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

3215 lines
78 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "concmd.h"
#include "duke3d.h"
#include "gamevar.h"
#include "mapinfo.h"
#include "gamestate.h"
#include "conlabel.h"
#include "automap.h"
#include "dukeactor.h"
BEGIN_DUKE_NS
// Player Actions - used by ifp instruction.
enum playeraction_t {
pstanding = 0x00000001,
pwalking = 0x00000002,
prunning = 0x00000004,
pducking = 0x00000008,
pfalling = 0x00000010,
pjumping = 0x00000020,
phigher = 0x00000040,
pwalkingback = 0x00000080,
prunningback = 0x00000100,
pkicking = 0x00000200,
pshrunk = 0x00000400,
pjetpack = 0x00000800,
ponsteroids = 0x00001000,
ponground = 0x00002000,
palive = 0x00004000,
pdead = 0x00008000,
pfacing = 0x00010000
};
struct ParseState
{
int killit_flag;
int g_p;
int g_x;
DDukeActor *g_ac;
int* insptr;
Collision coll;
int parse(void);
void parseifelse(int condition);
};
int furthestcanseepoint(DDukeActor* i, DDukeActor* ts, DVector2& pos);
sectortype* toSect(int index)
{
return validSectorIndex(index) ? &sector[index] : nullptr;
}
int fromSect(sectortype* sect)
{
return sect ? sectindex(sect) : -1;
}
walltype* toWall(int index)
{
return validWallIndex(index) ? &wall[index] : nullptr;
}
int fromWall(walltype* sect)
{
return sect ? wallindex(sect) : -1;
}
static void DoUserDef(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2)
{
auto vValue = GetGameVarID(lVar2, sActor, sPlayer);
auto lValue = vValue.safeValue();
// most settings have been removed because they are either pointless, no longer existent or simply too dangerous to access.
// Others have been made read-only.
switch (lLabelID)
{
case USERDEFS_GOD: // redid this so that the script won't be able to disable user-set god mode.
if (bSet) ud.god = (ud.god & ~2) | (lValue? 2:0);
else SetGameVarID(lVar2, !!ud.god, sActor, sPlayer);
break;
case USERDEFS_CASHMAN:
if (bSet) ud.cashman = lValue;
else SetGameVarID(lVar2, ud.cashman, sActor, sPlayer);
break;
case USERDEFS_EOG:
if (bSet) ud.eog = lValue;
else SetGameVarID(lVar2, ud.eog, sActor, sPlayer);
break;
case USERDEFS_SHOWALLMAP:
if (bSet) gFullMap = lValue;
else SetGameVarID(lVar2, gFullMap, sActor, sPlayer);
break;
case USERDEFS_SHOWWEAPONS:
// Read-only user state.
if (!bSet) SetGameVarID(lVar2, cl_showweapon, sActor, sPlayer);
break;
case USERDEFS_CAMERASPRITE:
if (bSet) ud.cameraactor = vValue.safeActor();
else SetGameVarID(lVar2, ud.cameraactor, sActor, sPlayer);
break;
case USERDEFS_LAST_CAMSPRITE:
if (!bSet) SetGameVarID(lVar2, -1, sActor, sPlayer);
break;
case USERDEFS_LAST_LEVEL:
if (bSet) ud.last_level = lValue;
else SetGameVarID(lVar2, ud.last_level, sActor, sPlayer);
break;
case USERDEFS_SECRETLEVEL:
if (bSet) ud.secretlevel = lValue;
else SetGameVarID(lVar2, ud.secretlevel, sActor, sPlayer);
break;
case USERDEFS_CONST_VISIBILITY:
if (bSet) ud.const_visibility = lValue;
else SetGameVarID(lVar2, ud.const_visibility, sActor, sPlayer);
break;
case USERDEFS_SHADOWS:
if (bSet) ud.shadows = lValue;
else SetGameVarID(lVar2, ud.shadows, sActor, sPlayer);
break;
case USERDEFS_M_COOP:
if (!bSet) SetGameVarID(lVar2, ud.m_coop, sActor, sPlayer);
break;
case USERDEFS_COOP:
if (!bSet) SetGameVarID(lVar2, ud.coop, sActor, sPlayer);
break;
case USERDEFS_RESPAWN_MONSTERS:
if (bSet) ud.respawn_monsters = lValue;
else SetGameVarID(lVar2, ud.respawn_monsters, sActor, sPlayer);
break;
case USERDEFS_RESPAWN_ITEMS:
if (bSet) ud.respawn_items = lValue;
else SetGameVarID(lVar2, ud.respawn_items, sActor, sPlayer);
break;
case USERDEFS_RESPAWN_INVENTORY:
if (bSet) ud.respawn_inventory = lValue;
else SetGameVarID(lVar2, ud.respawn_inventory, sActor, sPlayer);
break;
case USERDEFS_RECSTAT:
if (!bSet) SetGameVarID(lVar2, ud.recstat, sActor, sPlayer);
break;
case USERDEFS_MONSTERS_OFF:
if (bSet) ud.monsters_off = lValue;
else SetGameVarID(lVar2, ud.monsters_off, sActor, sPlayer);
break;
case USERDEFS_BRIGHTNESS:
if (bSet) ud.brightness = lValue;
else SetGameVarID(lVar2, ud.brightness, sActor, sPlayer);
break;
case USERDEFS_M_RESPAWN_ITEMS:
if (bSet) ud.m_respawn_items = lValue;
else SetGameVarID(lVar2, ud.m_respawn_items, sActor, sPlayer);
break;
case USERDEFS_M_RESPAWN_MONSTERS:
if (bSet) ud.m_respawn_monsters = lValue;
else SetGameVarID(lVar2, ud.m_respawn_monsters, sActor, sPlayer);
break;
case USERDEFS_M_RESPAWN_INVENTORY:
if (bSet) ud.m_respawn_inventory = lValue;
else SetGameVarID(lVar2, ud.m_respawn_inventory, sActor, sPlayer);
break;
case USERDEFS_M_MONSTERS_OFF:
if (bSet) ud.m_monsters_off = lValue;
else SetGameVarID(lVar2, ud.m_monsters_off, sActor, sPlayer);
break;
case USERDEFS_M_FFIRE:
if (bSet) ud.m_ffire = lValue;
else SetGameVarID(lVar2, ud.m_ffire, sActor, sPlayer);
break;
case USERDEFS_FFIRE:
if (bSet) ud.ffire = lValue;
else SetGameVarID(lVar2, ud.ffire, sActor, sPlayer);
break;
case USERDEFS_MULTIMODE:
if (!bSet) SetGameVarID(lVar2, ud.multimode, sActor, sPlayer);
break;
case USERDEFS_PLAYER_SKILL:
if (bSet) ud.player_skill = lValue;
else SetGameVarID(lVar2, ud.player_skill, sActor, sPlayer);
break;
case USERDEFS_MARKER:
if (bSet) ud.marker = lValue;
else SetGameVarID(lVar2, ud.marker, sActor, sPlayer);
break;
default:
// This will also catch all deleted cases.
// make sure that the return value is always defined.
if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer);
break;
}
return;
}
///////////////////////////////////////////
void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2)
{
auto vValue = GetGameVarID(lVar2, sActor, sPlayer);
auto lValue = vValue.safeValue();
int iPlayer;
int lTemp;
if (lVar1 == g_iThisActorID)
{
// if they've asked for 'this', then use 'this player'...
iPlayer = sPlayer;
}
else
{
iPlayer = GetGameVarID(lVar1, sActor, sPlayer).safeValue();
}
if (iPlayer < 0 || iPlayer >= MAXPLAYERS)
return;
const auto p = getPlayer(iPlayer);
const auto pact = p->GetActor();
switch (lLabelID)
{
case PLAYER_ZOOM:
SetGameVarID(lVar2, 768, sActor, sPlayer); //return default for AM zoom.
