raze/source/games/duke/src/gameexec.cpp

2946 lines
105 KiB
C++
Raw Normal View History

//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "compat.h"
2020-06-21 20:18:12 +00:00
#include "duke3d.h"
#include "anim.h"
#include "menus.h"
#include "osdcmds.h"
#include "savegame.h"
#include "gamecvars.h"
#include "version.h"
#include "debugbreak.h"
BEGIN_DUKE_NS
#if KRANDDEBUG
# define GAMEEXEC_INLINE
# define GAMEEXEC_STATIC
#else
# define GAMEEXEC_INLINE inline
# define GAMEEXEC_STATIC static
#endif
vmstate_t vm;
enum vmflags_t
{
VM_RETURN = 0x00000001,
VM_KILL = 0x00000002,
VM_NOEXECUTE = 0x00000004,
VM_SAFEDELETE = 0x00000008
};
int32_t g_tw;
int32_t g_currentEvent = -1;
int32_t g_errorLineNum;
intptr_t const *insptr;
int32_t g_returnVarID = -1; // var ID of "RETURN"
int32_t g_weaponVarID = -1; // var ID of "WEAPON"
int32_t g_worksLikeVarID = -1; // var ID of "WORKSLIKE"
int32_t g_zRangeVarID = -1; // var ID of "ZRANGE"
int32_t g_angRangeVarID = -1; // var ID of "ANGRANGE"
int32_t g_aimAngleVarID = -1; // var ID of "AUTOAIMANGLE"
// for timing events and actors
uint32_t g_actorCalls[MAXTILES];
double g_actorTotalMs[MAXTILES], g_actorMinMs[MAXTILES], g_actorMaxMs[MAXTILES];
GAMEEXEC_STATIC void VM_Execute(native_t loop);
#define VM_CONDITIONAL(xxx) \
{ \
if ((xxx) || ((insptr = (intptr_t *)*(insptr + 1)) && (((*insptr) & VM_INSTMASK) == CON_ELSE))) \
{ \
insptr += 2; \
VM_Execute(0); \
} \
}
void VM_ScriptInfo(intptr_t const *ptr, int range)
{
if (!apScript || (!vm.pSprite && !vm.pPlayer))
return;
if (ptr)
{
Printf("\n");
for (auto pScript = max<intptr_t const *>(ptr - (range >> 1), apScript),
p_end = min<intptr_t const *>(ptr + (range >> 1), apScript + g_scriptSize);
pScript < p_end;
++pScript)
{
Printf("%5d: %3d: ", (int32_t)(pScript - apScript), (int32_t)(pScript - ptr));
if (*pScript >> 12 && (*pScript & VM_INSTMASK) < CON_END)
Printf("%5d %s\n", (int32_t)(*pScript >> 12), VM_GetKeywordForID(*pScript & VM_INSTMASK));
else
Printf("%d\n", (int32_t)*pScript);
}
Printf("\n");
}
if (ptr == insptr)
{
if (vm.pUSprite)
Printf("current actor: %d (%d)\n", vm.spriteNum, vm.pUSprite->picnum);
Printf("g_errorLineNum: %d, g_tw: %d\n", g_errorLineNum, g_tw);
}
}
static void VM_DeleteSprite(int const spriteNum, int const playerNum)
{
if (EDUKE32_PREDICT_FALSE((unsigned) spriteNum >= MAXSPRITES))
return;
// if player was set to squish, first stop that...
if (EDUKE32_PREDICT_FALSE(playerNum >= 0 && g_player[playerNum].ps->actorsqu == spriteNum))
g_player[playerNum].ps->actorsqu = -1;
A_DeleteSprite(spriteNum);
}
intptr_t apScriptEvents[MAXEVENTS];
static uspritetype dummy_sprite;
static actor_t dummy_actor;
static inline void VM_DummySprite(void)
{
vm.pUSprite = &dummy_sprite;
vm.pActor = &dummy_actor;
vm.pData = &dummy_actor.t_data[0];
}
// verification that the event actually exists happens elsewhere
static FORCE_INLINE int32_t VM_EventInlineInternal__(int const eventNum, int const spriteNum, int const playerNum,
int const playerDist = -1, int32_t returnValue = 0)
{
vmstate_t const newVMstate = { spriteNum, playerNum, playerDist, 0,
&sprite[spriteNum&(MAXSPRITES-1)],
&actor[spriteNum&(MAXSPRITES-1)].t_data[0],
g_player[playerNum&(MAXPLAYERS-1)].ps,
&actor[spriteNum&(MAXSPRITES-1)] };
auto &globalReturn = aGameVars[g_returnVarID].global;
struct
{
vmstate_t vm;
intptr_t globalReturn;
int eventNum;
intptr_t const *insptr;
} const saved = { vm, globalReturn, g_currentEvent, insptr };
vm = newVMstate;
g_currentEvent = eventNum;
insptr = apScript + apScriptEvents[eventNum];
globalReturn = returnValue;
double const t = timerGetHiTicks();
if ((unsigned)spriteNum >= MAXSPRITES)
VM_DummySprite();
if ((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers)
vm.pPlayer = g_player[0].ps;
VM_Execute(true);
if (vm.flags & VM_KILL)
VM_DeleteSprite(vm.spriteNum, vm.playerNum);
// restoring these needs to happen after VM_DeleteSprite() due to event recursion
returnValue = globalReturn;
vm = saved.vm;
globalReturn = saved.globalReturn;
g_currentEvent = saved.eventNum;
insptr = saved.insptr;
return returnValue;
}
// the idea here is that the compiler inlines the call to VM_EventInlineInternal__() and gives us a set of
// functions which are optimized further based on distance/return having values known at compile time
int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn)
{
return VM_EventInlineInternal__(nEventID, spriteNum, playerNum, nDist, nReturn);
}
int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist)
{
return VM_EventInlineInternal__(nEventID, spriteNum, playerNum, nDist);
}
int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum)
{
return VM_EventInlineInternal__(nEventID, spriteNum, playerNum);
}
int32_t VM_ExecuteEventWithValue(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn)
{
return VM_EventInlineInternal__(nEventID, spriteNum, playerNum, -1, nReturn);
}
bool ifsquished(int i, int p);
static int32_t VM_CheckSquished(void)
{
return ifsquished(vm.spriteNum, vm.playerNum);
}
GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *pPlayer)
{
int const nAngle = 128-(krand2()&255);
pPlayer->q16horiz += F16(64);
pPlayer->return_to_center = 9;
2020-06-21 20:18:12 +00:00
pPlayer->rotscrnang = nAngle >> 1;
pPlayer->look_ang = pPlayer->rotscrnang;
}
// wow, this function sucks
int32_t A_Dodge(spritetype * const);
int32_t A_Dodge(spritetype * const pSprite)
{
if (DEER)
{
pSprite->ang += ((rrdh_random() & 255) - 127) * 2;
pSprite->ang &= 2047;
return 0;
}
vec2_t const msin = { sintable[(pSprite->ang + 512) & 2047], sintable[pSprite->ang & 2047] };
for (native_t nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list
{
if (OW(i) == i || SECT(i) != pSprite->sectnum)
continue;
vec2_t const b = { SX(i) - pSprite->x, SY(i) - pSprite->y };
vec2_t const v = { sintable[(SA(i) + 512) & 2047], sintable[SA(i) & 2047] };
if (((msin.x * b.x) + (msin.y * b.y) >= 0) && ((v.x * b.x) + (v.y * b.y) < 0))
{
if (klabs((v.x * b.y) - (v.y * b.x)) < 65536 << 6)
{
pSprite->ang -= 512+(krand2()&1024);
return 1;
}
}
}
return 0;
}
int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv)
{
uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum];
if (pSprite->picnum != TILE_APLAYER && (AC_COUNT(actor[spriteNum].t_data)&63) > 2)
return pSprite->ang + 1024;
int32_t furthestAngle = 0;
int32_t greatestDist = INT32_MIN;
int const angIncs = tabledivide32_noinline(2048, angDiv);
hitdata_t hit;
for (native_t j = pSprite->ang; j < (2048 + pSprite->ang); j += angIncs)
{
pSprite->z -= ZOFFSET3;
hitscan((const vec3_t *)pSprite, pSprite->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047], 0, &hit, CLIPMASK1);
pSprite->z += ZOFFSET3;
int const hitDist = klabs(hit.pos.x-pSprite->x) + klabs(hit.pos.y-pSprite->y);
if (hitDist > greatestDist)
{
greatestDist = hitDist;
furthestAngle = j;
}
}
return furthestAngle&2047;
}
int A_FurthestVisiblePoint(int const spriteNum, uspritetype * const ts, vec2_t * const vect)
{
if (AC_COUNT(actor[spriteNum].t_data)&63)
return -1;
const uspritetype *const pnSprite = (uspritetype *)&sprite[spriteNum];
hitdata_t hit;
int const angincs = ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) ? 2048 / 2 : tabledivide32_noinline(2048, 1 + (krand2() & 1));
for (native_t j = ts->ang; j < (2048 + ts->ang); j += (angincs-(krand2()&511)))
{
ts->z -= ZOFFSET2;
hitscan((const vec3_t *)ts, ts->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047], 16384 - (krand2() & 32767), &hit, CLIPMASK1);
ts->z += ZOFFSET2;
if (hit.sect < 0)
continue;
int const d = klabs(hit.pos.x - ts->x) + klabs(hit.pos.y - ts->y);
int const da = klabs(hit.pos.x - pnSprite->x) + klabs(hit.pos.y - pnSprite->y);
if (d < da)
{
if (cansee(hit.pos.x, hit.pos.y, hit.pos.z, hit.sect, pnSprite->x, pnSprite->y, pnSprite->z - ZOFFSET2, pnSprite->sectnum))
{
vect->x = hit.pos.x;
vect->y = hit.pos.y;
return hit.sect;
}
}
}
return -1;
}
static void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist)
{
uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum];
vec3_t const tempVect = {
pSprite->x, pSprite->y, pSprite->z - ZOFFSET
};
getzrange(&tempVect, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].floorz, florhit, wallDist, CLIPMASK0);
}
void A_GetZLimits(int const spriteNum)
{
spritetype *const pSprite = &sprite[spriteNum];
int32_t ceilhit, florhit;
if (pSprite->statnum == STAT_PLAYER || pSprite->statnum == STAT_STANDABLE || pSprite->statnum == STAT_ZOMBIEACTOR
|| pSprite->statnum == STAT_ACTOR || pSprite->statnum == STAT_PROJECTILE)
{
VM_GetZRange(spriteNum, &ceilhit, &florhit, (pSprite->statnum == STAT_PROJECTILE) ? 4 : 127);
actor[spriteNum].flags &= ~SFLAG_NOFLOORSHADOW;
if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0)
{
uspritetype const * const hitspr = (uspritetype *)&sprite[florhit&(MAXSPRITES-1)];
florhit &= (MAXSPRITES-1);
// If a non-projectile would fall onto non-frozen enemy OR an enemy onto a player...
