//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" #include "concmd.h" #include "duke3d.h" #include "gamevar.h" #include "mapinfo.h" #include "gamestate.h" #include "conlabel.h" #include "automap.h" #include "dukeactor.h" BEGIN_DUKE_NS // Player Actions - used by ifp instruction. enum playeraction_t { pstanding = 0x00000001, pwalking = 0x00000002, prunning = 0x00000004, pducking = 0x00000008, pfalling = 0x00000010, pjumping = 0x00000020, phigher = 0x00000040, pwalkingback = 0x00000080, prunningback = 0x00000100, pkicking = 0x00000200, pshrunk = 0x00000400, pjetpack = 0x00000800, ponsteroids = 0x00001000, ponground = 0x00002000, palive = 0x00004000, pdead = 0x00008000, pfacing = 0x00010000 }; struct ParseState { int g_p; int g_x; DDukeActor *g_ac; int* insptr; Collision coll; int parse(void); void parseifelse(int condition); }; int furthestcanseepoint(DDukeActor* i, DDukeActor* ts, DVector2& pos); bool killthesprite = false; void addspritetodelete(int spnum) { killthesprite = true; } sectortype* toSect(int index) { return validSectorIndex(index) ? §or[index] : nullptr; } int fromSect(sectortype* sect) { return sect ? sectindex(sect) : -1; } walltype* toWall(int index) { return validWallIndex(index) ? &wall[index] : nullptr; } int fromWall(walltype* sect) { return sect ? wallindex(sect) : -1; } static void DoUserDef(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2) { auto vValue = GetGameVarID(lVar2, sActor, sPlayer); auto lValue = vValue.safeValue(); // most settings have been removed because they are either pointless, no longer existent or simply too dangerous to access. // Others have been made read-only. switch (lLabelID) { case USERDEFS_GOD: // redid this so that the script won't be able to disable user-set god mode. if (bSet) ud.god = (ud.god & ~2) | (lValue? 2:0); else SetGameVarID(lVar2, !!ud.god, sActor, sPlayer); break; case USERDEFS_CASHMAN: if (bSet) ud.cashman = lValue; else SetGameVarID(lVar2, ud.cashman, sActor, sPlayer); break; case USERDEFS_EOG: if (bSet) ud.eog = lValue; else SetGameVarID(lVar2, ud.eog, sActor, sPlayer); break; case USERDEFS_SHOWALLMAP: if (bSet) gFullMap = lValue; else SetGameVarID(lVar2, gFullMap, sActor, sPlayer); break; case USERDEFS_SHOWWEAPONS: // Read-only user state. if (!bSet) SetGameVarID(lVar2, cl_showweapon, sActor, sPlayer); break; case USERDEFS_CAMERASPRITE: if (bSet) ud.cameraactor = vValue.safeActor(); else SetGameVarID(lVar2, ud.cameraactor, sActor, sPlayer); break; case USERDEFS_LAST_CAMSPRITE: if (!bSet) SetGameVarID(lVar2, -1, sActor, sPlayer); break; case USERDEFS_LAST_LEVEL: if (bSet) ud.last_level = lValue; else SetGameVarID(lVar2, ud.last_level, sActor, sPlayer); break; case USERDEFS_SECRETLEVEL: if (bSet) ud.secretlevel = lValue; else SetGameVarID(lVar2, ud.secretlevel, sActor, sPlayer); break; case USERDEFS_CONST_VISIBILITY: if (bSet) ud.const_visibility = lValue; else SetGameVarID(lVar2, ud.const_visibility, sActor, sPlayer); break; case USERDEFS_SHADOWS: if (bSet) ud.shadows = lValue; else SetGameVarID(lVar2, ud.shadows, sActor, sPlayer); break; case USERDEFS_M_COOP: if (!bSet) SetGameVarID(lVar2, ud.m_coop, sActor, sPlayer); break; case USERDEFS_COOP: if (!bSet) SetGameVarID(lVar2, ud.coop, sActor, sPlayer); break; case USERDEFS_RESPAWN_MONSTERS: if (bSet) ud.respawn_monsters = lValue; else SetGameVarID(lVar2, ud.respawn_monsters, sActor, sPlayer); break; case USERDEFS_RESPAWN_ITEMS: if (bSet) ud.respawn_items = lValue; else SetGameVarID(lVar2, ud.respawn_items, sActor, sPlayer); break; case USERDEFS_RESPAWN_INVENTORY: if (bSet) ud.respawn_inventory = lValue; else SetGameVarID(lVar2, ud.respawn_inventory, sActor, sPlayer); break; case USERDEFS_RECSTAT: if (!bSet) SetGameVarID(lVar2, ud.recstat, sActor, sPlayer); break; case USERDEFS_MONSTERS_OFF: if (bSet) ud.monsters_off = lValue; else SetGameVarID(lVar2, ud.monsters_off, sActor, sPlayer); break; case USERDEFS_BRIGHTNESS: if (bSet) ud.brightness = lValue; else SetGameVarID(lVar2, ud.brightness, sActor, sPlayer); break; case USERDEFS_M_RESPAWN_ITEMS: if (bSet) ud.m_respawn_items = lValue; else SetGameVarID(lVar2, ud.m_respawn_items, sActor, sPlayer); break; case USERDEFS_M_RESPAWN_MONSTERS: if (bSet) ud.m_respawn_monsters = lValue; else SetGameVarID(lVar2, ud.m_respawn_monsters, sActor, sPlayer); break; case USERDEFS_M_RESPAWN_INVENTORY: if (bSet) ud.m_respawn_inventory = lValue; else SetGameVarID(lVar2, ud.m_respawn_inventory, sActor, sPlayer); break; case USERDEFS_M_MONSTERS_OFF: if (bSet) ud.m_monsters_off = lValue; else SetGameVarID(lVar2, ud.m_monsters_off, sActor, sPlayer); break; case USERDEFS_M_FFIRE: if (bSet) ud.m_ffire = lValue; else SetGameVarID(lVar2, ud.m_ffire, sActor, sPlayer); break; case USERDEFS_FFIRE: if (bSet) ud.ffire = lValue; else SetGameVarID(lVar2, ud.ffire, sActor, sPlayer); break; case USERDEFS_MULTIMODE: if (!bSet) SetGameVarID(lVar2, ud.multimode, sActor, sPlayer); break; case USERDEFS_PLAYER_SKILL: if (bSet) ud.player_skill = lValue; else SetGameVarID(lVar2, ud.player_skill, sActor, sPlayer); break; case USERDEFS_MARKER: if (bSet) ud.marker = lValue; else SetGameVarID(lVar2, ud.marker, sActor, sPlayer); break; default: // This will also catch all deleted cases. // make sure that the return value is always defined. if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer); break; } return; } /////////////////////////////////////////// void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2) { auto vValue = GetGameVarID(lVar2, sActor, sPlayer); auto lValue = vValue.safeValue(); int iPlayer; int lTemp; if (lVar1 == g_iThisActorID) { // if they've asked for 'this', then use 'this player'... iPlayer = sPlayer; } else { iPlayer = GetGameVarID(lVar1, sActor, sPlayer).safeValue(); } if (iPlayer < 0 || iPlayer >= MAXPLAYERS) return; switch (lLabelID) { case PLAYER_ZOOM: SetGameVarID(lVar2, 768, sActor, sPlayer); //return default for AM zoom. break; case PLAYER_EXITX: if (bSet) ps[iPlayer].Exit.X = lValue * maptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].Exit.X / maptoworld), sActor, sPlayer); break; case PLAYER_EXITY: if (bSet) ps[iPlayer].Exit.Y = lValue * maptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].Exit.Y / maptoworld), sActor, sPlayer); break; case PLAYER_LOOGIEX: if (bSet) ps[iPlayer].loogie[lParm2].X = lValue; else SetGameVarID(lVar2, (int)ps[iPlayer].loogie[lParm2].X, sActor, sPlayer); break; case PLAYER_LOOGIEY: if (bSet) ps[iPlayer].loogie[lParm2].Y = lValue; else SetGameVarID(lVar2, (int)ps[iPlayer].loogie[lParm2].Y, sActor, sPlayer); break; case PLAYER_NUMLOOGS: if (bSet) ps[iPlayer].numloogs = lValue; else SetGameVarID(lVar2, ps[iPlayer].numloogs, sActor, sPlayer); break; case PLAYER_LOOGCNT: if (bSet) ps[iPlayer].oloogcnt = ps[iPlayer].loogcnt = lValue; else SetGameVarID(lVar2, ps[iPlayer].loogcnt, sActor, sPlayer); break; case PLAYER_POSX: // oh, my... :( Writing to these has been disabled until I know how to do it without the engine shitting all over itself. if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->spr.pos.X * (1/maptoworld)), sActor, sPlayer); break; case PLAYER_POSY: if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->spr.pos.Y * (1 / maptoworld)), sActor, sPlayer); break; case PLAYER_POSZ: if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->getOffsetZ() * (1 / zmaptoworld)), sActor, sPlayer); break; case PLAYER_HORIZ: if (bSet) { if (ps[iPlayer].sync.actions & SB_CENTERVIEW) { ps[iPlayer].sync.actions &= ~SB_CENTERVIEW; } ps[iPlayer].GetActor()->spr.Angles.Pitch = maphoriz(-lValue); } else SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->spr.Angles.Pitch.Tan() * -128.), sActor, sPlayer); break; case PLAYER_OHORIZ: if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->PrevAngles.Pitch.Tan() * -128.), sActor, sPlayer); break; case PLAYER_HORIZOFF: if (bSet) ps[iPlayer].Angles.ViewAngles.Pitch = maphoriz(-lValue); else SetGameVarID(lVar2, int(ps[iPlayer].Angles.ViewAngles.Pitch.Tan() * -128.), sActor, sPlayer); break; case PLAYER_OHORIZOFF: if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].Angles.PrevViewAngles.Pitch.Tan() * -128.), sActor, sPlayer); break; case PLAYER_INVDISPTIME: if (bSet) ps[iPlayer].invdisptime = lValue; else SetGameVarID(lVar2, ps[iPlayer].invdisptime, sActor, sPlayer); break; case PLAYER_BOBPOSX: if (bSet) ps[iPlayer].bobpos.X = lValue * maptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].bobpos.X * (1/maptoworld)), sActor, sPlayer); break; case PLAYER_BOBPOSY: if (bSet) ps[iPlayer].bobpos.Y = lValue * maptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].bobpos.Y * (1/maptoworld)), sActor, sPlayer); break; case PLAYER_OPOSX: if (bSet) ps[iPlayer].GetActor()->opos.X = lValue * maptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->opos.X * (1/maptoworld)), sActor, sPlayer); break; case PLAYER_OPOSY: if (bSet) ps[iPlayer].GetActor()->opos.Y = lValue * maptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->opos.Y * (1 / maptoworld)), sActor, sPlayer); break; case PLAYER_OPOSZ: if (bSet) ps[iPlayer].GetActor()->opos.Z = (lValue * zmaptoworld) + gs.playerheight; else SetGameVarID(lVar2, int(ps[iPlayer].GetActor()->getPrevOffsetZ() * (1 / zmaptoworld)), sActor, sPlayer); break; case PLAYER_PYOFF: if (bSet) ps[iPlayer].pyoff = lValue * zmaptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].pyoff / zmaptoworld), sActor, sPlayer); break; case PLAYER_OPYOFF: if (bSet) ps[iPlayer].opyoff = lValue * zmaptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].opyoff / zmaptoworld), sActor, sPlayer); break; case PLAYER_POSXV: if (bSet) ps[iPlayer].vel.X = FixedToFloat<18>(lValue); else SetGameVarID(lVar2, FloatToFixed<18>(ps[iPlayer].vel.X), sActor, sPlayer); break; case PLAYER_POSYV: if (bSet) ps[iPlayer].vel.Y = FixedToFloat<18>(lValue); else SetGameVarID(lVar2, FloatToFixed<18>(ps[iPlayer].vel.Y), sActor, sPlayer); break; case PLAYER_POSZV: if (bSet) ps[iPlayer].vel.Z = lValue * zmaptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].vel.Z / zmaptoworld), sActor, sPlayer); break; case PLAYER_LAST_PISSED_TIME: if (bSet) ps[iPlayer].last_pissed_time = lValue; else SetGameVarID(lVar2, ps[iPlayer].last_pissed_time, sActor, sPlayer); break; case PLAYER_TRUEFZ: if (bSet) ps[iPlayer].truefz = lValue * zmaptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].truefz * (1/zmaptoworld)), sActor, sPlayer); break; case PLAYER_TRUECZ: if (bSet) ps[iPlayer].truecz = lValue * zmaptoworld; else SetGameVarID(lVar2, int(ps[iPlayer].truecz * (1 / zmaptoworld)), sActor, sPlayer); break; case PLAYER_PLAYER_PAR: if (bSet) ps[iPlayer].player_par = lValue; else SetGameVarID(lVar2, ps[iPlayer].player_par, sActor, sPlayer); break; case PLAYER_VISIBILITY: if (bSet) ps[iPlayer].visibility = lValue; else SetGameVarID(lVar2, ps[iPlayer].visibility, sActor, sPlayer); break; case PLAYER_BOBCOUNTER: if (bSet) ps[iPlayer].bobcounter = lValue; else SetGameVarID(lVar2, ps[iPlayer].bobcounter, sActor, sPlayer); break; case PLAYER_WEAPON_SWAY: if (bSet) ps[iPlayer].oweapon_sway = ps[iPlayer].weapon_sway = lValue; else SetGameVarID(lVar2, ps[iPlayer].weapon_sway, sActor, sPlayer); break; case PLAYER_PALS_TIME: if (bSet) ps[iPlayer].pals.a = lValue; else SetGameVarID(lVar2, ps[iPlayer].pals.a, sActor, sPlayer); break; case PLAYER_RANDOMFLAMEX: if (bSet) ps[iPlayer].randomflamex = lValue; else SetGameVarID(lVar2, ps[iPlayer].randomflamex, sActor, sPlayer); break; case PLAYER_CRACK_TIME: if (bSet) ps[iPlayer].crack_time = lValue; else SetGameVarID(lVar2, ps[iPlayer].crack_time, sActor, sPlayer); break; case PLAYER_AIM_MODE: // game has no business enforcing this in any way. if (!bSet) SetGameVarID(lVar2, ps[iPlayer].aim_mode, sActor, sPlayer); break; case PLAYER_ANG: if (bSet) ps[iPlayer].GetActor()->spr.Angles.Yaw = mapangle(lValue); else SetGameVarID(lVar2, ps[iPlayer].GetActor()->spr.Angles.Yaw.Buildang(), sActor, sPlayer); break; case PLAYER_OANG: if (!bSet) SetGameVarID(lVar2, ps[iPlayer].GetActor()->PrevAngles.Yaw.Buildang(), sActor, sPlayer); break; case PLAYER_ANGVEL: // This no longer exists. if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer); break; case PLAYER_CURSECTNUM: if (bSet) ps[iPlayer].cursector = toSect(lValue); else SetGameVarID(lVar2, fromSect(ps[iPlayer].cursector), sActor, sPlayer); break; case PLAYER_LOOK_ANG: if (bSet) ps[iPlayer].Angles.ViewAngles.Yaw = mapangle(lValue); else SetGameVarID(lVar2, ps[iPlayer].Angles.ViewAngles.Yaw.Buildang(), sActor, sPlayer); break; case PLAYER_LAST_EXTRA: if (bSet) ps[iPlayer].last_extra = lValue; else SetGameVarID(lVar2, ps[iPlayer].last_extra, sActor, sPlayer); break; case PLAYER_SUBWEAPON: if (bSet) ps[iPlayer].subweapon = lValue; else SetGameVarID(lVar2, ps[iPlayer].subweapon, sActor, sPlayer); break; case PLAYER_AMMO_AMOUNT: lTemp = GetGameVarID(lParm2, sActor, sPlayer).safeValue(); if (bSet) ps[iPlayer].ammo_amount[lTemp] = lValue; else SetGameVarID(lVar2, ps[iPlayer].ammo_amount[lTemp], sActor, sPlayer); break; case PLAYER_WACKEDBYACTOR: if (bSet) ps[iPlayer].wackedbyactor = vValue.safeActor(); else SetGameVarID(lVar2, ps[iPlayer].wackedbyactor, sActor, sPlayer); break; case PLAYER_FRAG: if (bSet) ps[iPlayer].frag = lValue; else SetGameVarID(lVar2, ps[iPlayer].frag, sActor, sPlayer); break; case PLAYER_FRAGGEDSELF: if (bSet) ps[iPlayer].fraggedself = lValue; else SetGameVarID(lVar2, ps[iPlayer].fraggedself, sActor, sPlayer); break; case PLAYER_CURR_WEAPON: if (bSet) ps[iPlayer].curr_weapon = lValue; else SetGameVarID(lVar2, ps[iPlayer].curr_weapon, sActor, sPlayer); break; case PLAYER_LAST_WEAPON: if (bSet) ps[iPlayer].last_weapon = lValue; else SetGameVarID(lVar2, ps[iPlayer].last_weapon, sActor, sPlayer); break; case PLAYER_TIPINCS: if (bSet) ps[iPlayer].otipincs = ps[iPlayer].tipincs = lValue; else SetGameVarID(lVar2, ps[iPlayer].tipincs, sActor, sPlayer); break; case PLAYER_WANTWEAPONFIRE: if (bSet) ps[iPlayer].wantweaponfire = lValue; else SetGameVarID(lVar2, ps[iPlayer].wantweaponfire, sActor, sPlayer); break; case PLAYER_HOLODUKE_AMOUNT: if (bSet) ps[iPlayer].holoduke_amount = lValue; else SetGameVarID(lVar2, ps[iPlayer].holoduke_amount, sActor, sPlayer); break; case PLAYER_NEWOWNER: if (bSet && (ps[iPlayer].newOwner = vValue.safeActor())) setForcedSyncInput(iPlayer); else SetGameVarID(lVar2, ps[iPlayer].newOwner, sActor, sPlayer); break; case PLAYER_HURT_DELAY: if (bSet) ps[iPlayer].hurt_delay = lValue; else SetGameVarID(lVar2, ps[iPlayer].hurt_delay, sActor, sPlayer); break; case PLAYER_HBOMB_HOLD_DELAY: if (bSet) ps[iPlayer].hbomb_hold_delay = lValue; else SetGameVarID(lVar2, ps[iPlayer].hbomb_hold_delay, sActor, sPlayer); break; case PLAYER_JUMPING_COUNTER: if (bSet) ps[iPlayer].jumping_counter = lValue; else SetGameVarID(lVar2, ps[iPlayer].jumping_counter, sActor, sPlayer); break; case PLAYER_AIRLEFT: if (bSet) ps[iPlayer].airleft = lValue; else SetGameVarID(lVar2, ps[iPlayer].airleft, sActor, sPlayer); break; case PLAYER_KNEE_INCS: if (bSet) ps[iPlayer].oknee_incs = ps[iPlayer].knee_incs = lValue; else SetGameVarID(lVar2, ps[iPlayer].knee_incs, sActor, sPlayer); break; case PLAYER_ACCESS_INCS: if (bSet) ps[iPlayer].oaccess_incs = ps[iPlayer].access_incs = lValue; else SetGameVarID(lVar2, ps[iPlayer].access_incs, sActor, sPlayer); break; case PLAYER_ACCESS_WALLNUM: if (bSet) ps[iPlayer].access_wall = toWall(lValue); else SetGameVarID(lVar2, fromWall(ps[iPlayer].access_wall), sActor, sPlayer); break; case PLAYER_ACCESS_SPRITENUM: if (bSet) ps[iPlayer].access_spritenum = vValue.safeActor(); else SetGameVarID(lVar2, ps[iPlayer].access_spritenum, sActor, sPlayer); break; case PLAYER_KICKBACK_PIC: if (bSet) ps[iPlayer].okickback_pic = ps[iPlayer].kickback_pic = lValue; else SetGameVarID(lVar2, ps[iPlayer].kickback_pic, sActor, sPlayer); break; case PLAYER_GOT_ACCESS: if (bSet) ps[iPlayer].got_access = lValue; else SetGameVarID(lVar2, ps[iPlayer].got_access, sActor, sPlayer); break; case PLAYER_WEAPON_ANG: if (bSet) ps[iPlayer].weapon_ang = lValue; else SetGameVarID(lVar2, ps[iPlayer].weapon_ang, sActor, sPlayer); break; case PLAYER_FIRSTAID_AMOUNT: if (bSet) ps[iPlayer].firstaid_amount = lValue; else SetGameVarID(lVar2, ps[iPlayer].firstaid_amount, sActor, sPlayer); break; case PLAYER_SOMETHINGONPLAYER: if (bSet) ps[iPlayer].somethingonplayer = vValue.safeActor(); else SetGameVarID(lVar2, (ps[iPlayer].somethingonplayer), sActor, sPlayer); break; case PLAYER_ON_CRANE: if (bSet && (ps[iPlayer].on_crane = vValue.safeActor())) setForcedSyncInput(iPlayer); else SetGameVarID(lVar2, (ps[iPlayer].on_crane), sActor, sPlayer); break; case PLAYER_I: // Read only, because this is very dangerous. if (!bSet) SetGameVarID(lVar2, ps[iPlayer].actor, sActor, sPlayer); break; case PLAYER_ONE_PARALLAX_SECTNUM: if (bSet) ps[iPlayer].one_parallax_sectnum = toSect(lValue); else SetGameVarID(lVar2, fromSect(ps[iPlayer].one_parallax_sectnum), sActor, sPlayer); break; case PLAYER_OVER_SHOULDER_ON: if (bSet) ps[iPlayer].over_shoulder_on = lValue; else SetGameVarID(lVar2, ps[iPlayer].over_shoulder_on, sActor, sPlayer); break; case PLAYER_RANDOM_CLUB_FRAME: if (bSet) ps[iPlayer].orandom_club_frame = ps[iPlayer].random_club_frame = lValue; else SetGameVarID(lVar2, ps[iPlayer].random_club_frame, sActor, sPlayer); break; case PLAYER_FIST_INCS: if (bSet) ps[iPlayer].ofist_incs = ps[iPlayer].fist_incs = lValue; else SetGameVarID(lVar2, ps[iPlayer].fist_incs, sActor, sPlayer); break; case PLAYER_ONE_EIGHTY_COUNT: if (bSet) ps[iPlayer].Angles.YawSpin = mapangle(lValue); else SetGameVarID(lVar2, ps[iPlayer].Angles.YawSpin.Buildang(), sActor, sPlayer); break; case PLAYER_CHEAT_PHASE: if (bSet) ps[iPlayer].cheat_phase = lValue; else SetGameVarID(lVar2, ps[iPlayer].cheat_phase, sActor, sPlayer); break; case PLAYER_DUMMYPLAYERSPRITE: if (bSet) ps[iPlayer].dummyplayersprite = vValue.safeActor(); else SetGameVarID(lVar2, (ps[iPlayer].dummyplayersprite), sActor, sPlayer); break; case PLAYER_EXTRA_EXTRA8: if (bSet) ps[iPlayer].extra_extra8 = lValue; else SetGameVarID(lVar2, ps[iPlayer].extra_extra8, sActor, sPlayer); break; case PLAYER_QUICK_KICK: if (bSet) ps[iPlayer].quick_kick = lValue; else SetGameVarID(lVar2, ps[iPlayer].quick_kick, sActor, sPlayer); break; case PLAYER_HEAT_AMOUNT: if (bSet) ps[iPlayer].heat_amount = lValue; else SetGameVarID(lVar2, ps[iPlayer].heat_amount, sActor, sPlayer); break; case PLAYER_ACTORSQU: if (bSet) ps[iPlayer].actorsqu = vValue.safeActor(); else SetGameVarID(lVar2, (ps[iPlayer].actorsqu), sActor, sPlayer); break; case PLAYER_TIMEBEFOREEXIT: if (bSet) ps[iPlayer].timebeforeexit = lValue; else SetGameVarID(lVar2, ps[iPlayer].timebeforeexit, sActor, sPlayer); break; case PLAYER_CUSTOMEXITSOUND: if (bSet) ps[iPlayer].customexitsound = lValue; else SetGameVarID(lVar2, ps[iPlayer].customexitsound, sActor, sPlayer); break; case PLAYER_INTERFACE_TOGGLE_FLAG: if (bSet) ps[iPlayer].interface_toggle_flag = lValue; else SetGameVarID(lVar2, ps[iPlayer].interface_toggle_flag, sActor, sPlayer); break; case PLAYER_ROTSCRNANG: if (bSet) ps[iPlayer].Angles.PrevViewAngles.Roll = ps[iPlayer].Angles.ViewAngles.Roll = -mapangle(lValue); else SetGameVarID(lVar2, -ps[iPlayer].Angles.ViewAngles.Roll.Buildang(), sActor, sPlayer); break; case PLAYER_DEAD_FLAG: if (bSet) ps[iPlayer].dead_flag = lValue; else SetGameVarID(lVar2, ps[iPlayer].dead_flag, sActor, sPlayer); break; case PLAYER_SHOW_EMPTY_WEAPON: if (bSet) ps[iPlayer].show_empty_weapon = lValue; else SetGameVarID(lVar2, ps[iPlayer].show_empty_weapon, sActor, sPlayer); break; case PLAYER_SCUBA_AMOUNT: if (bSet) ps[iPlayer].scuba_amount = lValue; else SetGameVarID(lVar2, ps[iPlayer].scuba_amount, sActor, sPlayer); break; case PLAYER_JETPACK_AMOUNT: if (bSet) ps[iPlayer].jetpack_amount = lValue; else SetGameVarID(lVar2, ps[iPlayer].jetpack_amount, sActor, sPlayer); break; case PLAYER_STEROIDS_AMOUNT: if (bSet) ps[iPlayer].steroids_amount = lValue; else SetGameVarID(lVar2, ps[iPlayer].steroids_amount, sActor, sPlayer); break; case PLAYER_SHIELD_AMOUNT: if (bSet) ps[iPlayer].shield_amount = lValue; else SetGameVarID(lVar2, ps[iPlayer].shield_amount, sActor, sPlayer); break; case PLAYER_HOLODUKE_ON: if (bSet) ps[iPlayer].holoduke_on = vValue.safeActor(); else SetGameVarID(lVar2, (ps[iPlayer].holoduke_on), sActor, sPlayer); break; case PLAYER_PYCOUNT: if (bSet) ps[iPlayer].pycount = lValue; else SetGameVarID(lVar2, ps[iPlayer].pycount, sActor, sPlayer); break; case PLAYER_WEAPON_POS: if (bSet) ps[iPlayer].oweapon_pos = ps[iPlayer].weapon_pos = lValue; else SetGameVarID(lVar2, ps[iPlayer].weapon_pos, sActor, sPlayer); break; case PLAYER_FRAG_PS: if (bSet) ps[iPlayer].frag_ps = lValue; else SetGameVarID(lVar2, ps[iPlayer].frag_ps, sActor, sPlayer); break; case PLAYER_TRANSPORTER_HOLD: if (bSet) ps[iPlayer].transporter_hold = lValue; else SetGameVarID(lVar2, ps[iPlayer].transporter_hold, sActor, sPlayer); break; case PLAYER_LAST_FULL_WEAPON: if (bSet) ps[iPlayer].last_full_weapon = lValue; else SetGameVarID(lVar2, ps[iPlayer].last_full_weapon, sActor, sPlayer); break; case PLAYER_FOOTPRINTSHADE: if (bSet) ps[iPlayer].footprintshade = lValue; else SetGameVarID(lVar2, ps[iPlayer].footprintshade, sActor, sPlayer); break; case PLAYER_BOOT_AMOUNT: if (bSet) ps[iPlayer].boot_amount = lValue; else SetGameVarID(lVar2, ps[iPlayer].boot_amount, sActor, sPlayer); break; case PLAYER_GM: if (!bSet) SetGameVarID(lVar2, MODE_GAME, sActor, sPlayer); break; case PLAYER_ON_WARPING_SECTOR: if (bSet) ps[iPlayer].on_warping_sector = lValue; else SetGameVarID(lVar2, ps[iPlayer].on_warping_sector, sActor, sPlayer); break; case PLAYER_FOOTPRINTCOUNT: if (bSet) ps[iPlayer].footprintcount = lValue; else SetGameVarID(lVar2, ps[iPlayer].footprintcount, sActor, sPlayer); break; case PLAYER_HBOMB_ON: if (bSet) ps[iPlayer].hbomb_on = lValue; else SetGameVarID(lVar2, ps[iPlayer].hbomb_on, sActor, sPlayer); break; case PLAYER_JUMPING_TOGGLE: if (bSet) ps[iPlayer].jumping_toggle = lValue; else SetGameVarID(lVar2, ps[iPlayer].jumping_toggle, sActor, sPlayer); break; case PLAYER_RAPID_FIRE_HOLD: if (bSet) ps[iPlayer].rapid_fire_hold = lValue; else SetGameVarID(lVar2, ps[iPlayer].rapid_fire_hold, sActor, sPlayer); break; case PLAYER_ON_GROUND: if (bSet) ps[iPlayer].on_ground = lValue; else SetGameVarID(lVar2, ps[iPlayer].on_ground, sActor, sPlayer); break; case PLAYER_INVEN_ICON: if (bSet) ps[iPlayer].inven_icon = lValue; else SetGameVarID(lVar2, ps[iPlayer].inven_icon, sActor, sPlayer); break; case PLAYER_BUTTONPALETTE: if (bSet) ps[iPlayer].buttonpalette = lValue; else SetGameVarID(lVar2, ps[iPlayer].buttonpalette, sActor, sPlayer); break; case PLAYER_JETPACK_ON: if (bSet) ps[iPlayer].jetpack_on = lValue; else SetGameVarID(lVar2, ps[iPlayer].jetpack_on, sActor, sPlayer); break; case PLAYER_SPRITEBRIDGE: if (bSet) ps[iPlayer].spritebridge = lValue; else SetGameVarID(lVar2, ps[iPlayer].spritebridge, sActor, sPlayer); break; case PLAYER_LASTRANDOMSPOT: if (bSet) ps[iPlayer].lastrandomspot = lValue; else SetGameVarID(lVar2, ps[iPlayer].lastrandomspot, sActor, sPlayer); break; case PLAYER_SCUBA_ON: if (bSet) ps[iPlayer].scuba_on = lValue; else SetGameVarID(lVar2, ps[iPlayer].scuba_on, sActor, sPlayer); break; case PLAYER_FOOTPRINTPAL: if (bSet) ps[iPlayer].footprintpal = lValue; else SetGameVarID(lVar2, ps[iPlayer].footprintpal, sActor, sPlayer); break; case PLAYER_HEAT_ON: if (bSet) ps[iPlayer].heat_on = lValue; else SetGameVarID(lVar2, ps[iPlayer].heat_on, sActor, sPlayer); break; case PLAYER_HOLSTER_WEAPON: if (bSet) ps[iPlayer].holster_weapon = lValue; else SetGameVarID(lVar2, ps[iPlayer].holster_weapon, sActor, sPlayer); break; case PLAYER_FALLING_COUNTER: if (bSet) ps[iPlayer].falling_counter = lValue; else SetGameVarID(lVar2, ps[iPlayer].falling_counter, sActor, sPlayer); break; case PLAYER_GOTWEAPON: if (bSet) ps[iPlayer].gotweapon[lParm2] = !!lValue; else SetGameVarID(lVar2, ps[iPlayer].gotweapon[lParm2], sActor, sPlayer); break; case PLAYER_REFRESH_INVENTORY: if (bSet) ps[iPlayer].refresh_inventory = lValue; else SetGameVarID(lVar2, ps[iPlayer].refresh_inventory, sActor, sPlayer); break; case PLAYER_TOGGLE_KEY_FLAG: if (bSet) ps[iPlayer].toggle_key_flag = lValue; else SetGameVarID(lVar2, ps[iPlayer].toggle_key_flag, sActor, sPlayer); break; case PLAYER_KNUCKLE_INCS: if (bSet) ps[iPlayer].knuckle_incs = lValue; else SetGameVarID(lVar2, ps[iPlayer].knuckle_incs, sActor, sPlayer); break; case PLAYER_WALKING_SND_TOGGLE: if (bSet) ps[iPlayer].walking_snd_toggle = lValue; else SetGameVarID(lVar2, ps[iPlayer].walking_snd_toggle, sActor, sPlayer); break; case PLAYER_PALOOKUP: if (bSet) ps[iPlayer].palookup = lValue; else SetGameVarID(lVar2, ps[iPlayer].palookup, sActor, sPlayer); break; case PLAYER_HARD_LANDING: if (bSet) ps[iPlayer].ohard_landing = ps[iPlayer].hard_landing = lValue; else SetGameVarID(lVar2, ps[iPlayer].hard_landing, sActor, sPlayer); break; case PLAYER_MAX_SECRET_ROOMS: if (bSet) ps[iPlayer].max_secret_rooms = lValue; else SetGameVarID(lVar2, ps[iPlayer].max_secret_rooms, sActor, sPlayer); break; case PLAYER_SECRET_ROOMS: if (bSet) ps[iPlayer].secret_rooms = lValue; else SetGameVarID(lVar2, ps[iPlayer].secret_rooms, sActor, sPlayer); break; case PLAYER_RETURN_TO_CENTER: if (bSet) ps[iPlayer].sync.actions |= SB_CENTERVIEW; else SetGameVarID(lVar2, ps[iPlayer].sync.actions & SB_CENTERVIEW ? int(abs((ps[iPlayer].GetActor()->spr.Angles.Pitch * (DAngle::fromDeg(9.) / GetMaxPitch())).Degrees())) : 0, sActor, sPlayer); break; default: if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer); break; } return; } //////////////////// void DoWall(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2) { auto lValue = GetGameVarID(lVar2, sActor, sPlayer).safeValue(); auto vWall = GetGameVarID(lVar1, sActor, sPlayer); auto iWall = vWall.safeValue(); if (iWall < 0 || iWall >= (int)wall.Size() || vWall.isActor()) { if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer); return; } auto wallp = &wall[iWall]; // All fields affecting map geometry have been made read-only! switch (lLabelID) { case WALL_X: if (!bSet) SetGameVarID(lVar2, int(wallp->pos.X / maptoworld), sActor, sPlayer); break; case WALL_Y: if (!bSet) SetGameVarID(lVar2, int(wallp->pos.Y / maptoworld), sActor, sPlayer); break; case WALL_POINT2: if (!bSet) SetGameVarID(lVar2, wallp->point2, sActor, sPlayer); break; case WALL_NEXTWALL: if (!bSet) SetGameVarID(lVar2, wallp->nextwall, sActor, sPlayer); break; case WALL_NEXTSECTOR: if (!bSet) SetGameVarID(lVar2, wallp->nextsector, sActor, sPlayer); break; case WALL_CSTAT: if (bSet) wallp->cstat = EWallFlags::FromInt(lValue); else SetGameVarID(lVar2, wallp->cstat, sActor, sPlayer); break; case WALL_PICNUM: if (bSet) wallp->setwalltexture(tileGetTextureID(lValue)); else SetGameVarID(lVar2, legacyTileNum(wallp->walltexture), sActor, sPlayer); break; case WALL_OVERPICNUM: if (bSet) wallp->setovertexture(tileGetTextureID(lValue)); else SetGameVarID(lVar2, legacyTileNum(wallp->overtexture), sActor, sPlayer); break; case WALL_SHADE: if (bSet) wallp->shade = lValue; else SetGameVarID(lVar2, wallp->shade, sActor, sPlayer); break; case WALL_PAL: if (bSet) wallp->pal = lValue; else SetGameVarID(lVar2, wallp->pal, sActor, sPlayer); break; case WALL_XREPEAT: if (bSet) wallp->xrepeat = lValue; else SetGameVarID(lVar2, wallp->xrepeat, sActor, sPlayer); break; case WALL_YREPEAT: if (bSet) wallp->yrepeat = lValue; else SetGameVarID(lVar2, wallp->yrepeat, sActor, sPlayer); break; case WALL_XPANNING: if (bSet) wallp->xpan_ = (float)(lValue & 255); else SetGameVarID(lVar2, wallp->xpan(), sActor, sPlayer); break; case WALL_YPANNING: if (bSet) wallp->ypan_ = (float)(lValue & 255); else SetGameVarID(lVar2, wallp->ypan(), sActor, sPlayer); break; case WALL_LOTAG: if (bSet) wallp->lotag = lValue; else SetGameVarID(lVar2, wallp->lotag, sActor, sPlayer); break; case WALL_HITAG: if (bSet) wallp->hitag = lValue; else SetGameVarID(lVar2, wallp->hitag, sActor, sPlayer); break; case WALL_EXTRA: if (bSet) wallp->extra = lValue; else SetGameVarID(lVar2, wallp->extra, sActor, sPlayer); break; default: break; } return; } void DoSector(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2) { int iSector; int lValue; bool no = false; if (lVar1 == g_iThisActorID) { // if they've asked for 'this', then use 'this'... iSector = sActor->sectno(); } else { auto vv = GetGameVarID(lVar1, sActor, sPlayer); no = vv.isActor(); iSector = vv.safeValue(); } if (iSector < 0 || iSector >= (int)sector.Size() || no) { if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer); return; } lValue = GetGameVarID(lVar2, sActor, sPlayer).safeValue(); auto sectp = §or[iSector]; // All