVarX(*(insptr))] >= g_player[vm.g_p].ps->max_ammo_amount[Gv_GetVarX(*(insptr))])
{
vm.g_flags |= VM_NOEXECUTE;
continue;
}
P_AddAmmo(Gv_GetVarX(*(insptr)), g_player[vm.g_p].ps, Gv_GetVarX(*(insptr+1)));
if (g_player[vm.g_p].ps->curr_weapon == KNEE_WEAPON && (g_player[vm.g_p].ps->gotweapon & (1 << Gv_GetVarX(*(insptr)))))
{
if (!(g_player[vm.g_p].ps->weaponswitch & 1)) P_AddWeaponNoSwitch(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr)));
else P_AddWeapon(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr)));
}
insptr += 2;
continue;
case CON_ACTIVATEBYSECTOR:
case CON_OPERATESECTORS:
case CON_OPERATEACTIVATORS:
case CON_SETASPECT:
case CON_SSP:
insptr++;
{
int32_t var1 = Gv_GetVarX(*insptr++), var2;
if (tw == CON_OPERATEACTIVATORS && *insptr == g_iThisActorID)
{
var2 = vm.g_p;
insptr++;
}
else var2 = Gv_GetVarX(*insptr++);
switch (tw)
{
case CON_ACTIVATEBYSECTOR:
if ((var1<0 || var1>=numsectors)) {OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],var1); break;}
activatebysector(var1, var2);
break;
case CON_OPERATESECTORS:
if ((var1<0 || var1>=numsectors)) {OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],var1); break;}
G_OperateSectors(var1, var2);
break;
case CON_OPERATEACTIVATORS:
if ((var2<0 || var2>=playerswhenstarted)) {OSD_Printf(CON_ERROR "Invalid player %d\n",g_errorLineNum,keyw[g_tw],var2); break;}
G_OperateActivators(var1, var2);
break;
case CON_SETASPECT:
setaspect(var1, var2);
break;
case CON_SSP:
if ((var1<0 || var1>=MAXSPRITES)) { OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],var1); break;}
A_SetSprite(var1, var2);
break;
}
continue;
}
case CON_CANSEESPR:
insptr++;
{
int32_t lVar1 = Gv_GetVarX(*insptr++), lVar2 = Gv_GetVarX(*insptr++), res;
if ((lVar1<0 || lVar1>=MAXSPRITES || lVar2<0 || lVar2>=MAXSPRITES))
{
OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],lVar1<0||lVar1>=MAXSPRITES?lVar1:lVar2);
res=0;
}
else res=cansee(sprite[lVar1].x,sprite[lVar1].y,sprite[lVar1].z,sprite[lVar1].sectnum,
sprite[lVar2].x,sprite[lVar2].y,sprite[lVar2].z,sprite[lVar2].sectnum);
Gv_SetVarX(*insptr++, res);
continue;
}
case CON_OPERATERESPAWNS:
case CON_OPERATEMASTERSWITCHES:
case CON_CHECKACTIVATORMOTION:
insptr++;
{
int32_t var1 = Gv_GetVarX(*insptr++);
switch (tw)
{
case CON_OPERATERESPAWNS:
G_OperateRespawns(var1);
break;
case CON_OPERATEMASTERSWITCHES:
G_OperateMasterSwitches(var1);
break;
case CON_CHECKACTIVATORMOTION:
Gv_SetVarX(g_iReturnVarID, G_CheckActivatorMotion(var1));
break;
}
continue;
}
case CON_INSERTSPRITEQ:
insptr++;
A_AddToDeleteQueue(vm.g_i);
continue;
case CON_QSTRLEN:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((ScriptQuotes[j] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],j);
Gv_SetVarX(i,-1);
continue;
}
Gv_SetVarX(i,Bstrlen(ScriptQuotes[j]));
continue;
}
case CON_HEADSPRITESTAT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((j < 0 || j > MAXSTATUS))
{
OSD_Printf(CON_ERROR "invalid status list %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
Gv_SetVarX(i,headspritestat[j]);
continue;
}
case CON_PREVSPRITESTAT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((j < 0 || j >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
Gv_SetVarX(i,prevspritestat[j]);
continue;
}
case CON_NEXTSPRITESTAT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((j < 0 || j >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
Gv_SetVarX(i,nextspritestat[j]);
continue;
}
case CON_HEADSPRITESECT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((j < 0 || j > numsectors))
{
OSD_Printf(CON_ERROR "invalid sector %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
Gv_SetVarX(i,headspritesect[j]);
continue;
}
case CON_PREVSPRITESECT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((j < 0 || j >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
Gv_SetVarX(i,prevspritesect[j]);
continue;
}
case CON_NEXTSPRITESECT:
insptr++;
{
int32_t i=*insptr++;
int32_t j=Gv_GetVarX(*insptr++);
if ((j < 0 || j >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
Gv_SetVarX(i,nextspritesect[j]);
continue;
}
case CON_GETKEYNAME:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++),
f=Gv_GetVarX(*insptr++);
int32_t j=Gv_GetVarX(*insptr++);
if ((i<0 || i>=MAXQUOTES))
OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],i);
else if ((ScriptQuotes[i] == NULL))
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i);
else if ((f<0 || f>=NUMGAMEFUNCTIONS))
OSD_Printf(CON_ERROR "invalid function %d\n",g_errorLineNum,keyw[g_tw],f);
else
{
if (j<2)
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][j]));
else
{
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][0]));
if (!*tempbuf)
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][1]));
}
}
if (*tempbuf)
Bstrcpy(ScriptQuotes[i],tempbuf);
continue;
}
case CON_QSUBSTR:
insptr++;
{
int32_t q1 = Gv_GetVarX(*insptr++);
int32_t q2 = Gv_GetVarX(*insptr++);
int32_t st = Gv_GetVarX(*insptr++);
int32_t ln = Gv_GetVarX(*insptr++);
if ((q1<0 || q1>=MAXQUOTES))
{
OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],q1);
continue;
}
if ((ScriptQuotes[q1] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q1);
continue;
}
if ((q2<0 || q2>=MAXQUOTES))
{
OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],q2);
continue;
}
if ((ScriptQuotes[q2] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q2);
continue;
}
{
char *s1 = ScriptQuotes[q1];
char *s2 = ScriptQuotes[q2];
while (*s2 && st--) s2++;
while ((*s1 = *s2) && ln--)
{
s1++;
s2++;
}
*s1=0;
}
continue;
}
case CON_GETPNAME:
case CON_QSTRNCAT:
case CON_QSTRCAT:
case CON_QSTRCPY:
case CON_QGETSYSSTR:
case CON_CHANGESPRITESECT:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++), j;
if (tw == CON_GETPNAME && *insptr == g_iThisActorID)
{
j = vm.g_p;
insptr++;
}
else j = Gv_GetVarX(*insptr++);
switch (tw)
{
case CON_GETPNAME:
if ((ScriptQuotes[i] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i);
break;
}
if (g_player[j].user_name[0])
Bstrcpy(ScriptQuotes[i],g_player[j].user_name);
else Bsprintf(ScriptQuotes[i],"%d",j);
break;
case CON_QGETSYSSTR:
if ((ScriptQuotes[i] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d %d\n",g_errorLineNum,keyw[g_tw],i,j);
break;
}
switch (j)
{
case STR_MAPNAME:
Bstrcpy(ScriptQuotes[i],MapInfo[ud.volume_number*MAXLEVELS + ud.level_number].name);
break;
case STR_MAPFILENAME:
Bstrcpy(ScriptQuotes[i],MapInfo[ud.volume_number*MAXLEVELS + ud.level_number].filename);
break;
case STR_PLAYERNAME:
Bstrcpy(ScriptQuotes[i],g_player[vm.g_p].user_name);
break;
case STR_VERSION:
Bsprintf(tempbuf,HEAD2 " %s",s_buildDate);
Bstrcpy(ScriptQuotes[i],tempbuf);
break;
case STR_GAMETYPE:
Bstrcpy(ScriptQuotes[i],GametypeNames[ud.coop]);
break;
case STR_VOLUMENAME:
Bstrcpy(ScriptQuotes[i],EpisodeNames[ud.volume_number]);
break;
default:
OSD_Printf(CON_ERROR "unknown str ID %d %d\n",g_errorLineNum,keyw[g_tw],i,j);
}
break;
case CON_QSTRCAT:
if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote;
Bstrncat(ScriptQuotes[i],ScriptQuotes[j],(MAXQUOTELEN-1)-Bstrlen(ScriptQuotes[i]));
break;
case CON_QSTRNCAT:
if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote;
Bstrncat(ScriptQuotes[i],ScriptQuotes[j],Gv_GetVarX(*insptr++));
break;
case CON_QSTRCPY:
if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote;
Bstrcpy(ScriptQuotes[i],ScriptQuotes[j]);
break;
case CON_CHANGESPRITESECT:
if ((i<0 || i>=MAXSPRITES))
{
OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],i);
break;
}
if ((j<0 || j>=numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],j);
break;
}
changespritesect(i,j);
break;
default:
nullquote:
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],ScriptQuotes[i] ? j : i);
break;
}
continue;
}
case CON_CHANGESPRITESTAT:
insptr++;
{
int32_t i = Gv_GetVarX(*insptr++);
int32_t j = Gv_GetVarX(*insptr++);
if ((i<0 || i>=MAXSPRITES))
{
OSD_Printf(CON_ERROR "Invalid sprite: %d\n",g_errorLineNum,keyw[g_tw],i);
continue;
}
if ((j<0 || j>=MAXSTATUS))
{
OSD_Printf(CON_ERROR "Invalid statnum: %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
if (sprite[i].statnum == j) continue;
/* initialize actor data when changing to an actor statnum because there's usually
garbage left over from being handled as a hard coded object */
if (sprite[i].statnum > STAT_ZOMBIEACTOR && (j == STAT_ACTOR || j == STAT_ZOMBIEACTOR))
{
actor[i].lastvx = 0;
actor[i].lastvy = 0;
actor[i].timetosleep = 0;
actor[i].cgg = 0;
actor[i].movflag = 0;
actor[i].tempang = 0;
actor[i].dispicnum = 0;
T1=T2=T3=T4=T5=T6=T7=T8=T9=0;
actor[i].flags = 0;
sprite[i].hitag = 0;
// pointers
if (actorscrptr[sprite[i].picnum])
{
T5 = *(actorscrptr[sprite[i].picnum]+1);
T2 = *(actorscrptr[sprite[i].picnum]+2);
sprite[i].hitag = *(actorscrptr[sprite[i].picnum]+3);
}
}
changespritestat(i,j);
continue;
}
case CON_STARTLEVEL:
insptr++; // skip command
{
// from 'level' cheat in game.c (about line 6250)
int32_t volnume=Gv_GetVarX(*insptr++), levnume=Gv_GetVarX(*insptr++);
if ((volnume > MAXVOLUMES-1 || volnume < 0))
{
OSD_Printf(CON_ERROR "invalid volume (%d)\n",g_errorLineNum,keyw[g_tw],volnume);
continue;
}
if ((levnume > MAXLEVELS-1 || levnume < 0))
{
OSD_Printf(CON_ERROR "invalid level (%d)\n",g_errorLineNum,keyw[g_tw],levnume);
continue;
}
ud.m_volume_number = ud.volume_number = volnume;
ud.m_level_number = ud.level_number = levnume;
if (numplayers > 1 && g_netServer)
Net_NewGame(volnume,levnume);
else
{
g_player[myconnectindex].ps->gm |= MODE_EOL;
ud.display_bonus_screen = 0;
} // MODE_RESTART;
continue;
}
case CON_MYOSX:
case CON_MYOSPALX:
case CON_MYOS:
case CON_MYOSPAL:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), tilenum=Gv_GetVarX(*insptr++);
int32_t shade=Gv_GetVarX(*insptr++), orientation=Gv_GetVarX(*insptr++);
switch (tw)
{
case CON_MYOS:
G_DrawTile(x,y,tilenum,shade,orientation);
break;
case CON_MYOSPAL:
{
int32_t pal=Gv_GetVarX(*insptr++);
G_DrawTilePal(x,y,tilenum,shade,orientation,pal);
break;
}
case CON_MYOSX:
G_DrawTileSmall(x,y,tilenum,shade,orientation);
break;
case CON_MYOSPALX:
{
int32_t pal=Gv_GetVarX(*insptr++);
G_DrawTilePalSmall(x,y,tilenum,shade,orientation,pal);
break;
}
}
continue;
}
case CON_SWITCH:
insptr++; // p-code
{
// command format:
// variable ID to check
// script offset to 'end'