if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && pSprite->statnum != STAT_PROJECTILE)
|| (hitspr->picnum == TILE_APLAYER && A_CheckEnemySprite(pSprite)))
{
actor[spriteNum].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors
pSprite->xvel = -256; // SLIDE_ABOVE_ENEMY
A_SetSprite(spriteNum, CLIPMASK0);
}
else if (pSprite->statnum == STAT_PROJECTILE && hitspr->picnum == TILE_APLAYER && pSprite->owner==florhit)
{
actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz;
actor[spriteNum].floorz = sector[pSprite->sectnum].floorz;
}
}
}
else
{
actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz;
actor[spriteNum].floorz = sector[pSprite->sectnum].floorz;
}
}
void A_Fall(int const spriteNum)
{
spritetype *const pSprite = &sprite[spriteNum];
int spriteGravity = g_spriteGravity;
if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
spriteGravity = 0;
else if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
spriteGravity = g_spriteGravity/6;
if (RRRA && spriteGravity == g_spriteGravity)
{
if (pSprite->picnum == TILE_BIKERB || pSprite->picnum == TILE_CHEERB)
spriteGravity >>= 2;
else if (pSprite->picnum == TILE_BIKERBV2)
spriteGravity >>= 3;
}
if (pSprite->statnum == STAT_ACTOR || pSprite->statnum == STAT_PLAYER || pSprite->statnum == STAT_ZOMBIEACTOR
|| pSprite->statnum == STAT_STANDABLE)
{
int32_t ceilhit, florhit;
VM_GetZRange(spriteNum, &ceilhit, &florhit, 127);
}
else
{
actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz;
actor[spriteNum].floorz = sector[pSprite->sectnum].floorz;
}
#ifdef YAX_ENABLE
int fbunch = (sector[pSprite->sectnum].floorstat&512) ? -1 : yax_getbunch(pSprite->sectnum, YAX_FLOOR);
#endif
if (pSprite->z < actor[spriteNum].floorz-ZOFFSET
#ifdef YAX_ENABLE
|| fbunch >= 0
#endif
)
{
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->zvel > 3122)
pSprite->zvel = 3144;
if (pSprite->zvel < 6144)
pSprite->zvel += spriteGravity;
else pSprite->zvel = 6144;
pSprite->z += pSprite->zvel;
}
#ifdef YAX_ENABLE
if (fbunch >= 0)
setspritez(spriteNum, (vec3_t *)pSprite);
else
#endif
if (pSprite->z >= actor[spriteNum].floorz-ZOFFSET)
{
pSprite->z = actor[spriteNum].floorz-ZOFFSET;
pSprite->zvel = 0;
}
}
int32_t __fastcall G_GetAngleDelta(int32_t currAngle, int32_t newAngle)
{
currAngle &= 2047;
newAngle &= 2047;
if (klabs(currAngle-newAngle) < 1024)
{
// Printf("G_GetAngleDelta() returning %d\n",na-a);
return newAngle-currAngle;
}
if (newAngle > 1024)
newAngle -= 2048;
if (currAngle > 1024)
currAngle -= 2048;
// Printf("G_GetAngleDelta() returning %d\n",na-a);
return newAngle-currAngle;
}
GAMEEXEC_STATIC void VM_AlterAng(int32_t const moveFlags)
{
int const elapsedTics = (AC_COUNT(vm.pData))&31;
const intptr_t *moveptr;
if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.pData) >= (unsigned)g_scriptSize-1))
{
AC_MOVE_ID(vm.pData) = 0;
Printf(TEXTCOLOR_RED "bad moveptr for actor %d (%d)!\n", vm.spriteNum, vm.pUSprite->picnum);
return;
}
moveptr = apScript + AC_MOVE_ID(vm.pData);
vm.pSprite->xvel += (moveptr[0] - vm.pSprite->xvel)/5;
if (vm.pSprite->zvel < 648)
vm.pSprite->zvel += ((moveptr[1]<<4) - vm.pSprite->zvel)/5;
if (RRRA && (moveFlags&windang))
vm.pSprite->ang = g_windDir;
else if (moveFlags&seekplayer)
{
int const spriteAngle = vm.pSprite->ang;
int const holoDukeSprite = vm.pPlayer->holoduke_on;
// NOTE: looks like 'owner' is set to target sprite ID...
vm.pSprite->owner = (!RR && holoDukeSprite >= 0
&& cansee(sprite[holoDukeSprite].x, sprite[holoDukeSprite].y, sprite[holoDukeSprite].z, sprite[holoDukeSprite].sectnum,
vm.pSprite->x, vm.pSprite->y, vm.pSprite->z, vm.pSprite->sectnum))
? holoDukeSprite
: vm.pPlayer->i;
int const goalAng = (sprite[vm.pSprite->owner].picnum == TILE_APLAYER)
? getangle(vm.pActor->lastv.x - vm.pSprite->x, vm.pActor->lastv.y - vm.pSprite->y)
: getangle(sprite[vm.pSprite->owner].x - vm.pSprite->x, sprite[vm.pSprite->owner].y - vm.pSprite->y);
if (vm.pSprite->xvel && vm.pSprite->picnum != TILE_DRONE)
{
int const angDiff = G_GetAngleDelta(spriteAngle, goalAng);
if (elapsedTics < 2)
{
if (klabs(angDiff) < 256)
{
int const angInc = 128-(krand2()&256);
vm.pSprite->ang += angInc;
if (A_GetHitscanRange(vm.spriteNum) < 844)
vm.pSprite->ang -= angInc;
}
}
else if (elapsedTics > 18 && elapsedTics < GAMETICSPERSEC) // choose
{
if (klabs(angDiff >> 2) < 128)
vm.pSprite->ang = goalAng;
else
vm.pSprite->ang += angDiff >> 2;
}
}
else
vm.pSprite->ang = goalAng;
}
if (elapsedTics < 1)
{
if (moveFlags&furthestdir)
{
vm.pSprite->ang = A_GetFurthestAngle(vm.spriteNum, 2);
vm.pSprite->owner = vm.pPlayer->i;
}
if (moveFlags&fleeenemy)
vm.pSprite->ang = A_GetFurthestAngle(vm.spriteNum, 2);
}
}
static inline void VM_AddAngle(int const shift, int const goalAng)
{
int angDiff = G_GetAngleDelta(vm.pSprite->ang, goalAng) >> shift;
if (angDiff > -8 && angDiff < 0)
angDiff = 0;
vm.pSprite->ang += angDiff;
}
static inline void VM_FacePlayer(int const shift)
{
VM_AddAngle(shift, (vm.pPlayer->newowner >= 0) ? getangle(vm.pPlayer->opos.x - vm.pSprite->x, vm.pPlayer->opos.y - vm.pSprite->y)
: getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y));
}
////////// TROR get*zofslope //////////
// These rather belong into the engine.
static int32_t VM_GetCeilZOfSlope(void)
{
vec2_t const vect = *(vec2_t *)vm.pSprite;
int const sectnum = vm.pSprite->sectnum;
#ifdef YAX_ENABLE
if ((sector[sectnum].ceilingstat&512)==0)
{
int const nsect = yax_getneighborsect(vect.x, vect.y, sectnum, YAX_CEILING);
if (nsect >= 0)
return getceilzofslope(nsect, vect.x, vect.y);
}
#endif
return getceilzofslope(sectnum, vect.x, vect.y);
}
static int32_t VM_GetFlorZOfSlope(void)
{
vec2_t const vect = *(vec2_t *)vm.pSprite;
int const sectnum = vm.pSprite->sectnum;
#ifdef YAX_ENABLE
if ((sector[sectnum].floorstat&512)==0)
{
int const nsect = yax_getneighborsect(vect.x, vect.y, sectnum, YAX_FLOOR);
if (nsect >= 0)
return getflorzofslope(nsect, vect.x, vect.y);
}
#endif
return getflorzofslope(sectnum, vect.x, vect.y);
}
////////////////////
static int32_t A_GetWaterZOffset(int spritenum);
GAMEEXEC_STATIC void VM_Move(void)
{
auto const movflagsptr = &AC_MOVFLAGS(vm.pSprite, &actor[vm.spriteNum]);
// NOTE: test against -1 commented out and later revived in source history
// XXX: Does its presence/absence break anything? Where are movflags with all bits set created?
int const movflags = (*movflagsptr == (std::remove_pointer<decltype(movflagsptr)>::type)-1) ? 0 : *movflagsptr;
AC_COUNT(vm.pData)++;
if (movflags&face_player)
VM_FacePlayer(2);
if (movflags&spin)
vm.pSprite->ang += sintable[((AC_COUNT(vm.pData)<<3)&2047)]>>6;
if (movflags&face_player_slow)
{
int const goalAng = (vm.pPlayer->newowner >= 0) ? getangle(vm.pPlayer->opos.x - vm.pSprite->x, vm.pPlayer->opos.y - vm.pSprite->y)
: getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y);
vm.pSprite->ang += ksgn(G_GetAngleDelta(vm.pSprite->ang, goalAng)) << 5;
}
if (RRRA && (movflags&antifaceplayerslow))
{
int goalAng = (vm.pPlayer->newowner >= 0) ? getangle(vm.pPlayer->opos.x - vm.pSprite->x, vm.pPlayer->opos.y - vm.pSprite->y)
: getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y);
goalAng = (goalAng+1024)&2047;
vm.pSprite->ang += ksgn(G_GetAngleDelta(vm.pSprite->ang, goalAng)) << 5;
}
if ((movflags&jumptoplayer_bits) == jumptoplayer_bits)
{
if (AC_COUNT(vm.pData) < 16)
vm.pSprite->zvel -= (!DEER && RRRA && vm.pSprite->picnum == TILE_CHEER) ? (sintable[(512+(AC_COUNT(vm.pData)<<4))&2047]/40)
: (sintable[(512+(AC_COUNT(vm.pData)<<4))&2047]>>5);
}
if (movflags&face_player_smart)
{
vec2_t const vect = { vm.pPlayer->pos.x + (vm.pPlayer->vel.x / 768), vm.pPlayer->pos.y + (vm.pPlayer->vel.y / 768) };
VM_AddAngle(2, getangle(vect.x - vm.pSprite->x, vect.y - vm.pSprite->y));
}
if (RRRA && (vm.pSprite->picnum == TILE_RABBIT || vm.pSprite->picnum == TILE_MAMA))
{
if(movflags&jumptoplayer_only)
{
if (AC_COUNT(vm.pData) < 8)
vm.pSprite->zvel -= sintable[(512+(AC_COUNT(vm.pData)<<4))&2047]/(vm.pSprite->picnum == TILE_RABBIT ? 30 : 35);
}
if(movflags&justjump2)
{
if (AC_COUNT(vm.pData) < 8)
vm.pSprite->zvel -= sintable[(512+(AC_COUNT(vm.pData)<<4))&2047]/(vm.pSprite->picnum == TILE_RABBIT ? 24 : 28);
}
}
if (RRRA && (movflags&windang))
{
if (AC_COUNT(vm.pData) < 8)
vm.pSprite->zvel -= sintable[(512+(AC_COUNT(vm.pData)<<4))&2047]/24;
}
if (AC_MOVE_ID(vm.pData) == 0 || movflags == 0)
{
if ((A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0) || (vm.pActor->bpos.x != vm.pSprite->x) || (vm.pActor->bpos.y != vm.pSprite->y))
{
vm.pActor->bpos.x = vm.pSprite->x;
vm.pActor->bpos.y = vm.pSprite->y;
setsprite(vm.spriteNum, (vec3_t *)vm.pSprite);
}
if (RR && A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0)
{
vm.pSprite->shade += (sector[vm.pSprite->sectnum].ceilingstat & 1) ? ((g_shadedSector[vm.pSprite->sectnum] == 1 ? 16 : sector[vm.pSprite->sectnum].ceilingshade) - vm.pSprite->shade) >> 1
: (sector[vm.pSprite->sectnum].floorshade - vm.pSprite->shade) >> 1;
}
return;
}
if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.pData) >= (unsigned)g_scriptSize-1))
{
AC_MOVE_ID(vm.pData) = 0;
Printf(TEXTCOLOR_RED "clearing bad moveptr for actor %d (%d)\n", vm.spriteNum, vm.pUSprite->picnum);
return;
}
intptr_t const * const moveptr = apScript + AC_MOVE_ID(vm.pData);
if (movflags & geth)
vm.pSprite->xvel += ((moveptr[0]) - vm.pSprite->xvel) >> 1;
if (movflags & getv)
vm.pSprite->zvel += ((moveptr[1] << 4) - vm.pSprite->zvel) >> 1;
if (movflags&dodgebullet)
A_Dodge(vm.pSprite);
if (vm.pSprite->picnum != TILE_APLAYER)
VM_AlterAng(movflags);
if (vm.pSprite->xvel > -6 && vm.pSprite->xvel < 6)
vm.pSprite->xvel = 0;
int badguyp = A_CheckEnemySprite(vm.pSprite);
if (vm.pSprite->xvel || vm.pSprite->zvel)
{
int spriteXvel = vm.pSprite->xvel;
int angDiff = vm.pSprite->ang;
if (badguyp && (vm.pSprite->picnum != TILE_ROTATEGUN || RR))
{
if ((vm.pSprite->picnum == TILE_DRONE || (!RR && vm.pSprite->picnum == TILE_COMMANDER)) && vm.pSprite->extra > 0)
{
if (!RR && vm.pSprite->picnum == TILE_COMMANDER)
{
int32_t nSectorZ;
// NOTE: TILE_COMMANDER updates both actor[].floorz and
// .ceilingz regardless of its zvel.