fields affecting map geometry have been made read-only! switch (lLabelID) { case SECTOR_WALLPTR: if (!bSet) SetGameVarID(lVar2, wallindex(sectp->walls.Data()), sActor, sPlayer); break; case SECTOR_WALLNUM: if (!bSet) SetGameVarID(lVar2, sectp->walls.Size(), sActor, sPlayer); break; case SECTOR_CEILINGZ: if (bSet) sectp->setceilingz(lValue * zmaptoworld); else SetGameVarID(lVar2, (int)(sectp->ceilingz / zmaptoworld), sActor, sPlayer); break; case SECTOR_FLOORZ: if (bSet) sectp->setfloorz(lValue * zmaptoworld); else SetGameVarID(lVar2, (int)(sectp->floorz / zmaptoworld), sActor, sPlayer); break; case SECTOR_CEILINGSTAT: if (bSet) sectp->ceilingstat = ESectorFlags::FromInt(lValue); else SetGameVarID(lVar2, sectp->ceilingstat, sActor, sPlayer); break; case SECTOR_FLOORSTAT: if (bSet) sectp->floorstat = ESectorFlags::FromInt(lValue); else SetGameVarID(lVar2, sectp->floorstat, sActor, sPlayer); break; case SECTOR_CEILINGPICNUM: if (bSet) sectp->setceilingtexture(tileGetTextureID(lValue)); else SetGameVarID(lVar2, legacyTileNum(sectp->ceilingtexture), sActor, sPlayer); break; case SECTOR_CEILINGSLOPE: if (bSet) sectp->setceilingslope(lValue); else SetGameVarID(lVar2, sectp->ceilingheinum, sActor, sPlayer); break; case SECTOR_CEILINGSHADE: if (bSet) sectp->ceilingshade = lValue; else SetGameVarID(lVar2, sectp->ceilingshade, sActor, sPlayer); break; case SECTOR_CEILINGPAL: if (bSet) sectp->ceilingpal = lValue; else SetGameVarID(lVar2, sectp->ceilingpal, sActor, sPlayer); break; case SECTOR_CEILINGXPANNING: if (bSet) sectp->ceilingxpan_ = (float)(lValue & 255); else SetGameVarID(lVar2, sectp->ceilingxpan(), sActor, sPlayer); break; case SECTOR_CEILINGYPANNING: if (bSet) sectp->ceilingypan_ = (float)(lValue & 255); else SetGameVarID(lVar2, sectp->ceilingypan(), sActor, sPlayer); break; case SECTOR_FLOORPICNUM: if (bSet) sectp->setfloortexture(tileGetTextureID(lValue)); else SetGameVarID(lVar2, legacyTileNum(sectp->floortexture), sActor, sPlayer); break; case SECTOR_FLOORSLOPE: if (bSet) sectp->setfloorslope(lValue); else SetGameVarID(lVar2, sectp->floorheinum, sActor, sPlayer); break; case SECTOR_FLOORSHADE: if (bSet) sectp->floorshade = lValue; else SetGameVarID(lVar2, sectp->floorshade, sActor, sPlayer); break; case SECTOR_FLOORPAL: if (bSet) sectp->floorpal = lValue; else SetGameVarID(lVar2, sectp->floorpal, sActor, sPlayer); break; case SECTOR_FLOORXPANNING: if (bSet) sectp->floorxpan_ = (float)(lValue & 255); else SetGameVarID(lVar2, sectp->floorxpan(), sActor, sPlayer); break; case SECTOR_FLOORYPANNING: if (bSet) sectp->floorypan_ = (float)(lValue & 255); else SetGameVarID(lVar2, sectp->floorypan(), sActor, sPlayer); break; case SECTOR_VISIBILITY: if (bSet) sectp->visibility = lValue; else SetGameVarID(lVar2, sectp->visibility, sActor, sPlayer); break; case SECTOR_LOTAG: if (bSet) sectp->lotag = lValue; else SetGameVarID(lVar2, sectp->lotag, sActor, sPlayer); break; case SECTOR_HITAG: if (bSet) sectp->hitag = lValue; else SetGameVarID(lVar2, sectp->hitag, sActor, sPlayer); break; case SECTOR_EXTRA: if (bSet) sectp->extra = lValue; else SetGameVarID(lVar2, sectp->extra, sActor, sPlayer); break; default: break; } return; } void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2) { auto vValue = GetGameVarID(lVar2, sActor, sPlayer); auto lValue = vValue.safeValue(); DDukeActor* act; if (lVar1 == g_iThisActorID) { // if they've asked for 'this', then use 'this'... act = sActor; } else { act = GetGameVarID(lVar1, sActor, sPlayer).safeActor(); } if (!act) { if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer); return; } switch (lLabelID) { case ACTOR_X: if (!bSet) SetGameVarID(lVar2, int(act->spr.pos.X / maptoworld), sActor, sPlayer); break; case ACTOR_Y: if (!bSet) SetGameVarID(lVar2, int(act->spr.pos.Y / maptoworld), sActor, sPlayer); break; case ACTOR_Z: if (!bSet) SetGameVarID(lVar2, int(act->spr.pos.Z / zmaptoworld), sActor, sPlayer); break; case ACTOR_CSTAT: if (bSet) act->spr.cstat = ESpriteFlags::FromInt(lValue); else SetGameVarID(lVar2, act->spr.cstat, sActor, sPlayer); break; case ACTOR_SHADE: if (bSet) act->spr.shade = lValue; else SetGameVarID(lVar2, act->spr.shade, sActor, sPlayer); break; case ACTOR_PAL: if (bSet) act->spr.pal = lValue; else SetGameVarID(lVar2, act->spr.pal, sActor, sPlayer); break; case ACTOR_CLIPDIST: if (bSet) act->clipdist = lValue * 0.25; else SetGameVarID(lVar2, int(act->clipdist * 4), sActor, sPlayer); break; case ACTOR_DETAIL: if (bSet) act->spriteextra = lValue; else SetGameVarID(lVar2, act->spriteextra, sActor, sPlayer); break; case ACTOR_XREPEAT: if (bSet) act->spr.scale.X = (lValue * REPEAT_SCALE); else SetGameVarID(lVar2, int(act->spr.scale.X * INV_REPEAT_SCALE), sActor, sPlayer); break; case ACTOR_YREPEAT: if (bSet) act->spr.scale.Y = (lValue * REPEAT_SCALE); else SetGameVarID(lVar2, int(act->spr.scale.Y * INV_REPEAT_SCALE), sActor, sPlayer); break; case ACTOR_XOFFSET: if (bSet) act->spr.xoffset = lValue; else SetGameVarID(lVar2, act->spr.xoffset, sActor, sPlayer); break; case ACTOR_YOFFSET: if (bSet) act->spr.yoffset = lValue; else SetGameVarID(lVar2, act->spr.yoffset, sActor, sPlayer); break; case ACTOR_SECTNUM: // made read only because this is not safe. if (!bSet) /*changespritesect(iActor, lValue); else*/ SetGameVarID(lVar2, act->sectno(), sActor, sPlayer); break; case ACTOR_STATNUM: if (!bSet) /*changespritestat(iActor, lValue); else*/ SetGameVarID(lVar2, act->spr.statnum, sActor, sPlayer); break; case ACTOR_ANG: if (bSet) act->spr.Angles.Yaw = DAngle::fromBuild(lValue); else SetGameVarID(lVar2, act->spr.Angles.Yaw.Buildang(), sActor, sPlayer); break; case ACTOR_OWNER: // there is no way to handle this well because we do not know whether this is an actor or not. Pity. if (bSet) act->spr.intowner = lValue; else SetGameVarID(lVar2, act->spr.intowner, sActor, sPlayer); break; case ACTOR_XVEL: if (bSet) act->vel.X = lValue * maptoworld; else SetGameVarID(lVar2, int(act->vel.X / maptoworld), sActor, sPlayer); break; case ACTOR_YVEL: if (bSet) act->spr.yint = lValue; else SetGameVarID(lVar2, act->spr.yint, sActor, sPlayer); break; case ACTOR_ZVEL: if (bSet) act->vel.Z = lValue * zmaptoworld; else SetGameVarID(lVar2, int(act->vel.Z / zmaptoworld), sActor, sPlayer); break; case ACTOR_LOTAG: if (bSet) act->spr.lotag = lValue; else SetGameVarID(lVar2, act->spr.lotag, sActor, sPlayer); break; case ACTOR_HITAG: if (bSet) act->spr.hitag = lValue; else SetGameVarID(lVar2, act->spr.hitag, sActor, sPlayer); break; case ACTOR_EXTRA: if (bSet) act->spr.extra = lValue; else SetGameVarID(lVar2, act->spr.extra, sActor, sPlayer); break; case ACTOR_HTCGG: if (bSet) act->cgg = lValue; else SetGameVarID(lVar2, act->cgg, sActor, sPlayer); break; case ACTOR_HTANG: if (bSet) act->hitang = mapangle(lValue); else SetGameVarID(lVar2, act->hitang.Buildang(), sActor, sPlayer); break; case ACTOR_HTEXTRA: if (bSet) act->hitextra = lValue; else SetGameVarID(lVar2, act->hitextra, sActor, sPlayer); break; case ACTOR_HTOWNER: if (bSet) act->hitOwnerActor = vValue.safeActor(); else SetGameVarID(lVar2, act->hitOwnerActor, sActor, sPlayer); break; case ACTOR_HTMOVFLAG: if (bSet) act->movflag = lValue; else SetGameVarID(lVar2, act->movflag, sActor, sPlayer); break; case ACTOR_HTTEMPANG: if (bSet) act->tempval = lValue; else SetGameVarID(lVar2, act->tempval, sActor, sPlayer); break; case ACTOR_HTACTORSTAYPUT: if (bSet) act->actorstayput = toSect(lValue); else SetGameVarID(lVar2, fromSect(act->actorstayput), sActor, sPlayer); break; case ACTOR_HTTIMETOSLEEP: if (bSet) act->timetosleep = lValue; else SetGameVarID(lVar2, act->timetosleep, sActor, sPlayer); break; case ACTOR_HTFLOORZ: if (bSet) act->floorz = lValue * zmaptoworld; else SetGameVarID(lVar2, int(act->floorz * (1/zmaptoworld)), sActor, sPlayer); break; case ACTOR_HTCEILINGZ: if (bSet) act->ceilingz = lValue * zmaptoworld; else SetGameVarID(lVar2, int(act->ceilingz * (1/zmaptoworld)), sActor, sPlayer); break; case ACTOR_HTLASTVX: if (bSet) act->ovel.X = lValue * maptoworld; else SetGameVarID(lVar2, int(act->ovel.X / maptoworld), sActor, sPlayer); break; case ACTOR_HTLASTVY: if (bSet) act->ovel.Y = lValue * maptoworld; else SetGameVarID(lVar2, int(act->ovel.Y / maptoworld), sActor, sPlayer); break; case ACTOR_HTG_T0: if (bSet) act->counter = lValue; else SetGameVarID(lVar2, act->counter, sActor, sPlayer); break; case ACTOR_HTG_T1: if (bSet) act->temp_data[1] = lValue; else SetGameVarID(lVar2, act->temp_data[1], sActor, sPlayer); break; case ACTOR_HTG_T2: if (bSet) act->temp_data[2] = lValue; else SetGameVarID(lVar2, act->temp_data[2], sActor, sPlayer); break; case ACTOR_HTG_T3: if (bSet) act->temp_data[3] = lValue; else SetGameVarID(lVar2, act->temp_data[3], sActor, sPlayer); break; case ACTOR_HTG_T4: if (bSet) act->temp_data[4] = lValue; else SetGameVarID(lVar2, act->temp_data[4], sActor, sPlayer); break; case ACTOR_HTG_T5: if (bSet) act->temp_data[0] = lValue; else SetGameVarID(lVar2, act->temp_data[0], sActor, sPlayer); break; default: break; } return; } //--------------------------------------------------------------------------- // // what a lousy hack job... :( // //--------------------------------------------------------------------------- int CheckWeapRec(player_struct* p, DDukeActor* g_ac, int testonly) { int j; for (j = 0; j < p->weapreccnt; j++) if (p->weaprecs[j] == g_ac->GetClass()) break; if (testonly) { return (j < p->weapreccnt && g_ac->GetOwner() == g_ac); } else if (p->weapreccnt < 32) { p->weaprecs[p->weapreccnt++] = g_ac->GetClass(); return (g_ac->GetOwner() == g_ac); } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ParseState::parseifelse(int condition) { if( condition ) { // skip 'else' pointer.. and... insptr+=2; parse(); } else { insptr = &ScriptCode[*(insptr+1)]; if(*insptr == 10) { // else... // skip 'else' and... insptr+=2; parse(); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static int ifcanshoottarget(DDukeActor *actor, int g_p, int g_x) { if (g_x > 1024) { double sclip; DAngle angdif; if (badguy(actor) && actor->spr.scale.X > 0.875) { sclip = 3084 / 16.; angdif = DAngle22_5 * 3 / 8; } else { sclip = 48; angdif = DAngle22_5 / 8; } DDukeActor* hit; double hs = hitasprite(actor, &hit); if (hs == INT_MAX) { return 1; } if (hs > sclip) { if (hit != nullptr && hit->GetClass() == actor->GetClass()) return 0; else { actor->spr.Angles.Yaw += angdif; hs = hitasprite(actor, &hit); actor->spr.Angles.Yaw -= angdif; if (hs > sclip) { if (hit != nullptr && hit->GetClass() == actor->GetClass()) return 0; else { actor->spr.Angles.Yaw += angdif; hs = hitasprite(actor, &hit); actor->spr.Angles.Yaw -= angdif; if (hs > 48) { if (hit != nullptr && hit->GetClass() == actor->GetClass()) return 0; return 1; } else return 0; } } else return 0; } } return 0; } return 1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifcansee(DDukeActor* actor, player_struct* p) { int j; DDukeActor* tosee; // select sprite for monster to target // if holoduke is on, let them target holoduke first. // if (p->holoduke_on != nullptr && !isRR()) { tosee = p->holoduke_on; j = cansee(actor->spr.pos.plusZ(-zrand(32)), actor->sector(), tosee->spr.pos, tosee->sector()); if (j == 0) { // they can't see player's holoduke // check for player.. tosee = p->GetActor(); } } else tosee = p->GetActor(); // holoduke not on. look for player // can they see player, (or player's holoduke) j = cansee(actor->spr.pos.plusZ(-zrand(48)), actor->sector(), tosee->spr.pos.plusZ(isRR()? -28 : -24), tosee->sector()); if (j == 0) { // search around for target player // also modifies 'target' x&y if found. j = furthestcanseepoint(actor, tosee, actor->ovel); } else { // else, they did see it. // save where we were looking.. actor->ovel = tosee->spr.pos; } if (j == 1 && (actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_STANDABLE)) actor->timetosleep = SLEEPTIME; return j == 1; } // int *it = 0x00589a04; int ParseState::parse(void) { int j, l; if(g_ac->killit_flag) return 1; switch (*insptr) { case concmd_ifrnd: { insptr++; // HACK ALERT! The fire animation uses a broken ifrnd setup to delay its start because original CON has no variables // But the chosen random value of 16/255 is too low and can cause delays of a second or more. (identical in Duke and RR.) if (g_ac->IsKindOf(RedneckFireClass) && g_ac->curAction->name == NAME_None && *insptr == 16) { parseifelse(rnd(64)); break; } parseifelse(rnd(*insptr)); break; } case concmd_ifcanshoottarget: parseifelse(ifcanshoottarget(g_ac, g_p, g_x)); break; case concmd_ifcanseetarget: j = cansee(g_ac->spr.pos.plusZ(krand() & 41), g_ac->sector(), ps[g_p].GetActor()->getPosWithOffsetZ(), ps[g_p].GetActor()->sector()); parseifelse(j); if (j) g_ac->timetosleep = SLEEPTIME; break; case concmd_ifnocover: j = cansee(g_ac->spr.pos, g_ac->sector(), ps[g_p].GetActor()->getPosWithOffsetZ(), ps[g_p].GetActor()->sector()); parseifelse(j); if (j) g_ac->timetosleep = SLEEPTIME; break; case concmd_ifactornotstayput: parseifelse(g_ac->actorstayput == nullptr); break; case concmd_ifcansee: parseifelse(ifcansee(g_ac, &ps[g_p])); break; case concmd_ifhitweapon: parseifelse(fi.ifhitbyweapon(g_ac) >= 0); break; case concmd_ifsquished: parseifelse(ifsquished(g_ac, g_p) == 1); break; case concmd_ifdead: { j = g_ac->spr.extra; if (g_ac->isPlayer()) j--; parseifelse(j < 0); } break; case concmd_ai: { insptr++; auto ai = &ais[*insptr]; g_ac->curAI = ai->name; g_ac->curAction = &actions[ai->action]; g_ac->curMove = &moves[ai->move]; g_ac->spr.hitag = ai->moveflags; g_ac->actioncounter = g_ac->curframe = 0; g_ac->counter = 0; if (g_ac->spr.hitag & random_angle) g_ac->spr.Angles.Yaw = randomAngle(); insptr++; break; } case concmd_action: insptr++; g_ac->actioncounter = g_ac->curframe = 0; g_ac->curAction = &actions[*insptr]; insptr++; break; case concmd_ifpdistl: insptr++; parseifelse(g_x < *insptr); if (g_x > MAXSLEEPDIST && g_ac->timetosleep == 0) g_ac->timetosleep = SLEEPTIME; break; case concmd_ifpdistg: insptr++; parseifelse(g_x > * insptr); if (g_x > MAXSLEEPDIST && g_ac->timetosleep == 0) g_ac->timetosleep = SLEEPTIME; break; case concmd_else: insptr = &ScriptCode[*(insptr + 1)]; break; case concmd_addstrength: insptr++; g_ac->spr.extra += *insptr; insptr++; break; case concmd_strength: insptr++; g_ac->spr.extra = *insptr; insptr++; break; case concmd_smacksprite: switch (krand() & 1) { case 0: g_ac->spr.Angles.Yaw += DAngle90 + randomAngle(90); break; case 1: g_ac->spr.Angles.Yaw -= DAngle90 + randomAngle(90); break; } insptr++; break; case concmd_fakebubba: insptr++; fakebubbaspawn(g_ac, &ps[g_p]); break; case concmd_rndmove: g_ac->spr.Angles.Yaw = randomAngle(); g_ac->vel.X = 25/16.; insptr++; break; case concmd_mamatrigger: operateactivators(667, &ps[g_p]); insptr++; break; case concmd_mamaspawn: mamaspawn(g_ac); insptr++; break; case concmd_mamaquake: if (g_ac->spr.pal == 31) ud.earthquaketime = 4; else if (g_ac->spr.pal == 32) ud.earthquaketime = 6; insptr++; break; case concmd_garybanjo: garybanjo(g_ac); insptr++; break; case concmd_motoloopsnd: if (!S_CheckActorSoundPlaying(g_ac, 411)) S_PlayActorSound(411, g_ac, CHAN_VOICE); insptr++; break; case concmd_ifgotweaponce: insptr++; if (ud.coop >= 1 && ud.multimode > 1) { parseifelse(CheckWeapRec(&ps[g_p], g_ac, !*insptr)); } else parseifelse(0); break; case concmd_getlastpal: insptr++; if (g_ac->isPlayer()) g_ac->spr.pal = ps[g_ac->PlayerIndex()].palookup; else { g_ac->spr.pal = (uint8_t)g_ac->tempval; } g_ac->tempval = 0; break; case concmd_tossweapon: insptr++; fi.checkweapons(&ps[g_ac->PlayerIndex()]); break; case concmd_nullop: insptr++; break; case concmd_mikesnd: insptr++; if (!S_CheckActorSoundPlaying(g_ac, g_ac->spr.yint)) S_PlayActorSound(g_ac->spr.yint, g_ac, CHAN_VOICE); break; case concmd_pkick: insptr++; playerkick(&ps[g_p], g_ac); break; case concmd_sizeto: insptr++; actorsizeto(g_ac, *insptr * REPEAT_SCALE, *(insptr + 1) * REPEAT_SCALE); insptr += 2; break; case concmd_sizeat: insptr++; g_ac->spr.scale.X = ((uint8_t)*insptr * REPEAT_SCALE); insptr++; g_ac->spr.scale.Y = ((uint8_t)*insptr * REPEAT_SCALE); insptr++; break; case concmd_shoot: { insptr++; int type = *insptr; // hackery to separate RRRA's merged projectiles. We'd prefer not to keep this mess in the core implementation. // Separating it here is easiest as long as the ZScript reimplementation explicitly takes care of these differences. if (isRRRA()) { //if (g_ac->GetClass.TypeName == NAME_RedneckCheerleader && type == 3400) typecls = RedneckCheerBatonClass); //if (g_ac->GetClass.TypeName == NAME_RedneckMama && type == 3390) typecls = RedneckRabbitBallClass); //if (g_ac->GetClass.TypeName == NAME_RedneckMinion && type == 3390 && g_ac->spr.pal == 8) typecls = RedneckFrogBallClass); //if (g_ac->GetClass.TypeName == NAME_RedneckMinion && type == 3390 && g_ac->spr.pal == 19)) typecls = RedneckShitBurnClass); } shoot(g_ac, GetSpawnType(*insptr)); insptr++; break; } case concmd_ifsoundid: insptr++; parseifelse((short)*insptr == ambienttags.SafeGet(g_ac->spr.detail, {}).lo); break; case concmd_ifsounddist: insptr++; if (*insptr == 0) parseifelse(ambienttags.SafeGet(g_ac->spr.detail, {}).hi > g_x); else if (*insptr == 1) parseifelse(ambienttags.SafeGet(g_ac->spr.detail, {}).hi < g_x); break; case concmd_soundtag: insptr++; S_PlayActorSound(ambienttags.SafeGet(g_ac->spr.detail, {}).lo, g_ac); break; case concmd_soundtagonce: insptr++; if (!S_CheckActorSoundPlaying(g_ac, ambienttags.SafeGet(g_ac->spr.detail, {}).lo)) S_PlayActorSound(ambienttags.SafeGet(g_ac->spr.detail, {}).lo, g_ac); break; case concmd_soundonce: insptr++; if (!S_CheckSoundPlaying(*insptr++)) S_PlayActorSound(*(insptr - 1), g_ac); break; case concmd_stopsound: insptr++; if (S_CheckSoundPlaying(*insptr)) S_StopSound(*insptr); insptr++; break; case concmd_globalsound: insptr++; if (g_p == screenpeek || ud.coop == 1) S_PlayActorSound(*insptr, ps[screenpeek].GetActor()); insptr++; break; case concmd_smackbubba: insptr++; if (!isRRRA() || g_ac->spr.pal != 105) { setnextmap(false); } break; case concmd_mamaend: insptr++; ps[myconnectindex].MamaEnd = 150; break; case concmd_ifactorhealthg: insptr++; parseifelse(g_ac->spr.extra > (short)*insptr); break; case concmd_ifactorhealthl: insptr++; parseifelse(g_ac->spr.extra < (short)*insptr); break; case concmd_sound: insptr++; S_PlayActorSound((short) *insptr,g_ac); insptr++; break; case concmd_tip: insptr++; ps[g_p].tipincs = 26; break; case concmd_iftipcow: case concmd_ifhittruck: // both have the same code. Note that 'iftipcpw' ONLY works when used on the cow! if (g_ac->spriteextra == 1) // { j = 1; g_ac->spriteextra++; } else j = 0; parseifelse(j > 0); break; case concmd_tearitup: insptr++; tearitup(g_ac->sector()); break; case concmd_fall: insptr++; g_ac->spr.xoffset = 0; g_ac->spr.yoffset = 0; fall(g_ac, g_p); break; case concmd_enda: case concmd_break: case concmd_ends: case concmd_endevent: return 1; case concmd_rightbrace: insptr++; return 1; case concmd_addammo: insptr++; if (!playeraddammo(&ps[g_p], *insptr, *(insptr + 1))) g_ac->killit_flag = 2; insptr += 2; break; case concmd_money: insptr++; lotsofstuff(g_ac,*insptr, DukeMoneyClass); insptr++; break; case concmd_mail: insptr++; lotsofstuff(g_ac,*insptr, DukeMailClass); insptr++; break; case concmd_sleeptime: insptr++; g_ac->timetosleep = (short)*insptr; insptr++; break; case concmd_paper: insptr++; lotsofstuff(g_ac,*insptr, DukePaperClass); insptr++; break; case concmd_addkills: insptr++; dokill(&ps[g_p], g_ac, *insptr++); break; case concmd_lotsofglass: insptr++; spriteglass(g_ac, *insptr); insptr++; break; case concmd_killit: insptr++; g_ac->killit_flag = 1; break; case concmd_addweapon: insptr++; if (!playeraddweapon(&ps[g_p], *insptr, *(insptr + 1))) g_ac->killit_flag = 2; insptr+=2; break; case concmd_debug: insptr++; Printf("%d\n",*insptr); insptr++; break; case concmd_endofgame: insptr++; ps[g_p].timebeforeexit = *insptr; ps[g_p].customexitsound = -1; ud.eog = true; insptr++; break; case concmd_isdrunk: // todo: move out to player_r. insptr++; playerdrink(&ps[g_p], *insptr++); break; case concmd_strafeleft: insptr++; movesprite_ex(g_ac, DVector3(-g_ac->spr.Angles.Yaw.Sin(), g_ac->spr.Angles.Yaw.Cos(), g_ac->vel.Z), CLIPMASK0, coll); break; case concmd_straferight: insptr++; movesprite_ex(g_ac, DVector3(g_ac->spr.Angles.Yaw.Sin(), -g_ac->spr.Angles.Yaw.Cos(), g_ac->vel.Z), CLIPMASK0, coll); break; case concmd_larrybird: insptr++; ps[g_p].GetActor()->spr.pos.Z = ps[g_p].GetActor()->sector()->ceilingz; break; case concmd_destroyit: insptr++; destroyit(g_ac); break; case concmd_iseat: insptr++; playereat(&ps[g_p], *insptr++, !!(g_ac->flags3 & SFLAG3_BIGHEALTH)); break; case concmd_addphealth: insptr++; addphealth(&ps[g_p], *insptr++, !!(g_ac->flags3 & SFLAG3_BIGHEALTH)); break; case concmd_state: { auto tempscrptr = insptr + 2; insptr = &ScriptCode[*(insptr + 1)]; while (1) if (parse()) break; insptr = tempscrptr; } break; case concmd_leftbrace: insptr++; while (1) if (parse()) break; break; case concmd_move: g_ac->counter=0; insptr++; g_ac->curMove = &moves[*insptr]; insptr++; g_ac->spr.hitag = *insptr; insptr++; if(g_ac->spr.hitag&random_angle) g_ac->spr.Angles.Yaw = randomAngle(); break; case concmd_spawn: insptr++; if(g_ac->insector()) spawnsprite(g_ac, *insptr); insptr++; break; case concmd_ifwasweapon: case concmd_ifspawnedby: // these two are the same insptr++; parseifelse( g_ac->attackertype == GetSpawnType(*insptr)); break; case concmd_ifai: insptr++; parseifelse(g_ac->curAI == ais[*insptr].name); break; case concmd_ifaction: insptr++; parseifelse((g_ac->curAction - actions.Data()) == *insptr); break; case concmd_ifactioncount: insptr++; parseifelse(g_ac->actioncounter >= *insptr); break; case concmd_resetactioncount: insptr++; g_ac->actioncounter = 0; break; case concmd_debris: insptr++; spawndebris(g_ac, *insptr - (isRR() ? SCRAP_RR : SCRAP_DUKE), *(insptr + 1)); // must subtract the index of the first scrap tile. insptr += 2; break; case concmd_count: insptr++; g_ac->counter = (short) *insptr; insptr++; break; case concmd_cstator: insptr++; g_ac->spr.cstat |= ESpriteFlags::FromInt(*insptr); insptr++; break; case concmd_clipdist: insptr++; g_ac->clipdist = ((uint8_t) *insptr) * 0.25; insptr++; break; case concmd_cstat: insptr++; g_ac->spr.cstat = ESpriteFlags::FromInt(*insptr); insptr++; break; case concmd_ifmove: insptr++; parseifelse((g_ac->curMove - moves.Data()) == *insptr); break; case concmd_resetplayer: insptr++; playerreset(&ps[g_p], g_ac); break; case concmd_ifcoop: parseifelse(ud.coop || numplayers > 2); break; case concmd_ifonmud: parseifelse(abs(g_ac->spr.pos.Z - g_ac->sector()->floorz) < 32 && (tilesurface(g_ac->sector()->floortexture) == TSURF_MUDDY) != 0); break; case concmd_ifonwater: parseifelse( abs(g_ac->spr.pos.Z-g_ac->sector()->floorz) < 32 && g_ac->sector()->lotag == ST_1_ABOVE_WATER); break; case concmd_ifmotofast: parseifelse(ps[g_p].MotoSpeed > 60); break; case concmd_ifonmoto: parseifelse(ps[g_p].OnMotorcycle == 1); break; case concmd_ifonboat: parseifelse(ps[g_p].OnBoat == 1); break; case concmd_ifsizedown: g_ac->spr.scale.X -= REPEAT_SCALE; g_ac->spr.scale.Y -= REPEAT_SCALE; parseifelse(g_ac->spr.scale.X <= 5 * REPEAT_SCALE); break; case concmd_ifwind: parseifelse(WindTime > 0); break; case concmd_ifinwater: parseifelse( g_ac->sector()->lotag == ST_2_UNDERWATER); break; case concmd_ifcount: insptr++; parseifelse(g_ac->counter >= *insptr); break; case concmd_ifactor: insptr++; parseifelse(g_ac->GetClass() == GetSpawnType(*insptr)); break; case concmd_resetcount: insptr++; g_ac->counter = 0; break; case concmd_addinventory: insptr++; playeraddinventory(&ps[g_p], g_ac, *insptr, *(insptr+1)); insptr += 2; break; case concmd_hitradius: hitradius(g_ac, *(insptr + 1), *(insptr + 2), *(insptr + 3), *(insptr + 4), *(insptr + 5)); insptr+=6; break; case concmd_ifp: { insptr++; l = *insptr; j = 0; double vel = g_ac->vel.X; // sigh.. this was yet another place where number literals were used as bit masks for every single value, making the code totally unreadable. if( (l& pducking) && ps[g_p].on_ground && PlayerInput(g_p, SB_CROUCH)) j = 1; else if( (l& pfalling) && ps[g_p].jumping_counter == 0 && !ps[g_p].on_ground && ps[g_p].vel.Z > 8 ) j = 1; else if( (l& pjumping) && ps[g_p].jumping_counter > 348 ) j = 1; else if( (l& pstanding) && vel >= 0 && vel < 0.5) j = 1; else if( (l& pwalking) && vel >= 0.5 && !(PlayerInput(g_p, SB_RUN)) ) j = 1; else if( (l& prunning) && vel >= 0.5 && PlayerInput(g_p, SB_RUN) ) j = 1; else if( (l& phigher) && ps[g_p].GetActor()->getOffsetZ() < g_ac->spr.pos.Z - 48) j = 1; else if( (l& pwalkingback) && vel <= -0.5 && !(PlayerInput(g_p, SB_RUN)) ) j = 1; else if( (l& prunningback) && vel <= -0.5 && (PlayerInput(g_p, SB_RUN)) ) j = 1; else if( (l& pkicking) && ( ps[g_p].quick_kick > 0 || ( ps[g_p].curr_weapon == KNEE_WEAPON && ps[g_p].kickback_pic > 0 ) ) ) j = 1; else if( (l& pshrunk) && ps[g_p].GetActor()->spr.scale.X < (isRR() ? 0.125 : 0.5)) j = 1; else if( (l& pjetpack) && ps[g_p].jetpack_on ) j = 1; else if( (l& ponsteroids) && ps[g_p].steroids_amount > 0 && ps[g_p].steroids_amount < 400 ) j = 1; else if( (l& ponground) && ps[g_p].on_ground) j = 1; else if( (l& palive) && ps[g_p].GetActor()->spr.scale.X > (isRR() ? 0.125 : 0.5) && ps[g_p].GetActor()->spr.extra > 0 && ps[g_p].timebeforeexit == 0) j = 1; else if( (l& pdead) && ps[g_p].GetActor()->spr.extra <= 0) j = 1; else if( (l& pfacing) ) { DAngle ang; if (g_ac->isPlayer() && ud.multimode > 1) ang = absangle(ps[otherp].GetActor()->spr.Angles.Yaw, (ps[g_p].GetActor()->spr.pos.XY() - ps[otherp].GetActor()->spr.pos.XY()).Angle()); else ang = absangle(ps[g_p].GetActor()->spr.Angles.Yaw, (g_ac->spr.pos.XY() - ps[g_p].GetActor()->spr.pos.XY()).Angle()); j = ang < DAngle22_5; } parseifelse( j); } break; case concmd_ifstrength: insptr++; parseifelse(g_ac->spr.extra <= *insptr); break; case concmd_guts: { insptr += 2; auto clstype = GetSpawnType(*(insptr - 1)); if (clstype) spawnguts(g_ac, clstype, *insptr); insptr++; break; } case concmd_slapplayer: insptr++; forceplayerangle(&ps[g_p]); ps[g_p].vel.XY() -= ps[g_p].GetActor()->spr.Angles.Yaw.ToVector() * 8; return 0; case concmd_wackplayer: insptr++; wackplayer(&ps[g_p]); return 0; case concmd_ifgapzl: insptr++; parseifelse(int(g_ac->floorz - g_ac->ceilingz) < *insptr); // Note: int cast here is needed to use the same truncation behavior as the old fixed point code. break; case concmd_ifhitspace: parseifelse(PlayerInput(g_p, SB_OPEN)); break; case concmd_ifoutside: parseifelse(g_ac->sector()->ceilingstat & CSTAT_SECTOR_SKY); break; case concmd_ifmultiplayer: parseifelse(ud.multimode > 1); break; case concmd_operate: insptr++; actoroperate(g_ac); break; case concmd_ifinspace: parseifelse(ceilingspace(g_ac->sector())); break; case concmd_spritepal: insptr++; if(!g_ac->isPlayer()) g_ac->tempval = g_ac->spr.pal; g_ac->spr.pal = *insptr; insptr++; break; case concmd_newpic: case concmd_cactor: { insptr++; auto info = spawnMap.CheckKey(*insptr); if (info != nullptr) { g_ac->ChangeType(info->cls); g_ac->spr.setspritetexture(tileGetTextureID(*insptr)); } insptr++; break; } case concmd_ifbulletnear: parseifelse( dodge(g_ac) == 1); break; case concmd_ifrespawn: if( badguy(g_ac) ) parseifelse( ud.respawn_monsters ); else if( inventory(g_ac) ) parseifelse( ud.respawn_inventory ); else parseifelse( ud.respawn_items ); break; case concmd_iffloordistl: insptr++; parseifelse(g_ac->floorz - g_ac->spr.pos.Z <= *insptr); break; case concmd_ifceilingdistl: insptr++; parseifelse(g_ac->spr.pos.Z - g_ac->ceilingz <= *insptr); break; case concmd_palfrom: insptr++; SetPlayerPal(&ps[g_p], PalEntry(insptr[0], insptr[1], insptr[2], insptr[3])); insptr += 4; break; /* case 74: insptr++; getglobalz(g_ac); parseifelse( (( g_ac->floorz - g_ac->ceilingz ) >> 8 ) >= *insptr); break; */ case concmd_addlog: { int instr; int lFile; insptr++; lFile=*(insptr++); // file instr=*(insptr++); // line // this was only printing file name and line number as debug output. break; } case concmd_addlogvar: { int instr; int lFile; insptr++; lFile=*(insptr++); // file instr=*(insptr++); // l=Line number, *instpr=varID if( (*insptr >= iGameVarCount) || *insptr < 0 ) { // invalid varID insptr++; break; // out of switch } DPrintf(DMSG_NOTIFY, "ADDLOGVAR: "); if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_READONLY) { DPrintf(DMSG_NOTIFY, " (read-only)"); } if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERPLAYER) { DPrintf(DMSG_NOTIFY, " (Per Player. Player=%d)",g_p); } else if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERACTOR) { DPrintf(DMSG_NOTIFY, " (Per