// count of case statements
// script offset to default case (null if none)
// For each case: value, ptr to code
//AddLog("Processing Switch...");
int32_t lValue=Gv_GetVarX(*insptr++), lEnd=*insptr++, lCases=*insptr++;
intptr_t *lpDefault=insptr++, *lpCases=insptr, *lTempInsPtr;
int32_t bMatched=0, lCheckCase;
int32_t left,right;
insptr += lCases*2;
lTempInsPtr=insptr;
//Bsprintf(g_szBuf,"lEnd= %d *lpDefault=%d",lEnd,*lpDefault);
//AddLog(g_szBuf);
//Bsprintf(g_szBuf,"Checking %d cases for %d",lCases, lValue);
//AddLog(g_szBuf);
left=0; right=lCases-1;
while (!bMatched)
{
//Bsprintf(g_szBuf,"Checking #%d Value= %d",lCheckCase, lpCases[lCheckCase*2]);
//AddLog(g_szBuf);
lCheckCase=(left+right)/2;
// initprintf("(%2d..%2d..%2d) [%2d..%2d..%2d]==%2d\n",left,lCheckCase,right,lpCases[left*2],lpCases[lCheckCase*2],lpCases[right*2],lValue);
if (lpCases[lCheckCase*2] > lValue)
right=lCheckCase-1;
else if (lpCases[lCheckCase*2] < lValue)
left =lCheckCase+1;
else if (lpCases[lCheckCase*2] == lValue)
{
//AddLog("Found Case Match");
//Bsprintf(g_szBuf,"insptr=%d. lCheckCase=%d, offset=%d, &script[0]=%d",
// (int32_t)insptr,(int32_t)lCheckCase,lpCases[lCheckCase*2+1],(int32_t)&script[0]);
//AddLog(g_szBuf);
// fake a 2-d Array
insptr=(intptr_t*)(lpCases[lCheckCase*2+1] + &script[0]);
//Bsprintf(g_szBuf,"insptr=%d. ", (int32_t)insptr);
//AddLog(g_szBuf);
VM_Execute(0);
//AddLog("Done Executing Case");
bMatched=1;
}
if (right-left < 0)
break;
}
if (!bMatched)
{
if (*lpDefault)
{
//AddLog("No Matching Case: Using Default");
insptr=(intptr_t*)(*lpDefault + &script[0]);
VM_Execute(0);
}
else
{
//AddLog("No Matching Case: No Default to use");
}
}
insptr=(intptr_t *)(lEnd + (intptr_t)&script[0]);
//Bsprintf(g_szBuf,"insptr=%d. ", (int32_t)insptr);
//AddLog(g_szBuf);
//AddLog("Done Processing Switch");
continue;
}
case CON_ENDSWITCH:
case CON_ENDEVENT:
insptr++;
return 1;
case CON_DISPLAYRAND:
insptr++;
Gv_SetVarX(*insptr++, rand());
continue;
case CON_DRAGPOINT:
insptr++;
{
int32_t wallnum = Gv_GetVarX(*insptr++), newx = Gv_GetVarX(*insptr++), newy = Gv_GetVarX(*insptr++);
if ((wallnum<0 || wallnum>=numwalls))
{
OSD_Printf(CON_ERROR "Invalid wall %d\n",g_errorLineNum,keyw[g_tw],wallnum);
continue;
}
dragpoint(wallnum,newx,newy);
continue;
}
case CON_LDIST:
insptr++;
{
int32_t distvar = *insptr++, xvar = Gv_GetVarX(*insptr++), yvar = Gv_GetVarX(*insptr++);
if ((xvar < 0 || yvar < 0 || xvar >= MAXSPRITES || yvar >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite\n",g_errorLineNum,keyw[g_tw]);
continue;
}
Gv_SetVarX(distvar, ldist(&sprite[xvar],&sprite[yvar]));
continue;
}
case CON_DIST:
insptr++;
{
int32_t distvar = *insptr++, xvar = Gv_GetVarX(*insptr++), yvar = Gv_GetVarX(*insptr++);
if ((xvar < 0 || yvar < 0 || xvar >= MAXSPRITES || yvar >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite\n",g_errorLineNum,keyw[g_tw]);
continue;
}
Gv_SetVarX(distvar, dist(&sprite[xvar],&sprite[yvar]));
continue;
}
case CON_GETANGLE:
insptr++;
{
int32_t angvar = *insptr++;
int32_t xvar = Gv_GetVarX(*insptr++);
int32_t yvar = Gv_GetVarX(*insptr++);
Gv_SetVarX(angvar, getangle(xvar,yvar));
continue;
}
case CON_GETINCANGLE:
insptr++;
{
int32_t angvar = *insptr++;
int32_t xvar = Gv_GetVarX(*insptr++);
int32_t yvar = Gv_GetVarX(*insptr++);
Gv_SetVarX(angvar, G_GetAngleDelta(xvar,yvar));
continue;
}
case CON_MULSCALE:
insptr++;
{
int32_t var1 = *insptr++, var2 = Gv_GetVarX(*insptr++);
int32_t var3 = Gv_GetVarX(*insptr++), var4 = Gv_GetVarX(*insptr++);
Gv_SetVarX(var1, mulscale(var2, var3, var4));
continue;
}
case CON_INITTIMER:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
if (g_timerTicsPerSecond == j)
continue;
uninittimer();
inittimer(j);
g_timerTicsPerSecond = j;
}
continue;
case CON_TIME:
insptr += 2;
continue;
case CON_ESPAWNVAR:
case CON_EQSPAWNVAR:
case CON_QSPAWNVAR:
insptr++;
{
int32_t lIn=Gv_GetVarX(*insptr++);
int32_t j;
if ((vm.g_sp->sectnum < 0 || vm.g_sp->sectnum >= numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum);
continue;
}
j = A_Spawn(vm.g_i, lIn);
switch (tw)
{
case CON_EQSPAWNVAR:
if (j != -1)
A_AddToDeleteQueue(j);
case CON_ESPAWNVAR:
aGameVars[g_iReturnVarID].val.lValue = j;
break;
case CON_QSPAWNVAR:
if (j != -1)
A_AddToDeleteQueue(j);
break;
}
continue;
}
case CON_ESPAWN:
case CON_EQSPAWN:
case CON_QSPAWN:
insptr++;
{
int32_t j;
if ((vm.g_sp->sectnum < 0 || vm.g_sp->sectnum >= numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum);
insptr++;
continue;
}
j = A_Spawn(vm.g_i,*insptr++);
switch (tw)
{
case CON_EQSPAWN:
if (j != -1)
A_AddToDeleteQueue(j);
case CON_ESPAWN:
aGameVars[g_iReturnVarID].val.lValue = j;
break;
case CON_QSPAWN:
if (j != -1)
A_AddToDeleteQueue(j);
break;
}
}
continue;
case CON_ESHOOT:
case CON_EZSHOOT:
case CON_ZSHOOT:
insptr++;
{
int32_t j;
if (tw != CON_ESHOOT)
{
actor[vm.g_i].shootzvel = Gv_GetVarX(*insptr++);
if (actor[vm.g_i].shootzvel == 0)
actor[vm.g_i].shootzvel = 1;
}
if ((vm.g_sp->sectnum < 0 || vm.g_sp->sectnum >= numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum);
insptr++;
actor[vm.g_i].shootzvel=0;
continue;
}
j = A_Shoot(vm.g_i,*insptr++);
if (tw != CON_ZSHOOT)
aGameVars[g_iReturnVarID].val.lValue = j;
actor[vm.g_i].shootzvel=0;
}
continue;
case CON_SHOOTVAR:
case CON_ESHOOTVAR:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if ((vm.g_sp->sectnum < 0 || vm.g_sp->sectnum >= numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum);
actor[vm.g_i].shootzvel=0;
continue;
}
j = A_Shoot(vm.g_i, j);
if (tw == CON_ESHOOTVAR)
aGameVars[g_iReturnVarID].val.lValue = j;
actor[vm.g_i].shootzvel=0;
continue;
}
case CON_EZSHOOTVAR:
case CON_ZSHOOTVAR:
insptr++;
actor[vm.g_i].shootzvel = Gv_GetVarX(*insptr++);
if (actor[vm.g_i].shootzvel == 0)
actor[vm.g_i].shootzvel = 1;
{
int32_t j=Gv_GetVarX(*insptr++);
if ((vm.g_sp->sectnum < 0 || vm.g_sp->sectnum >= numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum);
actor[vm.g_i].shootzvel=0;
continue;
}
j = A_Shoot(vm.g_i, j);
if (tw == CON_EZSHOOTVAR)
aGameVars[g_iReturnVarID].val.lValue = j;
actor[vm.g_i].shootzvel=0;
continue;
}
case CON_CMENU:
insptr++;
ChangeToMenu(Gv_GetVarX(*insptr++));
continue;
case CON_SOUNDVAR:
case CON_STOPSOUNDVAR:
case CON_SOUNDONCEVAR:
case CON_GLOBALSOUNDVAR:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if (j<0 || j>=MAXSOUNDS)
{
OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
switch (tw)
{
case CON_SOUNDONCEVAR:
if (!S_CheckSoundPlaying(vm.g_i,j))
A_PlaySound((int16_t)j,vm.g_i);
continue;
case CON_GLOBALSOUNDVAR:
A_PlaySound((int16_t)j,g_player[screenpeek].ps->i);
continue;
case CON_STOPSOUNDVAR:
if (S_CheckSoundPlaying(vm.g_i,j))
S_StopSound((int16_t)j);
continue;
case CON_SOUNDVAR:
A_PlaySound((int16_t)j,vm.g_i);
continue;
}
}
continue;
case CON_GUNIQHUDID:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if (j >= 0 && j < MAXUNIQHUDID-1)
guniqhudid = j;
else
OSD_Printf(CON_ERROR "Invalid ID %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
case CON_SAVEGAMEVAR:
case CON_READGAMEVAR:
{
int32_t i=0;
insptr++;
if (ud.config.scripthandle < 0)
{
insptr++;
continue;
}
switch (tw)
{
case CON_SAVEGAMEVAR:
i=Gv_GetVarX(*insptr);
SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr++].szLabel,i,FALSE,FALSE);
break;
case CON_READGAMEVAR:
SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr].szLabel,&i);
Gv_SetVarX(*insptr++, i);
break;
}
continue;
}
case CON_SHOWVIEW:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++);
int32_t y=Gv_GetVarX(*insptr++);
int32_t z=Gv_GetVarX(*insptr++);
int32_t a=Gv_GetVarX(*insptr++);
int32_t horiz=Gv_GetVarX(*insptr++);
int32_t sect=Gv_GetVarX(*insptr++);
int32_t x1=scale(Gv_GetVarX(*insptr++),xdim,320);
int32_t y1=scale(Gv_GetVarX(*insptr++),ydim,200);
int32_t x2=scale(Gv_GetVarX(*insptr++),xdim,320);
int32_t y2=scale(Gv_GetVarX(*insptr++),ydim,200);
int32_t smoothratio = min(max((totalclock - ototalclock) * (65536 / 4),0),65536);
#if defined(USE_OPENGL) && defined(POLYMOST)
int32_t j;
#endif
if (g_screenCapture) continue;
if (x1 > x2) swaplong(&x1,&x2);
if (y1 > y2) swaplong(&y1,&y2);
if ((x1 < 0 || y1 < 0 || x2 > xdim-1 || y2 > ydim-1 || x2-x1 < 2 || y2-y1 < 2))
{
OSD_Printf(CON_ERROR "incorrect coordinates\n",g_errorLineNum,keyw[g_tw]);
continue;
}
if ((sect<0 || sect>=numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sect);
continue;
}
#if defined(USE_OPENGL) && defined(POLYMOST)
j = glprojectionhacks;
glprojectionhacks = 0;
#endif
setview(x1,y1,x2,y2);
#if 0
if (!ud.pause_on && ((ud.show_help == 0 && (!net_server && ud.multimode < 2) && !(g_player[myconnectindex].ps->gm&MODE_MENU))
|| (net_server || ud.multimode > 1) || ud.recstat == 2))
smoothratio = min(max((totalclock-ototalclock)*(65536L/TICSPERFRAME),0),65536);
#endif
G_DoInterpolations(smoothratio);
if (((gotpic[MIRROR>>3]&(1<<(MIRROR&7))) > 0)
#if defined(POLYMER) && defined(USE_OPENGL)
&& (getrendermode() != 4)
#endif
)
{
int32_t j, i = 0, k, dst = 0x7fffffff;
for (k=g_mirrorCount-1; k>=0; k--)
{
j = klabs(wall[g_mirrorWall[k]].x-x);
j += klabs(wall[g_mirrorWall[k]].y-y);
if (j < dst) dst = j, i = k;
}
if (wall[g_mirrorWall[i]].overpicnum == MIRROR)
{
int32_t tposx,tposy;
int16_t tang;
preparemirror(x,y,z,a,horiz,g_mirrorWall[i],g_mirrorSector[i],&tposx,&tposy,&tang);
j = visibility;
visibility = (j>>1) + (j>>2);
drawrooms(tposx,tposy,z,tang,horiz,g_mirrorSector[i]+MAXSECTORS);
display_mirror = 1;
G_DoSpriteAnimations(tposx,tposy,tang,smoothratio);
display_mirror = 0;
drawmasks();
completemirror(); //Reverse screen x-wise in this function
visibility = j;
}
gotpic[MIRROR>>3] &= ~(1<<(MIRROR&7));
}
#ifdef POLYMER
if (getrendermode() == 4)
polymer_setanimatesprites(G_DoSpriteAnimations, x,y,a,smoothratio);
#endif
drawrooms(x,y,z,a,horiz,sect);
display_mirror = 2;
G_DoSpriteAnimations(x,y,a,smoothratio);
display_mirror = 0;
drawmasks();
G_RestoreInterpolations();
G_UpdateScreenArea();
#if defined(USE_OPENGL) && defined(POLYMOST)
glprojectionhacks = j;
#endif
continue;
}
case CON_ROTATESPRITE16:
case CON_ROTATESPRITE:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++);
int32_t a=Gv_GetVarX(*insptr++), tilenum=Gv_GetVarX(*insptr++), shade=Gv_GetVarX(*insptr++);
int32_t pal=Gv_GetVarX(*insptr++), orientation=Gv_GetVarX(*insptr++);