break;
case PLAYER_EXITX:
if (bSet) p->Exit.X = lValue * maptoworld;
else SetGameVarID(lVar2, int(p->Exit.X / maptoworld), sActor, sPlayer);
break;
case PLAYER_EXITY:
if (bSet) p->Exit.Y = lValue * maptoworld;
else SetGameVarID(lVar2, int(p->Exit.Y / maptoworld), sActor, sPlayer);
break;
case PLAYER_LOOGIEX:
if (bSet) p->loogie[lParm2].X = lValue;
else SetGameVarID(lVar2, (int)p->loogie[lParm2].X, sActor, sPlayer);
break;
case PLAYER_LOOGIEY:
if (bSet) p->loogie[lParm2].Y = lValue;
else SetGameVarID(lVar2, (int)p->loogie[lParm2].Y, sActor, sPlayer);
break;
case PLAYER_NUMLOOGS:
if (bSet) p->numloogs = lValue;
else SetGameVarID(lVar2, p->numloogs, sActor, sPlayer);
break;
case PLAYER_LOOGCNT:
if (bSet) p->oloogcnt = p->loogcnt = lValue;
else SetGameVarID(lVar2, p->loogcnt, sActor, sPlayer);
break;
case PLAYER_POSX: // oh, my... :( Writing to these has been disabled until I know how to do it without the engine shitting all over itself.
if (!bSet) SetGameVarID(lVar2, int(pact->spr.pos.X * (1/maptoworld)), sActor, sPlayer);
break;
case PLAYER_POSY:
if (!bSet) SetGameVarID(lVar2, int(pact->spr.pos.Y * (1 / maptoworld)), sActor, sPlayer);
break;
case PLAYER_POSZ:
if (!bSet) SetGameVarID(lVar2, int(pact->getOffsetZ() * (1 / zmaptoworld)), sActor, sPlayer);
break;
case PLAYER_HORIZ:
if (bSet)
{
if (p->cmd.ucmd.actions & SB_CENTERVIEW)
{
p->cmd.ucmd.actions &= ~SB_CENTERVIEW;
}
pact->spr.Angles.Pitch = maphoriz(-lValue);
}
else SetGameVarID(lVar2, int(pact->spr.Angles.Pitch.Tan() * -128.), sActor, sPlayer);
break;
case PLAYER_OHORIZ:
if (!bSet) SetGameVarID(lVar2, int(pact->PrevAngles.Pitch.Tan() * -128.), sActor, sPlayer);
break;
case PLAYER_HORIZOFF:
if (bSet) p->ViewAngles.Pitch = maphoriz(-lValue);
else SetGameVarID(lVar2, int(p->ViewAngles.Pitch.Tan() * -128.), sActor, sPlayer);
break;
case PLAYER_OHORIZOFF:
if (!bSet) SetGameVarID(lVar2, int(p->PrevViewAngles.Pitch.Tan() * -128.), sActor, sPlayer);
break;
case PLAYER_INVDISPTIME:
if (bSet) p->invdisptime = lValue;
else SetGameVarID(lVar2, p->invdisptime, sActor, sPlayer);
break;
case PLAYER_BOBPOSX:
if (bSet) p->bobpos.X = lValue * maptoworld;
else SetGameVarID(lVar2, int(p->bobpos.X * (1/maptoworld)), sActor, sPlayer);
break;
case PLAYER_BOBPOSY:
if (bSet) p->bobpos.Y = lValue * maptoworld;
else SetGameVarID(lVar2, int(p->bobpos.Y * (1/maptoworld)), sActor, sPlayer);
break;
case PLAYER_OPOSX:
if (bSet) pact->opos.X = lValue * maptoworld;
else SetGameVarID(lVar2, int(pact->opos.X * (1/maptoworld)), sActor, sPlayer);
break;
case PLAYER_OPOSY:
if (bSet) pact->opos.Y = lValue * maptoworld;
else SetGameVarID(lVar2, int(pact->opos.Y * (1 / maptoworld)), sActor, sPlayer);
break;
