//------------------------------------------------------------------------- /* Copyright (C) 2016 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "compat.h" #include "duke3d.h" #include "scriplib.h" #include "savegame.h" #include "osdcmds.h" #include "menus.h" #include "input.h" #include "anim.h" #ifdef LUNATIC # include "lunatic_game.h" #endif #if KRANDDEBUG # define GAMEEXEC_INLINE # define GAMEEXEC_STATIC #else # define GAMEEXEC_INLINE inline # define GAMEEXEC_STATIC static #endif vmstate_t vm; #if !defined LUNATIC enum vmflags_t { VM_RETURN = 0x00000001, VM_KILL = 0x00000002, VM_NOEXECUTE = 0x00000004, }; int32_t g_tw; int32_t g_errorLineNum; int32_t g_currentEventExec = -1; intptr_t const *insptr; int32_t g_returnVarID = -1; // var ID of "RETURN" int32_t g_weaponVarID = -1; // var ID of "WEAPON" int32_t g_worksLikeVarID = -1; // var ID of "WORKSLIKE" int32_t g_zRangeVarID = -1; // var ID of "ZRANGE" int32_t g_angRangeVarID = -1; // var ID of "ANGRANGE" int32_t g_aimAngleVarID = -1; // var ID of "AUTOAIMANGLE" int32_t g_lotagVarID = -1; // var ID of "LOTAG" int32_t g_hitagVarID = -1; // var ID of "HITAG" int32_t g_textureVarID = -1; // var ID of "TEXTURE" int32_t g_thisActorVarID = -1; // var ID of "THISACTOR" int32_t g_structVarIDs = -1; GAMEEXEC_STATIC void VM_Execute(int loop); # include "gamestructures.cpp" #endif #define VM_CONDITIONAL(xxx) \ { \ if ((xxx) || ((insptr = (intptr_t *)*(insptr + 1)) && (((*insptr) & VM_INSTMASK) == CON_ELSE))) \ { \ insptr += 2; \ VM_Execute(0); \ } \ } #if !defined LUNATIC void VM_ScriptInfo(intptr_t const *ptr, int range) { if (!apScript) return; if (ptr) { initprintf("\n"); for (intptr_t const *pScript = max(ptr - (range >> 1), apScript), *p_end = min(ptr + (range >> 1), apScript + g_scriptSize); pScript < p_end; pScript++) { initprintf("%5d: %3d: ", (int32_t) (pScript - apScript), (int32_t) (pScript - ptr)); if (*pScript >> 12 && (*pScript & VM_INSTMASK) < CON_END) initprintf("%5d %s\n", (int32_t) (*pScript >> 12), keyw[*pScript & VM_INSTMASK]); else initprintf("%d\n", (int32_t) *pScript); } initprintf("\n"); } if (ptr == insptr) { if (vm.spriteNum) initprintf("current actor: %d (%d)\n", vm.spriteNum, vm.pUSprite->picnum); initprintf("g_errorLineNum: %d, g_tw: %d\n", g_errorLineNum, g_tw); } } #endif static void VM_DeleteSprite(int const spriteNum, int const playerNum) { if (EDUKE32_PREDICT_FALSE((unsigned) spriteNum >= MAXSPRITES)) return; // if player was set to squish, first stop that... if (EDUKE32_PREDICT_FALSE(playerNum >= 0 && g_player[playerNum].ps->actorsqu == spriteNum)) g_player[playerNum].ps->actorsqu = -1; A_DeleteSprite(spriteNum); } intptr_t apScriptEvents[MAXGAMEEVENTS]; // May recurse, e.g. through EVENT_XXX -> ... -> EVENT_KILLIT #ifdef LUNATIC static FORCE_INLINE int32_t VM_EventCommon_(int eventNum, int spriteNum, int playerNum, int playerDist, int32_t returnValue) { const double t = gethiticks(); int32_t ret = El_CallEvent(&g_ElState, eventNum, spriteNum, playerNum, playerDist, &returnValue); // NOTE: the run times are those of the called event plus any events // called by it, *not* "self" time. g_eventTotalMs[eventNum] += gethiticks()-t; g_eventCalls[eventNum]++; if (ret == 1) VM_DeleteSprite(spriteNum, playerNum); return returnValue; } #else // do not inline static void VM_DummySprite(void) { static uspritetype dummy_sprite; static actor_t dummy; vm.pUSprite = &dummy_sprite; vm.pActor = &dummy; vm.pData = &dummy.t_data[0]; } static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const spriteNum, int const playerNum, int const playerDist, int32_t returnValue) { // this is initialized first thing because spriteNum, playerNum, lDist, etc are already right there on the stack // from the function call const vmstate_t tempvm = { spriteNum, playerNum, playerDist, 0, &sprite[(unsigned)spriteNum], &actor[(unsigned)spriteNum].t_data[0], g_player[playerNum].ps, &actor[(unsigned) spriteNum] }; // since we're targeting C99 and C++ now, we can interweave these to avoid // having to load addresses for things twice // for example, because we are loading backupReturnVar with the value of // aGameVars[g_iReturnVarID].lValue, the compiler can avoid having to // reload the address of aGameVars[g_iReturnVarID].lValue in order to // set it to the value of iReturn (...which should still be on the stack!) int const backupReturnVar = aGameVars[g_returnVarID].global; aGameVars[g_returnVarID].global = returnValue; int const backupEventExec = g_currentEventExec; g_currentEventExec = eventNum; intptr_t const *oinsptr = insptr; insptr = apScript + apScriptEvents[eventNum]; const vmstate_t vm_backup = vm; vm = tempvm; // check tempvm instead of vm... this way, we are not actually loading // FROM vm anywhere until VM_Execute() is called if (EDUKE32_PREDICT_FALSE((unsigned) tempvm.spriteNum >= MAXSPRITES)) VM_DummySprite(); if ((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers) vm.pPlayer = g_player[0].ps; VM_Execute(1); if (vm.flags & VM_KILL) VM_DeleteSprite(vm.spriteNum, vm.playerNum); // this needs to happen after VM_DeleteSprite() because VM_DeleteSprite() // can trigger additional events vm = vm_backup; insptr = oinsptr; g_currentEventExec = backupEventExec; returnValue = aGameVars[g_returnVarID].global; aGameVars[g_returnVarID].global = backupReturnVar; return returnValue; } #endif // the idea here is that the compiler inlines the call to VM_EventCommon_() and gives us a set of full functions // which are not only optimized further based on lDist or iReturn (or both) having values known at compile time, // but are called faster due to having less parameters int32_t VM_OnEventWithBoth_(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn) { return VM_EventCommon_(nEventID, spriteNum, playerNum, nDist, nReturn); } int32_t VM_OnEventWithReturn_(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn) { return VM_EventCommon_(nEventID, spriteNum, playerNum, -1, nReturn); } int32_t VM_OnEventWithDist_(int const nEventID, int const spriteNum, int const playerNum, int const nDist) { return VM_EventCommon_(nEventID, spriteNum, playerNum, nDist, 0); } int32_t VM_OnEvent_(int const nEventID, int const spriteNum, int const playerNum) { return VM_EventCommon_(nEventID, spriteNum, playerNum, -1, 0); } static int32_t VM_CheckSquished(void) { usectortype const * const pSector = (usectortype *)§or[vm.pSprite->sectnum]; if (pSector->lotag == ST_23_SWINGING_DOOR || (pSector->lotag == ST_1_ABOVE_WATER && !A_CheckNoSE7Water((uspritetype const *)vm.pSprite, vm.pSprite->sectnum, pSector->lotag, NULL)) || (vm.pSprite->picnum == APLAYER && ud.noclip)) return 0; int32_t floorZ = pSector->floorz; int32_t ceilZ = pSector->ceilingz; #ifdef YAX_ENABLE int16_t cb, fb; yax_getbunches(vm.pSprite->sectnum, &cb, &fb); if (cb >= 0 && (pSector->ceilingstat&512)==0) // if ceiling non-blocking... ceilZ -= ZOFFSET5; // unconditionally don't squish... yax_getneighborsect is slowish :/ if (fb >= 0 && (pSector->floorstat&512)==0) floorZ += ZOFFSET5; #endif if (vm.pSprite->pal == 1 ? (floorZ - ceilZ >= ZOFFSET5 || (pSector->lotag&32768)) : (floorZ - ceilZ >= ZOFFSET4)) return 0; P_DoQuote(QUOTE_SQUISHED, vm.pPlayer); if (A_CheckEnemySprite(vm.pSprite)) vm.pSprite->xvel = 0; if (EDUKE32_PREDICT_FALSE(vm.pSprite->pal == 1)) // frozen { vm.pActor->picnum = SHOTSPARK1; vm.pActor->extra = 1; return 0; } return 1; } #if !defined LUNATIC GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *pPlayer) { int const nAngle = 128-(krand()&255); pPlayer->horiz += 64; pPlayer->return_to_center = 9; pPlayer->rotscrnang = nAngle >> 1; pPlayer->look_ang = pPlayer->rotscrnang; } #endif // wow, this function sucks static int32_t A_Dodge(spritetype * const pSprite) { if (A_CheckEnemySprite(pSprite) && pSprite->extra <= 0) // hack return 0; vec2_t const msin = { sintable[(pSprite->ang + 512) & 2047], sintable[pSprite->ang & 2047] }; for (bssize_t nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list { if (OW(i) == i) continue; vec2_t const b = { SX(i) - pSprite->x, SY(i) - pSprite->y }; vec2_t const v = { sintable[(SA(i) + 512) & 2047], sintable[SA(i) & 2047] }; if (((msin.x * b.x) + (msin.y * b.y) >= 0) && ((v.x * b.x) + (v.y * b.y) < 0)) { if (klabs((v.x * b.y) - (v.y * b.x)) < 65536 << 6) { pSprite->ang -= 512+(krand()&1024); return 1; } } } return 0; } int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv) { uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum]; if (pSprite->picnum != APLAYER && (AC_COUNT(actor[spriteNum].t_data)&63) > 2) return pSprite->ang + 1024; int32_t furthestAngle = 0; int32_t greatestDist = INT32_MIN; int const angIncs = tabledivide32_noinline(2048, angDiv); hitdata_t hit; for (bssize_t j = pSprite->ang; j < (2048 + pSprite->ang); j += angIncs) { pSprite->z -= ZOFFSET3; hitscan((const vec3_t *)pSprite, pSprite->sectnum, sintable[(j+512)&2047], sintable[j&2047], 0, &hit, CLIPMASK1); pSprite->z += ZOFFSET3; int const hitDist = klabs(hit.pos.x-pSprite->x) + klabs(hit.pos.y-pSprite->y); if (hitDist > greatestDist) { greatestDist = hitDist; furthestAngle = j; } } return furthestAngle&2047; } int A_FurthestVisiblePoint(int const spriteNum, uspritetype * const ts, vec2_t * const vect) { if (AC_COUNT(actor[spriteNum].t_data)&63) return -1; const uspritetype *const pnSprite = (uspritetype *)&sprite[spriteNum]; hitdata_t hit; int const angincs = 128; // ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) ? 2048 / 2 : tabledivide32_noinline(2048, 1 + (krand() & 1)); for (bssize_t j = ts->ang; j < (2048 + ts->ang); j += (angincs /*-(krand()&511)*/)) { ts->z -= ZOFFSET2; hitscan((const vec3_t *)ts, ts->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047], 16384 - (krand() & 32767), &hit, CLIPMASK1); ts->z += ZOFFSET2; if (hit.sect < 0) continue; int const d = FindDistance2D(hit.pos.x - ts->x, hit.pos.y - ts->y); int const da = FindDistance2D(hit.pos.x - pnSprite->x, hit.pos.y - pnSprite->y); if (d < da) { if (cansee(hit.pos.x, hit.pos.y, hit.pos.z, hit.sect, pnSprite->x, pnSprite->y, pnSprite->z - ZOFFSET2, pnSprite->sectnum)) { vect->x = hit.pos.x; vect->y = hit.pos.y; return hit.sect; } } } return -1; } static void VM_GetZRange(int const spriteNum, int32_t * const ceilhit, int32_t * const florhit, int const wallDist) { uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum]; int const ocstat = pSprite->cstat; pSprite->cstat = 0; pSprite->z -= ZOFFSET; getzrange((vec3_t *)pSprite, pSprite->sectnum, &actor[spriteNum].ceilingz, ceilhit, &actor[spriteNum].floorz, florhit, wallDist, CLIPMASK0); pSprite->z += ZOFFSET; pSprite->cstat = ocstat; } void A_GetZLimits(int const spriteNum) { spritetype *const pSprite = &sprite[spriteNum]; int32_t ceilhit, florhit; VM_GetZRange(spriteNum, &ceilhit, &florhit, (pSprite->statnum == STAT_PROJECTILE) ? 4 : 127); actor[spriteNum].flags &= ~SFLAG_NOFLOORSHADOW; if ((florhit&49152) == 49152 && (sprite[florhit&(MAXSPRITES-1)].cstat&48) == 0) { uspritetype const * const hitspr = (uspritetype *)&sprite[florhit&(MAXSPRITES-1)]; florhit &= (MAXSPRITES-1); // If a non-projectile would fall onto non-frozen enemy OR an enemy onto a player... if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && pSprite->statnum != STAT_PROJECTILE) || (hitspr->picnum == APLAYER && A_CheckEnemySprite(pSprite))) { actor[spriteNum].flags |= SFLAG_NOFLOORSHADOW; // No shadows on actors pSprite->xvel = -256; // SLIDE_ABOVE_ENEMY A_SetSprite(spriteNum, CLIPMASK0); } else if (pSprite->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && pSprite->owner==florhit) { actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz; actor[spriteNum].floorz = sector[pSprite->sectnum].floorz; } } } void A_Fall(int const spriteNum) { spritetype *const pSprite = &sprite[spriteNum]; int spriteGravity = g_spriteGravity; if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum))) spriteGravity = 0; else if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum))) spriteGravity = g_spriteGravity/6; if (pSprite->statnum == STAT_ACTOR || pSprite->statnum == STAT_PLAYER || pSprite->statnum == STAT_ZOMBIEACTOR || pSprite->statnum == STAT_STANDABLE) { int32_t ceilhit, florhit; VM_GetZRange(spriteNum, &ceilhit, &florhit, 127); } else { actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz; actor[spriteNum].floorz = sector[pSprite->sectnum].floorz; } #ifdef YAX_ENABLE int fbunch = (sector[pSprite->sectnum].floorstat&512) ? -1 : yax_getbunch(pSprite->sectnum, YAX_FLOOR); #endif if (pSprite->z < actor[spriteNum].floorz-ZOFFSET #ifdef YAX_ENABLE || fbunch >= 0 #endif ) { if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->zvel > 3122) pSprite->zvel = 3144; pSprite->z += pSprite->zvel = min(6144, pSprite->zvel+spriteGravity); } #ifdef YAX_ENABLE if (fbunch >= 0) setspritez(spriteNum, (vec3_t *)pSprite); else #endif if (pSprite->z >= actor[spriteNum].floorz-ZOFFSET) { pSprite->z = actor[spriteNum].floorz-ZOFFSET; pSprite->zvel = 0; } } int G_GetAngleDelta(int currAngle, int newAngle) { currAngle &= 2047; newAngle &= 2047; if (klabs(currAngle-newAngle) < 1024) { // OSD_Printf("G_GetAngleDelta() returning %d\n",na-a); return newAngle-currAngle; } if (newAngle > 1024) newAngle -= 2048; if (currAngle > 1024) currAngle -= 2048; // OSD_Printf("G_GetAngleDelta() returning %d\n",na-a); return newAngle-currAngle; } GAMEEXEC_STATIC void VM_AlterAng(int32_t const moveFlags) { int const elapsedTics = (AC_COUNT(vm.pData))&31; #if !defined LUNATIC const intptr_t *moveptr; if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.pData) >= (unsigned)g_scriptSize-1)) { AC_MOVE_ID(vm.pData) = 0; OSD_Printf(OSD_ERROR "bad moveptr for actor %d (%d)!\n", vm.spriteNum, vm.pUSprite->picnum); return; } moveptr = apScript + AC_MOVE_ID(vm.pData); vm.pSprite->xvel += (moveptr[0] - vm.pSprite->xvel)/5; if (vm.pSprite->zvel < 648) vm.pSprite->zvel += ((moveptr[1]<<4) - vm.pSprite->zvel)/5; #else vm.pSprite->xvel += (vm.pActor->mv.hvel - vm.pSprite->xvel)/5; if (vm.pSprite->zvel < 648) vm.pSprite->zvel += ((vm.pActor->mv.vvel<<4) - vm.pSprite->zvel)/5; #endif if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0) // hack return; if (moveFlags&seekplayer) { int const spriteAngle = vm.pSprite->ang; int const holoDukeSprite = vm.pPlayer->holoduke_on; // NOTE: looks like 'owner' is set to target sprite ID... vm.pSprite->owner = (holoDukeSprite >= 0 && cansee(sprite[holoDukeSprite].x, sprite[holoDukeSprite].y, sprite[holoDukeSprite].z, sprite[holoDukeSprite].sectnum, vm.pSprite->x, vm.pSprite->y, vm.pSprite->z, vm.pSprite->sectnum)) ? holoDukeSprite : vm.pPlayer->i; int const goalAng = (sprite[vm.pSprite->owner].picnum == APLAYER) ? getangle(vm.pActor->lastv.x - vm.pSprite->x, vm.pActor->lastv.y - vm.pSprite->y) : getangle(sprite[vm.pSprite->owner].x - vm.pSprite->x, sprite[vm.pSprite->owner].y - vm.pSprite->y); if (vm.pSprite->xvel && vm.pSprite->picnum != DRONE) { int const angDiff = G_GetAngleDelta(spriteAngle, goalAng); if (elapsedTics < 2) { if (klabs(angDiff) < 256) { int const angInc = 128-(krand()&256); vm.pSprite->ang += angInc; if (A_GetHitscanRange(vm.spriteNum) < 844) vm.pSprite->ang -= angInc; } } else if (elapsedTics > 18 && elapsedTics < GAMETICSPERSEC) // choose { if (klabs(angDiff>>2) < 128) vm.pSprite->ang = goalAng; else vm.pSprite->ang += angDiff>>2; } } else vm.pSprite->ang = goalAng; } if (elapsedTics < 1) { if (moveFlags&furthestdir) { vm.pSprite->ang = A_GetFurthestAngle(vm.spriteNum, 2); vm.pSprite->owner = vm.pPlayer->i; } if (moveFlags&fleeenemy) vm.pSprite->ang = A_GetFurthestAngle(vm.spriteNum, 2); } } static inline void VM_AddAngle(int const shift, int const goalAng) { int angDiff = G_GetAngleDelta(vm.pSprite->ang, goalAng) >> shift; if ((angDiff > -8 && angDiff < 0) || (angDiff < 8 && angDiff > 0)) angDiff <<= 1; vm.pSprite->ang += angDiff; } static inline void VM_FacePlayer(int const shift) { VM_AddAngle(shift, (vm.pPlayer->newowner >= 0) ? getangle(vm.pPlayer->opos.x - vm.pSprite->x, vm.pPlayer->opos.y - vm.pSprite->y) : getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y)); } ////////// TROR get*zofslope ////////// // These rather belong into the engine. static int32_t VM_GetCeilZOfSlope(void) { vec2_t const vect = *(vec2_t *)vm.pSprite; int const sectnum = vm.pSprite->sectnum; #ifdef YAX_ENABLE if ((sector[sectnum].ceilingstat&512)==0) { int const nsect = yax_getneighborsect(vect.x, vect.y, sectnum, YAX_CEILING); if (nsect >= 0) return getceilzofslope(nsect, vect.x, vect.y); } #endif return getceilzofslope(sectnum, vect.x, vect.y); } static int32_t VM_GetFlorZOfSlope(void) { vec2_t const vect = *(vec2_t *)vm.pSprite; int const sectnum = vm.pSprite->sectnum; #ifdef YAX_ENABLE if ((sector[sectnum].floorstat&512)==0) { int const nsect = yax_getneighborsect(vect.x, vect.y, sectnum, YAX_FLOOR); if (nsect >= 0) return getflorzofslope(nsect, vect.x, vect.y); } #endif return getflorzofslope(sectnum, vect.x, vect.y); } //////////////////// static int32_t A_GetWaterZOffset(int spritenum); GAMEEXEC_STATIC void VM_Move(void) { // NOTE: commented out condition is dead since r3159 (making hi/lotag unsigned). // XXX: Does it break anything? Where are movflags with all bits set created? const uint16_t * const movflagsptr = &AC_MOVFLAGS(vm.pSprite, &actor[vm.spriteNum]); int const movflags = /*(*movflagsptr==-1) ? 