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++);
if (tw == CON_ROTATESPRITE && !(orientation & 256))
{
x<<=16;
y<<=16;
}
if (x < (-160)<<16 || x >= (480<<16) || y < (-100)<<16 || y >= (300<<16))
{
OSD_Printf(CON_ERROR "invalid coordinates: %d, %d\n",g_errorLineNum, keyw[g_tw], x, y);
continue;
}
rotatesprite(x,y,z,a,tilenum,shade,pal,2|orientation,x1,y1,x2,y2);
continue;
}
case CON_GAMETEXT:
case CON_GAMETEXTZ:
insptr++;
{
int32_t tilenum = Gv_GetVarX(*insptr++);
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++);
int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++);
int32_t orientation=Gv_GetVarX(*insptr++);
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++);
int32_t z = (tw == CON_GAMETEXTZ) ? Gv_GetVarX(*insptr++) : 65536;
if ((ScriptQuotes[q] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q);
if (tw == CON_GAMETEXTZ)
Gv_GetVarX(*insptr++);
continue;
}
G_PrintGameText(0,tilenum,x>>1,y,ScriptQuotes[q],shade,pal,orientation,x1,y1,x2,y2,z);
continue;
}
case CON_DIGITALNUMBER:
case CON_DIGITALNUMBERZ:
insptr++;
{
int32_t tilenum = Gv_GetVarX(*insptr++);
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++);
int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++);
int32_t orientation=Gv_GetVarX(*insptr++);
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++);
int32_t z = (tw == CON_DIGITALNUMBERZ) ? Gv_GetVarX(*insptr++) : 65536;
G_DrawTXDigiNumZ(tilenum,x,y,q,shade,pal,orientation,x1,y1,x2,y2,z);
continue;
}
case CON_MINITEXT:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++);
int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++);
if ((ScriptQuotes[q] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q);
continue;
}
minitextshade(x,y,ScriptQuotes[q],shade,pal,26);
continue;
}
case CON_ANGOFF:
insptr++;
spriteext[vm.g_i].angoff=*insptr++;
continue;
case CON_GETZRANGE:
insptr++;
{
vec3_t vect;
vect.x = Gv_GetVarX(*insptr++);
vect.y = Gv_GetVarX(*insptr++);
vect.z = Gv_GetVarX(*insptr++);
{
int32_t sectnum=Gv_GetVarX(*insptr++);
int32_t ceilzvar=*insptr++, ceilhitvar=*insptr++, florzvar=*insptr++, florhitvar=*insptr++;
int32_t walldist=Gv_GetVarX(*insptr++), clipmask=Gv_GetVarX(*insptr++);
int32_t ceilz, ceilhit, florz, florhit;
if ((sectnum<0 || sectnum>=numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum);
continue;
}
getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask);
Gv_SetVarX(ceilzvar, ceilz);
Gv_SetVarX(ceilhitvar, ceilhit);
Gv_SetVarX(florzvar, florz);
Gv_SetVarX(florhitvar, florhit);
}
continue;
}
case CON_HITSCAN:
insptr++;
{
vec3_t vect;
hitdata_t hitinfo;
vect.x = Gv_GetVarX(*insptr++);
vect.y = Gv_GetVarX(*insptr++);
vect.z = Gv_GetVarX(*insptr++);
{
int32_t sectnum=Gv_GetVarX(*insptr++);
int32_t vx=Gv_GetVarX(*insptr++), vy=Gv_GetVarX(*insptr++), vz=Gv_GetVarX(*insptr++);
int32_t hitsectvar=*insptr++, hitwallvar=*insptr++, hitspritevar=*insptr++;
int32_t hitxvar=*insptr++, hityvar=*insptr++, hitzvar=*insptr++, cliptype=Gv_GetVarX(*insptr++);
if ((sectnum<0 || sectnum>=numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum);
continue;
}
hitscan((const vec3_t *)&vect, sectnum, vx, vy, vz, &hitinfo, cliptype);
Gv_SetVarX(hitsectvar, hitinfo.hitsect);
Gv_SetVarX(hitwallvar, hitinfo.hitwall);
Gv_SetVarX(hitspritevar, hitinfo.hitsprite);
Gv_SetVarX(hitxvar, hitinfo.pos.x);
Gv_SetVarX(hityvar, hitinfo.pos.y);
Gv_SetVarX(hitzvar, hitinfo.pos.z);
}
continue;
}
case CON_CANSEE:
insptr++;
{
int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++), z1=Gv_GetVarX(*insptr++);
int32_t sect1=Gv_GetVarX(*insptr++);
int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++), z2=Gv_GetVarX(*insptr++);
int32_t sect2=Gv_GetVarX(*insptr++), rvar=*insptr++;
if ((sect1<0 || sect1>=numsectors || sect2<0 || sect2>=numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector\n",g_errorLineNum,keyw[g_tw]);
Gv_SetVarX(rvar, 0);
}
Gv_SetVarX(rvar, cansee(x1,y1,z1,sect1,x2,y2,z2,sect2));
continue;
}
case CON_ROTATEPOINT:
insptr++;
{
int32_t xpivot=Gv_GetVarX(*insptr++), ypivot=Gv_GetVarX(*insptr++);
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), daang=Gv_GetVarX(*insptr++);
int32_t x2var=*insptr++, y2var=*insptr++;
int32_t x2, y2;
rotatepoint(xpivot,ypivot,x,y,daang,&x2,&y2);
Gv_SetVarX(x2var, x2);
Gv_SetVarX(y2var, y2);
continue;
}
case CON_NEARTAG:
insptr++;
{
// neartag(int32_t x, int32_t y, int32_t z, short sectnum, short ang, //Starting position & angle
// short *neartagsector, //Returns near sector if sector[].tag != 0
// short *neartagwall, //Returns near wall if wall[].tag != 0
// short *neartagsprite, //Returns near sprite if sprite[].tag != 0
// int32_t *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size)
// int32_t neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size)
// char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++);
int32_t sectnum=Gv_GetVarX(*insptr++), ang=Gv_GetVarX(*insptr++);
int32_t neartagsectorvar=*insptr++, neartagwallvar=*insptr++, neartagspritevar=*insptr++, neartaghitdistvar=*insptr++;
int32_t neartagrange=Gv_GetVarX(*insptr++), tagsearch=Gv_GetVarX(*insptr++);
if ((sectnum<0 || sectnum>=numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum);
continue;
}
neartag(x, y, z, sectnum, ang, &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, neartagrange, tagsearch);
Gv_SetVarX(neartagsectorvar, neartagsector);
Gv_SetVarX(neartagwallvar, neartagwall);
Gv_SetVarX(neartagspritevar, neartagsprite);
Gv_SetVarX(neartaghitdistvar, neartaghitdist);
continue;
}
case CON_GETTIMEDATE:
insptr++;
{
int32_t v1=*insptr++,v2=*insptr++,v3=*insptr++,v4=*insptr++,v5=*insptr++,v6=*insptr++,v7=*insptr++,v8=*insptr++;
time_t rawtime;
struct tm * ti;
time(&rawtime);
ti=localtime(&rawtime);
// initprintf("Time&date: %s\n",asctime (ti));
Gv_SetVarX(v1, ti->tm_sec);
Gv_SetVarX(v2, ti->tm_min);
Gv_SetVarX(v3, ti->tm_hour);
Gv_SetVarX(v4, ti->tm_mday);
Gv_SetVarX(v5, ti->tm_mon);
Gv_SetVarX(v6, ti->tm_year+1900);
Gv_SetVarX(v7, ti->tm_wday);
Gv_SetVarX(v8, ti->tm_yday);
continue;
}
case CON_MOVESPRITE:
case CON_SETSPRITE:
insptr++;
{
int32_t spritenum = Gv_GetVarX(*insptr++);
vec3_t davector;
davector.x = Gv_GetVarX(*insptr++);
davector.y = Gv_GetVarX(*insptr++);
davector.z = Gv_GetVarX(*insptr++);
if (tw == CON_SETSPRITE)
{
if ((spritenum < 0 || spritenum >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],spritenum);
continue;
}
setsprite(spritenum, &davector);
continue;
}
{
int32_t cliptype = Gv_GetVarX(*insptr++);
if ((spritenum < 0 && spritenum >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],spritenum);
insptr++;
continue;
}
Gv_SetVarX(*insptr++, A_MoveSprite(spritenum, &davector, cliptype));
continue;
}
}
case CON_GETFLORZOFSLOPE:
case CON_GETCEILZOFSLOPE:
insptr++;
{
int32_t sectnum = Gv_GetVarX(*insptr++), x = Gv_GetVarX(*insptr++), y = Gv_GetVarX(*insptr++);
if ((sectnum<0 || sectnum>=numsectors))
{
OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum);
insptr++;
continue;
}
if (tw == CON_GETFLORZOFSLOPE)
{
Gv_SetVarX(*insptr++, getflorzofslope(sectnum,x,y));
continue;
}
Gv_SetVarX(*insptr++, getceilzofslope(sectnum,x,y));
continue;
}
case CON_UPDATESECTOR:
case CON_UPDATESECTORZ:
insptr++;
{
int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++);
int32_t z=(tw==CON_UPDATESECTORZ)?Gv_GetVarX(*insptr++):0;
int32_t var=*insptr++;
int16_t w=sprite[vm.g_i].sectnum;
if (tw==CON_UPDATESECTOR) updatesector(x,y,&w);
else updatesectorz(x,y,z,&w);
Gv_SetVarX(var, w);
continue;
}
case CON_SPAWN:
insptr++;
if (vm.g_sp->sectnum >= 0 && vm.g_sp->sectnum < MAXSECTORS)
A_Spawn(vm.g_i,*insptr);
insptr++;
continue;
case CON_IFWASWEAPON:
insptr++;
VM_DoConditional(actor[vm.g_i].picnum == *insptr);
continue;
case CON_IFAI:
insptr++;
VM_DoConditional(vm.g_t[5] == *insptr);
continue;
case CON_IFACTION:
insptr++;
VM_DoConditional(vm.g_t[4] == *insptr);
continue;
case CON_IFACTIONCOUNT:
insptr++;
VM_DoConditional(vm.g_t[2] >= *insptr);
continue;
case CON_RESETACTIONCOUNT:
insptr++;
vm.g_t[2] = 0;
continue;
case CON_DEBRIS:
insptr++;
{
int32_t dnum = *insptr++;
int32_t s, l, j;
if (vm.g_sp->sectnum >= 0 && vm.g_sp->sectnum < MAXSECTORS)
for (j=(*insptr)-1; j>=0; j--)
{
if (vm.g_sp->picnum == BLIMP && dnum == SCRAP1)
s = 0;
else s = (krand()%3);
l = A_InsertSprite(vm.g_sp->sectnum,
vm.g_sp->x+(krand()&255)-128,vm.g_sp->y+(krand()&255)-128,vm.g_sp->z-(8<<8)-(krand()&8191),
dnum+s,vm.g_sp->shade,32+(krand()&15),32+(krand()&15),
krand()&2047,(krand()&127)+32,
-(krand()&2047),vm.g_i,5);
if (vm.g_sp->picnum == BLIMP && dnum == SCRAP1)
sprite[l].yvel = BlimpSpawnSprites[j%14];
else sprite[l].yvel = -1;
sprite[l].pal = vm.g_sp->pal;
}
insptr++;
}
continue;
case CON_COUNT:
insptr++;
vm.g_t[0] = (int16_t) *insptr++;
continue;
case CON_CSTATOR:
insptr++;
vm.g_sp->cstat |= (int16_t) *insptr++;
continue;
case CON_CLIPDIST:
insptr++;
vm.g_sp->clipdist = (int16_t) *insptr++;
continue;
case CON_CSTAT:
insptr++;
vm.g_sp->cstat = (int16_t) *insptr++;
continue;
case CON_SAVENN:
case CON_SAVE:
insptr++;
{
time_t curtime;
g_lastSaveSlot = *insptr++;
if (g_lastSaveSlot > 9)
continue;
if (tw == CON_SAVE || ud.savegame[g_lastSaveSlot][0] == 0)
{
curtime = time(NULL);
Bstrcpy(tempbuf,asctime(localtime(&curtime)));
clearbuf(ud.savegame[g_lastSaveSlot],sizeof(ud.savegame[g_lastSaveSlot]),0);
Bsprintf(ud.savegame[g_lastSaveSlot],"Auto");
// for (j=0;j<13;j++)
// Bmemcpy(&ud.savegame[g_lastSaveSlot][j+4],&tempbuf[j+3],sizeof(tempbuf[j+3]));
// ud.savegame[g_lastSaveSlot][j+4] = '\0';
Bmemcpy(&ud.savegame[g_lastSaveSlot][4],&tempbuf[3],sizeof(tempbuf[0])*13);
ud.savegame[g_lastSaveSlot][17] = '\0';
}
OSD_Printf("Saving to slot %d\n",g_lastSaveSlot);
KB_FlushKeyboardQueue();
g_screenCapture = 1;
G_DrawRooms(myconnectindex,65536);
g_screenCapture = 0;
if ((g_netServer || ud.multimode > 1))
G_SavePlayer(-1-(g_lastSaveSlot));
else G_SavePlayer(g_lastSaveSlot);
continue;
}
case CON_QUAKE:
insptr++;
g_earthquakeTime = (uint8_t)Gv_GetVarX(*insptr++);
A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i);
continue;
case CON_IFMOVE:
insptr++;
VM_DoConditional(vm.g_t[1] == *insptr);
continue;
case CON_RESETPLAYER:
{
insptr++;
//AddLog("resetplayer");
if ((!g_netServer && ud.multimode < 2))
{