vm.pActor->floorz = nSectorZ = VM_GetFlorZOfSlope();
if (vm.pSprite->z > nSectorZ-ZOFFSET3)
{
vm.pSprite->z = nSectorZ-ZOFFSET3;
vm.pSprite->zvel = 0;
}
vm.pActor->ceilingz = nSectorZ = VM_GetCeilZOfSlope();
if (vm.pSprite->z < nSectorZ+(80<<8))
{
vm.pSprite->z = nSectorZ+(80<<8);
vm.pSprite->zvel = 0;
}
}
else
{
int32_t nSectorZ;
// The TILE_DRONE updates either .floorz or .ceilingz, not both.
if (vm.pSprite->zvel > 0)
{
vm.pActor->floorz = nSectorZ = VM_GetFlorZOfSlope();
int const zDiff = RRRA ? (28<<8) : (30<<8);
if (vm.pSprite->z > nSectorZ-zDiff)
vm.pSprite->z = nSectorZ-zDiff;
}
else
{
vm.pActor->ceilingz = nSectorZ = VM_GetCeilZOfSlope();
if (vm.pSprite->z < nSectorZ+(50<<8))
{
vm.pSprite->z = nSectorZ+(50<<8);
vm.pSprite->zvel = 0;
}
}
}
}
else if (vm.pSprite->picnum != TILE_ORGANTIC || RR)
{
// All other actors besides TILE_ORGANTIC don't update .floorz or
// .ceilingz here.
if (vm.pSprite->zvel > 0)
{
if (vm.pSprite->z > vm.pActor->floorz)
vm.pSprite->z = vm.pActor->floorz;
//vm.pSprite->z += A_GetWaterZOffset(vm.spriteNum);
}
else if (vm.pSprite->zvel < 0)
{
int const l = VM_GetCeilZOfSlope();
if (vm.pSprite->z < l+(66<<8))
{
vm.pSprite->z = l+(66<<8);
vm.pSprite->zvel >>= 1;
}
}
}
if (vm.playerDist < 960 && vm.pSprite->xrepeat > 16)
{
spriteXvel = -(1024 - vm.playerDist);
angDiff = getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y);
if (vm.playerDist < 512)
{
vm.pPlayer->vel.x = 0;
vm.pPlayer->vel.y = 0;
}
else
{
vm.pPlayer->vel.x = mulscale16(vm.pPlayer->vel.x, vm.pPlayer->runspeed - 0x2000);
vm.pPlayer->vel.y = mulscale16(vm.pPlayer->vel.y, vm.pPlayer->runspeed - 0x2000);
}
}
else if (vm.pSprite->picnum != TILE_DRONE && vm.pSprite->picnum != TILE_SHARK
&& ((!RR && vm.pSprite->picnum != TILE_COMMANDER)
|| (RR && vm.pSprite->picnum != TILE_UFO1)
|| (RR && !RRRA && vm.pSprite->picnum != TILE_UFO2 && vm.pSprite->picnum != TILE_UFO3 && vm.pSprite->picnum != TILE_UFO4 && vm.pSprite->picnum != TILE_UFO5)))
{
if (vm.pPlayer->actorsqu == vm.spriteNum)
return;
if (vm.pActor->bpos.z != vm.pSprite->z || (!g_netServer && ud.multimode < 2 && ud.player_skill < 2))
{
if (AC_COUNT(vm.pData)&1) return;
spriteXvel <<= 1;
}
else
{
if (AC_COUNT(vm.pData)&3) return;
spriteXvel <<= 2;
}
}
}
else if (vm.pSprite->picnum == TILE_APLAYER)
if (vm.pSprite->z < vm.pActor->ceilingz+ZOFFSET5)
vm.pSprite->z = vm.pActor->ceilingz+ZOFFSET5;
if (RRRA)
{
if (sector[vm.pSprite->sectnum].lotag != ST_1_ABOVE_WATER)
{
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
case MINIONBOAT__STATICRR:
case HULK__STATICRR:
case CHEERBOAT__STATICRR:
spriteXvel >>= 1;
break;
}
}
else
{
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
case BIKERB__STATICRR:
case BIKERBV2__STATICRR:
case CHEERB__STATICRR:
spriteXvel >>= 1;
break;
}
}
}
vec3_t const vect
= { (spriteXvel * (sintable[(angDiff + 512) & 2047])) >> 14, (spriteXvel * (sintable[angDiff & 2047])) >> 14, vm.pSprite->zvel };
vm.pActor->movflag = A_MoveSprite(vm.spriteNum, &vect, CLIPMASK0);
if (DEER && vm.pSprite->picnum != TILE_DOGRUN)
{
if ((vm.pActor->movflag & 49152) == 32768)
{
int const wallnum = vm.pActor->movflag & (MAXWALLS-1);
if (ghcons_isanimalescapewall(wallnum))
{
vm.pSprite->z = sector[vm.pSprite->sectnum].ceilingz;
A_MoveSprite(vm.spriteNum, &vect, CLIPMASK0);
vm.pSprite->z = sector[vm.pSprite->sectnum].floorz;
}
}
else if ((vm.pActor->movflag & 49152) == 16384)
{
int sectnum = vm.pActor->movflag & (MAXSECTORS-1);
if (ghcons_isanimalescapesect(sectnum))
{
A_MoveSprite(vm.spriteNum, &vect, CLIPMASK0);
vm.pSprite->z = sector[vm.pSprite->sectnum].floorz;
}
}
}
}
if (!badguyp)
return;
vm.pSprite->shade += (sector[vm.pSprite->sectnum].ceilingstat & 1) ? ((g_shadedSector[vm.pSprite->sectnum] == 1 ? 16 : sector[vm.pSprite->sectnum].ceilingshade) - vm.pSprite->shade) >> 1
: (sector[vm.pSprite->sectnum].floorshade - vm.pSprite->shade) >> 1;
if (sector[vm.pSprite->sectnum].floorpicnum == TILE_MIRROR)
A_DeleteSprite(vm.spriteNum);
}
static void VM_AddWeapon(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount)
{
if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS))
{
CON_ERRPRINTF("invalid weapon %d\n", weaponNum);
return;
}
if (!pPlayer->gotweapon[weaponNum])
{
P_AddWeapon(pPlayer, weaponNum);
}
else if (pPlayer->ammo_amount[weaponNum] >= pPlayer->max_ammo_amount[weaponNum])
{
vm.flags |= VM_NOEXECUTE;
return;
}
P_AddAmmo(pPlayer, weaponNum, nAmount);
if (pPlayer->curr_weapon == KNEE_WEAPON && (pPlayer->gotweapon[weaponNum]))
P_AddWeapon(pPlayer, weaponNum);
}
static void VM_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount)
{
if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS))
{
CON_ERRPRINTF("invalid weapon %d\n", weaponNum);
return;
}
if (pPlayer->ammo_amount[weaponNum] >= pPlayer->max_ammo_amount[weaponNum])
{
vm.flags |= VM_NOEXECUTE;
return;
}
P_AddAmmo(pPlayer, weaponNum, nAmount);
if (pPlayer->curr_weapon == KNEE_WEAPON && (pPlayer->gotweapon[weaponNum]))
P_AddWeapon(pPlayer, weaponNum);
}
static void VM_AddInventory(DukePlayer_t * const pPlayer, int const itemNum, int const nAmount)
{
switch (itemNum)
{
case GET_STEROIDS:
case GET_SCUBA:
case GET_HOLODUKE:
case GET_JETPACK:
case GET_HEATS:
case GET_FIRSTAID:
case GET_BOOTS:
pPlayer->inven_icon = inv_to_icon[itemNum];
pPlayer->inv_amount[itemNum] = nAmount;
break;
case GET_SHIELD:
{
int16_t & shield_amount = pPlayer->inv_amount[GET_SHIELD];
shield_amount = min(shield_amount + nAmount, pPlayer->max_shield_amount);
break;
}
case GET_ACCESS:
if (RR)
{
switch (vm.pSprite->lotag)
{
case 100: pPlayer->keys[1] = 1; break;
case 101: pPlayer->keys[2] = 1; break;
case 102: pPlayer->keys[3] = 1; break;
case 103: pPlayer->keys[4] = 1; break;
}
}
else
{
switch (vm.pSprite->pal)
{
case 0: pPlayer->got_access |= 1; break;
case 21: pPlayer->got_access |= 2; break;
case 23: pPlayer->got_access |= 4; break;
}
}
break;
default: CON_ERRPRINTF("invalid inventory item %d\n", itemNum); break;
}
}
static int32_t A_GetWaterZOffset(int const spriteNum)
{
uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER)
{
if (RRRA)
{
switch (DYNAMICTILEMAP(pSprite->picnum))
{
case HULKBOAT__STATICRR:
return (12<<8);
case MINIONBOAT__STATICRR:
return (3<<8);
case CHEERBOAT__STATICRR:
case EMPTYBOAT__STATICRR:
return (6<<8);
}
}
if (A_CheckSpriteFlags(spriteNum, SFLAG_NOWATERDIP))
return 0;
return ACTOR_ONWATER_ADDZ;
}
return 0;
}
static void VM_Fall(int const spriteNum, spritetype * const pSprite)
{
int spriteGravity = g_spriteGravity;
int hitSprite = 0;
pSprite->xoffset = pSprite->yoffset = 0;
if (RR)
{
if (RRRA)
{
if (sector[vm.pSprite->sectnum].lotag == 801)
{
if (vm.pSprite->picnum == TILE_ROCK)
{
A_Spawn(vm.spriteNum, TILE_ROCK2);
A_Spawn(vm.spriteNum, TILE_ROCK2);
vm.flags |= VM_SAFEDELETE;
}
}
else if (sector[vm.pSprite->sectnum].lotag == 802)
{
if (vm.pSprite->picnum != TILE_APLAYER && A_CheckEnemySprite(vm.pSprite) && vm.pSprite->z == vm.pActor->floorz - ZOFFSET)
{
A_DoGuts(vm.spriteNum, TILE_JIBS6, 5);
A_PlaySound(SQUISHED, vm.spriteNum);
vm.flags |= VM_SAFEDELETE;
}
}
else if (sector[vm.pSprite->sectnum].lotag == 803)
{
if (vm.pSprite->picnum == TILE_ROCK2)
{
vm.flags |= VM_SAFEDELETE;
}
}
}
if (sector[vm.pSprite->sectnum].lotag == 800)
{
if (vm.pSprite->picnum == TILE_AMMO)
{
vm.flags |= VM_SAFEDELETE;
return;
}
if (vm.pSprite->picnum != TILE_APLAYER && (A_CheckEnemySprite(vm.pSprite) || vm.pSprite->picnum == TILE_COW) && g_spriteExtra[vm.spriteNum] < 128)
{
vm.pSprite->z = vm.pActor->floorz-ZOFFSET;
vm.pSprite->zvel = 8000;
vm.pSprite->extra = 0;
g_spriteExtra[vm.spriteNum]++;
hitSprite = 1;
}
else if (vm.pSprite->picnum != TILE_APLAYER)
{
if (!g_spriteExtra[vm.spriteNum])
vm.flags |= VM_SAFEDELETE;
return;
}
vm.pActor->picnum = TILE_SHOTSPARK1;
vm.pActor->extra = 1;
}
if (RRRA && EDUKE32_PREDICT_TRUE(sector[vm.pSprite->sectnum].lotag < 800 || sector[vm.pSprite->sectnum].lotag > 803)
&& (sector[vm.pSprite->sectnum].floorpicnum == TILE_RRTILE7820 || sector[vm.pSprite->sectnum].floorpicnum == TILE_RRTILE7768))
{
if (vm.pSprite->picnum != TILE_MINION && vm.pSprite->pal != 19)
{
if ((krand2()&3) == 1)
{
vm.pActor->picnum = TILE_SHOTSPARK1;
vm.pActor->extra = 5;
}
}
}
}
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
spriteGravity = g_spriteGravity/6;
else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
spriteGravity = 0;
if (actor[spriteNum].cgg <= 0 || (sector[pSprite->sectnum].floorstat&2))
{
A_GetZLimits(spriteNum);
actor[spriteNum].cgg = 6;
}
else actor[spriteNum].cgg--;
if (pSprite->z < actor[spriteNum].floorz-ZOFFSET)
{
// Free fall.