0 :*/ *movflagsptr; int const deadflag = (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0); AC_COUNT(vm.pData)++; if (AC_MOVE_ID(vm.pData) == 0 || movflags == 0) { if (deadflag || (vm.pActor->bpos.x != vm.pSprite->x) || (vm.pActor->bpos.y != vm.pSprite->y)) { vm.pActor->bpos.x = vm.pSprite->x; vm.pActor->bpos.y = vm.pSprite->y; setsprite(vm.spriteNum, (vec3_t *)vm.pSprite); } return; } if (deadflag) goto dead; if (movflags&face_player) VM_FacePlayer(2); if (movflags&spin) vm.pSprite->ang += sintable[((AC_COUNT(vm.pData)<<3)&2047)]>>6; if (movflags&face_player_slow) VM_FacePlayer(4); if ((movflags&jumptoplayer_bits) == jumptoplayer_bits) { if (AC_COUNT(vm.pData) < 16) vm.pSprite->zvel -= (sintable[(512+(AC_COUNT(vm.pData)<<4))&2047]>>5); } if (movflags&face_player_smart) { vec2_t const vect = { vm.pPlayer->pos.x + (vm.pPlayer->vel.x / 768), vm.pPlayer->pos.y + (vm.pPlayer->vel.y / 768) }; VM_AddAngle(2, getangle(vect.x - vm.pSprite->x, vect.y - vm.pSprite->y)); } dead: #if !defined LUNATIC if (EDUKE32_PREDICT_FALSE((unsigned)AC_MOVE_ID(vm.pData) >= (unsigned)g_scriptSize-1)) { AC_MOVE_ID(vm.pData) = 0; OSD_Printf(OSD_ERROR "clearing bad moveptr for actor %d (%d)\n", vm.spriteNum, vm.pUSprite->picnum); return; } intptr_t const * const moveptr = apScript + AC_MOVE_ID(vm.pData); if (movflags&geth) vm.pSprite->xvel += ((moveptr[0])-vm.pSprite->xvel)>>1; if (movflags&getv) vm.pSprite->zvel += ((moveptr[1]<<4)-vm.pSprite->zvel)>>1; #else if (movflags&geth) vm.pSprite->xvel += (vm.pActor->mv.hvel - vm.pSprite->xvel)>>1; if (movflags&getv) vm.pSprite->zvel += (16*vm.pActor->mv.vvel - vm.pSprite->zvel)>>1; #endif if (movflags&dodgebullet && !deadflag) A_Dodge(vm.pSprite); if (vm.pSprite->picnum != APLAYER) VM_AlterAng(movflags); if (vm.pSprite->xvel > -6 && vm.pSprite->xvel < 6) vm.pSprite->xvel = 0; int badguyp = A_CheckEnemySprite(vm.pSprite); if (vm.pSprite->xvel || vm.pSprite->zvel) { int spriteXvel = vm.pSprite->xvel; int angDiff = vm.pSprite->ang; if (badguyp && vm.pSprite->picnum != ROTATEGUN) { if ((vm.pSprite->picnum == DRONE || vm.pSprite->picnum == COMMANDER) && vm.pSprite->extra > 0) { if (vm.pSprite->picnum == COMMANDER) { int32_t nSectorZ; // NOTE: COMMANDER updates both actor[].floorz and // .ceilingz regardless of its zvel. vm.pActor->floorz = nSectorZ = VM_GetFlorZOfSlope(); if (vm.pSprite->z > nSectorZ-ZOFFSET3) { vm.pSprite->z = nSectorZ-ZOFFSET3; vm.pSprite->zvel = 0; } vm.pActor->ceilingz = nSectorZ = VM_GetCeilZOfSlope(); if (vm.pSprite->z < nSectorZ+(80<<8)) { vm.pSprite->z = nSectorZ+(80<<8); vm.pSprite->zvel = 0; } } else { int32_t nSectorZ; // The DRONE updates either .floorz or .ceilingz, not both. if (vm.pSprite->zvel > 0) { vm.pActor->floorz = nSectorZ = VM_GetFlorZOfSlope(); if (vm.pSprite->z > nSectorZ-(30<<8)) vm.pSprite->z = nSectorZ-(30<<8); } else { vm.pActor->ceilingz = nSectorZ = VM_GetCeilZOfSlope(); if (vm.pSprite->z < nSectorZ+(50<<8)) { vm.pSprite->z = nSectorZ+(50<<8); vm.pSprite->zvel = 0; } } } } else if (vm.pSprite->picnum != ORGANTIC) { // All other actors besides ORGANTIC don't update .floorz or // .ceilingz here. if (vm.pSprite->zvel > 0) { if (vm.pSprite->z > vm.pActor->floorz) vm.pSprite->z = vm.pActor->floorz; vm.pSprite->z += A_GetWaterZOffset(vm.spriteNum); } else if (vm.pSprite->zvel < 0) { int const l = VM_GetCeilZOfSlope(); if (vm.pSprite->z < l+(66<<8)) { vm.pSprite->z = l+(66<<8); vm.pSprite->zvel >>= 1; } } } if (vm.playerDist < 960 && vm.pSprite->xrepeat > 16) { spriteXvel = -(1024 - vm.playerDist); angDiff = getangle(vm.pPlayer->pos.x - vm.pSprite->x, vm.pPlayer->pos.y - vm.pSprite->y); if (vm.playerDist < 512) { vm.pPlayer->vel.x = 0; vm.pPlayer->vel.y = 0; } else { vm.pPlayer->vel.x = mulscale16(vm.pPlayer->vel.x, vm.pPlayer->runspeed - 0x2000); vm.pPlayer->vel.y = mulscale16(vm.pPlayer->vel.y, vm.pPlayer->runspeed - 0x2000); } } else if (vm.pSprite->picnum != DRONE && vm.pSprite->picnum != SHARK && vm.pSprite->picnum != COMMANDER) { if (vm.pPlayer->actorsqu == vm.spriteNum) return; if (!A_CheckSpriteFlags(vm.spriteNum, SFLAG_SMOOTHMOVE)) { if (AC_COUNT(vm.pData) & 1) return; spriteXvel <<= 1; } } } else if (vm.pSprite->picnum == APLAYER) if (vm.pSprite->z < vm.pActor->ceilingz+ZOFFSET5) vm.pSprite->z = vm.pActor->ceilingz+ZOFFSET5; vec3_t const vect = { (spriteXvel * (sintable[(angDiff + 512) & 2047])) >> 14, (spriteXvel * (sintable[angDiff & 2047])) >> 14, vm.pSprite->zvel }; vm.pActor->movflag = A_MoveSprite(vm.spriteNum, &vect, (A_CheckSpriteFlags(vm.spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK0)); } if (!badguyp) return; vm.pSprite->shade += (sector[vm.pSprite->sectnum].ceilingstat & 1) ? (sector[vm.pSprite->sectnum].ceilingshade - vm.pSprite->shade) >> 1 : (sector[vm.pSprite->sectnum].floorshade - vm.pSprite->shade) >> 1; } static void P_AddWeaponMaybeSwitch(DukePlayer_t * const ps, int const weaponNum) { if ((ps->weaponswitch & (1|4)) == (1|4)) { int const playerNum = P_Get(ps->i); int new_wchoice = -1; int curr_wchoice = -1; for (bssize_t i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++) { int w = g_player[playerNum].wchoice[i]; if (w == KNEE_WEAPON) w = FREEZE_WEAPON; else w--; if (w == ps->curr_weapon) curr_wchoice = i; if (w == weaponNum) new_wchoice = i; } P_AddWeapon(ps, weaponNum, (new_wchoice < curr_wchoice)); } else { P_AddWeapon(ps, weaponNum, (ps->weaponswitch & 1)); } } #if defined LUNATIC void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap) { P_AddWeaponMaybeSwitch(g_player[snum].ps, weap); } #else static void P_AddWeaponAmmoCommon(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount) { P_AddAmmo(pPlayer, weaponNum, nAmount); if (PWEAPON(vm.playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON && (pPlayer->gotweapon & (1 << weaponNum))) P_AddWeaponMaybeSwitch(pPlayer, weaponNum); } static int VM_AddWeapon(DukePlayer_t * const pPlayer, int const weaponNum, int const nAmount) { if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS)) { CON_ERRPRINTF("Invalid weapon ID %d\n", weaponNum); return 1; } if ((pPlayer->gotweapon & (1 << weaponNum)) == 0) { P_AddWeaponMaybeSwitch(pPlayer, weaponNum); } else if (pPlayer->ammo_amount[weaponNum] >= pPlayer->max_ammo_amount[weaponNum]) { vm.flags |= VM_NOEXECUTE; return 2; } P_AddWeaponAmmoCommon(pPlayer, weaponNum, nAmount); return 0; } #endif static int32_t A_GetVerticalVel(actor_t const * const pActor) { #ifdef LUNATIC return pActor->mv.vvel; #else int32_t moveScriptOfs = AC_MOVE_ID(pActor->t_data); return ((unsigned) moveScriptOfs < (unsigned) g_scriptSize - 1) ? apScript[moveScriptOfs + 1] : 0; #endif } static int32_t A_GetWaterZOffset(int const spriteNum) { uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum]; actor_t const *const pActor = &actor[spriteNum]; if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER) { if (A_CheckSpriteFlags(spriteNum, SFLAG_NOWATERDIP)) return 0; // fix for flying/jumping monsters getting stuck in water if ((AC_MOVFLAGS(pSprite, pActor) & jumptoplayer_only) || (G_HaveActor(pSprite->picnum) && A_GetVerticalVel(pActor) != 0)) return 0; return ACTOR_ONWATER_ADDZ; } return 0; } static void VM_Fall(int const spriteNum, spritetype * const pSprite) { int spriteGravity = g_spriteGravity; pSprite->xoffset = pSprite->yoffset = 0; if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER || EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum))) spriteGravity = g_spriteGravity/6; else if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum))) spriteGravity = 0; if (!actor[spriteNum].cgg-- || (sector[pSprite->sectnum].floorstat&2)) { A_GetZLimits(spriteNum); actor[spriteNum].cgg = 3; } if (pSprite->z < actor[spriteNum].floorz-ZOFFSET) { // Free fall. pSprite->zvel = min(pSprite->zvel+spriteGravity, ACTOR_MAXFALLINGZVEL); int newZ = pSprite->z + pSprite->zvel; #ifdef YAX_ENABLE if (yax_getbunch(pSprite->sectnum, YAX_FLOOR) >= 0 && (sector[pSprite->sectnum].floorstat&512)==0) setspritez(spriteNum, (vec3_t *)pSprite); else #endif if (newZ > actor[spriteNum].floorz - ZOFFSET) newZ = actor[spriteNum].floorz - ZOFFSET; pSprite->z = newZ; return; } // Preliminary new z position of the actor. int newZ = actor[spriteNum].floorz - ZOFFSET; if (A_CheckEnemySprite(pSprite) || (pSprite->picnum == APLAYER && pSprite->owner >= 0)) { if (pSprite->zvel > 3084 && pSprite->extra <= 1) { // I'm guessing this DRONE check is from a beta version of the game // where they crashed into the ground when killed if (!(pSprite->picnum == APLAYER && pSprite->extra > 0) && pSprite->pal != 1 && pSprite->picnum != DRONE) { A_DoGuts(spriteNum,JIBS6,15); A_PlaySound(SQUISHED,spriteNum); A_Spawn(spriteNum,BLOODPOOL); } actor[spriteNum].picnum = SHOTSPARK1; actor[spriteNum].extra = 1; pSprite->zvel = 0; } else if (pSprite->zvel > 2048 && sector[pSprite->sectnum].lotag != ST_1_ABOVE_WATER) { int16_t newsect = pSprite->sectnum; pushmove((vec3_t *)pSprite, &newsect, 128, 4<<8, 4<<8, CLIPMASK0); if ((unsigned)newsect < MAXSECTORS) changespritesect(spriteNum, newsect); A_PlaySound(THUD, spriteNum); } } if (sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER) { pSprite->z = newZ + A_GetWaterZOffset(spriteNum); return; } pSprite->z = newZ; pSprite->zvel = 0; } static int32_t VM_ResetPlayer(int const playerNum, int32_t vmFlags, int32_t const resetFlags) { //AddLog("resetplayer"); if (!g_netServer && ud.multimode < 2 && !(resetFlags & 2)) { if (g_lastSaveSlot >= 0 && ud.recstat != 2 && !(resetFlags & 1)) { Menu_Open(playerNum); KB_ClearKeyDown(sc_Space); I_AdvanceTriggerClear(); Menu_Change(MENU_RESETPLAYER); } else g_player[playerNum].ps->gm = MODE_RESTART; #if !defined LUNATIC vmFlags |= VM_NOEXECUTE; #endif } else { if (playerNum == myconnectindex) { CAMERADIST = 0; CAMERACLOCK = totalclock; } if (g_fakeMultiMode) P_ResetPlayer(playerNum); #ifndef NETCODE_DISABLE if (g_netServer) { P_ResetPlayer(playerNum); Net_SpawnPlayer(playerNum); } #endif } P_UpdateScreenPal(g_player[playerNum].ps); //AddLog("EOF: resetplayer"); return vmFlags; } void G_GetTimeDate(int32_t * const pValues) { time_t timeStruct; time(&timeStruct); struct tm *pTime = localtime(&timeStruct); // initprintf("Time&date: %s\n",asctime (ti)); pValues[0] = pTime->tm_sec; pValues[1] = pTime->tm_min; pValues[2] = pTime->tm_hour; pValues[3] = pTime->tm_mday; pValues[4] = pTime->tm_mon; pValues[5] = pTime->tm_year+1900; pValues[6] = pTime->tm_wday; pValues[7] = pTime->tm_yday; } int G_StartTrack(int const levelNum) { if ((unsigned)levelNum < MAXLEVELS) { int trackNum = MAXLEVELS*ud.volume_number + levelNum; if (g_mapInfo[trackNum].musicfn != NULL) { // Only set g_musicIndex on success. g_musicIndex = trackNum; S_PlayMusic(g_mapInfo[trackNum].musicfn); return 0; } } return 1; } LUNATIC_EXTERN void G_ShowView(vec3_t vec, int32_t a, int32_t horiz, int32_t sect, int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp) { if (g_screenCapture) return; if (offscreenrendering) { clearview(0); return; } if (x1 > x2) swaplong(&x1,&x2); if (y1 > y2) swaplong(&y1,&y2); if (!unbiasedp) { // The showview command has a rounding bias towards zero, // e.g. floor((319*1680)/320) == 1674 x1 = scale(x1,xdim,320); y1 = scale(y1,ydim,200); x2 = scale(x2,xdim,320); y2 = scale(y2,ydim,200); } else { // This will map the maximum 320-based coordinate to the // maximum real screen coordinate: // floor((319*1679)/319) == 1679 x1 = scale(x1,xdim-1,319); y1 = scale(y1,ydim-1,199); x2 = scale(x2,xdim-1,319); y2 = scale(y2,ydim-1,199); } horiz = clamp(horiz, HORIZ_MIN, HORIZ_MAX); #ifdef USE_OPENGL int const oprojhacks = glprojectionhacks; glprojectionhacks = 0; #endif int const onewaspect = newaspect_enable; newaspect_enable = r_usenewaspect; setaspect_new_use_dimen = 1; setview(x1,y1,x2,y2); setaspect_new_use_dimen = 0; newaspect_enable = onewaspect; int const smoothratio = calc_smoothratio(totalclock, ototalclock); G_DoInterpolations(smoothratio); G_HandleMirror(vec.x, vec.y, vec.z, a, horiz, smoothratio); #ifdef POLYMER if (getrendermode() == REND_POLYMER) polymer_setanimatesprites(G_DoSpriteAnimations, vec.x,vec.y,a,smoothratio); #endif yax_preparedrawrooms(); drawrooms(vec.x,vec.y,vec.z,a,horiz,sect); yax_drawrooms(G_DoSpriteAnimations, sect, 0, smoothratio); display_mirror = 2; G_DoSpriteAnimations(vec.x,vec.y,a,smoothratio); display_mirror = 0; drawmasks(); G_RestoreInterpolations(); G_UpdateScreenArea(); #ifdef USE_OPENGL glprojectionhacks = oprojhacks; #endif } #if !defined LUNATIC GAMEEXEC_STATIC void VM_Execute(int loop) { int32_t tw = *insptr; DukePlayer_t * const pPlayer = vm.pPlayer; // jump directly into the loop, saving us from the checks during the first iteration goto skip_check; while (loop) { if (vm.flags & (VM_RETURN | VM_KILL | VM_NOEXECUTE)) break; tw = *insptr; skip_check: // Bsprintf(g_szBuf,"Parsing: %d",*insptr); // AddLog(g_szBuf); g_errorLineNum = tw>>12; g_tw = tw &= VM_INSTMASK; if (tw == CON_LEFTBRACE) { insptr++, loop++; continue; } else if (tw == CON_RIGHTBRACE) { insptr++, loop--; continue; } else if (tw == CON_ELSE) { insptr = (intptr_t *) *(insptr+1); continue; } else if (tw == CON_STATE) { intptr_t const * const tempscrptr = insptr + 2; insptr = (intptr_t *)*(insptr + 1); VM_Execute(1); insptr = tempscrptr; continue; } switch (tw) { case CON_IFVARE: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw == *insptr); continue; case CON_REDEFINEQUOTE: insptr++; { int const strIndex = *insptr++; int const XstrIndex = *insptr++; if (EDUKE32_PREDICT_FALSE((apStrings[strIndex] == NULL || apXStrings[XstrIndex] == NULL))) { CON_ERRPRINTF("%d %d null quote\n", strIndex,XstrIndex); break; } Bstrcpy(apStrings[strIndex],apXStrings[XstrIndex]); continue; } case CON_GETTHISPROJECTILE: insptr++; { tw = *insptr++; int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum; int const labelNum = *insptr++; Gv_SetVarX(*insptr++, VM_GetActiveProjectile(spriteNum, labelNum)); continue; } case CON_SETTHISPROJECTILE: insptr++; { tw = *insptr++; int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum; int const labelNum = *insptr++; VM_SetActiveProjectile(spriteNum, labelNum, Gv_GetVarX(*insptr++)); continue; } case CON_IFRND: VM_CONDITIONAL(rnd(*(++insptr))); continue; case CON_IFCANSHOOTTARGET: { if (vm.playerDist > 1024) { int16_t temphit; if ((tw = A_CheckHitSprite(vm.spriteNum, &temphit)) == (1 << 30)) { VM_CONDITIONAL(1); continue; } int dist = 768; int angDiff = 16; if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->xrepeat > 56) { dist = 3084; angDiff = 48; } #define CHECK(x) \ if (x >= 0 && sprite[x].picnum == vm.pSprite->picnum) \ { \ VM_CONDITIONAL(0); \ continue; \ } #define CHECK2(x) \ do \ { \ vm.pSprite->ang += x; \ tw = A_CheckHitSprite(vm.spriteNum, &temphit); \ vm.pSprite->ang -= x; \ } while (0) if (tw > dist) { CHECK(temphit); CHECK2(angDiff); if (tw > dist) { CHECK(temphit); CHECK2(-angDiff); if (tw > 768) { CHECK(temphit); VM_CONDITIONAL(1); continue; } } } } VM_CONDITIONAL(1); } continue; case CON_IFCANSEETARGET: tw = cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z-((krand()&41)<<8), vm.pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z/*-((krand()&41)<<8)*/, sprite[pPlayer->i].sectnum); VM_CONDITIONAL(tw); if (tw) vm.pActor->timetosleep = SLEEPTIME; continue; case CON_IFACTORNOTSTAYPUT: VM_CONDITIONAL(vm.pActor->actorstayput == -1); continue; case CON_IFCANSEE: { uspritetype *pSprite = (uspritetype *)&sprite[pPlayer->i]; // select sprite for monster to target // if holoduke is on, let them target holoduke first. // if (pPlayer->holoduke_on >= 0) { pSprite = (uspritetype *)&sprite[pPlayer->holoduke_on]; tw = cansee(vm.pSprite->x,vm.pSprite->y,vm.pSprite->z-(krand()&(ZOFFSET5-1)),vm.pSprite->sectnum, pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum); if (tw == 0) { // they can't see player's holoduke // check for player... pSprite = (uspritetype *)&sprite[pPlayer->i]; } } // can they see player, (or player's holoduke) tw = cansee(vm.pSprite->x,vm.pSprite->y,vm.pSprite->z-(krand()&((47<<8))),vm.pSprite->sectnum, pSprite->x,pSprite->y,pSprite->z-(24<<8),pSprite->sectnum); if (tw == 0) { // search around for target player // also modifies 'target' x&y if found.. tw = 1; if (A_FurthestVisiblePoint(vm.spriteNum,pSprite,&vm.pActor->lastv) == -1) tw = 0; } else { // else, they did see it. // save where we were looking... vm.pActor->lastv.x = pSprite->x; vm.pActor->lastv.y = pSprite->y; } if (tw && (vm.pSprite->statnum == STAT_ACTOR || vm.pSprite->statnum == STAT_STANDABLE)) vm.pActor->timetosleep = SLEEPTIME; VM_CONDITIONAL(tw); continue; } case CON_IFHITWEAPON: VM_CONDITIONAL(A_IncurDamage(vm.spriteNum) >= 0); continue; case CON_IFSQUISHED: VM_CONDITIONAL(VM_CheckSquished()); continue; case CON_IFDEAD: VM_CONDITIONAL(vm.pSprite->extra <= 0); continue; case CON_AI: insptr++; //Following changed to use pointersizes AC_AI_ID(vm.pData) = *insptr++; // Ai AC_ACTION_ID(vm.pData) = *(apScript + AC_AI_ID(vm.pData)); // Action // NOTE: "if" check added in r1155. It used to be a pointer though. if (AC_AI_ID(vm.pData)) AC_MOVE_ID(vm.pData) = *(apScript + AC_AI_ID(vm.pData) + 1); // move vm.pSprite->hitag = *(apScript + AC_AI_ID(vm.pData) + 2); // move flags AC_COUNT(vm.pData) = 0; AC_ACTION_COUNT(vm.pData) = 0; AC_CURFRAME(vm.pData) = 0; if (!A_CheckEnemySprite(vm.pSprite) || vm.pSprite->extra > 0) // hack if (vm.pSprite->hitag&random_angle) vm.pSprite->ang = krand()&2047; continue; case CON_ACTION: insptr++; AC_ACTION_COUNT(vm.pData) = 0; AC_CURFRAME(vm.pData) = 0; AC_ACTION_ID(vm.pData) = *insptr++; continue; case CON_IFPLAYERSL: VM_CONDITIONAL(numplayers < *(++insptr)); continue; case CON_IFPDISTL: VM_CONDITIONAL(vm.playerDist < *(++insptr)); if (vm.playerDist > MAXSLEEPDIST && vm.pActor->timetosleep == 0) vm.pActor->timetosleep = SLEEPTIME; continue; case CON_IFPDISTG: VM_CONDITIONAL(vm.playerDist > *(++insptr)); if (vm.playerDist > MAXSLEEPDIST && vm.pActor->timetosleep == 0) vm.pActor->timetosleep = SLEEPTIME; continue; case CON_ADDSTRENGTH: insptr++; vm.pSprite->extra += *insptr++; continue; case CON_STRENGTH: insptr++; vm.pSprite->extra = *insptr++; continue; case CON_IFGOTWEAPONCE: insptr++; if ((g_gametypeFlags[ud.coop]&GAMETYPE_WEAPSTAY) && (g_netServer || ud.multimode > 1)) { if (*insptr == 0) { int j = 0; for (; j < pPlayer->weapreccnt; ++j) if (pPlayer->weaprecs[j] == vm.pSprite->picnum) break; VM_CONDITIONAL(j < pPlayer->weapreccnt && vm.pSprite->owner == vm.spriteNum); continue; } else if (pPlayer->weapreccnt < MAX_WEAPONS) { pPlayer->weaprecs[pPlayer->weapreccnt++] = vm.pSprite->picnum; VM_CONDITIONAL(vm.pSprite->owner == vm.spriteNum); continue; } } VM_CONDITIONAL(0); continue; case CON_GETLASTPAL: insptr++; if (vm.pSprite->picnum == APLAYER) vm.pSprite->pal = g_player[P_GetP(vm.pSprite)].ps->palookup; else { if (vm.pSprite->pal == 1 && vm.pSprite->extra == 0) // hack for frozen vm.pSprite->extra++; vm.pSprite->pal = vm.pActor->tempang; } vm.pActor->tempang = 0; continue; case CON_TOSSWEAPON: insptr++; // NOTE: assumes that current actor is APLAYER P_DropWeapon(P_GetP(vm.pSprite)); continue; case CON_MIKESND: insptr++; if (EDUKE32_PREDICT_FALSE(((unsigned)vm.pSprite->yvel >= MAXSOUNDS))) { CON_ERRPRINTF("Invalid sound %d\n", vm.pUSprite->yvel); continue; } if (!S_CheckSoundPlaying(vm.spriteNum,vm.pSprite->yvel)) A_PlaySound(vm.pSprite->yvel,vm.spriteNum); continue; case CON_PKICK: insptr++; if ((g_netServer || ud.multimode > 1) && vm.pSprite->picnum == APLAYER) { if (g_player[otherp].ps->quick_kick == 0) g_player[otherp].ps->quick_kick = 14; } else if (vm.pSprite->picnum != APLAYER && pPlayer->quick_kick == 0) pPlayer->quick_kick = 14; continue; case CON_SIZETO: insptr++; tw = (*insptr++ - vm.pSprite->xrepeat)<<1; vm.pSprite->xrepeat += ksgn(tw); if ((vm.pSprite->picnum == APLAYER && vm.pSprite->yrepeat < 36) || *insptr < vm.pSprite->yrepeat || ((vm.pSprite->yrepeat*(tilesiz[vm.pSprite->picnum].y+8))<<2) < (vm.pActor->floorz - vm.pActor->ceilingz)) { tw = ((*insptr)-vm.pSprite->yrepeat)<<1; if (klabs(tw)) vm.pSprite->yrepeat += ksgn(tw); } insptr++; continue; case CON_SIZEAT: insptr++; vm.pSprite->xrepeat = (uint8_t)*insptr++; vm.pSprite->yrepeat = (uint8_t)*insptr++; continue; case CON_SHOOT: insptr++; A_Shoot(vm.spriteNum,*insptr++); continue; case CON_SOUNDONCE: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr++); continue; } if (!S_CheckSoundPlaying(vm.spriteNum, *insptr++)) A_PlaySound(*(insptr-1),vm.spriteNum); continue; case CON_IFACTORSOUND: insptr++; { int const spriteNum = Gv_GetVarX(*insptr++); int const soundNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)soundNum >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", soundNum); insptr++; continue; } insptr--; VM_CONDITIONAL(A_CheckSoundPlaying(spriteNum, soundNum)); } continue; case CON_IFSOUND: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr); insptr++; continue; } VM_CONDITIONAL(S_CheckSoundPlaying(vm.spriteNum,*insptr)); // VM_DoConditional(SoundOwner[*insptr][0].ow == vm.spriteNum); continue; case CON_STOPSOUND: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr); insptr++; continue; } if (S_CheckSoundPlaying(vm.spriteNum,*insptr)) S_StopSound((int16_t)*insptr); insptr++; continue; case CON_STOPACTORSOUND: insptr++; { int const spriteNum = Gv_GetVarX(*insptr++); int const soundNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)soundNum >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", soundNum); continue; } if (A_CheckSoundPlaying(spriteNum, soundNum)) S_StopEnvSound(soundNum, spriteNum); continue; } case CON_SETACTORSOUNDPITCH: insptr++; { int const spriteNum = Gv_GetVarX(*insptr++); int const soundNum = Gv_GetVarX(*insptr++); int const newPitch = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)soundNum>=MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", soundNum); continue; } S_ChangeSoundPitch(soundNum, spriteNum, newPitch); continue; } case CON_GLOBALSOUND: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr); insptr++; continue; } if (vm.playerNum == screenpeek || (g_gametypeFlags[ud.coop]&GAMETYPE_COOPSOUND) #ifdef SPLITSCREEN_MOD_HACKS || (g_fakeMultiMode==2) #endif ) A_PlaySound(*insptr,g_player[screenpeek].ps->i); insptr++; continue; case CON_SOUND: if (EDUKE32_PREDICT_FALSE((unsigned)*(++insptr) >= MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", (int32_t)*insptr); insptr++; continue; } A_PlaySound(*insptr++,vm.spriteNum); continue; case CON_TIP: insptr++; pPlayer->tipincs = GAMETICSPERSEC; continue; case CON_FALL: insptr++; VM_Fall(vm.spriteNum, vm.pSprite); continue; case CON_RETURN: vm.flags |= VM_RETURN; case CON_ENDA: case CON_BREAK: case CON_ENDS: return; case CON_NULLOP: insptr++; continue; case CON_ADDAMMO: insptr++; { int const weaponNum = *insptr++; int const addAmount = *insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)weaponNum >= MAX_WEAPONS)) { CON_ERRPRINTF("Invalid weapon ID %d\n", weaponNum); break; } if (pPlayer->ammo_amount[weaponNum] >= pPlayer->max_ammo_amount[weaponNum]) { vm.flags |= VM_NOEXECUTE; return; } P_AddWeaponAmmoCommon(pPlayer, weaponNum, addAmount); continue; } case CON_MONEY: insptr++; A_SpawnMultiple(vm.spriteNum, MONEY, *insptr++); continue; case CON_MAIL: insptr++; A_SpawnMultiple(vm.spriteNum, MAIL, *insptr++); continue; case CON_SLEEPTIME: insptr++; vm.pActor->timetosleep = (int16_t)*insptr++; continue; case CON_PAPER: insptr++; A_SpawnMultiple(vm.spriteNum, PAPER, *insptr++); continue; case CON_ADDKILLS: insptr++; pPlayer->actors_killed += *insptr++; vm.pActor->actorstayput = -1; continue; case CON_LOTSOFGLASS: insptr++; A_SpawnGlass(vm.spriteNum,*insptr++); continue; case CON_KILLIT: insptr++; vm.flags |= VM_KILL; return; case CON_ADDWEAPON: insptr++; { int const weaponNum = *insptr++; VM_AddWeapon(pPlayer, weaponNum, *insptr++); continue; } case CON_DEBUG: insptr++; buildprint(*insptr++, "\n"); continue; case CON_ENDOFGAME: case CON_ENDOFLEVEL: insptr++; pPlayer->timebeforeexit = *insptr++; pPlayer->customexitsound = -1; ud.eog = 1; continue; case CON_ADDPHEALTH: insptr++; { if (pPlayer->newowner >= 0) G_ClearCameraView(pPlayer); int newHealth = sprite[pPlayer->i].extra; if (vm.pSprite->picnum != ATOMICHEALTH) { if (newHealth > pPlayer->max_player_health && *insptr > 0) { insptr++; continue; } else { if (newHealth > 0) newHealth += *insptr; if (newHealth > pPlayer->max_player_health && *insptr > 0) newHealth = pPlayer->max_player_health; } } else { if (newHealth > 0) newHealth += *insptr; if (newHealth > (pPlayer->max_player_health<<1)) newHealth = (pPlayer->max_player_health<<1); } if (newHealth < 0) newHealth = 0; if (ud.god == 0) { if (*insptr > 0) { if ((newHealth - *insptr) < (pPlayer->max_player_health>>2) && newHealth >= (pPlayer->max_player_health>>2)) A_PlaySound(DUKE_GOTHEALTHATLOW,pPlayer->i); pPlayer->last_extra = newHealth; } sprite[pPlayer->i].extra = newHealth; } } insptr++; continue; case CON_MOVE: insptr++; AC_COUNT(vm.pData) = 0; AC_MOVE_ID(vm.pData) = *insptr++; vm.pSprite->hitag = *insptr++; if (A_CheckEnemySprite(vm.pSprite) && vm.pSprite->extra <= 0) // hack continue; if (vm.pSprite->hitag&random_angle) vm.pSprite->ang = krand()&2047; continue; case CON_ADDWEAPONVAR: insptr++; { int const weaponNum = Gv_GetVarX(*insptr++); VM_AddWeapon(pPlayer, weaponNum, Gv_GetVarX(*insptr++)); continue; } case CON_SETASPECT: insptr++; { int const xRange = Gv_GetVarX(*insptr++); setaspect(xRange, Gv_GetVarX(*insptr++)); break; } case CON_SSP: insptr++; { int const spriteNum = Gv_GetVarX(*insptr++); int const clipType = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("Invalid sprite %d\n", spriteNum); break; } A_SetSprite(spriteNum, clipType); break; } case CON_ACTIVATEBYSECTOR: insptr++; { int const sectNum = Gv_GetVarX(*insptr++); int const spriteNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectNum); break; } G_ActivateBySector(sectNum, spriteNum); break; } case CON_OPERATESECTORS: insptr++; { int const sectNum = Gv_GetVarX(*insptr++); int const spriteNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectNum); break; } G_OperateSectors(sectNum, spriteNum); break; } case CON_OPERATEACTIVATORS: insptr++; { int const nTag = Gv_GetVarX(*insptr++); int const playerNum = (*insptr++ == g_thisActorVarID) ? vm.playerNum : Gv_GetVarX(*(insptr-1)); if (EDUKE32_PREDICT_FALSE((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers)) { CON_ERRPRINTF("Invalid player %d\n", playerNum); break; } G_OperateActivators(nTag, playerNum); break; } case CON_CANSEESPR: insptr++; { int const nSprite1 = Gv_GetVarX(*insptr++); int const nSprite2 = Gv_GetVarX(*insptr++); int nResult = 0; if (EDUKE32_PREDICT_FALSE((unsigned)nSprite1 >= MAXSPRITES || (unsigned)nSprite2 >= MAXSPRITES)) CON_ERRPRINTF("Invalid sprite %d\n", (unsigned)nSprite1 >= MAXSPRITES ? nSprite1 : nSprite2); else { nResult = cansee(sprite[nSprite1].x, sprite[nSprite1].y, sprite[nSprite1].z, sprite[nSprite1].sectnum, sprite[nSprite2].x, sprite[nSprite2].y, sprite[nSprite2].z, sprite[nSprite2].sectnum); } Gv_SetVarX(*insptr++, nResult); continue; } case CON_OPERATERESPAWNS: insptr++; G_OperateRespawns(Gv_GetVarX(*insptr++)); continue; case CON_OPERATEMASTERSWITCHES: insptr++; G_OperateMasterSwitches(Gv_GetVarX(*insptr++)); continue; case CON_CHECKACTIVATORMOTION: insptr++; aGameVars[g_returnVarID].global = G_CheckActivatorMotion(Gv_GetVarX(*insptr++)); continue; case CON_INSERTSPRITEQ: insptr++; A_AddToDeleteQueue(vm.spriteNum); continue; case CON_QSTRLEN: insptr++; { int const gameVar = *insptr++; int const quoteNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE(apStrings[quoteNum] == NULL)) { CON_ERRPRINTF("null quote %d\n", quoteNum); Gv_SetVarX(gameVar, -1); continue; } Gv_SetVarX(gameVar, Bstrlen(apStrings[quoteNum])); continue; } case CON_QSTRDIM: insptr++; { vec2_t dim = { 0, 0, }; int const widthVar = *insptr++; int const heightVar = *insptr++; int32_t params[16]; Gv_GetManyVars(16, params); int const tileNum = params[0]; vec3_t vect = { params[1], params[2], params[3] }; int const blockAngle = params[4]; int const quoteNum = params[5]; int const orientation = params[6] & (ROTATESPRITE_MAX - 1); vec2_t offset = { params[7], params[8] }; vec2_t between = { params[9], params[10] }; int const f = params[11]; vec2_t upperLeft = { params[12], params[13] }; vec2_t lowerRight = { params[14], params[15] }; if (EDUKE32_PREDICT_FALSE(tileNum < 0 || tileNum + 255 >= MAXTILES)) CON_ERRPRINTF("invalid base tilenum %d\n", tileNum); else if (EDUKE32_PREDICT_FALSE((unsigned)quoteNum >= MAXQUOTES || apStrings[quoteNum] == NULL)) CON_ERRPRINTF("invalid quote ID %d\n", quoteNum); else { dim = G_ScreenTextSize(tileNum, vect.x, vect.y, vect.z, blockAngle, apStrings[quoteNum], 2 | orientation, offset.x, offset.y, between.x, between.y, f, upperLeft.x, upperLeft.y, lowerRight.x, lowerRight.y); Gv_SetVarX(widthVar, dim.x); Gv_SetVarX(heightVar, dim.y); } continue; } case CON_HEADSPRITESTAT: insptr++; { int const gameVar = *insptr++; int const spriteNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum > MAXSTATUS)) { CON_ERRPRINTF("invalid status list %d\n", spriteNum); continue; } Gv_SetVarX(gameVar, headspritestat[spriteNum]); continue; } case CON_PREVSPRITESTAT: insptr++; { int const gameVar = *insptr++; int const spriteNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum); continue; } Gv_SetVarX(gameVar, prevspritestat[spriteNum]); continue; } case CON_NEXTSPRITESTAT: insptr++; { int const gameVar = *insptr++; int const spriteNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum); continue; } Gv_SetVarX(gameVar, nextspritestat[spriteNum]); continue; } case CON_HEADSPRITESECT: insptr++; { int const gameVar = *insptr++; int const sectNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors)) { CON_ERRPRINTF("invalid sector %d\n", sectNum); continue; } Gv_SetVarX(gameVar, headspritesect[sectNum]); continue; } case CON_PREVSPRITESECT: insptr++; { int const gameVar = *insptr++; int const spriteNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum); continue; } Gv_SetVarX(gameVar, prevspritesect[spriteNum]); continue; } case CON_NEXTSPRITESECT: insptr++; { int const gameVar = *insptr++; int const spriteNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum); continue; } Gv_SetVarX(gameVar, nextspritesect[spriteNum]); continue; } case CON_GETKEYNAME: insptr++; { int const quoteIndex = Gv_GetVarX(*insptr++); int const gameFunc = Gv_GetVarX(*insptr++); int const funcPos = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)quoteIndex >= MAXQUOTES || apStrings[quoteIndex] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", quoteIndex); continue; } else if (EDUKE32_PREDICT_FALSE((unsigned)gameFunc >= NUMGAMEFUNCTIONS)) { CON_ERRPRINTF("invalid function %d\n", gameFunc); continue; } else { if (funcPos < 2) Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[gameFunc][funcPos])); else { Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[gameFunc][0])); if (!*tempbuf) Bstrcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[gameFunc][1])); } } if (*tempbuf) Bstrcpy(apStrings[quoteIndex], tempbuf); continue; } case CON_QSUBSTR: insptr++; { int32_t params[4]; Gv_GetManyVars(4, params); int const outputQuote = params[0]; int const inputQuote = params[1]; if (EDUKE32_PREDICT_FALSE((unsigned)outputQuote>=MAXQUOTES || apStrings[outputQuote] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", outputQuote); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)inputQuote>=MAXQUOTES || apStrings[inputQuote] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", inputQuote); continue; } int quotePos = params[2]; int quoteLength = params[3]; if (EDUKE32_PREDICT_FALSE((unsigned)quotePos >= MAXQUOTELEN)) { CON_ERRPRINTF("invalid start position %d\n", quotePos); continue; } if (EDUKE32_PREDICT_FALSE(quoteLength < 0)) { CON_ERRPRINTF("invalid length %d\n", quoteLength); continue; } char * pOutput = apStrings[outputQuote]; char const *pInput = apStrings[inputQuote]; while (*pInput && quotePos--) pInput++; while ((*pOutput = *pInput) && quoteLength--) { pOutput++; pInput++; } *pOutput = 0; continue; } case CON_GETPNAME: case CON_QSTRNCAT: case CON_QSTRCAT: case CON_QSTRCPY: case CON_QGETSYSSTR: insptr++; { int32_t i = Gv_GetVarX(*insptr++), j; if (tw == CON_GETPNAME && *insptr == g_thisActorVarID) { j = vm.playerNum; insptr++; } else j = Gv_GetVarX(*insptr++); switch (tw) { case CON_GETPNAME: if (EDUKE32_PREDICT_FALSE((unsigned)i>=MAXQUOTES || apStrings[i] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", i); break; } if (g_player[j].user_name[0]) Bstrcpy(apStrings[i],g_player[j].user_name); else Bsprintf(apStrings[i],"%d",j); break; case CON_QGETSYSSTR: if (EDUKE32_PREDICT_FALSE((unsigned)i>=MAXQUOTES || apStrings[i] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", i); break; } switch (j) { case STR_MAPNAME: case STR_MAPFILENAME: { int32_t levelNum = ud.volume_number*MAXLEVELS + ud.level_number; const char *pName; if (EDUKE32_PREDICT_FALSE((unsigned)levelNum >= ARRAY_SIZE(g_mapInfo))) { CON_ERRPRINTF("out of bounds map number (vol=%d, lev=%d)\n", ud.volume_number, ud.level_number); break; } pName = j == STR_MAPNAME ? g_mapInfo[levelNum].name : g_mapInfo[levelNum].filename; if (EDUKE32_PREDICT_FALSE(pName == NULL)) { CON_ERRPRINTF("attempted access to %s of non-existent map (vol=%d, lev=%d)", j==STR_MAPNAME ? "name" : "file name", ud.volume_number, ud.level_number); break; } Bstrcpy(apStrings[i], j==STR_MAPNAME ? g_mapInfo[levelNum].name : g_mapInfo[levelNum].filename); break; } case STR_PLAYERNAME: if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= (unsigned)g_mostConcurrentPlayers)) { CON_ERRPRINTF("Invalid player ID %d\n", vm.playerNum); break; } Bstrcpy(apStrings[i],g_player[vm.playerNum].user_name); break; case STR_VERSION: Bsprintf(tempbuf,HEAD2 " %s",s_buildRev); Bstrcpy(apStrings[i],tempbuf); break; case STR_GAMETYPE: Bstrcpy(apStrings[i],g_gametypeNames[ud.coop]); break; case STR_VOLUMENAME: if (EDUKE32_PREDICT_FALSE((unsigned)ud.volume_number >= MAXVOLUMES)) { CON_ERRPRINTF("invalid volume (%d)\n", ud.volume_number); break; } Bstrcpy(apStrings[i],g_volumeNames[ud.volume_number]); break; case STR_YOURTIME: Bstrcpy(apStrings[i],G_PrintYourTime()); break; case STR_PARTIME: Bstrcpy(apStrings[i],G_PrintParTime()); break; case STR_DESIGNERTIME: Bstrcpy(apStrings[i],G_PrintDesignerTime()); break; case STR_BESTTIME: Bstrcpy(apStrings[i],G_PrintBestTime()); break; default: CON_ERRPRINTF("unknown str ID %d %d\n", i,j); } break; case CON_QSTRCAT: if (EDUKE32_PREDICT_FALSE(apStrings[i] == NULL || apStrings[j] == NULL)) goto nullquote; Bstrncat(apStrings[i],apStrings[j],(MAXQUOTELEN-1)-Bstrlen(apStrings[i])); break; case CON_QSTRNCAT: if (EDUKE32_PREDICT_FALSE(apStrings[i] == NULL || apStrings[j] == NULL)) goto nullquote; Bstrncat(apStrings[i],apStrings[j],Gv_GetVarX(*insptr++)); break; case CON_QSTRCPY: if (EDUKE32_PREDICT_FALSE(apStrings[i] == NULL || apStrings[j] == NULL)) goto nullquote; if (i != j) Bstrcpy(apStrings[i],apStrings[j]); break; default: nullquote: CON_ERRPRINTF("null quote %d\n", apStrings[i] ? j : i); break; } continue; } case CON_CHANGESPRITESECT: insptr++; { int32_t const spriteNum = Gv_GetVarX(*insptr++); int32_t sectNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("Invalid sprite: %d\n", spriteNum); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= MAXSECTORS)) { CON_ERRPRINTF("Invalid sector: %d\n", sectNum); continue; } if (sprite[spriteNum].sectnum == sectNum) continue; changespritesect(spriteNum, sectNum); continue; } case CON_CHANGESPRITESTAT: insptr++; { int32_t const spriteNum = Gv_GetVarX(*insptr++); int32_t statNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("Invalid sprite: %d\n", spriteNum); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)statNum >= MAXSTATUS)) { CON_ERRPRINTF("Invalid statnum: %d\n", statNum); continue; } if (sprite[spriteNum].statnum == statNum) continue; /* initialize actor data when changing to an actor statnum because there's usually garbage left over from being handled as a hard coded object */ if (sprite[spriteNum].statnum > STAT_ZOMBIEACTOR && (statNum == STAT_ACTOR || statNum == STAT_ZOMBIEACTOR)) { actor_t * const pActor = &actor[spriteNum]; Bmemset(&pActor->t_data, 0, sizeof pActor->t_data); pActor->lastv.x = 0; pActor->lastv.y = 0; pActor->timetosleep = 0; pActor->cgg = 0; pActor->movflag = 0; pActor->tempang = 0; pActor->dispicnum = 0; pActor->flags = 0; sprite[spriteNum].hitag = 0; if (G_HaveActor(sprite[spriteNum].picnum)) { const intptr_t *actorptr = g_tile[sprite[spriteNum].picnum].execPtr; // offsets AC_ACTION_ID(pActor->t_data) = actorptr[1]; AC_MOVE_ID(pActor->t_data) = actorptr[2]; AC_MOVFLAGS(&sprite[spriteNum], &actor[spriteNum]) = actorptr[3]; // ai bits (movflags) } } changespritestat(spriteNum, statNum); continue; } case CON_STARTLEVEL: insptr++; // skip command { // from 'level' cheat in game.c (about line 6250) int const volumeNum = Gv_GetVarX(*insptr++); int const levelNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)volumeNum >= MAXVOLUMES)) { CON_ERRPRINTF("invalid volume (%d)\n", volumeNum); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)levelNum >= MAXLEVELS)) { CON_ERRPRINTF("invalid level (%d)\n", levelNum); continue; } ud.m_volume_number = ud.volume_number = volumeNum; ud.m_level_number = ud.level_number = levelNum; //if (numplayers > 1 && g_netServer) // Net_NewGame(volnume,levnume); //else { g_player[myconnectindex].ps->gm |= MODE_EOL; ud.display_bonus_screen = 0; } // MODE_RESTART; continue; } case CON_MYOSX: case CON_MYOSPALX: case CON_MYOS: case CON_MYOSPAL: insptr++; { int32_t values[5]; Gv_GetManyVars(5, values); vec2_t const pos = *(vec2_t *)values; int const tilenum = values[2]; int const shade = values[3]; int const orientation = values[4]; switch (tw) { case CON_MYOS: VM_DrawTile(pos.x, pos.y, tilenum, shade, orientation); break; case CON_MYOSPAL: VM_DrawTilePal(pos.x, pos.y, tilenum, shade, orientation, Gv_GetVarX(*insptr++)); break; case CON_MYOSX: VM_DrawTileSmall(pos.x, pos.y, tilenum, shade, orientation); break; case CON_MYOSPALX: VM_DrawTilePalSmall(pos.x, pos.y, tilenum, shade, orientation, Gv_GetVarX(*insptr++)); break; } continue; } case CON_SWITCH: insptr++; { // command format: // variable ID to check // script offset to 'end' // count of case statements // script offset to default case (null if none) // For each case: value, ptr to code int32_t const lValue = Gv_GetVarX(*insptr++), lEnd = *insptr++, lCases = *insptr++; intptr_t const * const lpDefault = insptr++; intptr_t const * const lpCases = insptr; int32_t left = 0, right = lCases - 1; insptr += lCases << 1; do { int const lCheckCase = (left + right) >> 1; if (lpCases[lCheckCase << 1] > lValue) right = lCheckCase - 1; else if (lpCases[lCheckCase << 1] < lValue) left = lCheckCase + 1; else if (lpCases[lCheckCase << 1] == lValue) { // fake a 2-d Array insptr = (intptr_t *)(lpCases[(lCheckCase << 1) + 1] + &apScript[0]); VM_Execute(1); goto matched; } if (right - left < 0) break; } while (1); if (*lpDefault) { insptr = (intptr_t *)(*lpDefault + &apScript[0]); VM_Execute(1); } matched: insptr = (intptr_t *)(lEnd + (intptr_t)&apScript[0]); continue; } case CON_ENDSWITCH: insptr++; case CON_ENDEVENT: return; case CON_DISPLAYRAND: insptr++; Gv_SetVarX(*insptr++, system_15bit_rand()); continue; case CON_DRAGPOINT: insptr++; { int const wallNum = Gv_GetVarX(*insptr++); vec2_t n; Gv_GetManyVars(2, (int32_t *)&n); if (EDUKE32_PREDICT_FALSE((unsigned)wallNum >= (unsigned)numwalls)) { CON_ERRPRINTF("Invalid wall %d\n", wallNum); continue; } dragpoint(wallNum, n.x, n.y, 0); continue; } case CON_LDIST: insptr++; { int const out = *insptr++; vec2_t in; Gv_GetManyVars(2, (int32_t *) &in); if (EDUKE32_PREDICT_FALSE((unsigned)in.x >= MAXSPRITES || (unsigned)in.y >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite %d %d\n", in.x, in.y); continue; } Gv_SetVarX(out, ldist(&sprite[in.x], &sprite[in.y])); continue; } case CON_DIST: insptr++; { int const out = *insptr++; vec2_t in; Gv_GetManyVars(2, (int32_t *) &in); if (EDUKE32_PREDICT_FALSE((unsigned)in.x >= MAXSPRITES || (unsigned)in.y >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite %d %d\n", in.x, in.y); continue; } Gv_SetVarX(out, dist(&sprite[in.x], &sprite[in.y])); continue; } case CON_GETANGLE: insptr++; { int const out = *insptr++; vec2_t in; Gv_GetManyVars(2, (int32_t *)&in); Gv_SetVarX(out, getangle(in.x, in.y)); continue; } case CON_GETINCANGLE: insptr++; { int const out = *insptr++; vec2_t in; Gv_GetManyVars(2, (int32_t *)&in); Gv_SetVarX(out, G_GetAngleDelta(in.x, in.y)); continue; } case CON_MULSCALE: insptr++; { int const out = *insptr++; vec3_t in; Gv_GetManyVars(3, (int32_t *)&in); Gv_SetVarX(out, mulscale(in.x, in.y, in.z)); continue; } case CON_DIVSCALE: insptr++; { int const out = *insptr++; vec3_t in; Gv_GetManyVars(3, (int32_t *)&in); Gv_SetVarX(out, divscale(in.x, in.y, in.z)); continue; } case CON_SCALEVAR: insptr++; { int const out = *insptr++; vec3_t in; Gv_GetManyVars(3, (int32_t *)&in); Gv_SetVarX(out, scale(in.x, in.y, in.z)); continue; } case CON_INITTIMER: insptr++; G_InitTimer(Gv_GetVarX(*insptr++)); continue; case CON_NEXTSECTORNEIGHBORZ: insptr++; { int32_t params[4]; Gv_GetManyVars(4, params); aGameVars[g_returnVarID].global = nextsectorneighborz(params[0], params[1], params[2], params[3]); } continue; case CON_MOVESECTOR: insptr++; A_MoveSector(Gv_GetVarX(*insptr++)); continue; case CON_TIME: insptr += 2; continue; case CON_ESPAWNVAR: case CON_EQSPAWNVAR: case CON_QSPAWNVAR: insptr++; { int const tileNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum); continue; } int const spriteNum = A_Spawn(vm.spriteNum, tileNum); switch (tw) { case CON_EQSPAWNVAR: if (spriteNum != -1) A_AddToDeleteQueue(spriteNum); case CON_ESPAWNVAR: aGameVars[g_returnVarID].global = spriteNum; break; case CON_QSPAWNVAR: if (spriteNum != -1) A_AddToDeleteQueue(spriteNum); break; } continue; } case CON_ESPAWN: case CON_EQSPAWN: case CON_QSPAWN: insptr++; { if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("invalid sector %d\n", vm.pUSprite->sectnum); insptr++; continue; } int const spriteNum = A_Spawn(vm.spriteNum,*insptr++); switch (tw) { case CON_EQSPAWN: if (spriteNum != -1) A_AddToDeleteQueue(spriteNum); case CON_ESPAWN: aGameVars[g_returnVarID].global = spriteNum; break; case CON_QSPAWN: if (spriteNum != -1) A_AddToDeleteQueue(spriteNum); break; } } continue; case CON_ESHOOT: case CON_EZSHOOT: case CON_ZSHOOT: insptr++; { // NOTE: (int16_t) cast because we want to exclude that // SHOOT_HARDCODED_ZVEL is passed. int const zvel = (tw == CON_ESHOOT) ? SHOOT_HARDCODED_ZVEL : (int16_t)Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum); insptr++; continue; } int const spriteNum = A_ShootWithZvel(vm.spriteNum,*insptr++,zvel); if (tw != CON_ZSHOOT) aGameVars[g_returnVarID].global = spriteNum; } continue; case CON_SHOOTVAR: case CON_ESHOOTVAR: insptr++; { int j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum); continue; } j = A_Shoot(vm.spriteNum, j); if (tw == CON_ESHOOTVAR) aGameVars[g_returnVarID].global = j; continue; } case CON_EZSHOOTVAR: case CON_ZSHOOTVAR: insptr++; { int const zvel = (int16_t)Gv_GetVarX(*insptr++); int j = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum); continue; } j = A_ShootWithZvel(vm.spriteNum, j, zvel); if (tw == CON_EZSHOOTVAR) aGameVars[g_returnVarID].global = j; continue; } case CON_CMENU: insptr++; Menu_Change(Gv_GetVarX(*insptr++)); continue; case CON_SOUNDVAR: case CON_STOPSOUNDVAR: case CON_SOUNDONCEVAR: case CON_GLOBALSOUNDVAR: case CON_SCREENSOUND: insptr++; { int const soundNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)soundNum>=MAXSOUNDS)) { CON_ERRPRINTF("Invalid sound %d\n", soundNum); continue; } switch (tw) { case CON_SOUNDONCEVAR: // falls through to CON_SOUNDVAR if (!S_CheckSoundPlaying(vm.spriteNum, soundNum)) case CON_SOUNDVAR: A_PlaySound((int16_t)soundNum, vm.spriteNum); continue; case CON_GLOBALSOUNDVAR: A_PlaySound((int16_t)soundNum, g_player[screenpeek].ps->i); continue; case CON_STOPSOUNDVAR: if (S_CheckSoundPlaying(vm.spriteNum, soundNum)) S_StopSound((int16_t)soundNum); continue; case CON_SCREENSOUND: A_PlaySound(soundNum, -1); continue; } } continue; case CON_STARTCUTSCENE: case CON_IFCUTSCENE: insptr++; { int const nQuote = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || apStrings[nQuote] == NULL)) { CON_ERRPRINTF("invalid quote ID %d for anim!\n", nQuote); continue; } if (tw == CON_IFCUTSCENE) { insptr--; VM_CONDITIONAL(g_animPtr == Anim_Find(apStrings[nQuote])); continue; } tw = pPlayer->palette; Anim_Play(apStrings[nQuote]); P_SetGamePalette(pPlayer, tw, 2 + 16); continue; } case CON_GUNIQHUDID: insptr++; { tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXUNIQHUDID - 1)) CON_ERRPRINTF("Invalid ID %d\n", tw); else guniqhudid = tw; continue; } case CON_SAVEGAMEVAR: case CON_READGAMEVAR: { int32_t nValue = 0; insptr++; if (ud.config.scripthandle < 0) { insptr++; continue; } switch (tw) { case CON_SAVEGAMEVAR: nValue = Gv_GetVarX(*insptr); SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars", aGameVars[*insptr++].szLabel, nValue, FALSE, FALSE); break; case CON_READGAMEVAR: SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars", aGameVars[*insptr].szLabel, &nValue); Gv_SetVarX(*insptr++, nValue); break; } continue; } case CON_SHOWVIEW: case CON_SHOWVIEWUNBIASED: insptr++; { vec3_t vec; Gv_GetManyVars(3, (int32_t *)&vec); int32_t params[3]; Gv_GetManyVars(3, params); vec2_t scrn[2]; Gv_GetManyVars(4, (int32_t *)scrn); if (EDUKE32_PREDICT_FALSE(scrn[0].x < 0 || scrn[0].y < 0 || scrn[1].x >= 320 || scrn[1].y >= 200)) { CON_ERRPRINTF("incorrect coordinates\n"); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)params[2] >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", params[2]); continue; } G_ShowView(vec, params[0], params[1], params[2], scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y, (tw != CON_SHOWVIEW)); continue; } case CON_ROTATESPRITEA: case CON_ROTATESPRITE16: case CON_ROTATESPRITE: insptr++; { int32_t params[8]; Gv_GetManyVars(8, params); vec3_t pos = *(vec3_t *)params; int const ang = params[3]; int const tilenum = params[4]; int const shade = params[5]; int const pal = params[6]; int orientation = params[7] & (ROTATESPRITE_MAX - 1); int32_t alpha = (tw == CON_ROTATESPRITEA) ? Gv_GetVarX(*insptr++) : 0; vec2_t scrn[2]; Gv_GetManyVars(4, (int32_t *) scrn); if (tw != CON_ROTATESPRITE16 && !(orientation&ROTATESPRITE_FULL16)) { pos.x <<= 16; pos.y <<= 16; } if (EDUKE32_PREDICT_FALSE((unsigned) tilenum >= MAXTILES)) { CON_ERRPRINTF("invalid tilenum %d\n", tilenum); continue; } int32_t blendidx = 0; NEG_ALPHA_TO_BLEND(alpha, blendidx, orientation); rotatesprite_(pos.x, pos.y, pos.z, ang, tilenum, shade, pal, 2 | orientation, alpha, blendidx, scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y); continue; } case CON_GAMETEXT: case CON_GAMETEXTZ: insptr++; { int32_t params[11]; Gv_GetManyVars(11, params); int const tilenum = params[0]; vec2_t const pos = { params[1], params[2] }; int const nQuote = params[3]; int const shade = params[4]; int const pal = params[5]; int const orientation = params[6] & (ROTATESPRITE_MAX - 1); vec2_t const bound1 = *(vec2_t *)¶ms[7]; vec2_t const bound2 = *(vec2_t *)¶ms[9]; int32_t z = (tw == CON_GAMETEXTZ) ? Gv_GetVarX(*insptr++) : 65536; if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum + 255 >= MAXTILES)) { CON_ERRPRINTF("invalid base tilenum %d\n", tilenum); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || apStrings[nQuote] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", nQuote); continue; } G_PrintGameText(tilenum, pos.x >> 1, pos.y, apStrings[nQuote], shade, pal, orientation, bound1.x, bound1.y, bound2.x, bound2.y, z, 0); continue; } case CON_DIGITALNUMBER: case CON_DIGITALNUMBERZ: insptr++; { int32_t params[11]; Gv_GetManyVars(11, params); int const tilenum = params[0]; vec2_t const pos = { params[1], params[2] }; int const q = params[3]; int const shade = params[4]; int const pal = params[5]; int const orientation = params[6] & (ROTATESPRITE_MAX - 1); vec2_t const bound1 = *(vec2_t *)¶ms[7]; vec2_t const bound2 = *(vec2_t *)¶ms[9]; int32_t nZoom = (tw == CON_DIGITALNUMBERZ) ? Gv_GetVarX(*insptr++) : 65536; // NOTE: '-' not taken into account, but we have rotatesprite() bound check now anyway if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum+9 >= MAXTILES)) { CON_ERRPRINTF("invalid base tilenum %d\n", tilenum); continue; } G_DrawTXDigiNumZ(tilenum, pos.x, pos.y, q, shade, pal, orientation, bound1.x, bound1.y, bound2.x, bound2.y, nZoom); continue; } case CON_MINITEXT: insptr++; { int32_t params[5]; Gv_GetManyVars(5, params); vec2_t const pos = { params[0], params[1] }; int const nQuote = params[2]; int const shade = params[3], pal = params[4]; if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || apStrings[nQuote] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", nQuote); continue; } minitextshade(pos.x, pos.y, apStrings[nQuote], shade, pal, 2+8+16); continue; } case CON_SCREENTEXT: insptr++; { int32_t params[20]; Gv_GetManyVars(20, params); int const tilenum = params[0]; vec3_t const v = *(vec3_t *)¶ms[1]; int const blockangle = params[4]; int const charangle = params[5]; int const nQuote = params[6]; int const shade = params[7]; int const pal = params[8]; int const orientation = params[9] & (ROTATESPRITE_MAX - 1); int const alpha = params[10]; vec2_t const spacing = *(vec2_t *) ¶ms[11]; vec2_t const between = *(vec2_t *) ¶ms[13]; int const nFlags = params[15]; vec2_t const scrn[2] = { *(vec2_t *)¶ms[16], *(vec2_t *)¶ms[18] }; if (EDUKE32_PREDICT_FALSE(tilenum < 0 || tilenum+255 >= MAXTILES)) { CON_ERRPRINTF("invalid base tilenum %d\n", tilenum); continue; } if (EDUKE32_PREDICT_FALSE((unsigned)nQuote >= MAXQUOTES || apStrings[nQuote] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", nQuote); continue; } G_ScreenText(tilenum, v.x, v.y, v.z, blockangle, charangle, apStrings[nQuote], shade, pal, 2 | orientation, alpha, spacing.x, spacing.y, between.x, between.y, nFlags, scrn[0].x, scrn[0].y, scrn[1].x, scrn[1].y); continue; } case CON_ANGOFF: insptr++; spriteext[vm.spriteNum].angoff=*insptr++; continue; case CON_GETZRANGE: insptr++; { vec3_t vect; Gv_GetManyVars(3, (int32_t *)&vect); int const sectnum = Gv_GetVarX(*insptr++); int const ceilzvar = *insptr++; int const ceilhitvar = *insptr++; int const florzvar = *insptr++; int const florhitvar = *insptr++; int const walldist = Gv_GetVarX(*insptr++); int const clipmask = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); continue; } int32_t ceilz, ceilhit, florz, florhit; getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask); Gv_SetVarX(ceilzvar, ceilz); Gv_SetVarX(ceilhitvar, ceilhit); Gv_SetVarX(florzvar, florz); Gv_SetVarX(florhitvar, florhit); continue; } case CON_SECTSETINTERPOLATION: case CON_SECTCLEARINTERPOLATION: insptr++; { int const sectnum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); continue; } if (tw==CON_SECTSETINTERPOLATION) Sect_SetInterpolation(sectnum); else Sect_ClearInterpolation(sectnum); continue; } case CON_CALCHYPOTENUSE: insptr++; { int32_t returnVar = *insptr++; vec2_t da; Gv_GetManyVars(2, (int32_t *)&da); int64_t const hypsq = (int64_t)da.x*da.x + (int64_t)da.y*da.y; Gv_SetVarX(returnVar, (hypsq > (int64_t) INT32_MAX) ? (int32_t)sqrt((double)hypsq) : ksqrt((uint32_t)hypsq)); continue; } case CON_LINEINTERSECT: case CON_RAYINTERSECT: insptr++; { vec3_t vec[2]; Gv_GetManyVars(6, (int32_t *)vec); vec2_t vec2[2]; Gv_GetManyVars(4, (int32_t *)vec2); int const intxvar = *insptr++; int const intyvar = *insptr++; int const intzvar = *insptr++; int const retvar = *insptr++; vec3_t in; int ret = (tw == CON_LINEINTERSECT) ? lintersect(vec[0].x, vec[0].y, vec[0].z, vec[1].x, vec[1].y, vec[1].z, vec2[0].x, vec2[0].y, vec2[1].x, vec2[1].y, &in.x, &in.y, &in.z) : rayintersect(vec[0].x, vec[0].y, vec[0].z, vec[1].x, vec[1].y, vec[1].z, vec2[0].x, vec2[0].y, vec2[1].x, vec2[1].y, &in.x, &in.y, &in.z); Gv_SetVarX(retvar, ret); if (ret) { Gv_SetVarX(intxvar, in.x); Gv_SetVarX(intyvar, in.y); Gv_SetVarX(intzvar, in.z); } continue; } case CON_CLIPMOVE: case CON_CLIPMOVENOSLIDE: insptr++; { typedef struct { int32_t w, f, c; } vec3dist_t; int const returnVar = *insptr++; int const xReturn = *insptr++; int const yReturn = *insptr++; insptr -= 