if (g_lastSaveSlot >= 0 && ud.recstat != 2)
{
g_player[vm.g_p].ps->gm = MODE_MENU;
KB_ClearKeyDown(sc_Space);
ChangeToMenu(15000);
}
else g_player[vm.g_p].ps->gm = MODE_RESTART;
vm.g_flags |= VM_NOEXECUTE;
}
else
{
if (vm.g_p == myconnectindex)
{
g_cameraDistance = 0;
g_cameraClock = totalclock;
}
if (g_netServer)
{
P_ResetPlayer(vm.g_p);
packbuf[0] = PACKET_PLAYER_SPAWN;
packbuf[1] = vm.g_p;
packbuf[2] = 0;
enet_host_broadcast(g_netServer, CHAN_GAMESTATE , enet_packet_create(packbuf, 3, ENET_PACKET_FLAG_RELIABLE));
}
}
P_UpdateScreenPal(g_player[vm.g_p].ps);
//AddLog("EOF: resetplayer");
}
continue;
case CON_IFONWATER:
VM_DoConditional(sector[vm.g_sp->sectnum].lotag == 1 && klabs(vm.g_sp->z-sector[vm.g_sp->sectnum].floorz) < (32<<8));
continue;
case CON_IFINWATER:
VM_DoConditional(sector[vm.g_sp->sectnum].lotag == 2);
continue;
case CON_IFCOUNT:
insptr++;
VM_DoConditional(vm.g_t[0] >= *insptr);
continue;
case CON_IFACTOR:
insptr++;
VM_DoConditional(vm.g_sp->picnum == *insptr);
continue;
case CON_RESETCOUNT:
insptr++;
vm.g_t[0] = 0;
continue;
case CON_ADDINVENTORY:
insptr += 2;
switch (*(insptr-1))
{
case GET_STEROIDS:
g_player[vm.g_p].ps->inv_amount[GET_STEROIDS] = *insptr;
g_player[vm.g_p].ps->inven_icon = 2;
break;
case GET_SHIELD:
g_player[vm.g_p].ps->inv_amount[GET_SHIELD] += *insptr;// 100;
if (g_player[vm.g_p].ps->inv_amount[GET_SHIELD] > g_player[vm.g_p].ps->max_shield_amount)
g_player[vm.g_p].ps->inv_amount[GET_SHIELD] = g_player[vm.g_p].ps->max_shield_amount;
break;
case GET_SCUBA:
g_player[vm.g_p].ps->inv_amount[GET_SCUBA] = *insptr;// 1600;
g_player[vm.g_p].ps->inven_icon = 6;
break;
case GET_HOLODUKE:
g_player[vm.g_p].ps->inv_amount[GET_HOLODUKE] = *insptr;// 1600;
g_player[vm.g_p].ps->inven_icon = 3;
break;
case GET_JETPACK:
g_player[vm.g_p].ps->inv_amount[GET_JETPACK] = *insptr;// 1600;
g_player[vm.g_p].ps->inven_icon = 4;
break;
case GET_ACCESS:
switch (vm.g_sp->pal)
{
case 0:
g_player[vm.g_p].ps->got_access |= 1;
break;
case 21:
g_player[vm.g_p].ps->got_access |= 2;
break;
case 23:
g_player[vm.g_p].ps->got_access |= 4;
break;
}
break;
case GET_HEATS:
g_player[vm.g_p].ps->inv_amount[GET_HEATS] = *insptr;
g_player[vm.g_p].ps->inven_icon = 5;
break;
case GET_FIRSTAID:
g_player[vm.g_p].ps->inven_icon = 1;
g_player[vm.g_p].ps->inv_amount[GET_FIRSTAID] = *insptr;
break;
case GET_BOOTS:
g_player[vm.g_p].ps->inven_icon = 7;
g_player[vm.g_p].ps->inv_amount[GET_BOOTS] = *insptr;
break;
default:
OSD_Printf(CON_ERROR "Invalid inventory ID %d\n",g_errorLineNum,keyw[g_tw],*(insptr-1));
break;
}
insptr++;
continue;
case CON_HITRADIUSVAR:
insptr++;
{
int32_t v1=Gv_GetVarX(*insptr++),v2=Gv_GetVarX(*insptr++),v3=Gv_GetVarX(*insptr++);
int32_t v4=Gv_GetVarX(*insptr++),v5=Gv_GetVarX(*insptr++);
A_RadiusDamage(vm.g_i,v1,v2,v3,v4,v5);
}
continue;
case CON_HITRADIUS:
A_RadiusDamage(vm.g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
insptr += 6;
continue;
case CON_IFP:
{
int32_t l = *(++insptr);
int32_t j = 0;
int32_t s = sprite[g_player[vm.g_p].ps->i].xvel;
if ((l&8) && g_player[vm.g_p].ps->on_ground && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_CROUCH))
j = 1;
else if ((l&16) && g_player[vm.g_p].ps->jumping_counter == 0 && !g_player[vm.g_p].ps->on_ground &&
g_player[vm.g_p].ps->posvel.z > 2048)
j = 1;
else if ((l&32) && g_player[vm.g_p].ps->jumping_counter > 348)
j = 1;
else if ((l&1) && s >= 0 && s < 8)
j = 1;
else if ((l&2) && s >= 8 && !TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN))
j = 1;
else if ((l&4) && s >= 8 && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN))
j = 1;
else if ((l&64) && g_player[vm.g_p].ps->pos.z < (vm.g_sp->z-(48<<8)))
j = 1;
else if ((l&128) && s <= -8 && !TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN))
j = 1;
else if ((l&256) && s <= -8 && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN))
j = 1;
else if ((l&512) && (g_player[vm.g_p].ps->quick_kick > 0 || (g_player[vm.g_p].ps->curr_weapon == KNEE_WEAPON && g_player[vm.g_p].ps->kickback_pic > 0)))
j = 1;
else if ((l&1024) && sprite[g_player[vm.g_p].ps->i].xrepeat < 32)
j = 1;
else if ((l&2048) && g_player[vm.g_p].ps->jetpack_on)
j = 1;
else if ((l&4096) && g_player[vm.g_p].ps->inv_amount[GET_STEROIDS] > 0 && g_player[vm.g_p].ps->inv_amount[GET_STEROIDS] < 400)
j = 1;
else if ((l&8192) && g_player[vm.g_p].ps->on_ground)
j = 1;
else if ((l&16384) && sprite[g_player[vm.g_p].ps->i].xrepeat > 32 && sprite[g_player[vm.g_p].ps->i].extra > 0 && g_player[vm.g_p].ps->timebeforeexit == 0)
j = 1;
else if ((l&32768) && sprite[g_player[vm.g_p].ps->i].extra <= 0)
j = 1;
else if ((l&65536L))
{
if (vm.g_sp->picnum == APLAYER && (g_netServer || ud.multimode > 1))
j = G_GetAngleDelta(g_player[otherp].ps->ang,getangle(g_player[vm.g_p].ps->pos.x-g_player[otherp].ps->pos.x,g_player[vm.g_p].ps->pos.y-g_player[otherp].ps->pos.y));
else
j = G_GetAngleDelta(g_player[vm.g_p].ps->ang,getangle(vm.g_sp->x-g_player[vm.g_p].ps->pos.x,vm.g_sp->y-g_player[vm.g_p].ps->pos.y));
if (j > -128 && j < 128)
j = 1;
else
j = 0;
}
VM_DoConditional((intptr_t) j);
}
continue;
case CON_IFSTRENGTH:
insptr++;
VM_DoConditional(vm.g_sp->extra <= *insptr);
continue;
case CON_GUTS:
A_DoGuts(vm.g_i,*(insptr+1),*(insptr+2));
insptr += 3;
continue;
case CON_IFSPAWNEDBY:
insptr++;
VM_DoConditional(actor[vm.g_i].picnum == *insptr);
continue;
case CON_WACKPLAYER:
insptr++;
P_ForceAngle(g_player[vm.g_p].ps);
continue;
case CON_FLASH:
insptr++;
sprite[vm.g_i].shade = -127;
g_player[vm.g_p].ps->visibility = -127;
lastvisinc = totalclock+32;
continue;
case CON_SAVEMAPSTATE:
if (MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate == NULL)
MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate = Bcalloc(1,sizeof(mapstate_t));
G_SaveMapState(MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate);
insptr++;
continue;
case CON_LOADMAPSTATE:
if (MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate)
G_RestoreMapState(MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate);
insptr++;
continue;
case CON_CLEARMAPSTATE:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
if ((j < 0 || j >= MAXVOLUMES*MAXLEVELS))
{
OSD_Printf(CON_ERROR "Invalid map number: %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
if (MapInfo[j].savedstate)
G_FreeMapState(j);
}
continue;
case CON_STOPALLSOUNDS:
insptr++;
if (screenpeek == vm.g_p)
FX_StopAllSounds();
continue;
case CON_IFGAPZL:
insptr++;
VM_DoConditional(((actor[vm.g_i].floorz - actor[vm.g_i].ceilingz) >> 8) < *insptr);
continue;
case CON_IFHITSPACE:
VM_DoConditional(TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_OPEN));
continue;
case CON_IFOUTSIDE:
VM_DoConditional(sector[vm.g_sp->sectnum].ceilingstat&1);
continue;
case CON_IFMULTIPLAYER:
VM_DoConditional((g_netServer || ud.multimode > 1));
continue;
case CON_OPERATE:
insptr++;
if (sector[vm.g_sp->sectnum].lotag == 0)
{
neartag(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(32<<8),vm.g_sp->sectnum,vm.g_sp->ang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,768L,1);
if (neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag))
if ((sector[neartagsector].lotag&0xff) == 23 || sector[neartagsector].floorz == sector[neartagsector].ceilingz)
if ((sector[neartagsector].lotag&16384) == 0)
if ((sector[neartagsector].lotag&32768) == 0)
{
int32_t j = headspritesect[neartagsector];
while (j >= 0)
{
if (sprite[j].picnum == ACTIVATOR)
break;
j = nextspritesect[j];
}
if (j == -1)
G_OperateSectors(neartagsector,vm.g_i);
}
}
continue;
case CON_IFINSPACE:
VM_DoConditional(G_CheckForSpaceCeiling(vm.g_sp->sectnum));
continue;
case CON_SPRITEPAL:
insptr++;
if (vm.g_sp->picnum != APLAYER)
actor[vm.g_i].tempang = vm.g_sp->pal;
vm.g_sp->pal = *insptr++;
continue;
case CON_CACTOR:
insptr++;
vm.g_sp->picnum = *insptr++;
continue;
case CON_IFBULLETNEAR:
VM_DoConditional(A_Dodge(vm.g_sp) == 1);
continue;
case CON_IFRESPAWN:
if (A_CheckEnemySprite(vm.g_sp))
VM_DoConditional(ud.respawn_monsters);
else if (A_CheckInventorySprite(vm.g_sp))
VM_DoConditional(ud.respawn_inventory);
else
VM_DoConditional(ud.respawn_items);
continue;
case CON_IFFLOORDISTL:
insptr++;
VM_DoConditional((actor[vm.g_i].floorz - vm.g_sp->z) <= ((*insptr)<<8));
continue;
case CON_IFCEILINGDISTL:
insptr++;
VM_DoConditional((vm.g_sp->z - actor[vm.g_i].ceilingz) <= ((*insptr)<<8));
continue;
case CON_PALFROM:
insptr++;
{
int32_t j = 2;
g_player[vm.g_p].ps->pals.f = *insptr++;
for (; j>=0; j--)
*((char *)(&g_player[vm.g_p].ps->pals.r)+2-j) = *insptr++;
}
continue;
case CON_SECTOROFWALL:
insptr++;
{
int32_t j = *insptr++;
Gv_SetVarX(j, sectorofwall(Gv_GetVarX(*insptr++)));
}
continue;
case CON_QSPRINTF:
insptr++;
{
int32_t dq = Gv_GetVarX(*insptr++), sq = Gv_GetVarX(*insptr++);
if ((ScriptQuotes[sq] == NULL || ScriptQuotes[dq] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],ScriptQuotes[sq] ? dq : sq);
while ((*insptr & 0xFFF) != CON_NULLOP)
Gv_GetVarX(*insptr++);
insptr++; // skip the NOP
continue;
}
{
int32_t arg[32], i = 0, j = 0, k = 0;
int32_t len = Bstrlen(ScriptQuotes[sq]);
char tempbuf[MAXQUOTELEN];
while ((*insptr & 0xFFF) != CON_NULLOP && i < 32)
arg[i++] = Gv_GetVarX(*insptr++);
insptr++; // skip the NOP
i = 0;
do
{
while (k < len && j < MAXQUOTELEN && ScriptQuotes[sq][k] != '%')
tempbuf[j++] = ScriptQuotes[sq][k++];
if (ScriptQuotes[sq][k] == '%')
{
k++;
switch (ScriptQuotes[sq][k])
{
case 'l':
if (ScriptQuotes[sq][k+1] != 'd')
{
// write the % and l
tempbuf[j++] = ScriptQuotes[sq][k-1];
tempbuf[j++] = ScriptQuotes[sq][k++];
break;
}
k++;
case 'd':
{
char buf[16];
int32_t ii = 0;
Bsprintf(buf, "%d", arg[i++]);
ii = Bstrlen(buf);
Bmemcpy(&tempbuf[j], buf, ii);
j += ii;
k++;
}
break;
case 's':
{
int32_t ii = Bstrlen(ScriptQuotes[arg[i]]);
Bmemcpy(&tempbuf[j], ScriptQuotes[arg[i]], ii);
j += ii;
k++;
}
break;
default:
tempbuf[j++] = ScriptQuotes[sq][k-1];
break;
}
}
}
while (k < len && j < MAXQUOTELEN);
tempbuf[j] = '\0';
Bstrcpy(ScriptQuotes[dq], tempbuf);
continue;
}
}
case CON_ADDLOG:
{
insptr++;
OSD_Printf(OSDTEXT_GREEN "CONLOG: L=%d\n",g_errorLineNum);
continue;
}
case CON_ADDLOGVAR:
insptr++;
{
int32_t m=1;
char szBuf[256];
int32_t lVarID = *insptr;
if ((lVarID >= g_gameVarCount) || lVarID < 0)
{
if (*insptr==MAXGAMEVARS) // addlogvar for a constant? Har.