pSprite->zvel += spriteGravity;
pSprite->z += pSprite->zvel;
#ifdef YAX_ENABLE
if (yax_getbunch(pSprite->sectnum, YAX_FLOOR) >= 0 && (sector[pSprite->sectnum].floorstat & 512) == 0)
setspritez(spriteNum, (vec3_t *)pSprite);
#endif
if (pSprite->zvel > 6144) pSprite->zvel = 6144;
return;
}
pSprite->z = actor[spriteNum].floorz - ZOFFSET;
if (A_CheckEnemySprite(pSprite) || (pSprite->picnum == TILE_APLAYER && pSprite->owner >= 0))
{
if (pSprite->zvel > 3084 && pSprite->extra <= 1)
{
// I'm guessing this TILE_DRONE check is from a beta version of the game
// where they crashed into the ground when killed
if (!(pSprite->picnum == TILE_APLAYER && pSprite->extra > 0) && pSprite->pal != 1 && pSprite->picnum != TILE_DRONE)
{
A_PlaySound(SQUISHED,spriteNum);
if (hitSprite)
{
A_DoGuts(spriteNum,TILE_JIBS6,5);
}
else
{
A_DoGuts(spriteNum,TILE_JIBS6,15);
A_Spawn(spriteNum,TILE_BLOODPOOL);
}
}
actor[spriteNum].picnum = TILE_SHOTSPARK1;
actor[spriteNum].extra = 1;
pSprite->zvel = 0;
}
else if (pSprite->zvel > 2048 && sector[pSprite->sectnum].lotag != ST_1_ABOVE_WATER)
{
int16_t newsect = pSprite->sectnum;
pushmove((vec3_t *)pSprite, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
if ((unsigned)newsect < MAXSECTORS)
changespritesect(spriteNum, newsect);
if (!DEER)
A_PlaySound(THUD, spriteNum);
}
}
if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER)
{
pSprite->z += A_GetWaterZOffset(spriteNum);
return;
}
pSprite->zvel = 0;
}
static int32_t VM_ResetPlayer(int const playerNum, int32_t vmFlags)
{
//AddLog("resetplayer");
if (!g_netServer && ud.multimode < 2)
{
#if 0
if (g_quickload && g_quickload->isValid() && ud.recstat != 2)
{
M_StartControlPanel(false);
M_SetMenu(NAME_ConfirmPlayerReset);
}
else
#endif
g_player[playerNum].ps->gm = MODE_RESTART;
vmFlags |= VM_NOEXECUTE;
}
else
{
if (playerNum == myconnectindex)
{
CAMERADIST = 0;
CAMERACLOCK = (int32_t) totalclock;
}
//if (g_fakeMultiMode)
P_ResetPlayer(playerNum);
#ifndef NETCODE_DISABLE
//if (g_netServer)
//{
// P_ResetPlayer(playerNum);
// Net_SpawnPlayer(playerNum);
//}
#endif
}
P_UpdateScreenPal(g_player[playerNum].ps);
//AddLog("EOF: resetplayer");
return vmFlags;
}
void G_GetTimeDate(int32_t * const pValues)
{
time_t timeStruct;
time(&timeStruct);
struct tm *pTime = localtime(&timeStruct);
// Printf("Time&date: %s\n",asctime (ti));
pValues[0] = pTime->tm_sec;
pValues[1] = pTime->tm_min;
pValues[2] = pTime->tm_hour;
pValues[3] = pTime->tm_mday;
pValues[4] = pTime->tm_mon;
pValues[5] = pTime->tm_year+1900;
pValues[6] = pTime->tm_wday;
pValues[7] = pTime->tm_yday;
}
void Screen_Play(void)
{
int32_t running = 1;
inputState.ClearAllInput();
do
{
G_HandleAsync();
ototalclock = totalclock + 1; // pause game like ANMs
if (!G_FPSLimit())
continue;
videoClearScreen(0);
if (inputState.CheckAllInput())
running = 0;
videoNextPage();
inputState.ClearAllInput();
} while (running);
}
GAMEEXEC_STATIC void VM_Execute(native_t loop)
{
native_t tw = *insptr;
DukePlayer_t *const pPlayer = vm.pPlayer;
// jump directly into the loop, skipping branches during the first iteration
goto skip_check;
while (loop)
{
if (vm.flags & (VM_RETURN | VM_KILL | VM_NOEXECUTE))
break;
tw = *insptr;
skip_check:
// Bsprintf(g_szBuf,"Parsing: %d",*insptr);
// AddLog(g_szBuf);
g_errorLineNum = tw >> 12;
g_tw = tw &= VM_INSTMASK;
if (tw == CON_LEFTBRACE)
{
insptr++, loop++;
continue;
}
else if (tw == CON_RIGHTBRACE)
{
insptr++, loop--;
continue;
}
else if (tw == CON_ELSE)
{
insptr = (intptr_t *)*(insptr + 1);
continue;
}
else if (tw == CON_STATE)
{
intptr_t const *const tempscrptr = insptr + 2;
insptr = (intptr_t *)*(insptr + 1);
VM_Execute(1);
insptr = tempscrptr;
continue;
}
switch (tw)
{
case CON_ENDA:
case CON_BREAK:
case CON_ENDS:
case CON_ENDEVENT: return;
case CON_IFRND: VM_CONDITIONAL(rnd(*(++insptr))); continue;
case CON_IFCANSHOOTTARGET:
{
if (vm.playerDist > 1024)
{
int16_t temphit;
if ((tw = A_CheckHitSprite(vm.spriteNum, &temphit)) == (1 << 30))
{
VM_CONDITIONAL(1);
continue;
}
int dist = 768;
int angDiff = 16;
if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->xrepeat > 56)
{
dist = 3084;
angDiff = 48;
}
#define CHECK(x) \
if (x >= 0 && sprite[x].picnum == vm.pSprite->picnum) \
{ \
VM_CONDITIONAL(0); \
continue; \
}
#define CHECK2(x) \
do \
{ \
vm.pSprite->ang += x; \
tw = A_CheckHitSprite(vm.spriteNum, &temphit); \
vm.pSprite->ang -= x; \
} while (0)
if (tw > dist)
{
CHECK(temphit);
CHECK2(angDiff);
if (tw > dist)
{
CHECK(temphit);
CHECK2(-angDiff);
if (tw > 768)
{
CHECK(temphit);
VM_CONDITIONAL(1);
continue;
}
}
}
VM_CONDITIONAL(0);
continue;
}
VM_CONDITIONAL(1);
}
continue;
case CON_IFCANSEETARGET:
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - ((krand2() & 41) << 8), vm.pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y,
pPlayer->pos.z /*-((krand2()&41)<<8)*/, sprite[pPlayer->i].sectnum);
VM_CONDITIONAL(tw);
if (tw)
vm.pActor->timetosleep = SLEEPTIME;
continue;
case CON_IFNOCOVER:
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z, vm.pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y,
pPlayer->pos.z, sprite[pPlayer->i].sectnum);
VM_CONDITIONAL(tw);
if (tw)
vm.pActor->timetosleep = SLEEPTIME;
continue;
case CON_IFACTORNOTSTAYPUT: VM_CONDITIONAL(vm.pActor->actorstayput == -1); continue;
case CON_IFCANSEE:
{
uspritetype *pSprite = (uspritetype *)&sprite[pPlayer->i];
if (DEER)
{
if (sintable[vm.pSprite->ang&2047] * (pSprite->y - vm.pSprite->y) + sintable[(vm.pSprite->ang+512)&2047] * (pSprite->x - vm.pSprite->x) >= 0)
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - (krand2() % 13312), vm.pSprite->sectnum,
pSprite->x, pSprite->y, pPlayer->opos.z-(krand2() % 8192), pPlayer->cursectnum);
else
tw = 0;
VM_CONDITIONAL(tw);
continue;
}
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if (!RR && pPlayer->holoduke_on >= 0)
{
pSprite = (uspritetype *)&sprite[pPlayer->holoduke_on];
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - (krand2() & (ZOFFSET5 - 1)), vm.pSprite->sectnum, pSprite->x, pSprite->y,
pSprite->z, pSprite->sectnum);
if (tw == 0)
{
// they can't see player's holoduke
// check for player...
pSprite = (uspritetype *)&sprite[pPlayer->i];
}
}
// can they see player, (or player's holoduke)
tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - (krand2() & ((47 << 8))), vm.pSprite->sectnum, pSprite->x, pSprite->y,
pSprite->z - (RR ? (28 << 8) : (24 << 8)), pSprite->sectnum);
if (tw == 0)
{
// search around for target player
// also modifies 'target' x&y if found..
tw = 1;
if (A_FurthestVisiblePoint(vm.spriteNum, pSprite, &vm.pActor->lastv) == -1)
tw = 0;
}
else
{
// else, they did see it.