case PLAYER_OPOSZ:
if (bSet) pact->opos.Z = (lValue * zmaptoworld) + gs.playerheight;
else SetGameVarID(lVar2, int(pact->getPrevOffsetZ() * (1 / zmaptoworld)), sActor, sPlayer);
break;
case PLAYER_PYOFF:
if (bSet) p->pyoff = lValue * zmaptoworld;
else SetGameVarID(lVar2, int(p->pyoff / zmaptoworld), sActor, sPlayer);
break;
case PLAYER_OPYOFF:
if (bSet) p->opyoff = lValue * zmaptoworld;
else SetGameVarID(lVar2, int(p->opyoff / zmaptoworld), sActor, sPlayer);
break;
case PLAYER_POSXV:
if (bSet) p->vel.X = FixedToFloat<18>(lValue);
else SetGameVarID(lVar2, FloatToFixed<18>(p->vel.X), sActor, sPlayer);
break;
case PLAYER_POSYV:
if (bSet) p->vel.Y = FixedToFloat<18>(lValue);
else SetGameVarID(lVar2, FloatToFixed<18>(p->vel.Y), sActor, sPlayer);
break;
case PLAYER_POSZV:
if (bSet) p->vel.Z = lValue * zmaptoworld;
else SetGameVarID(lVar2, int(p->vel.Z / zmaptoworld), sActor, sPlayer);
break;
case PLAYER_LAST_PISSED_TIME:
if (bSet) p->last_pissed_time = lValue;
else SetGameVarID(lVar2, p->last_pissed_time, sActor, sPlayer);
break;
case PLAYER_TRUEFZ:
if (bSet) p->truefz = lValue * zmaptoworld;
else SetGameVarID(lVar2, int(p->truefz * (1/zmaptoworld)), sActor, sPlayer);
break;
case PLAYER_TRUECZ:
if (bSet) p->truecz = lValue * zmaptoworld;
else SetGameVarID(lVar2, int(p->truecz * (1 / zmaptoworld)), sActor, sPlayer);
break;
case PLAYER_PLAYER_PAR:
if (bSet) p->player_par = lValue;
else SetGameVarID(lVar2, p->player_par, sActor, sPlayer);
break;
case PLAYER_VISIBILITY:
if (bSet) p->visibility = lValue;
else SetGameVarID(lVar2, p->visibility, sActor, sPlayer);
break;
case PLAYER_BOBCOUNTER:
if (bSet) p->bobcounter = lValue;
else SetGameVarID(lVar2, p->bobcounter, sActor, sPlayer);
break;
case PLAYER_WEAPON_SWAY:
if (bSet) p->oweapon_sway = p->weapon_sway = lValue;
else SetGameVarID(lVar2, p->weapon_sway, sActor, sPlayer);
break;
case PLAYER_PALS_TIME:
if (bSet) p->pals.a = lValue;
else SetGameVarID(lVar2, p->pals.a, sActor, sPlayer);
break;
case PLAYER_RANDOMFLAMEX:
if (bSet) p->randomflamex = lValue;
else SetGameVarID(lVar2, p->randomflamex, sActor, sPlayer);
break;
case PLAYER_CRACK_TIME:
if (bSet) p->crack_time = lValue;
else SetGameVarID(lVar2, p->crack_time, sActor, sPlayer);
break;
case PLAYER_AIM_MODE: // game has no business enforcing this in any way.
if (!bSet) SetGameVarID(lVar2, p->aim_mode, sActor, sPlayer);
break;
case PLAYER_ANG:
if (bSet) pact->spr.Angles.Yaw = mapangle(lValue);
else SetGameVarID(lVar2, pact->spr.Angles.Yaw.Buildang(), sActor, sPlayer);
break;
case PLAYER_OANG:
if (!bSet) SetGameVarID(lVar2, pact->PrevAngles.Yaw.Buildang(), sActor, sPlayer);
break;
case PLAYER_ANGVEL: // This no longer exists.