insptr++;
// else if (*insptr > g_gameVarCount && (*insptr < (MAXGAMEVARS<<1)+MAXGAMEVARS+1+MAXGAMEARRAYS))
else if (*insptr&(MAXGAMEVARS<<2))
{
int32_t index;
lVarID ^= (MAXGAMEVARS<<2);
if (lVarID&(MAXGAMEVARS<<1))
{
m = -m;
lVarID ^= (MAXGAMEVARS<<1);
}
insptr++;
index=Gv_GetVarX(*insptr++);
if ((index < aGameArrays[lVarID].size)&&(index>=0))
{
OSD_Printf(OSDTEXT_GREEN "%s: L=%d %s[%d] =%d\n",keyw[g_tw],g_errorLineNum,
aGameArrays[lVarID].szLabel,index,m*aGameArrays[lVarID].plValues[index]);
continue;
}
else
{
OSD_Printf(CON_ERROR "invalid array index\n",g_errorLineNum,keyw[g_tw]);
continue;
}
}
else if (*insptr&(MAXGAMEVARS<<3))
{
// FIXME FIXME FIXME
if ((lVarID & (MAXGAMEVARS-1)) == g_iActorVarID)
{
intptr_t *oinsptr = insptr++;
int32_t index = Gv_GetVarX(*insptr++);
insptr = oinsptr;
if (index < 0 || index >= MAXSPRITES-1)
{
OSD_Printf(CON_ERROR "invalid array index\n",g_errorLineNum,keyw[g_tw]);
Gv_GetVarX(*insptr++);
continue;
}
OSD_Printf(OSDTEXT_GREEN "%s: L=%d %d %d\n",keyw[g_tw],g_errorLineNum,index,Gv_GetVar(*insptr++,index,vm.g_p));
continue;
}
}
else if (*insptr&(MAXGAMEVARS<<1))
{
m = -m;
lVarID ^= (MAXGAMEVARS<<1);
}
else
{
// invalid varID
insptr++;
OSD_Printf(CON_ERROR "invalid variable\n",g_errorLineNum,keyw[g_tw]);
continue; // out of switch
}
}
Bsprintf(szBuf,"CONLOGVAR: L=%d %s ",g_errorLineNum, aGameVars[lVarID].szLabel);
strcpy(g_szBuf,szBuf);
if (aGameVars[lVarID].dwFlags & GAMEVAR_READONLY)
{
Bsprintf(szBuf," (read-only)");
strcat(g_szBuf,szBuf);
}
if (aGameVars[lVarID].dwFlags & GAMEVAR_PERPLAYER)
{
Bsprintf(szBuf," (Per Player. Player=%d)",vm.g_p);
}
else if (aGameVars[lVarID].dwFlags & GAMEVAR_PERACTOR)
{
Bsprintf(szBuf," (Per Actor. Actor=%d)",vm.g_i);
}
else
{
Bsprintf(szBuf," (Global)");
}
Bstrcat(g_szBuf,szBuf);
Bsprintf(szBuf," =%d\n", Gv_GetVarX(lVarID)*m);
Bstrcat(g_szBuf,szBuf);
OSD_Printf(OSDTEXT_GREEN "%s",g_szBuf);
insptr++;
continue;
}
case CON_SETSECTOR:
case CON_GETSECTOR:
insptr++;
{
// syntax [gs]etsector[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2);
continue;
}
case CON_SQRT:
insptr++;
{
// syntax sqrt <invar> <outvar>
int32_t lInVarID=*insptr++, lOutVarID=*insptr++;
Gv_SetVarX(lOutVarID, ksqrt(Gv_GetVarX(lInVarID)));
continue;
}
case CON_FINDNEARACTOR:
case CON_FINDNEARSPRITE:
case CON_FINDNEARACTOR3D:
case CON_FINDNEARSPRITE3D:
insptr++;
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int32_t lType=*insptr++, lMaxDist=*insptr++, lVarID=*insptr++;
int32_t lFound=-1, j, k = MAXSTATUS-1;
if (tw == CON_FINDNEARACTOR || tw == CON_FINDNEARACTOR3D)
k = 1;
do
{
j=headspritestat[k]; // all sprites
if (tw==CON_FINDNEARSPRITE3D || tw==CON_FINDNEARACTOR3D)
{
while (j>=0)
{
if (sprite[j].picnum == lType && j != vm.g_i && dist(&sprite[vm.g_i], &sprite[j]) < lMaxDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
j = nextspritestat[j];
}
if (j == MAXSPRITES || tw == CON_FINDNEARACTOR3D)
break;
continue;
}
while (j>=0)
{
if (sprite[j].picnum == lType && j != vm.g_i && ldist(&sprite[vm.g_i], &sprite[j]) < lMaxDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
j = nextspritestat[j];
}
if (j == MAXSPRITES || tw == CON_FINDNEARACTOR)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
case CON_FINDNEARACTORVAR:
case CON_FINDNEARSPRITEVAR:
case CON_FINDNEARACTOR3DVAR:
case CON_FINDNEARSPRITE3DVAR:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int32_t lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++), lVarID=*insptr++;
int32_t lFound=-1, j, k = 1;
if (tw == CON_FINDNEARSPRITEVAR || tw == CON_FINDNEARSPRITE3DVAR)
k = MAXSTATUS-1;
do
{
j=headspritestat[k]; // all sprites
if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR)
{
while (j >= 0)
{
if (sprite[j].picnum == lType && j != vm.g_i && dist(&sprite[vm.g_i], &sprite[j]) < lMaxDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
j = nextspritestat[j];
}
if (j == MAXSPRITES || tw==CON_FINDNEARACTOR3DVAR)
break;
continue;
}
while (j >= 0)
{
if (sprite[j].picnum == lType && j != vm.g_i && ldist(&sprite[vm.g_i], &sprite[j]) < lMaxDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
j = nextspritestat[j];
}
if (j == MAXSPRITES || tw==CON_FINDNEARACTORVAR)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
case CON_FINDNEARACTORZVAR:
case CON_FINDNEARSPRITEZVAR:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int32_t lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++);
int32_t lMaxZDist=Gv_GetVarX(*insptr++);
int32_t lVarID=*insptr++, lFound=-1, lTemp, lTemp2, j, k=MAXSTATUS-1;
do
{
j=headspritestat[tw==CON_FINDNEARACTORZVAR?1:k]; // all sprites
if (j == -1) continue;
do
{
if (sprite[j].picnum == lType && j != vm.g_i)
{
lTemp=ldist(&sprite[vm.g_i], &sprite[j]);
if (lTemp < lMaxDist)
{
lTemp2=klabs(sprite[vm.g_i].z-sprite[j].z);
if (lTemp2 < lMaxZDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
}
}
j = nextspritestat[j];
}
while (j>=0);
if (tw==CON_FINDNEARACTORZVAR || j == MAXSPRITES)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
case CON_FINDNEARACTORZ:
case CON_FINDNEARSPRITEZ:
insptr++;
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int32_t lType=*insptr++, lMaxDist=*insptr++, lMaxZDist=*insptr++, lVarID=*insptr++;
int32_t lTemp, lTemp2, lFound=-1, j, k=MAXSTATUS-1;
do
{
j=headspritestat[tw==CON_FINDNEARACTORZ?1:k]; // all sprites
if (j == -1) continue;
do
{
if (sprite[j].picnum == lType && j != vm.g_i)
{
lTemp=ldist(&sprite[vm.g_i], &sprite[j]);
if (lTemp < lMaxDist)
{
lTemp2=klabs(sprite[vm.g_i].z-sprite[j].z);
if (lTemp2 < lMaxZDist)
{
lFound=j;
j = MAXSPRITES;
break;
}
}
}
j = nextspritestat[j];
}
while (j>=0);
if (tw==CON_FINDNEARACTORZ || j == MAXSPRITES)
break;
}
while (k--);
Gv_SetVarX(lVarID, lFound);
continue;
}
case CON_FINDPLAYER:
insptr++;
{
int32_t j;
// Gv_SetVarX(g_iReturnVarID, A_FindPlayer(&sprite[vm.g_i],&j));
aGameVars[g_iReturnVarID].val.lValue = A_FindPlayer(&sprite[vm.g_i],&j);
Gv_SetVarX(*insptr++, j);
}
continue;
case CON_FINDOTHERPLAYER:
insptr++;
{
int32_t j;
// Gv_SetVarX(g_iReturnVarID, P_FindOtherPlayer(vm.g_p,&j));
aGameVars[g_iReturnVarID].val.lValue = P_FindOtherPlayer(vm.g_p,&j);
Gv_SetVarX(*insptr++, j);
}
continue;
case CON_SETPLAYER:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2;
// HACK: need to have access to labels structure at run-time...
if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=Gv_GetVarX(*insptr++);
lVar2=*insptr++;
VM_SetPlayer(lVar1, lLabelID, lVar2, lParm2);
continue;
}
case CON_GETPLAYER:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2;
// HACK: need to have access to labels structure at run-time...
if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=Gv_GetVarX(*insptr++);
lVar2=*insptr++;
VM_GetPlayer(lVar1, lLabelID, lVar2, lParm2);
continue;
}
case CON_SETINPUT:
case CON_GETINPUT:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessPlayerInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2);
continue;
}
case CON_GETUSERDEF:
case CON_SETUSERDEF:
insptr++;
{
// syntax [gs]etuserdef.xxx <VAR>
// <xxxid> <varid>
int32_t lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessUserdef(tw==CON_SETUSERDEF, lLabelID, lVar2);
continue;
}
case CON_GETPROJECTILE:
case CON_SETPROJECTILE:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=Gv_GetVarX(*insptr++), lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2);
continue;
}
case CON_SETWALL:
case CON_GETWALL:
insptr++;
{
// syntax [gs]etwall[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2);
continue;
}
case CON_SETACTORVAR:
case CON_GETACTORVAR:
insptr++;
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
int32_t lSprite=Gv_GetVarX(*insptr++), lVar1=*insptr++;
int32_t lVar2=*insptr++;
if ((lSprite < 0 || lSprite >= MAXSPRITES))
{
OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],lSprite);
if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++;
if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++;
continue;
}
if (tw == CON_SETACTORVAR)
{
Gv_SetVar(lVar1, Gv_GetVarX(lVar2), lSprite, vm.g_p);
continue;
}
Gv_SetVarX(lVar2, Gv_GetVar(lVar1, lSprite, vm.g_p));
continue;
}
case CON_SETPLAYERVAR:
case CON_GETPLAYERVAR:
insptr++;
{
int32_t iPlayer = vm.g_p;
if (*insptr != g_iThisActorID)
iPlayer=Gv_GetVarX(*insptr);
insptr++;
{
int32_t lVar1=*insptr++, lVar2=*insptr++;
if ((iPlayer < 0 || iPlayer >= playerswhenstarted))
{
OSD_Printf(CON_ERROR "invalid player ID %d\n",g_errorLineNum,keyw[g_tw],iPlayer);
if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++;
if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++;
continue;
}
if (tw == CON_SETPLAYERVAR)
{
Gv_SetVar(lVar1, Gv_GetVarX(lVar2), vm.g_i, iPlayer);
continue;
}
Gv_SetVarX(lVar2, Gv_GetVar(lVar1, vm.g_i, iPlayer));
continue;
}
}
case CON_SETACTOR:
insptr++;
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0;
if (ActorLabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=Gv_GetVarX(*insptr++);
{
int32_t lVar2=*insptr++;
VM_SetSprite(lVar1, lLabelID, lVar2, lParm2);
}
continue;
}
case CON_GETACTOR:
insptr++;
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0;
if (ActorLabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=Gv_GetVarX(*insptr++);
{
int32_t lVar2=*insptr++;
VM_GetSprite(lVar1, lLabelID, lVar2, lParm2);
}
continue;
}
case CON_SETTSPR:
case CON_GETTSPR:
insptr++;
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
VM_AccessTsprite(tw==CON_SETTSPR, lVar1, lLabelID, lVar2);
continue;
}
case CON_GETANGLETOTARGET:
insptr++;
// Actor[vm.g_i].lastvx and lastvy are last known location of target.