// save where we were looking...
vm.pActor->lastv.x = pSprite->x;
vm.pActor->lastv.y = pSprite->y;
}
if (tw && (vm.pSprite->statnum == STAT_ACTOR || vm.pSprite->statnum == STAT_STANDABLE))
vm.pActor->timetosleep = SLEEPTIME;
VM_CONDITIONAL(tw);
continue;
}
case CON_IFHITWEAPON:
if (DEER)
{
VM_CONDITIONAL(ghtrophy_isakill(vm.spriteNum));
}
else
{
VM_CONDITIONAL(A_IncurDamage(vm.spriteNum) >= 0);
}
continue;
case CON_IFSQUISHED: VM_CONDITIONAL(VM_CheckSquished()); continue;
case CON_IFDEAD: VM_CONDITIONAL(vm.pSprite->extra - (vm.pSprite->picnum == TILE_APLAYER) < 0); continue;
case CON_AI:
insptr++;
// Following changed to use pointersizes
AC_AI_ID(vm.pData) = *insptr++; // Ai
AC_ACTION_ID(vm.pData) = *(apScript + AC_AI_ID(vm.pData)); // Action
AC_MOVE_ID(vm.pData) = *(apScript + AC_AI_ID(vm.pData) + 1); // move
vm.pSprite->hitag = *(apScript + AC_AI_ID(vm.pData) + 2); // move flags
AC_COUNT(vm.pData) = 0;
AC_ACTION_COUNT(vm.pData) = 0;
AC_CURFRAME(vm.pData) = 0;
if (vm.pSprite->hitag & random_angle)
vm.pSprite->ang = krand2() & 2047;
continue;
case CON_ACTION:
insptr++;
AC_ACTION_COUNT(vm.pData) = 0;
AC_CURFRAME(vm.pData) = 0;
AC_ACTION_ID(vm.pData) = *insptr++;
continue;
case CON_IFPDISTL:
insptr++;
VM_CONDITIONAL(!(DEER && sub_535EC()) && vm.playerDist < *(insptr));
if (vm.playerDist > MAXSLEEPDIST && vm.pActor->timetosleep == 0)
vm.pActor->timetosleep = SLEEPTIME;
continue;
case CON_IFPDISTG:
VM_CONDITIONAL(vm.playerDist > *(++insptr));
if (vm.playerDist > MAXSLEEPDIST && vm.pActor->timetosleep == 0)
vm.pActor->timetosleep = SLEEPTIME;
continue;
case CON_ADDSTRENGTH:
insptr++;
vm.pSprite->extra += *insptr++;
continue;
case CON_STRENGTH:
insptr++;
vm.pSprite->extra = *insptr++;
continue;
case CON_SMACKSPRITE:
insptr++;
if (krand2()&1)
vm.pSprite->ang = (vm.pSprite->ang-(512+(krand2()&511)))&2047;
else
vm.pSprite->ang = (vm.pSprite->ang+(512+(krand2()&511)))&2047;
continue;
case CON_FAKEBUBBA:
insptr++;
switch (++g_fakeBubbaCnt)
{
case 1:
A_Spawn(vm.spriteNum, TILE_PIG);
break;
case 2:
A_Spawn(vm.spriteNum, TILE_MINION);
break;
case 3:
A_Spawn(vm.spriteNum, TILE_CHEER);
break;
case 4:
A_Spawn(vm.spriteNum, TILE_VIXEN);
G_OperateActivators(666, vm.playerNum);
break;
}
continue;
case CON_RNDMOVE:
insptr++;
vm.pSprite->ang = krand2()&2047;
vm.pSprite->xvel = 25;
continue;
case CON_MAMATRIGGER:
insptr++;
G_OperateActivators(667, vm.playerNum);
continue;
case CON_MAMASPAWN:
insptr++;
if (g_mamaSpawnCnt)
{
g_mamaSpawnCnt--;
A_Spawn(vm.spriteNum, TILE_RABBIT);
}
continue;
case CON_MAMAQUAKE:
insptr++;
if (vm.pSprite->pal == 31)
g_earthquakeTime = 4;
else if(vm.pSprite->pal == 32)
g_earthquakeTime = 6;
continue;
case CON_GARYBANJO:
insptr++;
if (g_banjoSong == 0)
{
switch (krand2()&3)
{
case 3:
g_banjoSong = 262;
break;
case 0:
g_banjoSong = 272;
break;
default:
g_banjoSong = 273;
break;
}
A_PlaySound(g_banjoSong, vm.spriteNum);
}
else if (!S_CheckSoundPlaying(vm.spriteNum, g_banjoSong))
A_PlaySound(g_banjoSong, vm.spriteNum);
continue;
case CON_MOTOLOOPSND:
insptr++;
if (!S_CheckSoundPlaying(vm.spriteNum, 411))
A_PlaySound(411, vm.spriteNum);
continue;
case CON_IFGOTWEAPONCE:
insptr++;
if ((g_gametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY) && (g_netServer || ud.multimode > 1))
{
if (*insptr == 0)
{
int j = 0;
for (; j < pPlayer->weapreccnt; ++j)
if (pPlayer->weaprecs[j] == vm.pSprite->picnum)
break;
VM_CONDITIONAL(j < pPlayer->weapreccnt && vm.pSprite->owner == vm.spriteNum);
continue;
}
else if (pPlayer->weapreccnt < MAX_WEAPON_RECS-1)
{
pPlayer->weaprecs[pPlayer->weapreccnt++] = vm.pSprite->picnum;
VM_CONDITIONAL(vm.pSprite->owner == vm.spriteNum);
continue;
}
}
VM_CONDITIONAL(0);
continue;
case CON_GETLASTPAL:
insptr++;
if (vm.pSprite->picnum == TILE_APLAYER)
vm.pSprite->pal = g_player[P_GetP(vm.pSprite)].ps->palookup;
else
vm.pSprite->pal = vm.pActor->tempang;
vm.pActor->tempang = 0;
continue;
case CON_TOSSWEAPON:
insptr++;
// NOTE: assumes that current actor is TILE_APLAYER
P_DropWeapon(P_GetP(vm.pSprite));
continue;
case CON_MIKESND:
insptr++;
if (EDUKE32_PREDICT_FALSE(((unsigned)vm.pSprite->yvel >= MAXSOUNDS)))
{
CON_ERRPRINTF("invalid sound %d\n", vm.pUSprite->yvel);
continue;
}
if (!S_CheckSoundPlaying(vm.spriteNum, vm.pSprite->yvel))
A_PlaySound(vm.pSprite->yvel, vm.spriteNum);
continue;
case CON_PKICK:
insptr++;
if ((g_netServer || ud.multimode > 1) && vm.pSprite->picnum == TILE_APLAYER)
{
if (g_player[otherp].ps->quick_kick == 0)
g_player[otherp].ps->quick_kick = 14;
}
else if (vm.pSprite->picnum != TILE_APLAYER && pPlayer->quick_kick == 0)
pPlayer->quick_kick = 14;
continue;
case CON_SIZETO:
insptr++;
tw = (*insptr++ - vm.pSprite->xrepeat) << 1;
vm.pSprite->xrepeat += ksgn(tw);
if ((vm.pSprite->picnum == TILE_APLAYER && vm.pSprite->yrepeat < 36) || *insptr < vm.pSprite->yrepeat
|| ((vm.pSprite->yrepeat * (tilesiz[vm.pSprite->picnum].y + 8)) << 2) < (vm.pActor->floorz - vm.pActor->ceilingz))
{
tw = ((*insptr) - vm.pSprite->yrepeat) << 1;
if (klabs(tw))
vm.pSprite->yrepeat += ksgn(tw);
}
insptr++;
continue;
case CON_SIZEAT:
insptr++;
vm.pSprite->xrepeat = (uint8_t)*insptr++;
vm.pSprite->yrepeat = (uint8_t)*insptr++;
continue;
case CON_SHOOT:
insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors))
{
CON_ERRPRINTF("invalid sector %d\n", vm.pUSprite->sectnum);
continue;
}
A_Shoot(vm.spriteNum, *insptr++);
continue;
case CON_IFSOUNDID:
insptr++;
VM_CONDITIONAL((int16_t)*insptr == g_ambientLotag[vm.pSprite->ang]);
continue;
case CON_IFSOUNDDIST:
insptr++;
if (*insptr == 0)
{
VM_CONDITIONAL(g_ambientHitag[vm.pSprite->ang] > vm.playerDist);
}
else if (*insptr == 1)
{
VM_CONDITIONAL(g_ambientHitag[vm.pSprite->ang] < vm.playerDist);
}
else
{
VM_CONDITIONAL(0);
}
continue;
case CON_SOUNDTAG:
insptr++;
A_PlaySound(g_ambientLotag[vm.pSprite->ang], vm.spriteNum);
continue;
case CON_SOUNDTAGONCE:
insptr++;
if (!S_CheckSoundPlaying(vm.spriteNum, g_ambientLotag[vm.pSprite->ang]))
A_PlaySound(g_ambientLotag[vm.pSprite->ang], vm.spriteNum);
continue;
case CON_SOUNDONCE:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("invalid sound %d\n", (int32_t)*insptr++);
continue;
}
if (!S_CheckSoundPlaying(vm.spriteNum, *insptr++))
A_PlaySound(*(insptr - 1), vm.spriteNum);
continue;
case CON_STOPSOUND:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
if (S_CheckSoundPlaying(vm.spriteNum, *insptr))
S_StopSound((int16_t)*insptr);
insptr++;
continue;
case CON_GLOBALSOUND:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
if (vm.playerNum == screenpeek || (g_gametypeFlags[ud.coop] & GAMETYPE_COOPSOUND)
#ifdef SPLITSCREEN_MOD_HACKS
|| (g_fakeMultiMode == 2)
#endif
)
A_PlaySound(*insptr, g_player[screenpeek].ps->i);
insptr++;
continue;
case CON_SMACKBUBBA:
insptr++;
if (!RRRA || vm.pSprite->pal != 105)
{
for (bssize_t TRAVERSE_CONNECT(playerNum))
g_player[playerNum].ps->gm = MODE_EOL;
if (++ud.level_number > 6)
ud.level_number = 0;
m_level_number = ud.level_number;
}
continue;
case CON_DEPLOYBIAS:
insptr++;
ghdeploy_bias(vm.spriteNum);
continue;
case CON_MAMAEND:
insptr++;
g_player[myconnectindex].ps->level_end_timer = 150;
continue;
case CON_IFACTORHEALTHG:
insptr++;
VM_CONDITIONAL(vm.pSprite->extra > (int16_t)*insptr);
continue;
case CON_IFACTORHEALTHL:
insptr++;
VM_CONDITIONAL(vm.pSprite->extra < (int16_t)*insptr);
continue;
case CON_SOUND:
if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS))
{
CON_ERRPRINTF("invalid sound %d\n", (int32_t)*insptr);
insptr++;
continue;
}
A_PlaySound(*insptr++, vm.spriteNum);
continue;
case CON_TIP:
insptr++;
pPlayer->tipincs = GAMETICSPERSEC;
continue;
case CON_IFTIPCOW:
if (g_spriteExtra[vm.spriteNum] == 1)
{
g_spriteExtra[vm.spriteNum]++;
VM_CONDITIONAL(1);
}
else
VM_CONDITIONAL(0);
continue;
case CON_IFHITTRUCK:
if (g_spriteExtra[vm.spriteNum] == 1)
{
g_spriteExtra[vm.spriteNum]++;
VM_CONDITIONAL(1);
}
else
VM_CONDITIONAL(0);
continue;
case CON_IFFINDNEWSPOT:
VM_CONDITIONAL(ghcons_findnewspot(vm.spriteNum));
continue;
case CON_LEAVEDROPPINGS:
insptr++;
ghtrax_leavedroppings(vm.spriteNum);
continue;
case CON_TEARITUP:
insptr++;
for (bssize_t SPRITES_OF_SECT(vm.pSprite->sectnum, spriteNum))
{
if (sprite[spriteNum].picnum == TILE_DESTRUCTO)
{
actor[spriteNum].picnum = TILE_SHOTSPARK1;
actor[spriteNum].extra = 1;
}
}
continue;
case CON_FALL:
insptr++;
VM_Fall(vm.spriteNum, vm.pSprite);
continue;
case CON_NULLOP: insptr++; continue;
case CON_ADDAMMO:
insptr++;
{
int const weaponNum = *insptr++;
int const addAmount = *insptr++;
VM_AddAmmo(pPlayer, weaponNum, addAmount);
continue;
}
case CON_MONEY:
insptr++;
A_SpawnMultiple(vm.spriteNum, TILE_MONEY, *insptr++);
continue;
case CON_MAIL:
insptr++;
A_SpawnMultiple(vm.spriteNum, RR ? TILE_MONEY : TILE_MAIL, *insptr++);
continue;
case CON_SLEEPTIME:
insptr++;
vm.pActor->timetosleep = (int16_t)*insptr++;
continue;
case CON_PAPER:
insptr++;
A_SpawnMultiple(vm.spriteNum, RR ? TILE_MONEY : TILE_PAPER, *insptr++);
continue;
case CON_ADDKILLS:
if (DEER)
{
// no op
insptr++;
insptr++;
continue;
}
insptr++;
2020-06-21 20:18:12 +00:00
if (RR)
{
// This check does not exist in Duke Nukem.