2; vec3_t vec3; Gv_GetManyVars(3, (int32_t *)&vec3); int const sectReturn = *insptr++; vec2_t vec2; Gv_GetManyVars(2, (int32_t *)&vec2); vec3dist_t dist; Gv_GetManyVars(3, (int32_t *)&dist); int const clipMask = Gv_GetVarX(*insptr++); int16_t sectNum = Gv_GetVarX(sectReturn); if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectNum); Gv_SetVarX(returnVar, 0); continue; } Gv_SetVarX(returnVar, clipmovex(&vec3, §Num, vec2.x, vec2.y, dist.w, dist.f, dist.c, clipMask, (tw == CON_CLIPMOVENOSLIDE))); Gv_SetVarX(sectReturn, sectNum); Gv_SetVarX(xReturn, vec3.x); Gv_SetVarX(yReturn, vec3.y); continue; } case CON_HITSCAN: insptr++; { vec3_t vect; Gv_GetManyVars(3, (int32_t *)&vect); int const sectnum = Gv_GetVarX(*insptr++); vec3_t v; Gv_GetManyVars(3, (int32_t *) &v); int const sectReturn = *insptr++; int const wallReturn = *insptr++; int const spriteReturn = *insptr++; int const xReturn = *insptr++; int const yReturn = *insptr++; int const zReturn = *insptr++; int const clipType = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectnum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectnum); continue; } hitdata_t hit; hitscan((const vec3_t *)&vect, sectnum, v.x, v.y, v.z, &hit, clipType); Gv_SetVarX(sectReturn, hit.sect); Gv_SetVarX(wallReturn, hit.wall); Gv_SetVarX(spriteReturn, hit.sprite); Gv_SetVarX(xReturn, hit.pos.x); Gv_SetVarX(yReturn, hit.pos.y); Gv_SetVarX(zReturn, hit.pos.z); continue; } case CON_CANSEE: insptr++; { vec3_t vec1; Gv_GetManyVars(3, (int32_t *) &vec1); int const firstSector = Gv_GetVarX(*insptr++); vec3_t vec2; Gv_GetManyVars(3, (int32_t *) &vec2); int const secondSector = Gv_GetVarX(*insptr++); int const returnVar = *insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)firstSector >= (unsigned)numsectors || (unsigned)secondSector >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector\n"); Gv_SetVarX(returnVar, 0); } Gv_SetVarX(returnVar, cansee(vec1.x, vec1.y, vec1.z, firstSector, vec2.x, vec2.y, vec2.z, secondSector)); continue; } case CON_ROTATEPOINT: insptr++; { vec2_t point[2]; Gv_GetManyVars(4, (int32_t *)point); int const angle = Gv_GetVarX(*insptr++); int const xReturn = *insptr++; int const yReturn = *insptr++; vec2_t result; rotatepoint(point[0], point[1], angle, &result); Gv_SetVarX(xReturn, result.x); Gv_SetVarX(yReturn, result.y); continue; } case CON_NEARTAG: insptr++; { // neartag(int32_t x, int32_t y, int32_t z, short sectnum, short ang, //Starting position & angle // short *neartagsector, //Returns near sector if sector[].tag != 0 // short *neartagwall, //Returns near wall if wall[].tag != 0 // short *neartagsprite, //Returns near sprite if sprite[].tag != 0 // int32_t *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) // int32_t neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) // char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag vec3_t point; Gv_GetManyVars(3, (int32_t *)&point); int const sectNum = Gv_GetVarX(*insptr++); int const nAngle = Gv_GetVarX(*insptr++); int const sectReturn = *insptr++; int const wallReturn = *insptr++; int const spriteReturn = *insptr++; int const distReturn = *insptr++; int const tagRange = Gv_GetVarX(*insptr++); int const tagSearch = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectNum); continue; } int16_t neartagsector, neartagwall, neartagsprite; int32_t neartaghitdist; neartag(point.x, point.y, point.z, sectNum, nAngle, &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, tagRange, tagSearch, NULL); Gv_SetVarX(sectReturn, neartagsector); Gv_SetVarX(wallReturn, neartagwall); Gv_SetVarX(spriteReturn, neartagsprite); Gv_SetVarX(distReturn, neartaghitdist); continue; } case CON_GETTIMEDATE: insptr++; { int32_t values[8]; G_GetTimeDate(values); for (bssize_t i = 0; i < 8; i++) Gv_SetVarX(*insptr++, values[i]); continue; } case CON_MOVESPRITE: insptr++; { int const spriteNum = Gv_GetVarX(*insptr++); vec3_t vect; Gv_GetManyVars(3, (int32_t *)&vect); int const clipType = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum); insptr++; continue; } Gv_SetVarX(*insptr++, A_MoveSprite(spriteNum, &vect, clipType)); continue; } case CON_SETSPRITE: insptr++; { int const spriteNum = Gv_GetVarX(*insptr++); vec3_t vect; Gv_GetManyVars(3, (int32_t *)&vect); if (EDUKE32_PREDICT_FALSE((unsigned)spriteNum >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", spriteNum); continue; } setsprite(spriteNum, &vect); continue; } case CON_GETFLORZOFSLOPE: case CON_GETCEILZOFSLOPE: insptr++; { int const sectNum = Gv_GetVarX(*insptr++); vec2_t vect; Gv_GetManyVars(2, (int32_t *)&vect); if (EDUKE32_PREDICT_FALSE((unsigned)sectNum >= (unsigned)numsectors)) { CON_ERRPRINTF("Invalid sector %d\n", sectNum); insptr++; continue; } Gv_SetVarX(*insptr++, (tw == CON_GETFLORZOFSLOPE) ? getflorzofslope(sectNum, vect.x, vect.y) : getceilzofslope(sectNum, vect.x, vect.y)); continue; } case CON_UPDATESECTOR: insptr++; { vec2_t vect = { 0, 0 }; Gv_GetManyVars(2, (int32_t *)&vect); int const returnVar = *insptr++; int16_t sectNum = sprite[vm.spriteNum].sectnum; updatesector(vect.x, vect.y, §Num); Gv_SetVarX(returnVar, sectNum); continue; } case CON_UPDATESECTORZ: insptr++; { vec3_t vect = { 0, 0, 0 }; Gv_GetManyVars(3, (int32_t *)&vect); int const returnVar = *insptr++; int16_t sectNum = sprite[vm.spriteNum].sectnum; updatesectorz(vect.x, vect.y, vect.z, §Num); Gv_SetVarX(returnVar, sectNum); continue; } case CON_SPAWN: insptr++; if ((unsigned)vm.pSprite->sectnum >= MAXSECTORS) { CON_ERRPRINTF("Invalid sector %d\n", vm.pUSprite->sectnum); insptr++; continue; } A_Spawn(vm.spriteNum,*insptr++); continue; case CON_IFWASWEAPON: insptr++; VM_CONDITIONAL(vm.pActor->picnum == *insptr); continue; case CON_IFAI: insptr++; VM_CONDITIONAL(AC_AI_ID(vm.pData) == *insptr); continue; case CON_IFACTION: insptr++; VM_CONDITIONAL(AC_ACTION_ID(vm.pData) == *insptr); continue; case CON_IFACTIONCOUNT: insptr++; VM_CONDITIONAL(AC_ACTION_COUNT(vm.pData) >= *insptr); continue; case CON_RESETACTIONCOUNT: insptr++; AC_ACTION_COUNT(vm.pData) = 0; continue; case CON_DEBRIS: insptr++; { int debrisTile = *insptr++; if ((unsigned)vm.pSprite->sectnum < MAXSECTORS) for (bssize_t cnt = (*insptr) - 1; cnt >= 0; cnt--) { int const tileOffset = (vm.pSprite->picnum == BLIMP && debrisTile == SCRAP1) ? 0 : (krand() % 3); int const spriteNum = A_InsertSprite(vm.pSprite->sectnum, vm.pSprite->x + (krand() & 255) - 128, vm.pSprite->y + (krand() & 255) - 128, vm.pSprite->z - (8 << 8) - (krand() & 8191), debrisTile + tileOffset, vm.pSprite->shade, 32 + (krand() & 15), 32 + (krand() & 15), krand() & 2047, (krand() & 127) + 32, -(krand() & 2047), vm.spriteNum, 5); sprite[spriteNum].yvel = (vm.pSprite->picnum == BLIMP && debrisTile == SCRAP1) ? g_blimpSpawnItems[cnt % 14] : -1; sprite[spriteNum].pal = vm.pSprite->pal; } insptr++; } continue; case CON_COUNT: insptr++; AC_COUNT(vm.pData) = (int16_t) *insptr++; continue; case CON_CSTATOR: insptr++; vm.pSprite->cstat |= (int16_t) *insptr++; continue; case CON_CLIPDIST: insptr++; vm.pSprite->clipdist = (int16_t) *insptr++; continue; case CON_CSTAT: insptr++; vm.pSprite->cstat = (int16_t) *insptr++; continue; case CON_SAVENN: case CON_SAVE: insptr++; { int32_t const requestedSlot = *insptr++; if ((unsigned)requestedSlot >= MAXSAVEGAMES) continue; g_requestedSaveSlot = requestedSlot; if (tw == CON_SAVE || ud.savegame[requestedSlot][0] == 0) { time_t timeStruct = time(NULL); struct tm *pTime = localtime(&timeStruct); strftime(ud.savegame[requestedSlot], sizeof(ud.savegame[requestedSlot]), "%d %b %Y %I:%M%p", pTime); } continue; } case CON_QUAKE: insptr++; g_earthquakeTime = Gv_GetVarX(*insptr++); A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i); continue; case CON_IFMOVE: insptr++; VM_CONDITIONAL(AC_MOVE_ID(vm.pData) == *insptr); continue; case CON_RESETPLAYER: insptr++; vm.flags = VM_ResetPlayer(vm.playerNum, vm.flags, 0); continue; case CON_RESETPLAYERFLAGS: insptr++; vm.flags = VM_ResetPlayer(vm.playerNum, vm.flags, Gv_GetVarX(*insptr++)); continue; case CON_IFONWATER: VM_CONDITIONAL(sector[vm.pSprite->sectnum].lotag == ST_1_ABOVE_WATER && klabs(vm.pSprite->z - sector[vm.pSprite->sectnum].floorz) < ZOFFSET5); continue; case CON_IFINWATER: VM_CONDITIONAL(sector[vm.pSprite->sectnum].lotag == ST_2_UNDERWATER); continue; case CON_IFCOUNT: insptr++; VM_CONDITIONAL(AC_COUNT(vm.pData) >= *insptr); continue; case CON_IFACTOR: insptr++; VM_CONDITIONAL(vm.pSprite->picnum == *insptr); continue; case CON_RESETCOUNT: insptr++; AC_COUNT(vm.pData) = 0; continue; case CON_ADDINVENTORY: { insptr += 2; int const item = *(insptr-1); switch (item) { case GET_STEROIDS: case GET_SCUBA: case GET_HOLODUKE: case GET_JETPACK: case GET_HEATS: case GET_FIRSTAID: case GET_BOOTS: pPlayer->inven_icon = inv_to_icon[item]; pPlayer->inv_amount[item] = *insptr; break; case GET_SHIELD: pPlayer->inv_amount[GET_SHIELD] = min(pPlayer->inv_amount[GET_SHIELD] + *insptr, pPlayer->max_shield_amount); break; case GET_ACCESS: switch (vm.pSprite->pal) { case 0: pPlayer->got_access |= 1; break; case 21: pPlayer->got_access |= 2; break; case 23: pPlayer->got_access |= 4; break; } break; default: CON_ERRPRINTF("Invalid inventory ID %d\n", item); break; } insptr++; continue; } case CON_HITRADIUSVAR: insptr++; { int32_t params[5]; Gv_GetManyVars(5, params); A_RadiusDamage(vm.spriteNum, params[0], params[1], params[2], params[3], params[4]); } continue; case CON_HITRADIUS: A_RadiusDamage(vm.spriteNum,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5)); insptr += 6; continue; case CON_IFP: { int const moveFlags = *(++insptr); int nResult = 0; int const playerXVel = sprite[pPlayer->i].xvel; int const syncBits = g_player[vm.playerNum].inputBits->bits; if (((moveFlags & pducking) && pPlayer->on_ground && TEST_SYNC_KEY(syncBits, SK_CROUCH)) || ((moveFlags & pfalling) && pPlayer->jumping_counter == 0 && !pPlayer->on_ground && pPlayer->vel.z > 2048) || ((moveFlags & pjumping) && pPlayer->jumping_counter > 348) || ((moveFlags & pstanding) && playerXVel >= 0 && playerXVel < 8) || ((moveFlags & pwalking) && playerXVel >= 8 && !TEST_SYNC_KEY(syncBits, SK_RUN)) || ((moveFlags & prunning) && playerXVel >= 8 && TEST_SYNC_KEY(syncBits, SK_RUN)) || ((moveFlags & phigher) && pPlayer->pos.z < (vm.pSprite->z - (48 << 8))) || ((moveFlags & pwalkingback) && playerXVel <= -8 && !TEST_SYNC_KEY(syncBits, SK_RUN)) || ((moveFlags & prunningback) && playerXVel <= -8 && TEST_SYNC_KEY(syncBits, SK_RUN)) || ((moveFlags & pkicking) && (pPlayer->quick_kick > 0 || (PWEAPON(vm.playerNum, pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON && pPlayer->kickback_pic > 0))) || ((moveFlags & pshrunk) && sprite[pPlayer->i].xrepeat < 32) || ((moveFlags & pjetpack) && pPlayer->jetpack_on) || ((moveFlags & ponsteroids) && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400) || ((moveFlags & ponground) && pPlayer->on_ground) || ((moveFlags & palive) && sprite[pPlayer->i].xrepeat > 32 && sprite[pPlayer->i].extra > 0 && pPlayer->timebeforeexit == 0) || ((moveFlags & pdead) && sprite[pPlayer->i].extra <= 0)) nResult = 1; else if ((moveFlags & pfacing)) { nResult = (vm.pSprite->picnum == APLAYER && (g_netServer || ud.multimode > 1)) ? G_GetAngleDelta(g_player[otherp].ps->ang, getangle(pPlayer->pos.x - g_player[otherp].ps->pos.x, pPlayer->pos.y - g_player[otherp].ps->pos.y)) : G_GetAngleDelta(pPlayer->ang, getangle(vm.pSprite->x - pPlayer->pos.x, vm.pSprite->y - pPlayer->pos.y)); nResult = (nResult > -128 && nResult < 128); } VM_CONDITIONAL(nResult); } continue; case CON_IFSTRENGTH: insptr++; VM_CONDITIONAL(vm.pSprite->extra <= *insptr); continue; case CON_GUTS: A_DoGuts(vm.spriteNum,*(insptr+1),*(insptr+2)); insptr += 3; continue; case CON_IFSPAWNEDBY: insptr++; VM_CONDITIONAL(vm.pActor->picnum == *insptr); continue; case CON_WACKPLAYER: insptr++; P_ForceAngle(pPlayer); continue; case CON_FLASH: insptr++; sprite[vm.spriteNum].shade = -127; pPlayer->visibility = -127; continue; case CON_SAVEMAPSTATE: G_SaveMapState(); insptr++; continue; case CON_LOADMAPSTATE: G_RestoreMapState(); insptr++; continue; case CON_CLEARMAPSTATE: insptr++; { int const levelNum = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)levelNum >= MAXVOLUMES*MAXLEVELS)) { CON_ERRPRINTF("Invalid map number: %d\n", levelNum); continue; } G_FreeMapState(levelNum); } continue; case CON_STOPALLSOUNDS: insptr++; if (screenpeek == vm.playerNum) FX_StopAllSounds(); continue; case CON_IFGAPZL: insptr++; VM_CONDITIONAL(((vm.pActor->floorz - vm.pActor->ceilingz) >> 8) < *insptr); continue; case CON_IFHITSPACE: VM_CONDITIONAL(TEST_SYNC_KEY(g_player[vm.playerNum].inputBits->bits, SK_OPEN)); continue; case CON_IFOUTSIDE: VM_CONDITIONAL(sector[vm.pSprite->sectnum].ceilingstat&1); continue; case CON_IFMULTIPLAYER: VM_CONDITIONAL((g_netServer || g_netClient || ud.multimode > 1)); continue; case CON_IFCLIENT: VM_CONDITIONAL(g_netClient != NULL); continue; case CON_IFSERVER: VM_CONDITIONAL(g_netServer != NULL); continue; case CON_IFPLAYBACKON: VM_CONDITIONAL(0); continue; case CON_OPERATE: insptr++; if (sector[vm.pSprite->sectnum].lotag == 0) { int16_t foundSect, foundWall, foundSprite; int32_t foundDist; neartag(vm.pSprite->x,vm.pSprite->y,vm.pSprite->z-ZOFFSET5,vm.pSprite->sectnum,vm.pSprite->ang, &foundSect,&foundWall,&foundSprite,&foundDist, 768, 4+1, NULL); if (foundSect >= 0 && isanearoperator(sector[foundSect].lotag)) if ((sector[foundSect].lotag&0xff) == ST_23_SWINGING_DOOR || sector[foundSect].floorz == sector[foundSect].ceilingz) if ((sector[foundSect].lotag&(16384|32768)) == 0) { int32_t j; for (SPRITES_OF_SECT(foundSect, j)) if (sprite[j].picnum == ACTIVATOR) break; if (j == -1) G_OperateSectors(foundSect,vm.spriteNum); } } continue; case CON_IFINSPACE: VM_CONDITIONAL(G_CheckForSpaceCeiling(vm.pSprite->sectnum)); continue; case CON_SPRITEPAL: insptr++; if (vm.pSprite->picnum != APLAYER) vm.pActor->tempang = vm.pSprite->pal; vm.pSprite->pal = *insptr++; continue; case CON_CACTOR: insptr++; vm.pSprite->picnum = *insptr++; continue; case CON_IFBULLETNEAR: VM_CONDITIONAL(A_Dodge(vm.pSprite) == 1); continue; case CON_IFRESPAWN: if (A_CheckEnemySprite(vm.pSprite)) VM_CONDITIONAL(ud.respawn_monsters) else if (A_CheckInventorySprite(vm.pSprite)) VM_CONDITIONAL(ud.respawn_inventory) else VM_CONDITIONAL(ud.respawn_items) continue; case CON_IFFLOORDISTL: insptr++; VM_CONDITIONAL((vm.pActor->floorz - vm.pSprite->z) <= ((*insptr)<<8)); continue; case CON_IFCEILINGDISTL: insptr++; VM_CONDITIONAL((vm.pSprite->z - vm.pActor->ceilingz) <= ((*insptr)<<8)); continue; case CON_PALFROM: insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= (unsigned)g_mostConcurrentPlayers)) { CON_ERRPRINTF("invalid player ID %d\n", vm.playerNum); insptr += 4; } else { palette_t const pal = { (uint8_t) * (insptr + 1), (uint8_t) * (insptr + 2), (uint8_t) * (insptr + 3), (uint8_t) * (insptr) }; insptr += 4; P_PalFrom(pPlayer, pal.f, pal.r, pal.g, pal.b); } continue; case CON_SECTOROFWALL: insptr++; tw = *insptr++; Gv_SetVarX(tw, sectorofwall(Gv_GetVarX(*insptr++))); continue; case CON_QSPRINTF: insptr++; { int const outputQuote = Gv_GetVarX(*insptr++); int const inputQuote = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE(apStrings[inputQuote] == NULL || apStrings[outputQuote] == NULL)) { CON_ERRPRINTF("null quote %d\n", apStrings[inputQuote] ? outputQuote : inputQuote); while ((*insptr & VM_INSTMASK) != CON_NULLOP) Gv_GetVarX(*insptr++); insptr++; // skip the NOP continue; } int32_t arg[32]; int const quoteLen = Bstrlen(apStrings[inputQuote]); int inputPos = 0; char outBuf[MAXQUOTELEN]; int outBufPos = 0; int argIdx = 0; while ((*insptr & VM_INSTMASK) != CON_NULLOP && argIdx < 32) arg[argIdx++] = Gv_GetVarX(*insptr++); int numArgs = argIdx; insptr++; // skip the NOP argIdx = 0; do { while (inputPos < quoteLen && outBufPos < MAXQUOTELEN && apStrings[inputQuote][inputPos] != '%') outBuf[outBufPos++] = apStrings[inputQuote][inputPos++]; if (apStrings[inputQuote][inputPos] == '%') { inputPos++; switch (apStrings[inputQuote][inputPos]) { case 'l': if (apStrings[inputQuote][inputPos+1] != 'd') { // write the % and l outBuf[outBufPos++] = apStrings[inputQuote][inputPos-1]; outBuf[outBufPos++] = apStrings[inputQuote][inputPos++]; break; } inputPos++; case 'd': { if (argIdx >= numArgs) goto finish_qsprintf; char buf[16]; Bsprintf(buf, "%d", arg[argIdx++]); int const bufLen = Bstrlen(buf); Bmemcpy(&outBuf[outBufPos], buf, bufLen); outBufPos += bufLen; inputPos++; } break; case 's': { if (argIdx >= numArgs) goto finish_qsprintf; int const argLen = Bstrlen(apStrings[arg[argIdx]]); Bmemcpy(&outBuf[outBufPos], apStrings[arg[argIdx]], argLen); outBufPos += argLen; argIdx++; inputPos++; } break; default: outBuf[outBufPos++] = apStrings[inputQuote][inputPos-1]; break; } } } while (inputPos < quoteLen && outBufPos < MAXQUOTELEN); finish_qsprintf: outBuf[outBufPos] = '\0'; Bstrncpyz(apStrings[outputQuote], outBuf, MAXQUOTELEN); continue; } case CON_ADDLOG: { insptr++; OSD_Printf(OSDTEXT_GREEN "CONLOG: L=%d\n",g_errorLineNum); continue; } case CON_ADDLOGVAR: insptr++; { int32_t m=1; char szBuf[256]; int32_t lVarID = *insptr; if ((lVarID >= g_gameVarCount) || lVarID < 0) { if (*insptr==MAXGAMEVARS) // addlogvar for a constant? Har. insptr++; // else if (*insptr > g_gameVarCount && (*insptr < (MAXGAMEVARS<<1)+MAXGAMEVARS+1+MAXGAMEARRAYS)) else if (*insptr&(MAXGAMEVARS<<2)) { int32_t index; lVarID ^= (MAXGAMEVARS<<2); if (lVarID&(MAXGAMEVARS<<1)) { m = -m; lVarID ^= (MAXGAMEVARS<<1); } insptr++; index=Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_TRUE((unsigned)index < (unsigned)aGameArrays[lVarID].size)) { OSD_Printf(OSDTEXT_GREEN "%s: L=%d %s[%d] =%d\n", keyw[g_tw], g_errorLineNum, aGameArrays[lVarID].szLabel, index, (int32_t)(m*Gv_GetArrayValue(lVarID, index))); continue; } else { CON_ERRPRINTF("invalid array index\n"); continue; } } else if (*insptr&(MAXGAMEVARS<<3)) { // FIXME FIXME FIXME if ((lVarID & (MAXGAMEVARS-1)) == g_structVarIDs + STRUCT_ACTORVAR) { intptr_t const *oinsptr = insptr++; int32_t index = Gv_GetVarX(*insptr++); insptr = oinsptr; if (EDUKE32_PREDICT_FALSE((unsigned)index >= MAXSPRITES-1)) { CON_ERRPRINTF("invalid array index\n"); Gv_GetVarX(*insptr++); continue; } OSD_Printf(OSDTEXT_GREEN "%s: L=%d %d %d\n",keyw[g_tw],g_errorLineNum,index,Gv_GetVar(*insptr++,index,vm.playerNum)); continue; } } else if (EDUKE32_PREDICT_TRUE(*insptr&(MAXGAMEVARS<<1))) { m = -m; lVarID ^= (MAXGAMEVARS<<1); } else { // invalid varID insptr++; CON_ERRPRINTF("invalid variable\n"); continue; // out of switch } } Bsprintf(tempbuf,"CONLOGVAR: L=%d %s ",g_errorLineNum, aGameVars[lVarID].szLabel); if (aGameVars[lVarID].flags & GAMEVAR_READONLY) { Bsprintf(szBuf," (read-only)"); Bstrcat(tempbuf,szBuf); } if (aGameVars[lVarID].flags & GAMEVAR_PERPLAYER) { Bsprintf(szBuf," (Per Player. Player=%d)",vm.playerNum); } else if (aGameVars[lVarID].flags & GAMEVAR_PERACTOR) { Bsprintf(szBuf," (Per Actor. Actor=%d)",vm.spriteNum); } else { Bsprintf(szBuf," (Global)"); } Bstrcat(tempbuf, szBuf); Bsprintf(szBuf, " =%d\n", Gv_GetVarX(lVarID) * m); Bstrcat(tempbuf, szBuf); OSD_Printf(OSDTEXT_GREEN "%s", tempbuf); insptr++; continue; } case CON_SETSECTOR: insptr++; { tw = *insptr++; int const labelNum = *insptr++; int const lVar2 = *insptr++; int const sectNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : sprite[vm.spriteNum].sectnum; int const nValue = Gv_GetVarX(lVar2); VM_SetSector(sectNum, labelNum, nValue); continue; } case CON_GETSECTOR: insptr++; { tw = *insptr++; int const labelNum = *insptr++; int const lVar2 = *insptr++; int const sectNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : sprite[vm.spriteNum].sectnum; Gv_SetVarX(lVar2, VM_GetSector(sectNum, labelNum)); continue; } case CON_SQRT: insptr++; { // syntax sqrt int const sqrtval = ksqrt((uint32_t)Gv_GetVarX(*insptr++)); Gv_SetVarX(*insptr++, sqrtval); continue; } case CON_FINDNEARACTOR: case CON_FINDNEARSPRITE: case CON_FINDNEARACTOR3D: case CON_FINDNEARSPRITE3D: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int const findPicnum = *insptr++; int const maxDist = *insptr++; int const returnVar = *insptr++; int foundSprite = -1; int findStatnum = MAXSTATUS - 1; int spriteNum; if (tw == CON_FINDNEARACTOR || tw == CON_FINDNEARACTOR3D) findStatnum = 1; if (tw==CON_FINDNEARSPRITE3D || tw==CON_FINDNEARACTOR3D) { do { spriteNum=headspritestat[findStatnum]; // all sprites while (spriteNum>=0) { if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum && dist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist) { foundSprite=spriteNum; spriteNum = MAXSPRITES; break; } spriteNum = nextspritestat[spriteNum]; } if (spriteNum == MAXSPRITES || tw == CON_FINDNEARACTOR3D) break; } while (findStatnum--); Gv_SetVarX(returnVar, foundSprite); continue; } do { spriteNum=headspritestat[findStatnum]; // all sprites while (spriteNum>=0) { if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum && ldist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist) { foundSprite=spriteNum; spriteNum = MAXSPRITES; break; } spriteNum = nextspritestat[spriteNum]; } if (spriteNum == MAXSPRITES || tw == CON_FINDNEARACTOR) break; } while (findStatnum--); Gv_SetVarX(returnVar, foundSprite); continue; } case CON_FINDNEARACTORVAR: case CON_FINDNEARSPRITEVAR: case CON_FINDNEARACTOR3DVAR: case CON_FINDNEARSPRITE3DVAR: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int const findPicnum = *insptr++; int const maxDist = Gv_GetVarX(*insptr++); int const returnVar = *insptr++; int foundSprite = -1; int findStatnum = 1; int spriteNum; if (tw == CON_FINDNEARSPRITEVAR || tw == CON_FINDNEARSPRITE3DVAR) findStatnum = MAXSTATUS-1; if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR) { do { spriteNum=headspritestat[findStatnum]; // all sprites while (spriteNum >= 0) { if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum && dist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist) { foundSprite=spriteNum; spriteNum = MAXSPRITES; break; } spriteNum = nextspritestat[spriteNum]; } if (spriteNum == MAXSPRITES || tw==CON_FINDNEARACTOR3DVAR) break; } while (findStatnum--); Gv_SetVarX(returnVar, foundSprite); continue; } do { spriteNum=headspritestat[findStatnum]; // all sprites while (spriteNum >= 0) { if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum && ldist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist) { foundSprite=spriteNum; spriteNum = MAXSPRITES; break; } spriteNum = nextspritestat[spriteNum]; } if (spriteNum == MAXSPRITES || tw==CON_FINDNEARACTORVAR) break; } while (findStatnum--); Gv_SetVarX(returnVar, foundSprite); continue; } case CON_FINDNEARACTORZVAR: case CON_FINDNEARSPRITEZVAR: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int const findPicnum = *insptr++; int const maxDist = Gv_GetVarX(*insptr++); int const maxZDist = Gv_GetVarX(*insptr++); int const returnVar = *insptr++; int foundSprite = -1; int findStatnum = MAXSTATUS - 1; do { int spriteNum = headspritestat[tw == CON_FINDNEARACTORZVAR ? 1 : findStatnum]; // all sprites if (spriteNum == -1) continue; do { if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum) { if (ldist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist) { if (klabs(sprite[vm.spriteNum].z-sprite[spriteNum].z) < maxZDist) { foundSprite = spriteNum; spriteNum = MAXSPRITES; break; } } } spriteNum = nextspritestat[spriteNum]; } while (spriteNum>=0); if (tw==CON_FINDNEARACTORZVAR || spriteNum == MAXSPRITES) break; } while (findStatnum--); Gv_SetVarX(returnVar, foundSprite); continue; } case CON_FINDNEARACTORZ: case CON_FINDNEARSPRITEZ: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int const findPicnum = *insptr++; int const maxDist = *insptr++; int const maxZDist = *insptr++; int const returnVar = *insptr++; int foundSprite = -1; int findStatnum = MAXSTATUS - 1; do { int spriteNum = headspritestat[tw == CON_FINDNEARACTORZ ? 1 : findStatnum]; // all sprites if (spriteNum == -1) continue; do { if (sprite[spriteNum].picnum == findPicnum && spriteNum != vm.spriteNum) { if (ldist(&sprite[vm.spriteNum], &sprite[spriteNum]) < maxDist) { if (klabs(sprite[vm.spriteNum].z-sprite[spriteNum].z) < maxZDist) { foundSprite=spriteNum; spriteNum = MAXSPRITES; break; } } } spriteNum = nextspritestat[spriteNum]; } while (spriteNum>=0); if (tw==CON_FINDNEARACTORZ || spriteNum == MAXSPRITES) break; } while (findStatnum--); Gv_SetVarX(returnVar, foundSprite); continue; } case CON_FINDPLAYER: insptr++; aGameVars[g_returnVarID].global = A_FindPlayer(&sprite[vm.spriteNum], &tw); Gv_SetVarX(*insptr++, tw); continue; case CON_FINDOTHERPLAYER: insptr++; aGameVars[g_returnVarID].global = P_FindOtherPlayer(vm.playerNum,&tw); Gv_SetVarX(*insptr++, tw); continue; case CON_SETPLAYER: insptr++; { tw = *insptr++; int const playerNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.playerNum; int const labelNum = *insptr++; int const lParm2 = (PlayerLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0; int const nValue = Gv_GetVarX(*insptr++); VM_SetPlayer(playerNum, labelNum, lParm2, nValue); continue; } case CON_GETPLAYER: insptr++; { tw = *insptr++; int const playerNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.playerNum; int const labelNum = *insptr++; int const lParm2 = (PlayerLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0; Gv_SetVarX(*insptr++, VM_GetPlayer(playerNum, labelNum, lParm2)); continue; } case CON_GETINPUT: insptr++; { tw = *insptr++; int const playerNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.playerNum; int const labelNum = *insptr++; Gv_SetVarX(*insptr++, VM_GetPlayerInput(playerNum, labelNum)); continue; } case CON_SETINPUT: insptr++; { tw = *insptr++; int const playerNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.playerNum; int const labelNum = *insptr++; int const iSet = Gv_GetVarX(*insptr++); VM_SetPlayerInput(playerNum, labelNum, iSet); continue; } case CON_GETUSERDEF: insptr++; { tw = *insptr++; Gv_SetVarX(*insptr++, VM_GetUserdef(tw)); continue; } case CON_SETUSERDEF: insptr++; { tw = *insptr++; VM_SetUserdef(tw, Gv_GetVarX(*insptr++)); continue; } case CON_GETPROJECTILE: insptr++; { tw = Gv_GetVarX(*insptr++); int const labelNum = *insptr++; Gv_SetVarX(*insptr++, VM_GetProjectile(tw, labelNum)); continue; } case CON_SETPROJECTILE: insptr++; { tw = Gv_GetVarX(*insptr++); int const labelNum = *insptr++; VM_SetProjectile(tw, labelNum, Gv_GetVarX(*insptr++)); continue; } case CON_SETWALL: insptr++; { tw = *insptr++; int const wallNum = Gv_GetVarX(tw); int const labelNum = *insptr++; VM_SetWall(wallNum, labelNum, Gv_GetVarX(*insptr++)); continue; } case CON_GETWALL: insptr++; { tw = *insptr++; int const wallNum = Gv_GetVarX(tw); int const labelNum = *insptr++; Gv_SetVarX(*insptr++, VM_GetWall(wallNum, labelNum)); continue; } case CON_SETACTORVAR: case CON_GETACTORVAR: insptr++; { int const lSprite = Gv_GetVarX(*insptr++); int const lVar1 = *insptr++; int const lVar2 = *insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)lSprite >= MAXSPRITES)) { CON_ERRPRINTF("invalid sprite ID %d\n", lSprite); if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS << 2) | (MAXGAMEVARS << 3))) insptr++; if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS << 2) | (MAXGAMEVARS << 3))) insptr++; continue; } if (tw == CON_SETACTORVAR) Gv_SetVar(lVar1, Gv_GetVarX(lVar2), lSprite, vm.playerNum); else Gv_SetVarX(lVar2, Gv_GetVar(lVar1, lSprite, vm.playerNum)); continue; } case CON_SETPLAYERVAR: case CON_GETPLAYERVAR: insptr++; { int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVarX(*(insptr - 1)) : vm.playerNum; int const lVar1 = *insptr++; int const lVar2 = *insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers)) { CON_ERRPRINTF("invalid player ID %d\n", playerNum); if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS << 2) | (MAXGAMEVARS << 3))) insptr++; if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS << 2) | (MAXGAMEVARS << 3))) insptr++; continue; } if (tw == CON_SETPLAYERVAR) Gv_SetVar(lVar1, Gv_GetVarX(lVar2), vm.spriteNum, playerNum); else Gv_SetVarX(lVar2, Gv_GetVar(lVar1, vm.spriteNum, playerNum)); continue; } case CON_SETACTOR: insptr++; { tw = *insptr++; int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum; int const labelNum = *insptr++; int const lParm2 = (ActorLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0; VM_SetSprite(spriteNum, labelNum, lParm2, Gv_GetVarX(*insptr++)); continue; } case CON_GETACTOR: insptr++; { tw = *insptr++; int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum; int const labelNum = *insptr++; int const lParm2 = (ActorLabels[labelNum].flags & LABEL_HASPARM2) ? Gv_GetVarX(*insptr++) : 0; Gv_SetVarX(*insptr++, VM_GetSprite(spriteNum, labelNum, lParm2)); continue; } case CON_SETTSPR: insptr++; { tw = *insptr++; int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum; int const labelNum = *insptr++; VM_SetTsprite(spriteNum, labelNum, Gv_GetVarX(*insptr++)); continue; } case CON_GETTSPR: insptr++; { tw = *insptr++; int const spriteNum = (tw != g_thisActorVarID) ? Gv_GetVarX(tw) : vm.spriteNum; int const labelNum = *insptr++; Gv_SetVarX(*insptr++, VM_GetTsprite(spriteNum, labelNum)); continue; } case CON_GETANGLETOTARGET: insptr++; // vm.pActor->lastvx and lastvy are last known location of target. Gv_SetVarX(*insptr++, getangle(vm.pActor->lastv.x-vm.pSprite->x,vm.pActor->lastv.y-vm.pSprite->y)); continue; case CON_ANGOFFVAR: insptr++; spriteext[vm.spriteNum].angoff = Gv_GetVarX(*insptr++); continue; case CON_LOCKPLAYER: insptr++; pPlayer->transporter_hold = Gv_GetVarX(*insptr++); continue; case CON_CHECKAVAILWEAPON: insptr++; tw = (*insptr != g_thisActorVarID) ? Gv_GetVarX(*insptr) : vm.playerNum; insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)g_mostConcurrentPlayers)) { CON_ERRPRINTF("Invalid player ID %d\n", tw); continue; } P_CheckWeapon(g_player[tw].ps); continue; case CON_CHECKAVAILINVEN: insptr++; tw = (*insptr != g_thisActorVarID) ? Gv_GetVarX(*insptr) : vm.playerNum; insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)g_mostConcurrentPlayers)) { CON_ERRPRINTF("Invalid player ID %d\n", tw); continue; } P_SelectNextInvItem(g_player[tw].ps); continue; case CON_GETPLAYERANGLE: insptr++; Gv_SetVarX(*insptr++, pPlayer->ang); continue; case CON_GETACTORANGLE: insptr++; Gv_SetVarX(*insptr++, vm.pSprite->ang); continue; case CON_SETPLAYERANGLE: insptr++; pPlayer->ang = Gv_GetVarX(*insptr++) & 2047; continue; case CON_SETACTORANGLE: insptr++; vm.pSprite->ang = Gv_GetVarX(*insptr++) & 2047; continue; case CON_SETVAR: insptr++; if ((aGameVars[*insptr].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0) aGameVars[*insptr].global = *(insptr + 1); else Gv_SetVarX(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_KLABS: if ((aGameVars[*(insptr + 1)].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0) aGameVars[*(insptr + 1)].global = klabs(aGameVars[*(insptr + 1)].global); else Gv_SetVarX(*(insptr + 1), klabs(Gv_GetVarX(*(insptr + 1)))); insptr += 2; continue; case CON_SETARRAY: insptr++; { tw = *insptr++; int const arrayIndex = Gv_GetVarX(*insptr++); int const newValue = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= (unsigned)g_gameArrayCount || (unsigned)arrayIndex >= (unsigned)aGameArrays[tw].size)) { OSD_Printf(OSD_ERROR "Gv_SetVar(): tried to set invalid array ID (%d) or index out of bounds from " "sprite %d (%d), player %d\n", tw, vm.spriteNum, TrackerCast(sprite[vm.spriteNum].picnum), vm.playerNum); continue; } if (EDUKE32_PREDICT_FALSE(aGameArrays[tw].flags & GAMEARRAY_READONLY)) { OSD_Printf("Tried to set on read-only array `%s'", aGameArrays[tw].szLabel); continue; } aGameArrays[tw].pValues[arrayIndex]=newValue; continue; } case CON_WRITEARRAYTOFILE: case CON_READARRAYFROMFILE: insptr++; { int const arrayNum = *insptr++; int const quoteFilename = *insptr++; if (EDUKE32_PREDICT_FALSE(apStrings[quoteFilename] == NULL)) { CON_ERRPRINTF("null quote %d\n", quoteFilename); continue; } if (tw == CON_READARRAYFROMFILE) { int32_t kFile = kopen4loadfrommod(apStrings[quoteFilename], 0); if (kFile < 0) continue; int32_t numElements = kfilelength(kFile) / sizeof(int32_t); if (numElements == 0) { Baligned_free(aGameArrays[arrayNum].pValues); aGameArrays[arrayNum].pValues = NULL; aGameArrays[arrayNum].size = numElements; } else if (numElements > 0) { int const numBytes = numElements * sizeof(int32_t); #ifdef BITNESS64 int32_t *pArray = (int32_t *)Xcalloc(numElements, sizeof(int32_t)); kread(kFile, pArray, numBytes); #endif Baligned_free(aGameArrays[arrayNum].pValues); aGameArrays[arrayNum].pValues = (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, numElements * GAR_ELTSZ); aGameArrays[arrayNum].size = numElements; #ifdef BITNESS64 for (bssize_t i = 0; i < numElements; i++) aGameArrays[arrayNum].pValues[i] = pArray[i]; // int32_t --> int64_t Bfree(pArray); #else kread(kFile, aGameArrays[arrayNum].pValues, numBytes); #endif } kclose(kFile); continue; } char temp[BMAX_PATH]; if (EDUKE32_PREDICT_FALSE(G_ModDirSnprintf(temp, sizeof(temp), "%s", apStrings[quoteFilename]))) { CON_ERRPRINTF("file name too long\n"); continue; } FILE *const fil = fopen(temp, "wb"); if (EDUKE32_PREDICT_FALSE(fil == NULL)) { CON_ERRPRINTF("couldn't open file \"%s\"\n", temp); continue; } int const arraySize = aGameArrays[arrayNum].size; int32_t * const pArray = (int32_t *)Xmalloc(sizeof(int32_t) * arraySize); for (bssize_t k = 0; k < arraySize; k++) pArray[k] = Gv_GetArrayValue(arrayNum, k); fwrite(pArray, 1, sizeof(int32_t) * arraySize, fil); Bfree(pArray); fclose(fil); continue; } case CON_GETARRAYSIZE: insptr++; tw = *insptr++; Gv_SetVarX(*insptr++, (aGameArrays[tw].flags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[tw].size) : aGameArrays[tw].size); continue; case CON_RESIZEARRAY: insptr++; { tw = *insptr++; int const newSize = Gv_GetVarX(*insptr++); int const oldSize = aGameArrays[tw].size; if (newSize >= 0 && newSize != oldSize) { // OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n", // aGameArrays[j].szLabel, aGameArrays[j].size, newSize); intptr_t * const pArray = oldSize != 0 ? (intptr_t *)Xmalloc(GAR_ELTSZ * oldSize) : NULL; if (oldSize != 0) Bmemcpy(pArray, aGameArrays[tw].pValues, GAR_ELTSZ * oldSize); Baligned_free(aGameArrays[tw].pValues); aGameArrays[tw].pValues = newSize != 0 ? (intptr_t *)Xaligned_alloc(ACTOR_VAR_ALIGNMENT, GAR_ELTSZ * newSize) : NULL; aGameArrays[tw].size = newSize; if (oldSize != 0) Bmemcpy(aGameArrays[tw].pValues, pArray, GAR_ELTSZ * min(oldSize, newSize)); if (newSize > oldSize) Bmemset(&aGameArrays[tw].pValues[oldSize], 0, GAR_ELTSZ * (newSize - oldSize)); Bfree(pArray); } continue; } case CON_COPY: insptr++; { int const srcArray = *insptr++; int srcArrayIndex = Gv_GetVarX(*insptr++); //, vm.spriteNum, vm.playerNum); int const destArray = *insptr++; int destArrayIndex = Gv_GetVarX(*insptr++); int numElements = Gv_GetVarX(*insptr++); tw = 0; if (EDUKE32_PREDICT_FALSE((unsigned)srcArray>=(unsigned)g_gameArrayCount)) { CON_ERRPRINTF("Invalid array %d!", srcArray); tw = 1; } if (EDUKE32_PREDICT_FALSE((unsigned)destArray>=(unsigned)g_gameArrayCount)) { CON_ERRPRINTF("Invalid array %d!", destArray); tw = 1; } if (EDUKE32_PREDICT_FALSE(aGameArrays[destArray].flags & GAMEARRAY_READONLY)) { CON_ERRPRINTF("Array %d is read-only!", destArray); tw = 1; } if (EDUKE32_PREDICT_FALSE(tw)) continue; // dirty replacement for VMFLAG_ERROR int const srcArraySize = (aGameArrays[srcArray].flags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[srcArray].size) : aGameArrays[srcArray].size; int const destArraySize = (aGameArrays[destArray].flags & GAMEARRAY_VARSIZE) ? Gv_GetVarX(aGameArrays[srcArray].size) : aGameArrays[destArray].size; if (EDUKE32_PREDICT_FALSE(srcArrayIndex > srcArraySize || destArrayIndex > destArraySize)) continue; if ((srcArrayIndex + numElements) > srcArraySize) numElements = srcArraySize - srcArrayIndex; if ((destArrayIndex + numElements) > destArraySize) numElements = destArraySize - destArrayIndex; // Switch depending on the source array type. switch (aGameArrays[srcArray].flags & GAMEARRAY_TYPE_MASK) { case 0: // CON array to CON array. if (EDUKE32_PREDICT_FALSE(aGameArrays[srcArray].flags & GAMEARRAY_STRIDE2)) { for (; numElements>0; --numElements) { (aGameArrays[destArray].pValues)[destArrayIndex++] = ((int32_t *)aGameArrays[srcArray].pValues)[srcArrayIndex += 2]; } break; } Bmemcpy(aGameArrays[destArray].pValues+destArrayIndex, aGameArrays[srcArray].pValues+srcArrayIndex, numElements*GAR_ELTSZ); break; case GAMEARRAY_OFINT: // From int32-sized array. Note that the CON array element // type is intptr_t, so it is different-sized on 64-bit // archs, but same-sized on 32-bit ones. if (EDUKE32_PREDICT_FALSE(aGameArrays[srcArray].flags & GAMEARRAY_STRIDE2)) { for (; numElements>0; --numElements) { (aGameArrays[destArray].pValues)[destArrayIndex++] = ((int32_t *)aGameArrays[srcArray].pValues)[srcArrayIndex += 2]; } break; } for (; numElements>0; --numElements) { (aGameArrays[destArray].pValues)[destArrayIndex++] = ((int32_t *)aGameArrays[srcArray].pValues)[srcArrayIndex++]; } break; case GAMEARRAY_OFSHORT: // From int16_t array. Always different-sized. if (EDUKE32_PREDICT_FALSE(aGameArrays[srcArray].flags & GAMEARRAY_STRIDE2)) { for (; numElements>0; --numElements) { (aGameArrays[destArray].pValues)[destArrayIndex++] = ((int16_t *)aGameArrays[srcArray].pValues)[srcArrayIndex += 2]; } break; } for (; numElements>0; --numElements) { (aGameArrays[destArray].pValues)[destArrayIndex++] = ((int16_t *)aGameArrays[srcArray].pValues)[srcArrayIndex++]; } break; case GAMEARRAY_OFCHAR: // From char array. Always different-sized. if (EDUKE32_PREDICT_FALSE(aGameArrays[srcArray].flags & GAMEARRAY_STRIDE2)) { for (; numElements>0; --numElements) { (aGameArrays[destArray].pValues)[destArrayIndex++] = ((uint8_t *)aGameArrays[srcArray].pValues)[srcArrayIndex += 2]; } break; } for (; numElements>0; --numElements) { (aGameArrays[destArray].pValues)[destArrayIndex++] = ((uint8_t *)aGameArrays[srcArray].pValues)[srcArrayIndex++]; } break; } continue; } case CON_RANDVAR: insptr++; Gv_SetVarX(*insptr, mulscale16(krand(), *(insptr + 1) + 1)); insptr += 2; continue; case CON_DISPLAYRANDVAR: insptr++; Gv_SetVarX(*insptr, mulscale15(system_15bit_rand(), *(insptr + 1) + 1)); insptr += 2; continue; case CON_CLAMP: insptr++; { tw = *insptr++; int const min = Gv_GetVarX(*insptr++); Gv_SetVarX(tw, clamp2(Gv_GetVarX(tw), min, Gv_GetVarX(*insptr++))); } continue; case CON_GETCLOSESTCOL: insptr++; { tw = *insptr++; int32_t const rgb = Gv_GetVarX(*insptr++); Gv_SetVarX(tw, getclosestcol_lim(rgb & 0xFF, (rgb >> 8) & 0xFF, (rgb >> 16) & 0xFF, Gv_GetVarX(*insptr++))); } continue; case CON_INV: if ((aGameVars[*(insptr + 1)].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0) aGameVars[*(insptr + 1)].global = -aGameVars[*(insptr + 1)].global; else Gv_SetVarX(*(insptr + 1), -Gv_GetVarX(*(insptr + 1))); insptr += 2; continue; case CON_MULVAR: insptr++; Gv_MulVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_DIVVAR: insptr++; if (EDUKE32_PREDICT_FALSE(*(insptr + 1) == 0)) { CON_ERRPRINTF("divide by zero!\n"); insptr += 2; continue; } Gv_DivVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_MODVAR: insptr++; if (EDUKE32_PREDICT_FALSE(*(insptr + 1) == 0)) { CON_ERRPRINTF("mod by zero!\n"); insptr += 2; continue; } Gv_ModVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_ANDVAR: insptr++; Gv_AndVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_ORVAR: insptr++; Gv_OrVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_XORVAR: insptr++; Gv_XorVar(*insptr, *(insptr + 1)); insptr += 2; continue; case CON_SETVARVAR: insptr++; { tw = *insptr++; int const nValue = Gv_GetVarX(*insptr++); if ((aGameVars[tw].flags & (GAMEVAR_USER_MASK | GAMEVAR_PTR_MASK)) == 0) aGameVars[tw].global = nValue; else Gv_SetVarX(tw, nValue); } continue; case CON_RANDVARVAR: insptr++; tw = *insptr++; Gv_SetVarX(tw, mulscale16(krand(), Gv_GetVarX(*insptr++) + 1)); continue; case CON_DISPLAYRANDVARVAR: insptr++; tw = *insptr++; Gv_SetVarX(tw, mulscale15(system_15bit_rand(), Gv_GetVarX(*insptr++) + 1)); continue; case CON_GMAXAMMO: insptr++; tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAX_WEAPONS)) { CON_ERRPRINTF("Invalid weapon ID %d\n", tw); insptr++; continue; } Gv_SetVarX(*insptr++, pPlayer->max_ammo_amount[tw]); continue; case CON_SMAXAMMO: insptr++; tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAX_WEAPONS)) { CON_ERRPRINTF("Invalid weapon ID %d\n", tw); insptr++; continue; } pPlayer->max_ammo_amount[tw] = Gv_GetVarX(*insptr++); continue; case CON_MULVARVAR: insptr++; tw = *insptr++; Gv_MulVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_DIVVARVAR: insptr++; { tw = *insptr++; int const nValue = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE(!nValue)) { CON_ERRPRINTF("divide by zero!\n"); continue; } Gv_DivVar(tw, nValue); continue; } case CON_MODVARVAR: insptr++; { tw = *insptr++; int const nValue = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE(!nValue)) { CON_ERRPRINTF("mod by zero!\n"); continue; } Gv_ModVar(tw, nValue); continue; } case CON_ANDVARVAR: insptr++; tw = *insptr++; Gv_AndVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_XORVARVAR: insptr++; tw = *insptr++; Gv_XorVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_ORVARVAR: insptr++; tw = *insptr++; Gv_OrVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_SUBVAR: insptr++; Gv_SubVar(*insptr, *(insptr+1)); insptr += 2; continue; case CON_SUBVARVAR: insptr++; tw = *insptr++; Gv_SubVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_ADDVAR: insptr++; Gv_AddVar(*insptr, *(insptr+1)); insptr += 2; continue; case CON_SHIFTVARL: insptr++; if ((aGameVars[*insptr].flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[*insptr].global <<= *(insptr+1); insptr += 2; continue; } Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) << *(insptr+1)); insptr += 2; continue; case CON_SHIFTVARR: insptr++; if ((aGameVars[*insptr].flags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[*insptr].global >>= *(insptr+1); insptr += 2; continue; } Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) >> *(insptr+1)); insptr += 2; continue; case CON_SHIFTVARVARL: insptr++; tw = *insptr++; Gv_SetVarX(tw, Gv_GetVarX(tw) << Gv_GetVarX(*insptr++)); continue; case CON_SHIFTVARVARR: insptr++; tw = *insptr++; Gv_SetVarX(tw, Gv_GetVarX(tw) >> Gv_GetVarX(*insptr++)); continue; case CON_SIN: insptr++; tw = *insptr++; Gv_SetVarX(tw, sintable[Gv_GetVarX(*insptr++)&2047]); continue; case CON_COS: insptr++; tw = *insptr++; Gv_SetVarX(tw, sintable[(Gv_GetVarX(*insptr++)+512)&2047]); continue; case CON_ADDVARVAR: insptr++; tw = *insptr++; Gv_AddVar(tw, Gv_GetVarX(*insptr++)); continue; case CON_SPGETLOTAG: insptr++; aGameVars[g_lotagVarID].global = vm.pSprite->lotag; continue; case CON_SPGETHITAG: insptr++; aGameVars[g_hitagVarID].global = vm.pSprite->hitag; continue; case CON_SECTGETLOTAG: insptr++; aGameVars[g_lotagVarID].global = sector[vm.pSprite->sectnum].lotag; continue; case CON_SECTGETHITAG: insptr++; aGameVars[g_hitagVarID].global = sector[vm.pSprite->sectnum].hitag; continue; case CON_GETTEXTUREFLOOR: insptr++; aGameVars[g_textureVarID].global = sector[vm.pSprite->sectnum].floorpicnum; continue; case CON_STARTTRACK: case CON_STARTTRACKVAR: insptr++; { int const levelNum = (tw == CON_STARTTRACK) ? *(insptr++) : Gv_GetVarX(*(insptr++)); if (EDUKE32_PREDICT_FALSE(G_StartTrack(levelNum))) CON_ERRPRINTF("invalid level %d or null music for volume %d level %d\n", levelNum, ud.volume_number, levelNum); } continue; case CON_SETMUSICPOSITION: insptr++; S_SetMusicPosition(Gv_GetVarX(*insptr++)); continue; case CON_GETMUSICPOSITION: insptr++; Gv_SetVarX(*insptr++, S_GetMusicPosition()); continue; case CON_ACTIVATECHEAT: insptr++; tw = Gv_GetVarX(*(insptr++)); if (EDUKE32_PREDICT_FALSE(numplayers != 1 || !(g_player[myconnectindex].ps->gm & MODE_GAME))) { CON_ERRPRINTF("not in a single-player game.\n"); continue; } osdcmd_cheatsinfo_stat.cheatnum = tw; continue; case CON_SETGAMEPALETTE: insptr++; P_SetGamePalette(pPlayer, Gv_GetVarX(*(insptr++)), 2+16); continue; case CON_GETTEXTURECEILING: insptr++; aGameVars[g_textureVarID].global = sector[vm.pSprite->sectnum].ceilingpicnum; continue; case CON_IFVARVARAND: insptr++; tw = Gv_GetVarX(*insptr++); tw &= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVAROR: insptr++; tw = Gv_GetVarX(*insptr++); tw |= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARXOR: insptr++; tw = Gv_GetVarX(*insptr++); tw ^= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVAREITHER: insptr++; tw = Gv_GetVarX(*insptr++); tw = (Gv_GetVarX(*insptr++) || tw); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARBOTH: insptr++; tw = Gv_GetVarX(*insptr++); tw = (Gv_GetVarX(*insptr++) && tw); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARN: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw != Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARE: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw == Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARG: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw > Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARGE: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw >= Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARL: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw < Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARVARLE: insptr++; tw = Gv_GetVarX(*insptr++); tw = (tw <= Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); continue; case CON_IFVARN: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw != *insptr); continue; case CON_WHILEVARN: { intptr_t const *const savedinsptr = insptr + 2; do { insptr = savedinsptr; tw = (Gv_GetVarX(*(insptr - 1)) != *insptr); VM_CONDITIONAL(tw); } while (tw); continue; } case CON_WHILEVARL: { intptr_t const *const savedinsptr = insptr + 2; do { insptr = savedinsptr; tw = (Gv_GetVarX(*(insptr - 1)) < *insptr); VM_CONDITIONAL(tw); } while (tw); continue; } case CON_WHILEVARVARN: { intptr_t const *const savedinsptr = insptr + 2; do { insptr = savedinsptr; tw = Gv_GetVarX(*(insptr - 1)); tw = (tw != Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); } while (tw); continue; } case CON_WHILEVARVARL: { intptr_t const *const savedinsptr = insptr + 2; do { insptr = savedinsptr; tw = Gv_GetVarX(*(insptr - 1)); tw = (tw < Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(tw); } while (tw); continue; } case CON_FOR: // special-purpose iteration insptr++; { int const returnVar = *insptr++; int const iterType = *insptr++; int const nIndex = iterType <= ITER_DRAWNSPRITES ? 0 : Gv_GetVarX(*insptr++); intptr_t const *const pEnd = insptr + *insptr; intptr_t const *const pNext = ++insptr; switch (iterType) { case ITER_ALLSPRITES: for (bssize_t jj=0; jj= MAXSECTORS) goto badindex; for (bssize_t jj=headspritesect[nIndex]; jj>=0; jj=nextspritesect[jj]) { Gv_SetVarX(returnVar, jj); insptr = pNext; VM_Execute(0); } break; case ITER_SPRITESOFSTATUS: if ((unsigned) nIndex >= MAXSTATUS) goto badindex; for (bssize_t jj=headspritestat[nIndex]; jj>=0; jj=nextspritestat[jj]) { Gv_SetVarX(returnVar, jj); insptr = pNext; VM_Execute(0); } break; case ITER_WALLSOFSECTOR: if ((unsigned) nIndex >= MAXSECTORS) goto badindex; for (bssize_t jj=sector[nIndex].wallptr, endwall=jj+sector[nIndex].wallnum-1; jj<=endwall; jj++) { Gv_SetVarX(returnVar, jj); insptr = pNext; VM_Execute(0); } break; case ITER_LOOPOFWALL: if ((unsigned) nIndex >= (unsigned)numwalls) goto badindex; { int jj = nIndex; do { Gv_SetVarX(returnVar, jj); insptr = pNext; VM_Execute(0); jj = wall[jj].point2; } while (jj != nIndex); } break; case ITER_RANGE: for (bssize_t jj=0; jj *insptr); continue; case CON_IFVARGE: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw >= *insptr); continue; case CON_IFVARL: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw < *insptr); continue; case CON_IFVARLE: insptr++; tw = Gv_GetVarX(*insptr++); VM_CONDITIONAL(tw <= *insptr); continue; case CON_IFPHEALTHL: insptr++; VM_CONDITIONAL(sprite[pPlayer->i].extra < *insptr); continue; case CON_IFPINVENTORY: insptr++; switch (*insptr++) { case GET_STEROIDS: tw = (pPlayer->inv_amount[GET_STEROIDS] != *insptr); break; case GET_SHIELD: tw = (pPlayer->inv_amount[GET_SHIELD] != pPlayer->max_shield_amount); break; case GET_SCUBA: tw = (pPlayer->inv_amount[GET_SCUBA] != *insptr); break; case GET_HOLODUKE: tw = (pPlayer->inv_amount[GET_HOLODUKE] != *insptr); break; case GET_JETPACK: tw = (pPlayer->inv_amount[GET_JETPACK] != *insptr); break; case GET_ACCESS: switch (vm.pSprite->pal) { case 0: tw = (pPlayer->got_access & 1); break; case 21: tw = (pPlayer->got_access & 2); break; case 23: tw = (pPlayer->got_access & 4); break; } break; case GET_HEATS: tw = (pPlayer->inv_amount[GET_HEATS] != *insptr); break; case GET_FIRSTAID: tw = (pPlayer->inv_amount[GET_FIRSTAID] != *insptr); break; case GET_BOOTS: tw = (pPlayer->inv_amount[GET_BOOTS] != *insptr); break; default: tw = 0; CON_ERRPRINTF("invalid inventory ID: %d\n", (int32_t) * (insptr - 1)); } VM_CONDITIONAL(tw); continue; case CON_PSTOMP: insptr++; if (pPlayer->knee_incs == 0 && sprite[pPlayer->i].xrepeat >= 40) if (cansee(vm.pSprite->x, vm.pSprite->y, vm.pSprite->z - ZOFFSET6, vm.pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z + ZOFFSET2, sprite[pPlayer->i].sectnum)) { int32_t numPlayers = g_mostConcurrentPlayers - 1; for (; numPlayers >= 0; --numPlayers) { if (g_player[numPlayers].ps->actorsqu == vm.spriteNum) break; } if (numPlayers == -1) { if (pPlayer->weapon_pos == 0) pPlayer->weapon_pos = -1; pPlayer->actorsqu = vm.spriteNum; pPlayer->knee_incs = 1; } } continue; case CON_IFAWAYFROMWALL: { int16_t otherSectnum = vm.pSprite->sectnum; tw = 0; #define IFAWAYDIST 108 updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum); if (otherSectnum == vm.pSprite->sectnum) { updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); if (otherSectnum == vm.pSprite->sectnum) { updatesector(vm.pSprite->x + IFAWAYDIST, vm.pSprite->y - IFAWAYDIST, &otherSectnum); if (otherSectnum == vm.pSprite->sectnum) { updatesector(vm.pSprite->x - IFAWAYDIST, vm.pSprite->y + IFAWAYDIST, &otherSectnum); if (otherSectnum == vm.pSprite->sectnum) tw = 1; } } } VM_CONDITIONAL(tw); #undef IFAWAYDIST } continue; case CON_QUOTE: insptr++; if (EDUKE32_PREDICT_FALSE((unsigned)(*insptr) >= MAXQUOTES) || apStrings[*insptr] == NULL) { CON_ERRPRINTF("invalid quote ID %d\n", (int32_t)(*insptr)); insptr++; continue; } if (EDUKE32_PREDICT_FALSE((unsigned)vm.playerNum >= MAXPLAYERS)) { CON_ERRPRINTF("bad player for quote %d: (%d)\n", (int32_t)*insptr,vm.playerNum); insptr++; continue; } P_DoQuote(*(insptr++) | MAXQUOTES, pPlayer); continue; case CON_USERQUOTE: insptr++; tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXQUOTES || apStrings[tw] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", tw); continue; } G_AddUserQuote(apStrings[tw]); continue; case CON_ECHO: insptr++; tw = Gv_GetVarX(*insptr++); if (EDUKE32_PREDICT_FALSE((unsigned)tw >= MAXQUOTES || apStrings[tw] == NULL)) { CON_ERRPRINTF("invalid quote ID %d\n", tw); continue; } OSD_Printf("%s\n", apStrings[tw]); continue; case CON_IFINOUTERSPACE: VM_CONDITIONAL(G_CheckForSpaceFloor(vm.pSprite->sectnum)); continue; case CON_IFNOTMOVING: VM_CONDITIONAL((vm.pActor->movflag&49152) > 16384); continue; case CON_RESPAWNHITAG: insptr++; switch (DYNAMICTILEMAP(vm.pSprite->picnum)) { case FEM1__STATIC: case FEM2__STATIC: case FEM3__STATIC: case FEM4__STATIC: case FEM5__STATIC: case FEM6__STATIC: case FEM7__STATIC: case FEM8__STATIC: case FEM9__STATIC: case FEM10__STATIC: case PODFEM1__STATIC: case NAKED1__STATIC: case STATUE__STATIC: if (vm.pSprite->yvel) G_OperateRespawns(vm.pSprite->yvel); break; default: // if (vm.pSprite->hitag >= 0) G_OperateRespawns(vm.pSprite->hitag); break; } continue; case CON_IFSPRITEPAL: insptr++; VM_CONDITIONAL(vm.pSprite->pal == *insptr); continue; case CON_IFANGDIFFL: insptr++; tw = klabs(G_GetAngleDelta(pPlayer->ang, vm.pSprite->ang)); VM_CONDITIONAL(tw <= *insptr); continue; case CON_IFNOSOUNDS: VM_CONDITIONAL(!A_CheckAnySoundPlaying(vm.spriteNum)); continue; case CON_SPRITEFLAGS: insptr++; vm.pActor->flags = Gv_GetVarX(*insptr++); continue; case CON_GETTICKS: insptr++; Gv_SetVarX(*insptr++, getticks()); continue; case CON_GETCURRADDRESS: insptr++; tw = *insptr++; Gv_SetVarX(tw, (intptr_t)(insptr - apScript)); continue; case CON_JUMP: // XXX XXX XXX insptr++; tw = Gv_GetVarX(*insptr++); insptr = (intptr_t *)(tw + apScript); continue; default: VM_ScriptInfo(insptr, 64); G_GameExit("An error has occurred in the EDuke32 virtual machine.