Gv_SetVarX(*insptr++, getangle(actor[vm.g_i].lastvx-vm.g_sp->x,actor[vm.g_i].lastvy-vm.g_sp->y));
continue;
case CON_ANGOFFVAR:
insptr++;
spriteext[vm.g_i].angoff=Gv_GetVarX(*insptr++);
continue;
case CON_LOCKPLAYER:
insptr++;
g_player[vm.g_p].ps->transporter_hold=Gv_GetVarX(*insptr++);
continue;
case CON_CHECKAVAILWEAPON:
case CON_CHECKAVAILINVEN:
insptr++;
{
int32_t j = vm.g_p;
if (*insptr != g_iThisActorID)
j=Gv_GetVarX(*insptr);
insptr++;
if ((j < 0 || j >= playerswhenstarted))
{
OSD_Printf(CON_ERROR "Invalid player ID %d\n",g_errorLineNum,keyw[g_tw],j);
continue;
}
if (tw == CON_CHECKAVAILWEAPON)
P_CheckWeapon(g_player[j].ps);
else P_SelectNextInvItem(g_player[j].ps);
}
continue;
case CON_GETPLAYERANGLE:
insptr++;
Gv_SetVarX(*insptr++, g_player[vm.g_p].ps->ang);
continue;
case CON_SETPLAYERANGLE:
insptr++;
g_player[vm.g_p].ps->ang=Gv_GetVarX(*insptr++);
g_player[vm.g_p].ps->ang &= 2047;
continue;
case CON_GETACTORANGLE:
insptr++;
Gv_SetVarX(*insptr++, vm.g_sp->ang);
continue;
case CON_SETACTORANGLE:
insptr++;
vm.g_sp->ang=Gv_GetVarX(*insptr++);
vm.g_sp->ang &= 2047;
continue;
case CON_SETVAR:
insptr++;
Gv_SetVarX(*insptr, *(insptr+1));
insptr += 2;
continue;
case CON_SETARRAY:
insptr++;
{
int32_t j=*insptr++;
int32_t index = Gv_GetVarX(*insptr++);
int32_t value = Gv_GetVarX(*insptr++);
if (j<0 || j >= g_gameArrayCount || index >= aGameArrays[j].size || index < 0)
{
OSD_Printf(OSD_ERROR "Gv_SetVar(): tried to set invalid array ID (%d) or index out of bounds from sprite %d (%d), player %d\n",j,vm.g_i,sprite[vm.g_i].picnum,vm.g_p);
continue;
}
aGameArrays[j].plValues[index]=value;
continue;
}
case CON_WRITEARRAYTOFILE:
case CON_READARRAYFROMFILE:
insptr++;
{
int32_t j=*insptr++;
{
int q = *insptr++;
if (ScriptQuotes[q] == NULL)
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q);
continue;
}
if (tw == CON_READARRAYFROMFILE)
{
int32_t fil = kopen4loadfrommod(ScriptQuotes[q], 0);
int32_t asize;
if (fil < 0)
continue;
asize = kfilelength(fil);
if (asize > 0)
{
OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n",
aGameArrays[j].szLabel, aGameArrays[j].size, asize / sizeof(int32_t));
aGameArrays[j].plValues=Brealloc(aGameArrays[j].plValues, asize);
aGameArrays[j].size = asize / sizeof(int32_t);
kread(fil, aGameArrays[j].plValues, asize);
}
kclose(fil);
continue;
}
{
FILE *fil;
char temp[BMAX_PATH];
if (g_modDir[0] != '/')
Bsprintf(temp,"%s/%s",g_modDir,ScriptQuotes[q]);
else Bsprintf(temp,"%s",ScriptQuotes[q]);
if ((fil = fopen(temp,"wb")) == 0) continue;
fwrite(aGameArrays[j].plValues,1,sizeof(int) * aGameArrays[j].size,fil);
fclose(fil);
}
continue;
}
}
case CON_GETARRAYSIZE:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(*insptr++,aGameArrays[j].size);
}
continue;
case CON_RESIZEARRAY:
insptr++;
{
int32_t j=*insptr++;
int32_t asize = Gv_GetVarX(*insptr++);
if (asize > 0)
{
OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n", aGameArrays[j].szLabel, aGameArrays[j].size, asize);
aGameArrays[j].plValues=Brealloc(aGameArrays[j].plValues, sizeof(int32_t) * asize);
aGameArrays[j].size = asize;
}
continue;
}
case CON_COPY:
insptr++;
{
int32_t j=*insptr++;
int32_t index = Gv_GetVar(*insptr++, vm.g_i, vm.g_p);
int32_t j1=*insptr++;
int32_t index1 = Gv_GetVar(*insptr++, vm.g_i, vm.g_p);
int32_t value = Gv_GetVar(*insptr++, vm.g_i, vm.g_p);
if (index > aGameArrays[j].size || index1 > aGameArrays[j1].size) continue;
if ((index+value)>aGameArrays[j].size) value=aGameArrays[j].size-index;
if ((index1+value)>aGameArrays[j1].size) value=aGameArrays[j1].size-index1;
Bmemcpy(aGameArrays[j1].plValues+index1, aGameArrays[j].plValues+index, value * sizeof(intptr_t));
continue;
}
case CON_RANDVAR:
insptr++;
Gv_SetVarX(*insptr, mulscale16(krand(), *(insptr+1)+1));
insptr += 2;
continue;
case CON_DISPLAYRANDVAR:
insptr++;
Gv_SetVarX(*insptr, mulscale15((uint16_t)rand(), *(insptr+1)+1));
insptr += 2;
continue;
case CON_INV:
Gv_SetVarX(*(insptr+1), -Gv_GetVarX(*(insptr+1)));
insptr += 2;
continue;
case CON_MULVAR:
insptr++;
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) * *(insptr+1));
insptr += 2;
continue;
case CON_DIVVAR:
insptr++;
if (*(insptr+1) == 0)
{
OSD_Printf(CON_ERROR "Divide by zero.\n",g_errorLineNum,keyw[g_tw]);
insptr += 2;
continue;
}
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) / *(insptr+1));
insptr += 2;
continue;
case CON_MODVAR:
insptr++;
if (*(insptr+1) == 0)
{
OSD_Printf(CON_ERROR "Mod by zero.\n",g_errorLineNum,keyw[g_tw]);
insptr += 2;
continue;
}
Gv_SetVarX(*insptr,Gv_GetVarX(*insptr)%*(insptr+1));
insptr += 2;
continue;
case CON_ANDVAR:
insptr++;
Gv_SetVarX(*insptr,Gv_GetVarX(*insptr) & *(insptr+1));
insptr += 2;
continue;
case CON_ORVAR:
insptr++;
Gv_SetVarX(*insptr,Gv_GetVarX(*insptr) | *(insptr+1));
insptr += 2;
continue;
case CON_XORVAR:
insptr++;
Gv_SetVarX(*insptr,Gv_GetVarX(*insptr) ^ *(insptr+1));
insptr += 2;
continue;
case CON_SETVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, Gv_GetVarX(*insptr++));
}
continue;
case CON_RANDVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j,mulscale(krand(), Gv_GetVarX(*insptr++)+1, 16));
}
continue;
case CON_DISPLAYRANDVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j,mulscale((uint16_t)rand(), Gv_GetVarX(*insptr++)+1, 15));
}
continue;
case CON_GMAXAMMO:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if ((j<0 || j>=MAX_WEAPONS))
{
OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],j);
insptr++;
continue;
}
Gv_SetVarX(*insptr++, g_player[vm.g_p].ps->max_ammo_amount[j]);
}
continue;
case CON_SMAXAMMO:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
if ((j<0 || j>=MAX_WEAPONS))
{
OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],j);
insptr++;
continue;
}
g_player[vm.g_p].ps->max_ammo_amount[j]=Gv_GetVarX(*insptr++);
}
continue;
case CON_MULVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, Gv_GetVarX(j)*Gv_GetVarX(*insptr++));
}
continue;
case CON_DIVVARVAR:
insptr++;
{
int32_t j=*insptr++;
int32_t l2=Gv_GetVarX(*insptr++);
if (l2==0)
{
OSD_Printf(CON_ERROR "Divide by zero.\n",g_errorLineNum,keyw[g_tw]);
continue;
}
Gv_SetVarX(j, Gv_GetVarX(j)/l2);
continue;
}
case CON_MODVARVAR:
insptr++;
{
int32_t j=*insptr++;
int32_t l2=Gv_GetVarX(*insptr++);
if (l2==0)
{
OSD_Printf(CON_ERROR "Mod by zero.\n",g_errorLineNum,keyw[g_tw]);
continue;
}
Gv_SetVarX(j, Gv_GetVarX(j) % l2);
continue;
}
case CON_ANDVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, Gv_GetVarX(j) & Gv_GetVarX(*insptr++));
}
continue;
case CON_XORVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, Gv_GetVarX(j) ^ Gv_GetVarX(*insptr++));
}
continue;
case CON_ORVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, Gv_GetVarX(j) | Gv_GetVarX(*insptr++));
}
continue;
case CON_SUBVAR:
insptr++;
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) - *(insptr+1));
insptr += 2;
continue;
case CON_SUBVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, Gv_GetVarX(j) - Gv_GetVarX(*insptr++));
}
continue;
case CON_ADDVAR:
insptr++;
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) + *(insptr+1));
insptr += 2;
continue;
case CON_SHIFTVARL:
insptr++;
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) << *(insptr+1));
insptr += 2;
continue;
case CON_SHIFTVARR:
insptr++;
Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) >> *(insptr+1));
insptr += 2;
continue;
case CON_SIN:
insptr++;
Gv_SetVarX(*insptr, sintable[Gv_GetVarX(*(insptr+1))&2047]);
insptr += 2;
continue;
case CON_COS:
insptr++;
Gv_SetVarX(*insptr, sintable[(Gv_GetVarX(*(insptr+1))+512)&2047]);
insptr += 2;
continue;
case CON_ADDVARVAR:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, Gv_GetVarX(j) + Gv_GetVarX(*insptr++));
}
continue;
case CON_SPGETLOTAG:
insptr++;
Gv_SetVarX(g_iLoTagID, vm.g_sp->lotag);
continue;
case CON_SPGETHITAG:
insptr++;
Gv_SetVarX(g_iHiTagID, vm.g_sp->hitag);
continue;
case CON_SECTGETLOTAG:
insptr++;
Gv_SetVarX(g_iLoTagID, sector[vm.g_sp->sectnum].lotag);
continue;
case CON_SECTGETHITAG:
insptr++;
Gv_SetVarX(g_iHiTagID, sector[vm.g_sp->sectnum].hitag);
continue;
case CON_GETTEXTUREFLOOR:
insptr++;
Gv_SetVarX(g_iTextureID, sector[vm.g_sp->sectnum].floorpicnum);
continue;
case CON_STARTTRACK:
case CON_STARTTRACKVAR:
insptr++;
if (tw == CON_STARTTRACK) g_musicIndex=(ud.volume_number*MAXLEVELS)+(*(insptr++));
else g_musicIndex=(ud.volume_number*MAXLEVELS)+(Gv_GetVarX(*(insptr++)));
if (MapInfo[(uint8_t)g_musicIndex].musicfn == NULL)
{
OSD_Printf(CON_ERROR "null music for map %d\n",g_errorLineNum,keyw[g_tw],g_musicIndex);
insptr++;
continue;
}
S_PlayMusic(&MapInfo[(uint8_t)g_musicIndex].musicfn[0],g_musicIndex);
continue;
case CON_ACTIVATECHEAT:
insptr++;
{
int32_t j=Gv_GetVarX(*(insptr++));
if (numplayers != 1 || !(g_player[myconnectindex].ps->gm & MODE_GAME))
{
OSD_Printf(CON_ERROR "not in a single-player game.\n",g_errorLineNum,keyw[g_tw]);
continue;
}
osdcmd_cheatsinfo_stat.cheatnum = j;
}
continue;
case CON_SETGAMEPALETTE:
insptr++;
switch (Gv_GetVarX(*(insptr++)))
{
default:
case 0:P_SetGamePalette(g_player[vm.g_p].ps,palette ,0); break;
case 1:P_SetGamePalette(g_player[vm.g_p].ps,waterpal ,0); break;
case 2:P_SetGamePalette(g_player[vm.g_p].ps,slimepal ,0); break;
case 3:P_SetGamePalette(g_player[vm.g_p].ps,drealms ,0); break;
case 4:P_SetGamePalette(g_player[vm.g_p].ps,titlepal ,0); break;