if ((g_spriteExtra[vm.spriteNum] < 1 || g_spriteExtra[vm.spriteNum] == 128)
&& (!RR || A_CheckSpriteFlags(vm.spriteNum, SFLAG_KILLCOUNT)))
P_AddKills(pPlayer, *insptr);
2020-06-21 20:18:12 +00:00
}
else P_AddKills(pPlayer, *insptr);
insptr++;
vm.pActor->actorstayput = -1;
continue;
case CON_LOTSOFGLASS:
insptr++;
A_SpawnGlass(vm.spriteNum, *insptr++);
continue;
case CON_KILLIT:
insptr++;
vm.flags |= VM_KILL;
return;
case CON_ADDWEAPON:
insptr++;
{
int const weaponNum = *insptr++;
VM_AddWeapon(pPlayer, weaponNum, *insptr++);
continue;
}
case CON_DEBUG:
insptr++;
buildprint(*insptr++, "\n");
continue;
case CON_ENDOFGAME:
insptr++;
pPlayer->timebeforeexit = *insptr++;
pPlayer->customexitsound = -1;
ud.eog = 1;
continue;
case CON_ISDRUNK:
insptr++;
{
pPlayer->drink_amt += *insptr;
int newHealth = sprite[pPlayer->i].extra;
if (newHealth > 0)
newHealth += *insptr;
if (newHealth > (pPlayer->max_player_health << 1))
newHealth = (pPlayer->max_player_health << 1);
if (newHealth < 0)
newHealth = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((newHealth - *insptr) < (pPlayer->max_player_health >> 2) && newHealth >= (pPlayer->max_player_health >> 2))
A_PlaySound(DUKE_GOTHEALTHATLOW, pPlayer->i);
pPlayer->last_extra = newHealth;
}
sprite[pPlayer->i].extra = newHealth;
}
if (pPlayer->drink_amt > 100)
pPlayer->drink_amt = 100;
if (sprite[pPlayer->i].extra >= pPlayer->max_player_health)
{
sprite[pPlayer->i].extra = pPlayer->max_player_health;
pPlayer->last_extra = pPlayer->max_player_health;
}
}
insptr++;
continue;
case CON_STRAFELEFT:
insptr++;
{
vec3_t const vect = { sintable[(vm.pSprite->ang+1024)&2047]>>10, sintable[(vm.pSprite->ang+512)&2047]>>10, vm.pSprite->zvel };
A_MoveSprite(vm.spriteNum, &vect, CLIPMASK0);
}
continue;
case CON_STRAFERIGHT:
insptr++;
{
vec3_t const vect = { sintable[(vm.pSprite->ang-0)&2047]>>10, sintable[(vm.pSprite->ang-512)&2047]>>10, vm.pSprite->zvel };
A_MoveSprite(vm.spriteNum, &vect, CLIPMASK0);
}
continue;
case CON_LARRYBIRD:
insptr++;
pPlayer->pos.z = sector[sprite[pPlayer->i].sectnum].ceilingz;
sprite[pPlayer->i].z = pPlayer->pos.z;
continue;
case CON_LEAVETRAX:
insptr++;
ghtrax_leavetrax(vm.spriteNum);
continue;
case CON_DESTROYIT:
insptr++;
{
int16_t hitag, lotag, spr, jj, k, nextk;
hitag = 0;
for (SPRITES_OF_SECT(vm.pSprite->sectnum,k))
{
if (sprite[k].picnum == TILE_RRTILE63)
{
lotag = sprite[k].lotag;
spr = k;
if (sprite[k].hitag)
hitag = sprite[k].hitag;
}
}
for (SPRITES_OF(100, jj))
{
spritetype const *js = &sprite[jj];
if (hitag && hitag == js->hitag)
{
for (SPRITES_OF_SECT(js->sectnum,k))
{
if (sprite[k].picnum == TILE_DESTRUCTO)
{
actor[k].picnum = TILE_SHOTSPARK1;
actor[k].extra = 1;
}
}
}
if (sprite[spr].sectnum != js->sectnum && lotag == js->lotag)
{
int16_t const sectnum = sprite[spr].sectnum;
int16_t const wallstart = sector[sectnum].wallptr;
int16_t const wallend = wallstart + sector[sectnum].wallnum;
int16_t const wallstart2 = sector[js->sectnum].wallptr;
//int16_t const wallend2 = wallstart2 + sector[js->sectnum].wallnum;
for (bssize_t wi = wallstart, wj = wallstart2; wi < wallend; wi++, wj++)
{
wall[wi].picnum = wall[wj].picnum;
wall[wi].overpicnum = wall[wj].overpicnum;
wall[wi].shade = wall[wj].shade;
wall[wi].xrepeat = wall[wj].xrepeat;
wall[wi].yrepeat = wall[wj].yrepeat;
wall[wi].xpanning = wall[wj].xpanning;
wall[wi].ypanning = wall[wj].ypanning;
if (RRRA && wall[wi].nextwall != -1)
{
wall[wi].cstat = 0;
wall[wall[wi].nextwall].cstat = 0;
}
}
sector[sectnum].floorz = sector[js->sectnum].floorz;
sector[sectnum].ceilingz = sector[js->sectnum].ceilingz;
sector[sectnum].ceilingstat = sector[js->sectnum].ceilingstat;
sector[sectnum].floorstat = sector[js->sectnum].floorstat;
sector[sectnum].ceilingpicnum = sector[js->sectnum].ceilingpicnum;
sector[sectnum].ceilingheinum = sector[js->sectnum].ceilingheinum;
sector[sectnum].ceilingshade = sector[js->sectnum].ceilingshade;
sector[sectnum].ceilingpal = sector[js->sectnum].ceilingpal;
sector[sectnum].ceilingxpanning = sector[js->sectnum].ceilingxpanning;
sector[sectnum].ceilingypanning = sector[js->sectnum].ceilingypanning;
sector[sectnum].floorpicnum = sector[js->sectnum].floorpicnum;
sector[sectnum].floorheinum = sector[js->sectnum].floorheinum;
sector[sectnum].floorshade = sector[js->sectnum].floorshade;
sector[sectnum].floorpal = sector[js->sectnum].floorpal;
sector[sectnum].floorxpanning = sector[js->sectnum].floorxpanning;
sector[sectnum].floorypanning = sector[js->sectnum].floorypanning;
sector[sectnum].visibility = sector[js->sectnum].visibility;
g_sectorExtra[sectnum] = g_sectorExtra[js->sectnum];
sector[sectnum].lotag = sector[js->sectnum].lotag;
sector[sectnum].hitag = sector[js->sectnum].hitag;
sector[sectnum].extra = sector[js->sectnum].extra;
}
}
for (SPRITES_OF_SECT_SAFE(vm.pSprite->sectnum, k, nextk))
{
switch (DYNAMICTILEMAP(sprite[k].picnum))
{
case DESTRUCTO__STATICRR:
case RRTILE63__STATICRR:
case TORNADO__STATICRR:
case APLAYER__STATIC:
case COOT__STATICRR:
break;
default:
A_DeleteSprite(k);
break;
}
}
}
continue;
case CON_ISEAT:
insptr++;
{
pPlayer->eat_amt += *insptr;
if (pPlayer->eat_amt > 100)
pPlayer->eat_amt = 100;
pPlayer->drink_amt -= *insptr;
if (pPlayer->drink_amt < 0)
pPlayer->drink_amt = 0;
int newHealth = sprite[pPlayer->i].extra;
if (vm.pSprite->picnum != TILE_ATOMICHEALTH)
{
if (newHealth > pPlayer->max_player_health && *insptr > 0)
{
insptr++;
continue;
}
else
{
if (newHealth > 0)
newHealth += (*insptr)*3;
if (newHealth > pPlayer->max_player_health && *insptr > 0)
newHealth = pPlayer->max_player_health;
}
}
else
{
if (newHealth > 0)
newHealth += *insptr;
if (newHealth > (pPlayer->max_player_health << 1))
newHealth = (pPlayer->max_player_health << 1);
}
if (newHealth < 0)
newHealth = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((newHealth - *insptr) < (pPlayer->max_player_health >> 2) && newHealth >= (pPlayer->max_player_health >> 2))
A_PlaySound(DUKE_GOTHEALTHATLOW, pPlayer->i);
pPlayer->last_extra = newHealth;
}
sprite[pPlayer->i].extra = newHealth;
}
}
insptr++;
continue;
case CON_ADDPHEALTH:
insptr++;
{
if (!RR && pPlayer->newowner >= 0)
G_ClearCameraView(pPlayer);
int newHealth = sprite[pPlayer->i].extra;
if (vm.pSprite->picnum != TILE_ATOMICHEALTH)
{
if (newHealth > pPlayer->max_player_health && *insptr > 0)
{
insptr++;
continue;
}
else
{
if (newHealth > 0)
newHealth += *insptr;
if (newHealth > pPlayer->max_player_health && *insptr > 0)
newHealth = pPlayer->max_player_health;
}
}
else
{
if (newHealth > 0)
newHealth += *insptr;
if (newHealth > (pPlayer->max_player_health << 1))
newHealth = (pPlayer->max_player_health << 1);
}
if (newHealth < 0)
newHealth = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((newHealth - *insptr) < (pPlayer->max_player_health >> 2) && newHealth >= (pPlayer->max_player_health >> 2))
A_PlaySound(DUKE_GOTHEALTHATLOW, pPlayer->i);
pPlayer->last_extra = newHealth;
}
sprite[pPlayer->i].extra = newHealth;
}
}
insptr++;
continue;
case CON_MOVE:
insptr++;
AC_COUNT(vm.pData) = 0;
AC_MOVE_ID(vm.pData) = *insptr++;
vm.pSprite->hitag = *insptr++;
if (vm.pSprite->hitag & random_angle)
vm.pSprite->ang = krand2() & 2047;
continue;
case CON_SPAWN:
insptr++;
if ((unsigned)vm.pSprite->sectnum >= MAXSECTORS)
{
CON_ERRPRINTF("invalid sector %d\n", vm.pUSprite->sectnum);
insptr++;
continue;
}
A_Spawn(vm.spriteNum, *insptr++);
continue;
case CON_IFWASWEAPON:
case CON_IFSPAWNEDBY:
insptr++;
VM_CONDITIONAL(vm.pActor->picnum == *insptr);
continue;
case CON_IFAI:
insptr++;
VM_CONDITIONAL(AC_AI_ID(vm.pData) == *insptr);
continue;
case CON_IFACTION:
insptr++;
VM_CONDITIONAL(AC_ACTION_ID(vm.pData) == *insptr);
continue;
case CON_IFACTIONCOUNT:
insptr++;
VM_CONDITIONAL(AC_ACTION_COUNT(vm.pData) >= *insptr);
continue;
case CON_RESETACTIONCOUNT:
insptr++;
AC_ACTION_COUNT(vm.pData) = 0;
continue;
case CON_DEBRIS:
insptr++;
{
int debrisTile = *insptr++;
if ((unsigned)vm.pSprite->sectnum < MAXSECTORS)
for (native_t cnt = (*insptr) - 1; cnt >= 0; cnt--)
{
int const tileOffset = ((RR || vm.pSprite->picnum == TILE_BLIMP) && debrisTile == TILE_SCRAP1) ? 0 : (krand2() % 3);
int32_t const r1 = krand2(), r2 = krand2(), r3 = krand2(), r4 = krand2(), r5 = krand2(), r6 = krand2(), r7 = krand2(), r8 = krand2();
int const spriteNum = A_InsertSprite(vm.pSprite->sectnum, vm.pSprite->x + (r8 & 255) - 128,