Actor. Actor=%p)",g_ac); } else { DPrintf(DMSG_NOTIFY, " (Global)"); } DPrintf(DMSG_NOTIFY, " =%d", GetGameVarID(*insptr, g_ac, g_p).safeValue()); insptr++; break; } case concmd_setvar: { int i; insptr++; i=*(insptr++); // ID of def SetGameVarID(i, *insptr, g_ac, g_p ); insptr++; break; } case concmd_setvarvar: { int i; insptr++; i=*(insptr++); // ID of def SetGameVarID(i, GetGameVarID(*insptr, g_ac, g_p), g_ac, g_p ); // aGameVars[i].lValue = aGameVars[*insptr].lValue; insptr++; break; } case concmd_addvar: { int i; insptr++; i=*(insptr++); // ID of def SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() + *insptr, g_ac, g_p ); insptr++; break; } case concmd_addvarvar: { int i; insptr++; i=*(insptr++); // ID of def SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() + GetGameVarID(*insptr, g_ac, g_p).safeValue(), g_ac, g_p ); insptr++; break; } case concmd_ifvarvare: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_ac, g_p).safeValue() == GetGameVarID(*(insptr), g_ac, g_p).safeValue()) { j=1; } parseifelse( j ); break; } case concmd_ifvarvarg: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_ac, g_p).safeValue() > GetGameVarID(*(insptr), g_ac, g_p).safeValue()) { j=1; } parseifelse( j ); break; } case concmd_ifvarvarl: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_ac, g_p).safeValue() < GetGameVarID(*(insptr), g_ac, g_p).safeValue()) { j=1; } parseifelse( j ); break; } case concmd_ifvare: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_ac, g_p).safeValue() == *insptr) { j=1; } parseifelse( j ); break; } case concmd_ifvarg: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_ac, g_p).safeValue() > *insptr) { j=1; } parseifelse( j ); break; } case concmd_ifvarl: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_ac, g_p).safeValue() < *insptr) { j=1; } parseifelse( j ); break; } case concmd_ifphealthl: insptr++; parseifelse( ps[g_p].GetActor()->spr.extra < *insptr); break; case concmd_ifpinventory: { insptr++; j = playercheckinventory(&ps[g_p], g_ac, *insptr, *(insptr + 1)); insptr ++; parseifelse(j); break; } case concmd_pstomp: insptr++; if( ps[g_p].knee_incs == 0 && ps[g_p].GetActor()->spr.scale.X >= (isRR()? 0.140625 : 0.625) ) if (cansee(g_ac->spr.pos.plusZ(-4), g_ac->sector(), ps[g_p].GetActor()->getPosWithOffsetZ().plusZ(16), ps[g_p].GetActor()->sector())) { ps[g_p].knee_incs = 1; if(ps[g_p].weapon_pos == 0) ps[g_p].weapon_pos = -1; ps[g_p].actorsqu = g_ac; } break; case concmd_ifawayfromwall: { auto s1 = g_ac->sector(); j = isAwayFromWall(g_ac, 6.75); parseifelse(j); break; } case concmd_quote: insptr++; FTA(*insptr,&ps[g_p]); insptr++; break; case concmd_ifinouterspace: parseifelse( floorspace(g_ac->sector())); break; case concmd_ifnotmoving: parseifelse( g_ac->movflag > kHitSector ); break; case concmd_respawnhitag: insptr++; respawnhitag(g_ac); break; case concmd_ifspritepal: insptr++; parseifelse( g_ac->spr.pal == *insptr); break; case concmd_ifangdiffl: { insptr++; auto ang = absangle(ps[g_p].GetActor()->spr.Angles.Yaw, g_ac->spr.Angles.Yaw); parseifelse( ang <= mapangle(*insptr)); break; } case concmd_ifnosounds: parseifelse(!S_CheckAnyActorSoundPlaying(g_ac)); break; case concmd_ifplaybackon: //Twentieth Anniversary World Tour parseifelse(false); break; case concmd_espawnvar: { DDukeActor* lReturn = nullptr; int lIn; insptr++; lIn = *insptr++; lIn = GetGameVarID(lIn, g_ac, g_p).safeValue(); if(g_ac->insector()) lReturn = spawn(g_ac, GetSpawnType(lIn)); SetGameVarID(g_iReturnVarID, (lReturn), g_ac, g_p); break; } case concmd_espawn: { DDukeActor* lReturn = nullptr; insptr++; if(g_ac->insector()) lReturn = spawn(g_ac, GetSpawnType(*insptr)); insptr++; SetGameVarID(g_iReturnVarID, (lReturn), g_ac, g_p); break; } case concmd_setsector: case concmd_getsector: { // syntax [gs]etsector[].x // int lLabelID; int lVar1, lVar2; int lWhat; int lParm2; lWhat = *(insptr++); lVar1 = *(insptr++); lLabelID = *(insptr++); lParm2 = *(insptr++); lVar2 = *(insptr++); DoSector(lWhat == concmd_setsector, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2); break; } case concmd_sqrt: { // syntax sqrt int lInVarID; int lOutVarID; int lIn; insptr++; lInVarID = *(insptr++); lOutVarID = *(insptr++); lIn = GetGameVarID(lInVarID, g_ac, g_p).safeValue(); SetGameVarID(lOutVarID, ksqrt(lIn), g_ac, g_p); break; } case concmd_findnearactor: { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int lType; int lMaxDist; int lVarID; double lTemp; double lDist; insptr++; lType = *(insptr++); lMaxDist = *(insptr++); lVarID = *(insptr++); DDukeActor* lFound = nullptr; lDist = 1000000; // big number DukeStatIterator it(STAT_ACTOR); while (auto actj = it.Next()) { if (actj->GetClass() == GetSpawnType(lType)) { lTemp = (g_ac->spr.pos.XY() - actj->spr.pos.XY()).Length(); if (lTemp < lMaxDist) { if (lTemp < lDist) { lFound = actj; } } } } SetGameVarID(lVarID, (lFound), g_ac, g_p); break; } case concmd_findnearactorvar: { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int lType; int lMaxDistVar; int lMaxDist; int lVarID; double lTemp; double lDist; insptr++; lType = *(insptr++); lMaxDistVar = *(insptr++); lVarID = *(insptr++); lMaxDist = GetGameVarID(lMaxDistVar, g_ac, g_p).safeValue(); DDukeActor* lFound = nullptr; lDist = 1000000; // big number DukeStatIterator it(STAT_ACTOR); while (auto actj = it.Next()) { if (actj->GetClass() == GetSpawnType(lType)) { lTemp = (g_ac->spr.pos.XY() - actj->spr.pos.XY()).Length(); if (lTemp < lMaxDist) { if (lTemp < lDist) { lFound = actj; } } } } SetGameVarID(lVarID, (lFound), g_ac, g_p); break; } case concmd_setplayer: case concmd_getplayer: { // syntax [gs]etplayer[].x // int lLabelID; int lVar1, lVar2; int lWhat; int lParm2; lWhat = *(insptr++); lVar1 = *(insptr++); lLabelID = *(insptr++); lParm2 = *(insptr++); lVar2 = *(insptr++); DoPlayer(lWhat == concmd_setplayer, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2); break; } case concmd_getuserdef: case concmd_setuserdef: { // syntax [gs]etuserdef.xxx // int lLabelID; int lVar1, lVar2; int lWhat; int lParm2; lWhat = *(insptr++); lVar1 = -1; lLabelID = *(insptr++); lParm2 = *(insptr++); lVar2 = *(insptr++); DoUserDef(lWhat == concmd_setuserdef, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2); break; } case concmd_setwall: case concmd_getwall: { // syntax [gs]etwall[].x // int lLabelID; int lVar1, lVar2; int lWhat; int lParm2; lWhat = *(insptr++); lVar1 = *(insptr++); lLabelID = *(insptr++); lParm2 = *(insptr++); lVar2 = *(insptr++); DoWall(lWhat == concmd_setwall, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2); break; } case concmd_setactorvar: { // syntax [gs]etactorvar[]. // gets the value of the per-actor variable varx into VAR // int lVar1, lVar2, lVar3; insptr++; lVar1 = *(insptr++); lVar2 = *(insptr++); lVar3 = *(insptr++); auto lSprite = GetGameVarID(lVar1, g_ac, g_p); if (lSprite.isActor()) { auto lTemp = GetGameVarID(lVar3, g_ac, g_p); SetGameVarID(lVar2, lTemp, lSprite.actor(), g_p); } break; } case concmd_getactorvar: { // syntax [gs]etactorvar[]. // gets the value of the per-actor variable varx into VAR // int lVar1, lVar2, lVar3; insptr++; lVar1 = *(insptr++); lVar2 = *(insptr++); lVar3 = *(insptr++); auto lSprite = GetGameVarID(lVar1, g_ac, g_p); if (lSprite.isActor()) { auto lTemp = GetGameVarID(lVar2, lSprite.actor(), g_p); SetGameVarID(lVar3, lTemp, g_ac, g_p); } break; } case concmd_setactor: case concmd_getactor: { // syntax [gs]etactor[].x // int lLabelID; int lVar1, lVar2; int lWhat; int lParm2; lWhat = *(insptr++); lVar1 = *(insptr++); lLabelID = *(insptr++); lParm2 = *(insptr++); lVar2 = *(insptr++); DoActor(lWhat == concmd_setactor, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2); break; } case concmd_getangletotarget: { insptr++; int i = *(insptr++); // ID of def // g_ac->lastvx and lastvy are last known location of target. int ang = (g_ac->ovel - g_ac->spr.pos.XY()).Angle().Buildang(); SetGameVarID(i, ang, g_ac, g_p); break; } case concmd_lockplayer: { int i; insptr++; i = *(insptr++); // ID of def ps[g_p].transporter_hold = GetGameVarID(i, g_ac, g_p).safeValue(); break; } case concmd_getplayerangle: { int i; insptr++; i = *(insptr++); // ID of def SetGameVarID(i, ps[g_p].GetActor()->spr.Angles.Yaw.Buildang(), g_ac, g_p); break; } case concmd_setplayerangle: { int i; insptr++; i = *(insptr++); // ID of def ps[g_p].GetActor()->spr.Angles.Yaw = mapangle(GetGameVarID(i, g_ac, g_p).safeValue() & 2047); break; } case concmd_getactorangle: { int i; insptr++; i = *(insptr++); // ID of def SetGameVarID(i, g_ac->spr.Angles.Yaw.Buildang(), g_ac, g_p); break; } case concmd_setactorangle: { int i; insptr++; i = *(insptr++); // ID of def g_ac->spr.Angles.Yaw = DAngle::fromBuild(GetGameVarID(i, g_ac, g_p).safeValue() & 2047); break; } case concmd_randvar: { int i; insptr++; i = *(insptr++); // ID of def SetGameVarID(i, MulScale(rand(), *insptr, 15), g_ac, g_p); insptr++; break; } case concmd_mulvar: { int i; insptr++; i = *(insptr++); // ID of def SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue()* (*insptr), g_ac, g_p); insptr++; break; } case concmd_divvar: { int i; insptr++; i = *(insptr++); // ID of def if ((*insptr) == 0) { I_Error("Divide by Zero in CON."); } SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() / (*insptr), g_ac, g_p); insptr++; break; } case concmd_modvar: { int i; int instr; int lResult; insptr++; i = *(insptr++); // ID of def instr = (*insptr); if (instr == 0) { I_Error("Divide by Zero in CON"); } lResult = GetGameVarID(i, g_ac, g_p).safeValue() % instr; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_andvar: { int i; int instr; int lResult; insptr++; i = *(insptr++); // ID of def instr = (*insptr); lResult = GetGameVarID(i, g_ac, g_p).safeValue() & instr; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_xorvar: { int i; int instr; int lResult; insptr++; i = *(insptr++); // ID of def instr = (*insptr); lResult = GetGameVarID(i, g_ac, g_p).safeValue() ^ instr; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_orvar: { int i; int instr; int lResult; insptr++; i = *(insptr++); // ID of def instr = (*insptr); lResult = GetGameVarID(i, g_ac, g_p).safeValue() | instr; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_randvarvar: { int i; int l1, l2; int lResult; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); // not used for this command l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); lResult = MulScale(rand(), l2, 15); SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_gmaxammo: { int i; int l1, l2; int lResult; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); // l2 not used in this one lResult = gs.max_ammo_amount[l1]; SetGameVarID(*insptr, lResult, g_ac, g_p); insptr++; break; } case concmd_smaxammo: { int i; int l1, l2; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); gs.max_ammo_amount[l1] = l2; insptr++; break; } case concmd_mulvarvar: { int i; int l1, l2; int lResult; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); lResult = l1 * l2; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_divvarvar: { int i; int l1, l2; int lResult; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); if (l2 == 0) { I_Error("Divide by Zero in CON"); } lResult = l1 / l2; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_modvarvar: { int i; int l1, l2; int lResult; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); if (l2 == 0) { I_Error("Mod by Zero in CON"); } lResult = l1 % l2; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_andvarvar: { int i; int l1, l2; int lResult; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); lResult = l1 & l2; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_xorvarvar: { int i; int l1, l2; int lResult; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); lResult = l1 ^ l2; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_orvarvar: { int i; int l1, l2; int lResult; insptr++; i = *(insptr++); // ID of def l1 = GetGameVarID(i, g_ac, g_p).safeValue(); l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); lResult = l1 | l2; SetGameVarID(i, lResult, g_ac, g_p); insptr++; break; } case concmd_subvar: { int i; insptr++; i = *(insptr++); // ID of def SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() - *insptr, g_ac, g_p); insptr++; break; } case concmd_subvarvar: { int i; insptr++; i = *(insptr++); // ID of def SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() - GetGameVarID(*insptr, g_ac, g_p).safeValue(), g_ac, g_p); insptr++; break; } case concmd_sin: { int i; int lValue; insptr++; i = *(insptr++); // ID of def lValue = int(16384 * BobVal(GetGameVarID(*insptr, g_ac, g_p).safeValue())); SetGameVarID(i, lValue, g_ac, g_p); insptr++; break; } case concmd_spgetlotag: { insptr++; SetGameVarID(g_iLoTagID, g_ac->spr.lotag, g_ac, g_p); break; } case concmd_spgethitag: { insptr++; SetGameVarID(g_iHiTagID, g_ac->spr.hitag, g_ac, g_p); break; } case concmd_sectgetlotag: { insptr++; SetGameVarID(g_iLoTagID, g_ac->sector()->lotag, g_ac, g_p); break; } case concmd_sectgethitag: { insptr++; SetGameVarID(g_iHiTagID, g_ac->sector()->hitag, g_ac, g_p); break; } case concmd_gettexturefloor: { insptr++; SetGameVarID(g_iTextureID, legacyTileNum(g_ac->sector()->floortexture), g_ac, g_p); break; } case concmd_startlevel: { // from 'level' cheat in game.c (about line 6250) int volnume; int levnume; insptr++; // skip command volnume = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); levnume = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); auto level = FindMapByIndex(volnume, levnume); if (level != nullptr) ChangeLevel(level, g_nextskill); break; } case concmd_myosx: case concmd_myospalx: case concmd_myos: case concmd_myospal: { int x, y; int tilenum; int shade; int orientation; int pal; int tw = *insptr++; x = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); y = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); tilenum = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); shade = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); orientation = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); if (tw == concmd_myospal) { pal = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); //myospal(x, y, tilenum, shade, orientation, pal); } else if (tw == concmd_myos) { //myos(x, y, tilenum, shade, orientation); } else if (tw == concmd_myosx) { //myos640(x, y, tilenum, shade, orientation); } else if (tw == concmd_myospalx) { pal = GetGameVarID(*insptr++, g_ac, g_p).safeValue(); //myospal640(x, y, tilenum, shade, orientation, pal); } break; } case concmd_displayrand: { int i; insptr++; i = *(insptr++); // ID of def SetGameVarID(i, rand(), g_ac, g_p); break; } case concmd_switch: { int lVarID; int lValue; int* lpDefault; int* lpCases; int lCases; int lEnd; int lCheckCase; bool bMatched; int* lTempInsPtr; // 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 insptr++; // p-code lVarID = *insptr++; lValue = GetGameVarID(lVarID, g_ac, g_p).safeValue(); lEnd = *insptr++; lCases = *insptr++; lpDefault = insptr++; lpCases = insptr; insptr += lCases * 2; bMatched = false; lTempInsPtr = insptr; for (lCheckCase = 0; lCheckCase < lCases && !bMatched; lCheckCase++) { if (lpCases[lCheckCase * 2] == lValue) { insptr = &ScriptCode[lpCases[lCheckCase * 2 + 1]]; while (1) { if (parse()) break; } bMatched = true; } } if (!bMatched) { if (*lpDefault) { insptr = &ScriptCode[*lpDefault]; while (1) if (parse()) break; } else { //AddLog("No Matching Case: No Default to use"); } } insptr = &ScriptCode[lEnd]; break; } case concmd_endswitch: insptr++; return 1; break; case concmd_starttrack: { insptr++; int music_select = *insptr++; auto level = FindMapByIndex(currentLevel->cluster, music_select+1); // this was 0-based in EDuke 2.0... if (level) S_PlayLevelMusic(level); break; } case concmd_gettextureceiling: { insptr++; SetGameVarID(g_iTextureID, legacyTileNum(g_ac->sector()->ceilingtexture), g_ac, g_p); break; } case concmd_ifvarvarand: { int i; insptr++; i = *(insptr++); // ID of def j = 0; if (GetGameVarID(i, g_ac, g_p).safeValue() & GetGameVarID(*(insptr), g_ac, g_p).safeValue()) { j = 1; } parseifelse(j); break; } case concmd_ifvarvarn: { int i; insptr++; i = *(insptr++); // ID of def j = 0; if (GetGameVarID(i, g_ac, g_p).safeValue() != GetGameVarID(*(insptr), g_ac, g_p).safeValue()) { j = 1; } parseifelse(j); break; } case concmd_ifvarn: { int i; insptr++; i = *(insptr++); // ID of def j = 0; if (GetGameVarID(i, g_ac, g_p).safeValue() != *insptr) { j = 1; } parseifelse(j); break; } case concmd_ifvarand: { int i; insptr++; i = *(insptr++); // ID of def j = 0; if (GetGameVarID(i, g_ac, g_p).safeValue() & *insptr) { j = 1; } parseifelse(j); break; } default: Printf(TEXTCOLOR_RED "Unrecognized PCode of %d in parse. Killing current sprite.\n",*insptr); Printf(TEXTCOLOR_RED "Offset=%0X\n",int(insptr-ScriptCode.Data())); g_ac->killit_flag = 1; break; } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- CVAR(Bool, overridecon, false, 0) // This is for debugging the CON replacement code only. void LoadActor(DDukeActor *actor, int p, int x) { int done; ParseState s; s.g_p = p; // Player ID s.g_x = x; // ?? s.g_ac = actor; auto coninf = actor->conInfo(); if (coninf == nullptr) return; auto addr = coninf->loadeventscriptptr; if (addr == 0) return; actor->killit_flag = 0; if(!actor->insector()) { actor->Destroy(); return; } do done = s.parse(); while (done == 0); if (actor->killit_flag == 1) { actor->Destroy(); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool execute(DDukeActor *actor,int p,double pdist) { auto coninf = actor->conInfo(); if (coninf == nullptr) return false; ParseState s; s.g_p = p; // Player ID s.g_x = int(pdist / maptoworld); // ?? s.g_ac = actor; s.insptr = coninf? &ScriptCode[4 + coninf->scriptaddress] : nullptr; actor->killit_flag = 0; int done; do done = s.parse(); while( done == 0 ); if(actor->killit_flag == 1) { // if player was set to squish, first stop that.. if(ps[p].actorsqu == actor) ps[p].actorsqu = nullptr; killthesprite = true; } else { move(actor, p, pdist); if (actor->spr.statnum == STAT_ACTOR) { if (badguy(actor)) { if (actor->spr.scale.X > 0.9375 ) goto quit; if (ud.respawn_monsters == 1 && actor->spr.extra <= 0) goto quit; } else if (ud.respawn_items == 1 && (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) goto quit; } if (actor->spr.statnum == STAT_ACTOR || (actor->spr.statnum == STAT_STANDABLE && (actor->flags1 & SFLAG_CHECKSLEEP))) { if (actor->timetosleep > 1) actor->timetosleep--; else if (actor->timetosleep == 1) ChangeActorStat(actor, STAT_ZOMBIEACTOR); } } quit: if (killthesprite) actor->Destroy(); killthesprite = false; return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void OnEvent(int iEventID, int p, DDukeActor *actor, int x) { int done; if (iEventID >= MAXGAMEEVENTS) { Printf("Invalid Event ID\n"); return; } if (apScriptGameEvent[iEventID] == 0) { return; } ParseState s; s.g_p = p; /// current player ID s.g_x = x; // ? s.g_ac = actor; s.insptr = &ScriptCode[apScriptGameEvent[iEventID]]; actor->killit_flag = 0; do done = s.parse(); while (done == 0); } END_DUKE_NS