case 5:P_SetGamePalette(g_player[vm.g_p].ps,endingpal,0); break;
case 6:P_SetGamePalette(g_player[vm.g_p].ps,animpal ,0); break;
}
continue;
case CON_GETTEXTURECEILING:
insptr++;
Gv_SetVarX(g_iTextureID, sector[vm.g_sp->sectnum].ceilingpicnum);
continue;
case CON_IFVARVARAND:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j &= Gv_GetVarX(*insptr++);
insptr--;
VM_DoConditional(j);
}
continue;
case CON_IFVARVAROR:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j |= Gv_GetVarX(*insptr++);
insptr--;
VM_DoConditional(j);
}
continue;
case CON_IFVARVARXOR:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j ^= Gv_GetVarX(*insptr++);
insptr--;
VM_DoConditional(j);
}
continue;
case CON_IFVARVAREITHER:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
int32_t l = Gv_GetVarX(*insptr++);
insptr--;
VM_DoConditional(j || l);
}
continue;
case CON_IFVARVARN:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j = (j != Gv_GetVarX(*insptr++));
insptr--;
VM_DoConditional(j);
}
continue;
case CON_IFVARVARE:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j = (j == Gv_GetVarX(*insptr++));
insptr--;
VM_DoConditional(j);
}
continue;
case CON_IFVARVARG:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j = (j > Gv_GetVarX(*insptr++));
insptr--;
VM_DoConditional(j);
}
continue;
case CON_IFVARVARL:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
j = (j < Gv_GetVarX(*insptr++));
insptr--;
VM_DoConditional(j);
}
continue;
case CON_IFVARE:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_DoConditional(j == *insptr);
}
continue;
case CON_IFVARN:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_DoConditional(j != *insptr);
}
continue;
case CON_WHILEVARN:
{
intptr_t *savedinsptr=insptr+2;
int32_t j;
do
{
insptr=savedinsptr;
j = (Gv_GetVarX(*(insptr-1)) != *insptr);
VM_DoConditional(j);
}
while (j);
continue;
}
case CON_WHILEVARVARN:
{
int32_t j;
intptr_t *savedinsptr=insptr+2;
do
{
insptr=savedinsptr;
j = Gv_GetVarX(*(insptr-1));
j = (j != Gv_GetVarX(*insptr++));
insptr--;
VM_DoConditional(j);
}
while (j);
continue;
}
case CON_IFVARAND:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_DoConditional(j & *insptr);
}
continue;
case CON_IFVAROR:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_DoConditional(j | *insptr);
}
continue;
case CON_IFVARXOR:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_DoConditional(j ^ *insptr);
}
continue;
case CON_IFVAREITHER:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_DoConditional(j || *insptr);
}
continue;
case CON_IFVARG:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_DoConditional(j > *insptr);
}
continue;
case CON_IFVARL:
insptr++;
{
int32_t j=Gv_GetVarX(*insptr++);
VM_DoConditional(j < *insptr);
}
continue;
case CON_IFPHEALTHL:
insptr++;
VM_DoConditional(sprite[g_player[vm.g_p].ps->i].extra < *insptr);
continue;
case CON_IFPINVENTORY:
insptr++;
{
int32_t j = 0;
switch (*insptr++)
{
case GET_STEROIDS:
if (g_player[vm.g_p].ps->inv_amount[GET_STEROIDS] != *insptr)
j = 1;
break;
case GET_SHIELD:
if (g_player[vm.g_p].ps->inv_amount[GET_SHIELD] != g_player[vm.g_p].ps->max_shield_amount)
j = 1;
break;
case GET_SCUBA:
if (g_player[vm.g_p].ps->inv_amount[GET_SCUBA] != *insptr) j = 1;
break;
case GET_HOLODUKE:
if (g_player[vm.g_p].ps->inv_amount[GET_HOLODUKE] != *insptr) j = 1;
break;
case GET_JETPACK:
if (g_player[vm.g_p].ps->inv_amount[GET_JETPACK] != *insptr) j = 1;
break;
case GET_ACCESS:
switch (vm.g_sp->pal)
{
case 0:
if (g_player[vm.g_p].ps->got_access&1) j = 1;
break;
case 21:
if (g_player[vm.g_p].ps->got_access&2) j = 1;
break;
case 23:
if (g_player[vm.g_p].ps->got_access&4) j = 1;
break;
}
break;
case GET_HEATS:
if (g_player[vm.g_p].ps->inv_amount[GET_HEATS] != *insptr) j = 1;
break;
case GET_FIRSTAID:
if (g_player[vm.g_p].ps->inv_amount[GET_FIRSTAID] != *insptr) j = 1;
break;
case GET_BOOTS:
if (g_player[vm.g_p].ps->inv_amount[GET_BOOTS] != *insptr) j = 1;
break;
default:
OSD_Printf(CON_ERROR "invalid inventory ID: %d\n",g_errorLineNum,keyw[g_tw],*(insptr-1));
}
VM_DoConditional(j);
continue;
}
case CON_PSTOMP:
insptr++;
if (g_player[vm.g_p].ps->knee_incs == 0 && sprite[g_player[vm.g_p].ps->i].xrepeat >= 40)
if (cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(4<<8),vm.g_sp->sectnum,g_player[vm.g_p].ps->pos.x,
g_player[vm.g_p].ps->pos.y,g_player[vm.g_p].ps->pos.z+(16<<8),sprite[g_player[vm.g_p].ps->i].sectnum))
{
int32_t j = playerswhenstarted-1;
for (; j>=0; j--)
{
if (g_player[j].ps->actorsqu == vm.g_i)
break;
}
if (j == -1)
{
g_player[vm.g_p].ps->knee_incs = 1;
if (g_player[vm.g_p].ps->weapon_pos == 0)
g_player[vm.g_p].ps->weapon_pos = -1;
g_player[vm.g_p].ps->actorsqu = vm.g_i;
}
}
continue;
case CON_IFAWAYFROMWALL:
{
int16_t s1=vm.g_sp->sectnum;
int32_t j = 0;
updatesector(vm.g_sp->x+108,vm.g_sp->y+108,&s1);
if (s1 == vm.g_sp->sectnum)
{
updatesector(vm.g_sp->x-108,vm.g_sp->y-108,&s1);
if (s1 == vm.g_sp->sectnum)
{
updatesector(vm.g_sp->x+108,vm.g_sp->y-108,&s1);
if (s1 == vm.g_sp->sectnum)
{
updatesector(vm.g_sp->x-108,vm.g_sp->y+108,&s1);
if (s1 == vm.g_sp->sectnum)
j = 1;
}
}
}
VM_DoConditional(j);
}
continue;
case CON_QUOTE:
insptr++;
if ((ScriptQuotes[*insptr] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],*insptr);
insptr++;
continue;
}
if ((vm.g_p < 0 || vm.g_p >= MAXPLAYERS))
{
OSD_Printf(CON_ERROR "bad player for quote %d: (%d)\n",g_errorLineNum,keyw[g_tw],*insptr,vm.g_p);
insptr++;
continue;
}
P_DoQuote(*(insptr++)|MAXQUOTES,g_player[vm.g_p].ps);
continue;
case CON_USERQUOTE:
insptr++;
{
int32_t i=Gv_GetVarX(*insptr++);
if ((ScriptQuotes[i] == NULL))
{
OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i);
continue;
}
G_AddUserQuote(ScriptQuotes[i]);
}
continue;
case CON_IFINOUTERSPACE:
VM_DoConditional(G_CheckForSpaceFloor(vm.g_sp->sectnum));
continue;
case CON_IFNOTMOVING:
VM_DoConditional((actor[vm.g_i].movflag&49152) > 16384);
continue;
case CON_RESPAWNHITAG:
insptr++;
switch (DynamicTileMap[vm.g_sp->picnum])
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
if (vm.g_sp->yvel) G_OperateRespawns(vm.g_sp->yvel);
break;
default:
if (vm.g_sp->hitag >= 0) G_OperateRespawns(vm.g_sp->hitag);
break;
}
continue;
case CON_IFSPRITEPAL:
insptr++;
VM_DoConditional(vm.g_sp->pal == *insptr);
continue;
case CON_IFANGDIFFL:
insptr++;
{
int32_t j = klabs(G_GetAngleDelta(g_player[vm.g_p].ps->ang,vm.g_sp->ang));
VM_DoConditional(j <= *insptr);
}
continue;
case CON_IFNOSOUNDS:
{
int32_t j = MAXSOUNDS-1;
for (; j>=0; j--)
if (g_sounds[j].SoundOwner[0].i == vm.g_i)
break;
VM_DoConditional(j < 0);
}
continue;
case CON_SPRITEFLAGS:
insptr++;
actor[vm.g_i].flags = Gv_GetVarX(*insptr++);
continue;
case CON_GETTICKS:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, getticks());
}
continue;
case CON_GETCURRADDRESS:
insptr++;
{
int32_t j=*insptr++;
Gv_SetVarX(j, (intptr_t)(insptr-script));
}
continue;
case CON_JUMP:
insptr++;
{
int32_t j = Gv_GetVarX(*insptr++);
insptr = (intptr_t *)(j+script);
}
continue;
default:
VM_ScriptInfo();
G_GameExit("An error has occurred in the EDuke32 virtual machine.\n\n"
"If you are an end user, please e-mail the file eduke32.log\n"
"along with links to any mods you're using to terminx@gmail.com.\n\n"
"If you are a mod developer, please attach all of your CON files\n"
"along with instructions on how to reproduce this error.\n\n"
"Thank you!");
break;
}
}
return 0;
}
void A_LoadActor(int32_t iActor)
{
vm.g_i = iActor; // Sprite ID
vm.g_p = -1; // iPlayer; // Player ID
vm.g_x = -1; // lDist; // ?
vm.g_sp = &sprite[vm.g_i]; // Pointer to sprite structure
vm.g_t = &actor[vm.g_i].t_data[0]; // Sprite's 'extra' data
if (actorLoadEventScrptr[vm.g_sp->picnum] == 0) return;
insptr = actorLoadEventScrptr[vm.g_sp->picnum];
vm.g_flags &= ~(VM_RETURN|VM_KILL|VM_NOEXECUTE);
if (vm.g_sp->sectnum < 0 || vm.g_sp->sectnum >= MAXSECTORS)
{
// if(A_CheckEnemySprite(vm.g_sp))
// g_player[vm.g_p].ps->actors_killed++;
deletesprite(vm.g_i);
return;
}
VM_Execute(0);
if (vm.g_flags & VM_KILL)
deletesprite(vm.g_i);
}
void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
{
vmstate_t tempvm = { iActor, iPlayer, lDist, &actor[iActor].t_data[0],
&sprite[iActor], 0};
if (g_netClient && A_CheckSpriteFlags(iActor, SPRITE_NULL))
{
deletesprite(iActor);
return;
}
if (g_netServer || g_netClient)
randomseed = ticrandomseed;
Bmemcpy(&vm, &tempvm, sizeof(vmstate_t));
insptr = 4 + (actorscrptr[vm.g_sp->picnum]);
if (vm.g_sp->sectnum < 0 || vm.g_sp->sectnum >= MAXSECTORS)
{
if (A_CheckEnemySprite(vm.g_sp))
g_player[vm.g_p].ps->actors_killed++;
deletesprite(vm.g_i);
return;
}
/* Qbix: Changed variables to be aware of the sizeof *insptr
* (whether it is int32_t vs intptr_t), Although it is specifically cast to intptr_t*
* which might be corrected if the code is converted to use offsets */
if (vm.g_t[4] > (intptr_t)&script[0] && vm.g_t[4] < (intptr_t)&script[g_scriptSize])
{
vm.g_sp->lotag += TICSPERFRAME;
if (vm.g_sp->lotag > *(intptr_t *)(vm.g_t[4]+4*sizeof(*insptr)))
{
vm.g_t[2]++;
vm.g_sp->lotag = 0;
vm.g_t[3] += *(intptr_t *)(vm.g_t[4]+3*sizeof(*insptr));
}
if (klabs(vm.g_t[3]) >= klabs(*(intptr_t *)(vm.g_t[4]+sizeof(*insptr)) * *(intptr_t *)(vm.g_t[4]+3*sizeof(*insptr))))
vm.g_t[3] = 0;
}
VM_Execute(0);
if (vm.g_flags & VM_KILL)
{
// if player was set to squish, first stop that...