vm.pSprite->y + (r7 & 255) - 128, vm.pSprite->z - (8 << 8) - (r6 & 8191),
debrisTile + tileOffset, vm.pSprite->shade, 32 + (r5 & 15), 32 + (r4 & 15),
r3 & 2047, (r2 & 127) + 32, -(r1 & 2047), vm.spriteNum, 5);
sprite[spriteNum].yvel = ((RR || vm.pSprite->picnum == TILE_BLIMP) && debrisTile == TILE_SCRAP1) ? g_blimpSpawnItems[cnt % 14] : -1;
sprite[spriteNum].pal = vm.pSprite->pal;
}
insptr++;
}
continue;
case CON_COUNT:
insptr++;
AC_COUNT(vm.pData) = (int16_t)*insptr++;
continue;
case CON_CSTATOR:
insptr++;
vm.pSprite->cstat |= (int16_t)*insptr++;
continue;
case CON_CLIPDIST:
insptr++;
vm.pSprite->clipdist = (int16_t)*insptr++;
continue;
case CON_CSTAT:
insptr++;
vm.pSprite->cstat = (int16_t)*insptr++;
continue;
case CON_NEWPIC:
insptr++;
vm.pSprite->picnum = (int16_t)*insptr++;
continue;
case CON_IFMOVE:
insptr++;
VM_CONDITIONAL(AC_MOVE_ID(vm.pData) == *insptr);
continue;
case CON_RESETPLAYER:
insptr++;
vm.flags = VM_ResetPlayer(vm.playerNum, vm.flags);
continue;
case CON_IFCOOP:
VM_CONDITIONAL(GTFLAGS(GAMETYPE_COOP) || numplayers > 2);
continue;
case CON_IFONMUD:
VM_CONDITIONAL(sector[vm.pSprite->sectnum].floorpicnum == TILE_RRTILE3073
&& klabs(vm.pSprite->z - sector[vm.pSprite->sectnum].floorz) < ZOFFSET5);
continue;
case CON_IFONWATER:
if (DEER)
{
VM_CONDITIONAL(sector[vm.pSprite->sectnum].hitag == 2003);
continue;
}
VM_CONDITIONAL(sector[vm.pSprite->sectnum].lotag == ST_1_ABOVE_WATER
&& klabs(vm.pSprite->z - sector[vm.pSprite->sectnum].floorz) < ZOFFSET5);
continue;
case CON_IFMOTOFAST:
VM_CONDITIONAL(pPlayer->moto_speed > 60);
continue;
case CON_IFONMOTO:
VM_CONDITIONAL(pPlayer->on_motorcycle == 1);
continue;
case CON_IFONBOAT:
VM_CONDITIONAL(pPlayer->on_boat == 1);
continue;
case CON_IFSIZEDOWN:
vm.pSprite->xrepeat--;
vm.pSprite->yrepeat--;
VM_CONDITIONAL(vm.pSprite->xrepeat <= 5);
continue;
case CON_IFWIND:
VM_CONDITIONAL(g_windTime > 0);
continue;
case CON_IFPUPWIND:
VM_CONDITIONAL(ghtrax_isplrupwind(vm.spriteNum, vm.playerNum));
continue;
case CON_IFINWATER:
if (DEER)
{
VM_CONDITIONAL(sector[vm.pSprite->sectnum].hitag == 2003 && klabs(vm.pSprite->z - sector[vm.pSprite->sectnum].floorz) < ZOFFSET5);
continue;
}
VM_CONDITIONAL(sector[vm.pSprite->sectnum].lotag == ST_2_UNDERWATER);
continue;
case CON_IFCOUNT:
insptr++;
VM_CONDITIONAL(AC_COUNT(vm.pData) >= *insptr);
continue;
case CON_IFACTOR:
insptr++;
VM_CONDITIONAL(vm.pSprite->picnum == *insptr);
continue;
case CON_RESETCOUNT:
insptr++;
AC_COUNT(vm.pData) = 0;
continue;
case CON_ADDINVENTORY:
insptr += 2;
VM_AddInventory(pPlayer, *(insptr - 1), *insptr);
insptr++;
continue;
case CON_HITRADIUS:
A_RadiusDamage(vm.spriteNum, *(insptr + 1), *(insptr + 2), *(insptr + 3), *(insptr + 4), *(insptr + 5));
insptr += 6;
continue;
case CON_IFP:
{
int const moveFlags = *(++insptr);
int nResult = 0;
int const playerXVel = sprite[pPlayer->i].xvel;
int const syncBits = g_player[vm.playerNum].input->bits;
if (((moveFlags & pducking) && pPlayer->on_ground && (TEST_SYNC_KEY(syncBits, SK_CROUCH) ^ vm.pPlayer->crouch_toggle))
|| ((moveFlags & pfalling) && pPlayer->jumping_counter == 0 && !pPlayer->on_ground && pPlayer->vel.z > 2048)
|| ((moveFlags & pjumping) && pPlayer->jumping_counter > 348)
|| ((moveFlags & pstanding) && playerXVel >= 0 && playerXVel < 8)
|| ((moveFlags & pwalking) && playerXVel >= 8 && !TEST_SYNC_KEY(syncBits, SK_RUN))
|| ((moveFlags & prunning) && playerXVel >= 8 && TEST_SYNC_KEY(syncBits, SK_RUN))
|| ((moveFlags & phigher) && pPlayer->pos.z < (vm.pSprite->z - (48 << 8)))
|| ((moveFlags & pwalkingback) && playerXVel <= -8 && !TEST_SYNC_KEY(syncBits, SK_RUN))
|| ((moveFlags & prunningback) && playerXVel <= -8 && TEST_SYNC_KEY(syncBits, SK_RUN))
|| ((moveFlags & pkicking)
&& (DEER ? ghsound_pfiredgunnear(vm.pSprite, vm.playerNum) :(pPlayer->quick_kick > 0
|| (pPlayer->curr_weapon == KNEE_WEAPON && pPlayer->kickback_pic > 0))))
|| ((moveFlags & pshrunk) && (DEER ? pPlayer->dhat60f && !sub_535EC() : sprite[pPlayer->i].xrepeat < (RR ? 8 : 32)))
|| ((moveFlags & pjetpack) && pPlayer->jetpack_on)
|| ((moveFlags & ponsteroids) && (DEER ? ghsound_pmadesound(vm.pSprite, vm.playerNum) :
pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400))
|| ((moveFlags & ponground) && (DEER ? ghsound_pmadecall(vm.pSprite, vm.playerNum) : pPlayer->on_ground))
|| ((moveFlags & palive) && sprite[pPlayer->i].xrepeat > (RR ? 8 : 32) && sprite[pPlayer->i].extra > 0 && pPlayer->timebeforeexit == 0)
|| ((moveFlags & pdead) && sprite[pPlayer->i].extra <= 0))
nResult = 1;
else if ((moveFlags & pfacing))
{
nResult
= (vm.pSprite->picnum == TILE_APLAYER && (g_netServer || ud.multimode > 1))
? G_GetAngleDelta(fix16_to_int(g_player[otherp].ps->q16ang),
getangle(pPlayer->pos.x - g_player[otherp].ps->pos.x, pPlayer->pos.y - g_player[otherp].ps->pos.y))
: G_GetAngleDelta(fix16_to_int(pPlayer->q16ang), getangle(vm.pSprite->x - pPlayer->pos.x, vm.pSprite->y - pPlayer->pos.y));
nResult = (nResult > -128 && nResult < 128);
}
VM_CONDITIONAL(nResult);
}
continue;
case CON_IFSTRENGTH:
insptr++;
VM_CONDITIONAL(vm.pSprite->extra <= *insptr);
continue;
case CON_GUTS:
A_DoGuts(vm.spriteNum, *(insptr + 1), *(insptr + 2));
insptr += 3;
continue;
case CON_SLAPPLAYER:
insptr++;
P_ForceAngle(pPlayer);
pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]<<7;
pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang)&2047]<<7;
continue;
case CON_WACKPLAYER:
insptr++;
if (RR)
{
pPlayer->vel.x -= sintable[(fix16_to_int(pPlayer->q16ang)+512)&2047]<<7;
pPlayer->vel.y -= sintable[fix16_to_int(pPlayer->q16ang)&2047]<<7;
pPlayer->jumping_counter = 767;
pPlayer->jumping_toggle = 1;
}
else
P_ForceAngle(pPlayer);
continue;
case CON_IFGAPZL:
insptr++;
VM_CONDITIONAL(((vm.pActor->floorz - vm.pActor->ceilingz) >> 8) < *insptr);
continue;
case CON_IFHITSPACE: VM_CONDITIONAL(TEST_SYNC_KEY(g_player[vm.playerNum].input->bits, SK_OPEN)); continue;
case CON_IFOUTSIDE:
if (DEER)
{
VM_CONDITIONAL(sector[vm.pSprite->sectnum].hitag = 2000);
continue;
}
VM_CONDITIONAL(sector[vm.pSprite->sectnum].ceilingstat & 1);
continue;
case CON_IFMULTIPLAYER: VM_CONDITIONAL((g_netServer || g_netClient || ud.multimode > 1)); continue;
case CON_OPERATE:
insptr++;
if (sector[vm.pSprite->sectnum].lotag == 0)
{
int16_t foundSect, foundWall, foundSprite;
int32_t foundDist;
neartag(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - ZOFFSET5, vm.pSprite->sectnum, vm.pSprite->ang, &foundSect, &foundWall,
&foundSprite, &foundDist, 768, 4 + 1, NULL);
if (foundSect >= 0 && isanearoperator(sector[foundSect].lotag))
if ((sector[foundSect].lotag & 0xff) == ST_23_SWINGING_DOOR || sector[foundSect].floorz == sector[foundSect].ceilingz)
if ((sector[foundSect].lotag & (16384u | 32768u)) == 0)
{
int32_t j;
for (SPRITES_OF_SECT(foundSect, j))
if (sprite[j].picnum == TILE_ACTIVATOR)
break;
if (j == -1)
G_OperateSectors(foundSect, vm.spriteNum);
}
}
continue;
case CON_IFINSPACE: VM_CONDITIONAL(G_CheckForSpaceCeiling(vm.pSprite->sectnum)); continue;
case CON_SPRITEPAL:
insptr++;
if (vm.pSprite->picnum != TILE_APLAYER)
vm.pActor->tempang = vm.pSprite->pal;
vm.pSprite->pal = *insptr++;
continue;
case CON_CACTOR:
insptr++;
vm.pSprite->picnum = *insptr++;
continue;
case CON_IFBULLETNEAR: VM_CONDITIONAL(A_Dodge(vm.pSprite) == 1); continue;
case CON_IFRESPAWN:
if (A_CheckEnemySprite(vm.pSprite))
VM_CONDITIONAL(ud.respawn_monsters)
else if (A_CheckInventorySprite(vm.pSprite))
VM_CONDITIONAL(ud.respawn_inventory)
else
VM_CONDITIONAL(ud.respawn_items)
continue;
case CON_IFFLOORDISTL:
insptr++;
VM_CONDITIONAL((vm.pActor->floorz - vm.pSprite->z) <= ((*insptr) << 8));
continue;
case CON_IFCEILINGDISTL:
insptr++;
VM_CONDITIONAL((vm.pSprite->z - vm.pActor->ceilingz) <= ((*insptr) << 8));
continue;
case CON_PALFROM:
insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= (unsigned)g_mostConcurrentPlayers))
{
CON_ERRPRINTF("invalid player %d\n", vm.playerNum);
insptr += 4;
}
else
{
palette_t const pal = { (uint8_t) * (insptr + 1), (uint8_t) * (insptr + 2), (uint8_t) * (insptr + 3), (uint8_t) * (insptr) };
insptr += 4;
P_PalFrom(pPlayer, pal.f, pal.r, pal.g, pal.b);
}
continue;
case CON_IFPHEALTHL:
insptr++;
VM_CONDITIONAL(sprite[pPlayer->i].extra < *insptr);
continue;
case CON_IFPINVENTORY:
insptr++;
switch (*insptr++)
{
case GET_STEROIDS:
case GET_SCUBA:
case GET_HOLODUKE:
case GET_HEATS:
case GET_FIRSTAID:
case GET_BOOTS:
case GET_JETPACK: tw = (pPlayer->inv_amount[*(insptr - 1)] != *insptr); break;
case GET_SHIELD:
tw = (pPlayer->inv_amount[GET_SHIELD] != pPlayer->max_player_health); break;
case GET_ACCESS:
if (RR)
{
switch (vm.pSprite->lotag)
{
case 100: tw = pPlayer->keys[1]; break;
case 101: tw = pPlayer->keys[2]; break;
case 102: tw = pPlayer->keys[3]; break;
case 103: tw = pPlayer->keys[4]; break;
}
}
else
{
switch (vm.pSprite->pal)
{
case 0: tw = (pPlayer->got_access & 1); break;
case 21: tw = (pPlayer->got_access & 2); break;
case 23: tw = (pPlayer->got_access & 4); break;
}
}
break;
default: tw = 0; CON_ERRPRINTF("invalid inventory item %d\n", (int32_t) * (insptr - 1));
}
VM_CONDITIONAL(tw);
continue;
case CON_PSTOMP:
insptr++;
if (pPlayer->knee_incs == 0 && sprite[pPlayer->i].xrepeat >= (RR ? 9 : 40))
if (cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - ZOFFSET6, vm.pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y,
pPlayer->pos.z + ZOFFSET2, sprite[pPlayer->i].sectnum))
{
if (pPlayer->weapon_pos == 0)
pPlayer->weapon_pos = -1;
pPlayer->actorsqu = vm.spriteNum;
pPlayer->knee_incs = 1;
}
continue;
case CON_IFAWAYFROMWALL:
{
int16_t otherSectnum = vm.pSprite->sectnum;
tw = 0;
#define IFAWAYDIST 108
updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
{
updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum);
if (otherSectnum == vm.pSprite->sectnum)
tw = 1;
}
}
}
VM_CONDITIONAL(tw);
#undef IFAWAYDIST
}
continue;
case CON_QUOTE:
insptr++;
if (EDUKE32_PREDICT_FALSE((unsigned)(*insptr) >= MAXQUOTES))
{
CON_ERRPRINTF("invalid quote %d\n", (int32_t)(*insptr));
insptr++;
continue;
}
if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= MAXPLAYERS))
{
CON_ERRPRINTF("invalid player %d\n", vm.playerNum);
insptr++;
continue;
}
P_DoQuote(*(insptr++) | MAXQUOTES, pPlayer);
continue;
case CON_IFINOUTERSPACE: VM_CONDITIONAL(G_CheckForSpaceFloor(vm.pSprite->sectnum)); continue;
case CON_IFNOTMOVING: VM_CONDITIONAL((vm.pActor->movflag & 49152) > 16384); continue;
case CON_RESPAWNHITAG:
insptr++;
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case PODFEM1__STATIC:
if (RR) break;
fallthrough__;
case FEM10__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
if (vm.pSprite->yvel)
G_OperateRespawns(vm.pSprite->yvel);
break;
default:
if (vm.pSprite->hitag >= 0)
G_OperateRespawns(vm.pSprite->hitag);
break;
}
continue;
case CON_IFSPRITEPAL:
insptr++;
VM_CONDITIONAL(vm.pSprite->pal == *insptr);
continue;
case CON_IFANGDIFFL:
insptr++;
tw = klabs(G_GetAngleDelta(fix16_to_int(pPlayer->q16ang), vm.pSprite->ang));
VM_CONDITIONAL(tw <= *insptr);
continue;
case CON_IFNOSOUNDS: VM_CONDITIONAL(!A_CheckAnySoundPlaying(vm.spriteNum)); continue;
case CON_IFVARG:
insptr++;
tw = Gv_GetVar(*insptr++);
VM_CONDITIONAL(tw > *insptr);
continue;
case CON_IFVARL:
insptr++;
tw = Gv_GetVar(*insptr++);
VM_CONDITIONAL(tw < *insptr);
continue;
case CON_SETVARVAR:
insptr++;
{
tw = *insptr++;
int const nValue = Gv_GetVar(*insptr++);
if ((aGameVars[tw].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0)
aGameVars[tw].global = nValue;
else
Gv_SetVar(tw, nValue);
}
continue;
case CON_SETVAR:
Gv_SetVar(insptr[1], insptr[2]);
insptr += 3;
continue;
case CON_ADDVARVAR:
insptr++;
tw = *insptr++;
Gv_AddVar(tw, Gv_GetVar(*insptr++));
continue;
case CON_ADDVAR:
Gv_AddVar(insptr[1], insptr[2]);
insptr += 3;
continue;
case CON_IFVARVARL:
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw < Gv_GetVar(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
continue;
case CON_IFVARVARG:
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw > Gv_GetVar(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
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 (EDUKE32_PREDICT_TRUE(*insptr & GV_FLAG_NEGATIVE))
{
m = -m;
lVarID ^= GV_FLAG_NEGATIVE;
}
else
{
// invalid varID
CON_ERRPRINTF("invalid variable\n");
continue;
}
}
Bsprintf(tempbuf, "CONLOGVAR: L=%d %s ", VM_DECODE_LINE_NUMBER(g_tw), aGameVars[lVarID].szLabel);
if (aGameVars[lVarID].flags & GAMEVAR_READONLY)
{
Bsprintf(szBuf, " (read-only)");
Bstrcat(tempbuf, szBuf);
}
if (aGameVars[lVarID].flags & GAMEVAR_PERPLAYER)
{
Bsprintf(szBuf, " (Per Player. Player=%d)", vm.playerNum);
}
else if (aGameVars[lVarID].flags & GAMEVAR_PERACTOR)
{
Bsprintf(szBuf, " (Per Actor. Actor=%d)", vm.spriteNum);
}
else
{
Bsprintf(szBuf, " (Global)");
}
Bstrcat(tempbuf, szBuf);
Bsprintf(szBuf, " =%d\n", Gv_GetVar(lVarID) * m);
Bstrcat(tempbuf, szBuf);
Printf(TEXTCOLOR_GREEN "%s", tempbuf);
insptr++;
continue;
}
case CON_IFVARE:
insptr++;
tw = Gv_GetVar(*insptr++);
VM_CONDITIONAL(tw == *insptr);
continue;
case CON_IFVARVARE:
insptr++;
tw = Gv_GetVar(*insptr++);
tw = (tw == Gv_GetVar(*insptr++));
insptr--;
VM_CONDITIONAL(tw);
continue;
default: // you aren't supposed to be here!
if (RR && ud.recstat == 2)
{
vm.flags |= VM_KILL;
return;
}
debug_break();
VM_ScriptInfo(insptr, 64);
G_GameExit("An error has occurred in the " GAMENAME " virtual machine.\n\n");
#if 0
"If you are an end user, please e-mail the file " GAMENAMELOWERCASE ".log\n"
"along with links to any mods you're using to development@voidpoint.com.\n\n"
"If you are a developer, please attach all of your script files\n"
"along with instructions on how to reproduce this error.\n\n"
"Thank you!");
#endif
break;
}
}
}
void VM_UpdateAnim(int spriteNum, int32_t *pData)
{
size_t const actionofs = AC_ACTION_ID(pData);
intptr_t const *actionptr = (actionofs != 0 && actionofs + (ACTION_PARAM_COUNT-1) < (unsigned) g_scriptSize) ? &apScript[actionofs] : NULL;
if (actionptr != NULL)
{
int const action_frames = actionptr[ACTION_NUMFRAMES];
int const action_incval = actionptr[ACTION_INCVAL];
int const action_delay = actionptr[ACTION_DELAY];
auto actionticsptr = &AC_ACTIONTICS(&sprite[spriteNum], &actor[spriteNum]);
*actionticsptr += TICSPERFRAME;
if (*actionticsptr > action_delay)
{
*actionticsptr = 0;
AC_ACTION_COUNT(pData)++;
AC_CURFRAME(pData) += action_incval;
}
if (klabs(AC_CURFRAME(pData)) >= klabs(action_frames * action_incval))
AC_CURFRAME(pData) = 0;
}
}
// NORECURSE
void A_Execute(int spriteNum, int playerNum, int playerDist)
{
vmstate_t tempvm
= { spriteNum, playerNum, playerDist, 0, &sprite[spriteNum], &actor[spriteNum].t_data[0], g_player[playerNum].ps, &actor[spriteNum] };
vm = tempvm;
/*
if (g_netClient && A_CheckSpriteFlags(spriteNum, SFLAG_NULL))
{
A_DeleteSprite(spriteNum);
return;
}
*/
//if (g_netClient) // [75] The server should not overwrite its own randomseed
// randomseed = ticrandomseed;
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= MAXSECTORS))
{
if (A_CheckEnemySprite(vm.pSprite))
P_AddKills(vm.pPlayer, 1);
A_DeleteSprite(vm.spriteNum);
return;
}
VM_UpdateAnim(vm.spriteNum, vm.pData);
double t = timerGetHiTicks();
int const picnum = vm.pSprite->picnum;
insptr = 4 + (g_tile[vm.pSprite->picnum].execPtr);
VM_Execute(1);
insptr = NULL;
t = timerGetHiTicks()-t;
g_actorTotalMs[picnum] += t;
g_actorMinMs[picnum] = min(g_actorMinMs[picnum], t);
g_actorMaxMs[picnum] = max(g_actorMaxMs[picnum], t);
g_actorCalls[picnum]++;
if (vm.flags & VM_KILL)
{
VM_DeleteSprite(spriteNum, playerNum);
return;
}
VM_Move();
if (DEER || vm.pSprite->statnum != STAT_ACTOR)
{
if (vm.pSprite->statnum == STAT_STANDABLE)
{
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
case RUBBERCAN__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case CANWITHSOMETHING__STATIC:
case FIREBARREL__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
case EGG__STATIC:
if (vm.pActor->timetosleep > 1)
vm.pActor->timetosleep--;
else if (vm.pActor->timetosleep == 1)
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
default: break;
}
}
goto safe_delete;
}
if (A_CheckEnemySprite(vm.pSprite))
{
if (vm.pSprite->xrepeat > 60 || (ud.respawn_monsters == 1 && vm.pSprite->extra <= 0))
goto safe_delete;
}
else if (EDUKE32_PREDICT_FALSE(ud.respawn_items == 1 && (vm.pSprite->cstat & 32768)))
goto safe_delete;
if (A_CheckSpriteFlags(vm.spriteNum, SFLAG_USEACTIVATOR) && sector[vm.pSprite->sectnum].lotag & 16384)
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
else if (vm.pActor->timetosleep > 1)
vm.pActor->timetosleep--;
else if (vm.pActor->timetosleep == 1)
changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
safe_delete:
if (vm.flags & VM_SAFEDELETE)
A_DeleteSprite(spriteNum);
}
END_DUKE_NS