\n\n" "If you are an end user, please e-mail the file eduke32.log\n" "along with links to any mods you're using to terminx@gmail.com.\n\n" "If you are a mod developer, please attach all of your CON files\n" "along with instructions on how to reproduce this error.\n\n" "Thank you!"); break; } } } // NORECURSE void A_LoadActor(int32_t spriteNum) { vm.spriteNum = spriteNum; // Sprite ID vm.pSprite = &sprite[spriteNum]; // Pointer to sprite structure if (g_tile[vm.pSprite->picnum].loadPtr == NULL) return; vm.pData = &actor[spriteNum].t_data[0]; // Sprite's 'extra' data vm.playerNum = -1; // Player ID vm.playerDist = -1; // Distance vm.pPlayer = g_player[0].ps; vm.flags &= ~(VM_RETURN | VM_KILL | VM_NOEXECUTE); if ((unsigned)vm.pSprite->sectnum >= MAXSECTORS) { A_DeleteSprite(vm.spriteNum); return; } insptr = g_tile[vm.pSprite->picnum].loadPtr; VM_Execute(1); insptr = NULL; if (vm.flags & VM_KILL) A_DeleteSprite(vm.spriteNum); } #endif void VM_UpdateAnim(int spriteNum, int32_t *pData) { #if !defined LUNATIC size_t const actionofs = AC_ACTION_ID(pData); intptr_t const *actionptr = (actionofs != 0 && actionofs + (ACTION_PARAM_COUNT-1) < (unsigned) g_scriptSize) ? &apScript[actionofs] : NULL; if (actionptr != NULL) #endif { #if !defined LUNATIC int const action_frames = actionptr[ACTION_NUMFRAMES]; int const action_incval = actionptr[ACTION_INCVAL]; int const action_delay = actionptr[ACTION_DELAY]; #else int const action_frames = actor[spriteNum].ac.numframes; int const action_incval = actor[spriteNum].ac.incval; int const action_delay = actor[spriteNum].ac.delay; #endif uint16_t *actionticsptr = &AC_ACTIONTICS(&sprite[spriteNum], &actor[spriteNum]); *actionticsptr += TICSPERFRAME; if (*actionticsptr > action_delay) { *actionticsptr = 0; AC_ACTION_COUNT(pData)++; AC_CURFRAME(pData) += action_incval; } if (klabs(AC_CURFRAME(pData)) >= klabs(action_frames * action_incval)) AC_CURFRAME(pData) = 0; } } // NORECURSE void A_Execute(int spriteNum, int playerNum, int playerDist) { vmstate_t tempvm = { spriteNum, playerNum, playerDist, 0, &sprite[spriteNum], &actor[spriteNum].t_data[0], g_player[playerNum].ps, &actor[spriteNum] }; vm = tempvm; #ifdef LUNATIC int32_t killit=0; #endif /* if (g_netClient && A_CheckSpriteFlags(spriteNum, SFLAG_NULL)) { A_DeleteSprite(spriteNum); return; } */ if (g_netServer || g_netClient) randomseed = ticrandomseed; if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= MAXSECTORS)) { if (A_CheckEnemySprite(vm.pSprite)) vm.pPlayer->actors_killed++; A_DeleteSprite(vm.spriteNum); return; } VM_UpdateAnim(vm.spriteNum, vm.pData); #ifdef LUNATIC int const picnum = vm.pSprite->picnum; if (L_IsInitialized(&g_ElState) && El_HaveActor(picnum)) { double t = gethiticks(); killit = (El_CallActor(&g_ElState, picnum, spriteNum, playerNum, playerDist)==1); t = gethiticks()-t; g_actorTotalMs[picnum] += t; g_actorMinMs[picnum] = min(g_actorMinMs[picnum], t); g_actorMaxMs[picnum] = max(g_actorMaxMs[picnum], t); g_actorCalls[picnum]++; } #else insptr = 4 + (g_tile[vm.pSprite->picnum].execPtr); VM_Execute(1); insptr = NULL; #endif #ifdef LUNATIC if (killit) #else if (vm.flags & VM_KILL) #endif { VM_DeleteSprite(spriteNum, playerNum); return; } VM_Move(); if (vm.pSprite->statnum != STAT_ACTOR) { if (vm.pSprite->statnum == STAT_STANDABLE) { switch (DYNAMICTILEMAP(vm.pSprite->picnum)) { case RUBBERCAN__STATIC: case EXPLODINGBARREL__STATIC: case WOODENHORSE__STATIC: case HORSEONSIDE__STATIC: case CANWITHSOMETHING__STATIC: case FIREBARREL__STATIC: case NUKEBARREL__STATIC: case NUKEBARRELDENTED__STATIC: case NUKEBARRELLEAKED__STATIC: case TRIPBOMB__STATIC: case EGG__STATIC: if (vm.pActor->timetosleep > 1) vm.pActor->timetosleep--; else if (vm.pActor->timetosleep == 1) changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR); default: break; } } return; } if (A_CheckEnemySprite(vm.pSprite)) { if (vm.pSprite->xrepeat > 60 || (ud.respawn_monsters == 1 && vm.pSprite->extra <= 0)) return; } else if (EDUKE32_PREDICT_FALSE(ud.respawn_items == 1 && (vm.pSprite->cstat & 32768))) return; if (A_CheckSpriteFlags(vm.spriteNum, SFLAG_USEACTIVATOR) && sector[vm.pSprite->sectnum].lotag & 16384) changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR); else if (vm.pActor->timetosleep > 1) vm.pActor->timetosleep--; else if (vm.pActor->timetosleep == 1) { // hack for 1.3D fire sprites if (EDUKE32_PREDICT_FALSE(g_scriptVersion == 13 && (vm.pSprite->picnum == FIRE || vm.pSprite->picnum == FIRE2))) return; changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR); } } void G_SaveMapState(void) { int const levelNum = ud.volume_number * MAXLEVELS + ud.level_number; map_t *const pMapInfo = &g_mapInfo[levelNum]; if (pMapInfo->savedstate == NULL) { pMapInfo->savedstate = (mapstate_t *) Xaligned_alloc(16, sizeof(mapstate_t)); Bmemset(pMapInfo->savedstate, 0, sizeof(mapstate_t)); } mapstate_t *save = pMapInfo->savedstate; if (save == NULL) return; save->numwalls = numwalls; Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS); save->numsectors = numsectors; Bmemcpy(&save->sector[0],§or[0],sizeof(sectortype)*MAXSECTORS); Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES); // If we're in EVENT_ANIMATESPRITES, we'll be saving pointer values to disk :-/ #if !defined LUNATIC if (g_currentEventExec == EVENT_ANIMATESPRITES) initprintf("Line %d: savemapstate called from EVENT_ANIMATESPRITES. WHY?\n", g_errorLineNum); #endif Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES); save->numsprites = Numsprites; save->tailspritefree = tailspritefree; Bmemcpy(&save->headspritesect[0],&headspritesect[0],sizeof(headspritesect)); Bmemcpy(&save->prevspritesect[0],&prevspritesect[0],sizeof(prevspritesect)); Bmemcpy(&save->nextspritesect[0],&nextspritesect[0],sizeof(nextspritesect)); Bmemcpy(&save->headspritestat[0],&headspritestat[0],sizeof(headspritestat)); Bmemcpy(&save->prevspritestat[0],&prevspritestat[0],sizeof(prevspritestat)); Bmemcpy(&save->nextspritestat[0],&nextspritestat[0],sizeof(nextspritestat)); #ifdef YAX_ENABLE save->numyaxbunches = numyaxbunches; # if !defined NEW_MAP_FORMAT Bmemcpy(save->yax_bunchnum, yax_bunchnum, sizeof(yax_bunchnum)); Bmemcpy(save->yax_nextwall, yax_nextwall, sizeof(yax_nextwall)); # endif #endif Bmemcpy(&save->actor[0],&actor[0],sizeof(actor_t)*MAXSPRITES); save->g_cyclerCnt = g_cyclerCnt; Bmemcpy(&save->g_cyclers[0],&g_cyclers[0],sizeof(g_cyclers)); Bmemcpy(&save->g_playerSpawnPoints[0],&g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints)); save->g_animWallCnt = g_animWallCnt; Bmemcpy(&save->SpriteDeletionQueue[0],&SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue)); save->g_spriteDeleteQueuePos = g_spriteDeleteQueuePos; Bmemcpy(&save->animwall[0],&animwall[0],sizeof(animwall)); Bmemcpy(&save->origins[0],&g_origins[0],sizeof(g_origins)); Bmemcpy(&save->g_mirrorWall[0],&g_mirrorWall[0],sizeof(g_mirrorWall)); Bmemcpy(&save->g_mirrorSector[0],&g_mirrorSector[0],sizeof(g_mirrorSector)); save->g_mirrorCount = g_mirrorCount; Bmemcpy(&save->show2dsector[0],&show2dsector[0],sizeof(show2dsector)); save->g_cloudCnt = g_cloudCnt; Bmemcpy(&save->g_cloudSect[0],&g_cloudSect[0],sizeof(g_cloudSect)); save->g_cloudX = g_cloudX; save->g_cloudY = g_cloudY; save->pskyidx = g_pskyidx; Bmemcpy(&save->g_animateGoal[0],&g_animateGoal[0],sizeof(g_animateGoal)); Bmemcpy(&save->g_animateVel[0],&g_animateVel[0],sizeof(g_animateVel)); save->g_animateCnt = g_animateCnt; Bmemcpy(&save->g_animateSect[0],&g_animateSect[0],sizeof(g_animateSect)); G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_FWD); Bmemcpy(&save->g_animatePtr[0],&g_animatePtr[0],sizeof(g_animatePtr)); G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_BACK); { EDUKE32_STATIC_ASSERT(sizeof(save->g_animatePtr) == sizeof(g_animatePtr)); } save->g_playerSpawnCnt = g_playerSpawnCnt; save->g_earthquakeTime = g_earthquakeTime; save->lockclock = lockclock; save->randomseed = randomseed; save->g_globalRandom = g_globalRandom; #if !defined LUNATIC for (bssize_t i=g_gameVarCount-1; i>=0; i--) { if (aGameVars[i].flags & GAMEVAR_NORESET) continue; if (aGameVars[i].flags & GAMEVAR_PERPLAYER) { if (!save->vars[i]) save->vars[i] = (intptr_t *)Xaligned_alloc(16, MAXPLAYERS * sizeof(intptr_t)); Bmemcpy(&save->vars[i][0],&aGameVars[i].pValues[0],sizeof(intptr_t) * MAXPLAYERS); } else if (aGameVars[i].flags & GAMEVAR_PERACTOR) { if (!save->vars[i]) save->vars[i] = (intptr_t *)Xaligned_alloc(16, MAXSPRITES * sizeof(intptr_t)); Bmemcpy(&save->vars[i][0],&aGameVars[i].pValues[0],sizeof(intptr_t) * MAXSPRITES); } else save->vars[i] = (intptr_t *)aGameVars[i].global; } for (bssize_t i=g_gameArrayCount-1; i>=0; i--) { if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0) continue; int size; switch (aGameArrays[i].flags & (GAMEARRAY_OFCHAR | GAMEARRAY_OFSHORT | GAMEARRAY_OFINT)) { case GAMEARRAY_OFCHAR: size = sizeof(uint8_t); break; case GAMEARRAY_OFSHORT: size = sizeof(uint16_t); break; case GAMEARRAY_OFINT: size = sizeof(uint32_t); break; default: size = sizeof(uintptr_t); break; } if (!save->arrays[i]) save->arrays[i] = (intptr_t *)Xaligned_alloc(16, aGameArrays[i].size * size); Bmemcpy(&save->arrays[i][0], &aGameArrays[i].pValues[0], aGameArrays[i].size * size); } #else int32_t slen; const char *svcode = El_SerializeGamevars(&slen, levelNum); if (slen < 0) { El_OnError("ERROR: savemapstate: serialization failed!"); } else { char *savecode = Xstrdup(svcode); Bfree(save->savecode); save->savecode = savecode; } #endif ototalclock = totalclock; } void G_RestoreMapState(void) { int const levelNum = ud.volume_number * MAXLEVELS + ud.level_number; mapstate_t *pSavedState = g_mapInfo[levelNum].savedstate; if (pSavedState != NULL) { int playerHealth[MAXPLAYERS]; for (bssize_t i=0; ii].extra; pub = NUMPAGES; pus = NUMPAGES; G_UpdateScreenArea(); numwalls = pSavedState->numwalls; Bmemcpy(&wall[0],&pSavedState->wall[0],sizeof(walltype)*MAXWALLS); numsectors = pSavedState->numsectors; Bmemcpy(§or[0],&pSavedState->sector[0],sizeof(sectortype)*MAXSECTORS); Bmemcpy(&sprite[0],&pSavedState->sprite[0],sizeof(spritetype)*MAXSPRITES); Bmemcpy(&spriteext[0],&pSavedState->spriteext[0],sizeof(spriteext_t)*MAXSPRITES); // If we're restoring from EVENT_ANIMATESPRITES, all spriteext[].tspr // will be overwritten, so NULL them. #if !defined LUNATIC if (g_currentEventExec == EVENT_ANIMATESPRITES) { initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum); for (bssize_t i=0; inumsprites; tailspritefree = pSavedState->tailspritefree; Bmemcpy(&headspritesect[0],&pSavedState->headspritesect[0],sizeof(headspritesect)); Bmemcpy(&prevspritesect[0],&pSavedState->prevspritesect[0],sizeof(prevspritesect)); Bmemcpy(&nextspritesect[0],&pSavedState->nextspritesect[0],sizeof(nextspritesect)); Bmemcpy(&headspritestat[0],&pSavedState->headspritestat[0],sizeof(headspritestat)); Bmemcpy(&prevspritestat[0],&pSavedState->prevspritestat[0],sizeof(prevspritestat)); Bmemcpy(&nextspritestat[0],&pSavedState->nextspritestat[0],sizeof(nextspritestat)); #ifdef YAX_ENABLE numyaxbunches = pSavedState->numyaxbunches; # if !defined NEW_MAP_FORMAT Bmemcpy(yax_bunchnum, pSavedState->yax_bunchnum, sizeof(yax_bunchnum)); Bmemcpy(yax_nextwall, pSavedState->yax_nextwall, sizeof(yax_nextwall)); # endif #endif Bmemcpy(&actor[0],&pSavedState->actor[0],sizeof(actor_t)*MAXSPRITES); g_cyclerCnt = pSavedState->g_cyclerCnt; Bmemcpy(&g_cyclers[0],&pSavedState->g_cyclers[0],sizeof(g_cyclers)); Bmemcpy(&g_playerSpawnPoints[0],&pSavedState->g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints)); g_animWallCnt = pSavedState->g_animWallCnt; Bmemcpy(&SpriteDeletionQueue[0],&pSavedState->SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue)); g_spriteDeleteQueuePos = pSavedState->g_spriteDeleteQueuePos; Bmemcpy(&animwall[0],&pSavedState->animwall[0],sizeof(animwall)); Bmemcpy(&g_origins[0],&pSavedState->origins[0],sizeof(g_origins)); Bmemcpy(&g_mirrorWall[0],&pSavedState->g_mirrorWall[0],sizeof(g_mirrorWall)); Bmemcpy(&g_mirrorSector[0],&pSavedState->g_mirrorSector[0],sizeof(g_mirrorSector)); g_mirrorCount = pSavedState->g_mirrorCount; Bmemcpy(&show2dsector[0],&pSavedState->show2dsector[0],sizeof(show2dsector)); g_cloudCnt = pSavedState->g_cloudCnt; Bmemcpy(&g_cloudSect[0],&pSavedState->g_cloudSect[0],sizeof(g_cloudSect)); g_cloudX = pSavedState->g_cloudX; g_cloudY = pSavedState->g_cloudY; g_pskyidx = pSavedState->pskyidx; Bmemcpy(&g_animateGoal[0],&pSavedState->g_animateGoal[0],sizeof(g_animateGoal)); Bmemcpy(&g_animateVel[0],&pSavedState->g_animateVel[0],sizeof(g_animateVel)); g_animateCnt = pSavedState->g_animateCnt; Bmemcpy(&g_animateSect[0],&pSavedState->g_animateSect[0],sizeof(g_animateSect)); Bmemcpy(&g_animatePtr[0],&pSavedState->g_animatePtr[0],sizeof(g_animatePtr)); G_Util_PtrToIdx(g_animatePtr, g_animateCnt, sector, P2I_BACK); g_playerSpawnCnt = pSavedState->g_playerSpawnCnt; g_earthquakeTime = pSavedState->g_earthquakeTime; lockclock = pSavedState->lockclock; randomseed = pSavedState->randomseed; g_globalRandom = pSavedState->g_globalRandom; #if !defined LUNATIC for (bssize_t i=g_gameVarCount-1; i>=0; i--) { if (aGameVars[i].flags & GAMEVAR_NORESET) continue; if (aGameVars[i].flags & GAMEVAR_PERPLAYER) { if (!pSavedState->vars[i]) continue; Bmemcpy(&aGameVars[i].pValues[0],&pSavedState->vars[i][0],sizeof(intptr_t) * MAXPLAYERS); } else if (aGameVars[i].flags & GAMEVAR_PERACTOR) { if (!pSavedState->vars[i]) continue; Bmemcpy(&aGameVars[i].pValues[0],&pSavedState->vars[i][0],sizeof(intptr_t) * MAXSPRITES); } else aGameVars[i].global = (intptr_t)pSavedState->vars[i]; } Gv_RefreshPointers(); for (bssize_t i=g_gameArrayCount-1; i>=0; i--) { if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0 || !pSavedState->arrays[i]) continue; int size; switch (aGameArrays[i].flags & (GAMEARRAY_OFCHAR | GAMEARRAY_OFSHORT | GAMEARRAY_OFINT)) { case GAMEARRAY_OFCHAR: size = sizeof(uint8_t); break; case GAMEARRAY_OFSHORT: size = sizeof(uint16_t); break; case GAMEARRAY_OFINT: size = sizeof(uint32_t); break; default: size = sizeof(uintptr_t); break; } Bmemcpy(&aGameArrays[i].pValues[0], &pSavedState->arrays[i][0], aGameArrays[i].size * size); } #else if (pSavedState->savecode) { El_RestoreGamevars(pSavedState->savecode); } #endif // Update g_player[].ps->i (sprite indices of players) to be consistent // with just loaded sprites. // Otherwise, crashes may ensue: e.g. WGR2 SVN r391, map spiderden: // - walk forward (to door leading to other level "Shadowpine Forest") // - in new level, walk backward to get back to the Spider Den // - walk backward to the door leading to Shadowpine Forest --> crash. for (bssize_t SPRITES_OF(STAT_PLAYER, i)) { int32_t snum = P_Get(i); Bassert((unsigned)snum < MAXPLAYERS); g_player[snum].ps->i = i; } for (bssize_t i=0; ii].extra = playerHealth[i]; if (g_player[myconnectindex].ps->over_shoulder_on != 0) { CAMERADIST = 0; CAMERACLOCK = 0; g_player[myconnectindex].ps->over_shoulder_on = 1; } screenpeek = myconnectindex; if (ud.lockout) { for (bssize_t x=g_animWallCnt-1; x>=0; x--) switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum)) { case FEMPIC1__STATIC: wall[animwall[x].wallnum].picnum = BLANKSCREEN; break; case FEMPIC2__STATIC: case FEMPIC3__STATIC: wall[animwall[x].wallnum].picnum = SCREENBREAK6; break; } } #if 0 else { for (bssize_t x=g_numAnimWalls-1; x>=0; x--) if (wall[animwall[x].wallnum].extra >= 0) wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra; } #endif #ifdef YAX_ENABLE sv_postyaxload(); #endif G_ResetInterpolations(); Net_ResetPrediction(); G_ClearFIFO(); G_ResetTimers(0); } } #ifdef LUNATIC void VM_FallSprite(int32_t i) { VM_Fall(i, &sprite[i]); } int32_t VM_ResetPlayer2(int32_t snum, int32_t flags) { return VM_ResetPlayer(snum, 0, flags); } int32_t VM_CheckSquished2(int32_t i, int32_t snum) { vm.spriteNum = i; vm.pSprite = &sprite[i]; vm.playerNum = snum; vm.pPlayer = g_player[snum].ps; return VM_CheckSquished(); } #endif // MYOS* CON commands. LUNATIC_EXTERN void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p) { orientation &= (ROTATESPRITE_MAX-1); int const rotAngle = (orientation&4) ? 1024 : 0; if (!(orientation&ROTATESPRITE_FULL16)) { x<<=16; y<<=16; } rotatesprite_win(x, y, zoom, rotAngle, tilenum, shade, p, 2|orientation); } #if !defined LUNATIC void VM_DrawTile(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation) { DukePlayer_t *pPlayer = g_player[screenpeek].ps; int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0; VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, tilePal); } void VM_DrawTilePal(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p) { VM_DrawTileGeneric(x, y, 65536, tilenum, shade, orientation, p); } void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation) { DukePlayer_t *const pPlayer = g_player[screenpeek].ps; int32_t tilePal = pPlayer->cursectnum >= 0 ? sector[pPlayer->cursectnum].floorpal : 0; VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, tilePal); } void VM_DrawTilePalSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p) { VM_DrawTileGeneric(x, y, 32768, tilenum, shade, orientation, p); } #endif