if (g_player[vm.g_p].ps->actorsqu == vm.g_i)
g_player[vm.g_p].ps->actorsqu = -1;
deletesprite(vm.g_i);
return;
}
VM_Move();
/* if (ud.angleinterpolation)
{
temp = (vm.g_sp->ang & 2047) - sprpos[vm.g_i].ang;
sprpos[vm.g_i].oldang = sprpos[vm.g_i].ang;
if (temp)
{
temp2 = temp/klabs(temp);
if (klabs(temp) > 1024) temp2 = -(temp2);
sprpos[vm.g_i].angdir = temp2;
sprpos[vm.g_i].angdif = min(ud.angleinterpolation,klabs(temp));
sprpos[vm.g_i].ang += sprpos[vm.g_i].angdif * sprpos[vm.g_i].angdir;
sprpos[vm.g_i].ang &= 2047;
}
}
*/
if (vm.g_sp->statnum == STAT_STANDABLE)
switch (DynamicTileMap[vm.g_sp->picnum])
{
case RUBBERCAN__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case CANWITHSOMETHING__STATIC:
case FIREBARREL__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
case EGG__STATIC:
if (actor[vm.g_i].timetosleep > 1)
actor[vm.g_i].timetosleep--;
else if (actor[vm.g_i].timetosleep == 1)
changespritestat(vm.g_i,STAT_ZOMBIEACTOR);
default:
return;
}
if (vm.g_sp->statnum != 1)
return;
if (A_CheckEnemySprite(vm.g_sp))
{
if (vm.g_sp->xrepeat > 60) return;
if (ud.respawn_monsters == 1 && vm.g_sp->extra <= 0) return;
}
else if (ud.respawn_items == 1 && (vm.g_sp->cstat&32768)) return;
if (A_CheckSpriteFlags(vm.g_i, SPRITE_USEACTIVATOR) && sector[vm.g_sp->sectnum].lotag & 16384)
changespritestat(vm.g_i,STAT_ZOMBIEACTOR);
else if (actor[vm.g_i].timetosleep > 1)
actor[vm.g_i].timetosleep--;
else if (actor[vm.g_i].timetosleep == 1)
changespritestat(vm.g_i,STAT_ZOMBIEACTOR);
}
void G_SaveMapState(mapstate_t *save)
{
if (save != NULL)
{
int32_t i;
intptr_t j;
Bmemcpy(&save->numwalls,&numwalls,sizeof(numwalls));
Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS);
Bmemcpy(&save->numsectors,&numsectors,sizeof(numsectors));
Bmemcpy(&save->sector[0],&sector[0],sizeof(sectortype)*MAXSECTORS);
Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES);
Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
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));
for (i=MAXSPRITES-1; i>=0; i--)
{
save->scriptptrs[i] = 0;
if (actorscrptr[PN] == 0) continue;
j = (intptr_t)&script[0];
if (T2 >= j && T2 < (intptr_t)(&script[g_scriptSize]))
{
save->scriptptrs[i] |= 1;
T2 -= j;
}
if (T5 >= j && T5 < (intptr_t)(&script[g_scriptSize]))
{
save->scriptptrs[i] |= 2;
T5 -= j;
}
if (T6 >= j && T6 < (intptr_t)(&script[g_scriptSize]))
{
save->scriptptrs[i] |= 4;
T6 -= j;
}
}
Bmemcpy(&save->actor[0],&actor[0],sizeof(ActorData_t)*MAXSPRITES);
for (i=MAXSPRITES-1; i>=0; i--)
{
if (actorscrptr[PN] == 0) continue;
j = (intptr_t)&script[0];
if (save->scriptptrs[i]&1)
T2 += j;
if (save->scriptptrs[i]&2)
T5 += j;
if (save->scriptptrs[i]&4)
T6 += j;
}
Bmemcpy(&save->g_numCyclers,&g_numCyclers,sizeof(g_numCyclers));
Bmemcpy(&save->cyclers[0][0],&cyclers[0][0],sizeof(cyclers));
Bmemcpy(&save->g_playerSpawnPoints[0],&g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
Bmemcpy(&save->g_numAnimWalls,&g_numAnimWalls,sizeof(g_numAnimWalls));
Bmemcpy(&save->SpriteDeletionQueue[0],&SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
Bmemcpy(&save->g_spriteDeleteQueuePos,&g_spriteDeleteQueuePos,sizeof(g_spriteDeleteQueuePos));
Bmemcpy(&save->animwall[0],&animwall[0],sizeof(animwall));
Bmemcpy(&save->msx[0],&msx[0],sizeof(msx));
Bmemcpy(&save->msy[0],&msy[0],sizeof(msy));
Bmemcpy(&save->g_mirrorWall[0],&g_mirrorWall[0],sizeof(g_mirrorWall));
Bmemcpy(&save->g_mirrorSector[0],&g_mirrorSector[0],sizeof(g_mirrorSector));
Bmemcpy(&save->g_mirrorCount,&g_mirrorCount,sizeof(g_mirrorCount));
Bmemcpy(&save->show2dsector[0],&show2dsector[0],sizeof(show2dsector));
Bmemcpy(&save->g_numClouds,&g_numClouds,sizeof(g_numClouds));
Bmemcpy(&save->clouds[0],&clouds[0],sizeof(clouds));
Bmemcpy(&save->cloudx[0],&cloudx[0],sizeof(cloudx));
Bmemcpy(&save->cloudy[0],&cloudy[0],sizeof(cloudy));
Bmemcpy(&save->pskyoff[0],&pskyoff[0],sizeof(pskyoff));
Bmemcpy(&save->pskybits,&pskybits,sizeof(pskybits));
Bmemcpy(&save->animategoal[0],&animategoal[0],sizeof(animategoal));
Bmemcpy(&save->animatevel[0],&animatevel[0],sizeof(animatevel));
Bmemcpy(&save->g_animateCount,&g_animateCount,sizeof(g_animateCount));
Bmemcpy(&save->animatesect[0],&animatesect[0],sizeof(animatesect));
for (i = g_animateCount-1; i>=0; i--) animateptr[i] = (int32_t *)((intptr_t)animateptr[i]-(intptr_t)(&sector[0]));
Bmemcpy(&save->animateptr[0],&animateptr[0],sizeof(animateptr));
for (i = g_animateCount-1; i>=0; i--) animateptr[i] = (int32_t *)((intptr_t)animateptr[i]+(intptr_t)(&sector[0]));
Bmemcpy(&save->g_numPlayerSprites,&g_numPlayerSprites,sizeof(g_numPlayerSprites));
Bmemcpy(&save->g_earthquakeTime,&g_earthquakeTime,sizeof(g_earthquakeTime));
Bmemcpy(&save->lockclock,&lockclock,sizeof(lockclock));
Bmemcpy(&save->randomseed,&randomseed,sizeof(randomseed));
Bmemcpy(&save->g_globalRandom,&g_globalRandom,sizeof(g_globalRandom));
for (i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
{
if (!save->vars[i])
save->vars[i] = Bcalloc(MAXPLAYERS,sizeof(intptr_t));
Bmemcpy(&save->vars[i][0],&aGameVars[i].val.plValues[0],sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
{
if (!save->vars[i])
save->vars[i] = Bcalloc(MAXSPRITES,sizeof(intptr_t));
Bmemcpy(&save->vars[i][0],&aGameVars[i].val.plValues[0],sizeof(intptr_t) * MAXSPRITES);
}
else save->vars[i] = (intptr_t *)aGameVars[i].val.lValue;
}
ototalclock = totalclock;
}
}
extern void Gv_RefreshPointers(void);
void G_RestoreMapState(mapstate_t *save)
{
if (save != NULL)
{
int32_t i, k, x;
intptr_t j;
char phealth[MAXPLAYERS];
for (i=0; i<playerswhenstarted; i++)
phealth[i] = sprite[g_player[i].ps->i].extra;
pub = NUMPAGES;
pus = NUMPAGES;
G_UpdateScreenArea();
Bmemcpy(&numwalls,&save->numwalls,sizeof(numwalls));
Bmemcpy(&wall[0],&save->wall[0],sizeof(walltype)*MAXWALLS);
Bmemcpy(&numsectors,&save->numsectors,sizeof(numsectors));
Bmemcpy(&sector[0],&save->sector[0],sizeof(sectortype)*MAXSECTORS);
Bmemcpy(&sprite[0],&save->sprite[0],sizeof(spritetype)*MAXSPRITES);
Bmemcpy(&spriteext[0],&save->spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
Bmemcpy(&headspritesect[0],&save->headspritesect[0],sizeof(headspritesect));
Bmemcpy(&prevspritesect[0],&save->prevspritesect[0],sizeof(prevspritesect));
Bmemcpy(&nextspritesect[0],&save->nextspritesect[0],sizeof(nextspritesect));
Bmemcpy(&headspritestat[0],&save->headspritestat[0],sizeof(headspritestat));
Bmemcpy(&prevspritestat[0],&save->prevspritestat[0],sizeof(prevspritestat));
Bmemcpy(&nextspritestat[0],&save->nextspritestat[0],sizeof(nextspritestat));
Bmemcpy(&actor[0],&save->actor[0],sizeof(ActorData_t)*MAXSPRITES);
for (i=MAXSPRITES-1; i>=0; i--)
{
j = (intptr_t)(&script[0]);
if (save->scriptptrs[i]&1) T2 += j;
if (save->scriptptrs[i]&2) T5 += j;
if (save->scriptptrs[i]&4) T6 += j;
}
Bmemcpy(&g_numCyclers,&save->g_numCyclers,sizeof(g_numCyclers));
Bmemcpy(&cyclers[0][0],&save->cyclers[0][0],sizeof(cyclers));
Bmemcpy(&g_playerSpawnPoints[0],&save->g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints));
Bmemcpy(&g_numAnimWalls,&save->g_numAnimWalls,sizeof(g_numAnimWalls));
Bmemcpy(&SpriteDeletionQueue[0],&save->SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue));
Bmemcpy(&g_spriteDeleteQueuePos,&save->g_spriteDeleteQueuePos,sizeof(g_spriteDeleteQueuePos));
Bmemcpy(&animwall[0],&save->animwall[0],sizeof(animwall));
Bmemcpy(&msx[0],&save->msx[0],sizeof(msx));
Bmemcpy(&msy[0],&save->msy[0],sizeof(msy));
Bmemcpy(&g_mirrorWall[0],&save->g_mirrorWall[0],sizeof(g_mirrorWall));
Bmemcpy(&g_mirrorSector[0],&save->g_mirrorSector[0],sizeof(g_mirrorSector));
Bmemcpy(&g_mirrorCount,&save->g_mirrorCount,sizeof(g_mirrorCount));
Bmemcpy(&show2dsector[0],&save->show2dsector[0],sizeof(show2dsector));
Bmemcpy(&g_numClouds,&save->g_numClouds,sizeof(g_numClouds));
Bmemcpy(&clouds[0],&save->clouds[0],sizeof(clouds));
Bmemcpy(&cloudx[0],&save->cloudx[0],sizeof(cloudx));
Bmemcpy(&cloudy[0],&save->cloudy[0],sizeof(cloudy));
Bmemcpy(&pskyoff[0],&save->pskyoff[0],sizeof(pskyoff));
Bmemcpy(&pskybits,&save->pskybits,sizeof(pskybits));
Bmemcpy(&animategoal[0],&save->animategoal[0],sizeof(animategoal));
Bmemcpy(&animatevel[0],&save->animatevel[0],sizeof(animatevel));
Bmemcpy(&g_animateCount,&save->g_animateCount,sizeof(g_animateCount));
Bmemcpy(&animatesect[0],&save->animatesect[0],sizeof(animatesect));
Bmemcpy(&animateptr[0],&save->animateptr[0],sizeof(animateptr));
for (i = g_animateCount-1; i>=0; i--) animateptr[i] = (int32_t *)((intptr_t)animateptr[i]+(intptr_t)(&sector[0]));
Bmemcpy(&g_numPlayerSprites,&save->g_numPlayerSprites,sizeof(g_numPlayerSprites));
Bmemcpy(&g_earthquakeTime,&save->g_earthquakeTime,sizeof(g_earthquakeTime));
Bmemcpy(&lockclock,&save->lockclock,sizeof(lockclock));
Bmemcpy(&randomseed,&save->randomseed,sizeof(randomseed));
Bmemcpy(&g_globalRandom,&save->g_globalRandom,sizeof(g_globalRandom));
for (i=g_gameVarCount-1; i>=0; i--)
{
if (aGameVars[i].dwFlags & GAMEVAR_NORESET) continue;
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
{
if (!save->vars[i]) continue;
Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXPLAYERS);
}
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
{
if (!save->vars[i]) continue;
Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXSPRITES);
}
else aGameVars[i].val.lValue = (intptr_t)save->vars[i];
}
Gv_RefreshPointers();
for (i=0; i<playerswhenstarted; i++)
sprite[g_player[i].ps->i].extra = phealth[i];
if (g_player[myconnectindex].ps->over_shoulder_on != 0)
{
g_cameraDistance = 0;
g_cameraClock = 0;
g_player[myconnectindex].ps->over_shoulder_on = 1;
}
screenpeek = myconnectindex;
if (ud.lockout == 0)
{
for (x=g_numAnimWalls-1; x>=0; x--)
if (wall[animwall[x].wallnum].extra >= 0)
wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra;
}
else
{
for (x=g_numAnimWalls-1; x>=0; x--)
switch (DynamicTileMap[wall[animwall[x].wallnum].picnum])
{
case FEMPIC1__STATIC:
wall[animwall[x].wallnum].picnum = BLANKSCREEN;
break;
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
wall[animwall[x].wallnum].picnum = SCREENBREAK6;
break;
}
}
g_numInterpolations = 0;
startofdynamicinterpolations = 0;
k = headspritestat[STAT_EFFECTOR];
while (k >= 0)
{
switch (sprite[k].lotag)
{
case 31:
G_SetInterpolation(&sector[sprite[k].sectnum].floorz);
break;
case 32:
G_SetInterpolation(&sector[sprite[k].sectnum].ceilingz);
break;
case 25:
G_SetInterpolation(&sector[sprite[k].sectnum].floorz);
G_SetInterpolation(&sector[sprite[k].sectnum].ceilingz);
break;
case 17:
G_SetInterpolation(&sector[sprite[k].sectnum].floorz);
G_SetInterpolation(&sector[sprite[k].sectnum].ceilingz);
break;
case 0:
case 5:
case 6:
case 11:
case 14:
case 15:
case 16:
case 26:
case 30:
Sect_SetInterpolation(k);
break;
}
k = nextspritestat[k];
}
for (i=g_numInterpolations-1; i>=0; i--) bakipos[i] = *curipos[i];
for (i = g_animateCount-1; i>=0; i--)
G_SetInterpolation(animateptr[i]);
Net_ResetPrediction();
clearfifo();
G_ResetTimers();
}
}