if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer);
break;
case PLAYER_CURSECTNUM:
if (bSet) p->cursector = toSect(lValue);
else SetGameVarID(lVar2, fromSect(p->cursector), sActor, sPlayer);
break;
case PLAYER_LOOK_ANG:
if (bSet) p->ViewAngles.Yaw = mapangle(lValue);
else SetGameVarID(lVar2, p->ViewAngles.Yaw.Buildang(), sActor, sPlayer);
break;
case PLAYER_LAST_EXTRA:
if (bSet) p->last_extra = lValue;
else SetGameVarID(lVar2, p->last_extra, sActor, sPlayer);
break;
case PLAYER_SUBWEAPON:
if (bSet) p->subweapon = lValue;
else SetGameVarID(lVar2, p->subweapon, sActor, sPlayer);
break;
case PLAYER_AMMO_AMOUNT:
lTemp = GetGameVarID(lParm2, sActor, sPlayer).safeValue();
if (bSet) p->ammo_amount[lTemp] = lValue;
else SetGameVarID(lVar2, p->ammo_amount[lTemp], sActor, sPlayer);
break;
case PLAYER_WACKEDBYACTOR:
if (bSet) p->wackedbyactor = vValue.safeActor();
else SetGameVarID(lVar2, p->wackedbyactor, sActor, sPlayer);
break;
case PLAYER_FRAG:
if (bSet) p->frag = lValue;
else SetGameVarID(lVar2, p->frag, sActor, sPlayer);
break;
case PLAYER_FRAGGEDSELF:
if (bSet) p->fraggedself = lValue;
else SetGameVarID(lVar2, p->fraggedself, sActor, sPlayer);
break;
case PLAYER_CURR_WEAPON:
if (bSet) p->curr_weapon = lValue;
else SetGameVarID(lVar2, p->curr_weapon, sActor, sPlayer);
break;
case PLAYER_LAST_WEAPON:
if (bSet) p->last_weapon = lValue;
else SetGameVarID(lVar2, p->last_weapon, sActor, sPlayer);
break;
case PLAYER_TIPINCS:
if (bSet) p->otipincs = p->tipincs = lValue;
else SetGameVarID(lVar2, p->tipincs, sActor, sPlayer);
break;
case PLAYER_WANTWEAPONFIRE:
if (bSet) p->wantweaponfire = lValue;
else SetGameVarID(lVar2, p->wantweaponfire, sActor, sPlayer);
break;
case PLAYER_HOLODUKE_AMOUNT:
if (bSet) p->holoduke_amount = lValue;
else SetGameVarID(lVar2, p->holoduke_amount, sActor, sPlayer);
break;
case PLAYER_NEWOWNER:
if (bSet && (p->newOwner = vValue.safeActor())) gameInput.ForceInputSync(iPlayer);
else SetGameVarID(lVar2, p->newOwner, sActor, sPlayer);
break;
case PLAYER_HURT_DELAY:
if (bSet) p->hurt_delay = lValue;
else SetGameVarID(lVar2, p->hurt_delay, sActor, sPlayer);
break;
case PLAYER_HBOMB_HOLD_DELAY:
if (bSet) p->hbomb_hold_delay = lValue;
else SetGameVarID(lVar2, p->hbomb_hold_delay, sActor, sPlayer);
break;
case PLAYER_JUMPING_COUNTER:
if (bSet) p->jumping_counter = lValue;
else SetGameVarID(lVar2, p->jumping_counter, sActor, sPlayer);
break;
case PLAYER_AIRLEFT:
if (bSet) p->airleft = lValue;
else SetGameVarID(lVar2, p->airleft, sActor, sPlayer);
break;
case PLAYER_KNEE_INCS:
if (bSet) p->oknee_incs = p->knee_incs = lValue;
else SetGameVarID(lVar2, p->knee_incs, sActor, sPlayer);
break;
case PLAYER_ACCESS_INCS:
if (bSet) p->oaccess_incs = p->access_incs = lValue;
else SetGameVarID(lVar2, p->access_incs, sActor, sPlayer);
break;
case PLAYER_ACCESS_WALLNUM:
if (bSet) p->access_wall = toWall(lValue);
else SetGameVarID(lVar2, fromWall(p->access_wall), sActor, sPlayer);
break;
case PLAYER_ACCESS_SPRITENUM:
if (bSet) p->access_spritenum = vValue.safeActor();
else SetGameVarID(lVar2, p->access_spritenum, sActor, sPlayer);
break;
case PLAYER_KICKBACK_PIC:
if (bSet) p->okickback_pic = p->kickback_pic = lValue;
else SetGameVarID(lVar2, p->kickback_pic, sActor, sPlayer);
break;
case PLAYER_GOT_ACCESS:
if (bSet) p->got_access = lValue;
else SetGameVarID(lVar2, p->got_access, sActor, sPlayer);
break;
case PLAYER_WEAPON_ANG:
if (bSet) p->weapon_ang = lValue;
else SetGameVarID(lVar2, p->weapon_ang, sActor, sPlayer);
break;
case PLAYER_FIRSTAID_AMOUNT:
if (bSet) p->firstaid_amount = lValue;
else SetGameVarID(lVar2, p->firstaid_amount, sActor, sPlayer);
break;
case PLAYER_SOMETHINGONPLAYER:
if (bSet) p->somethingonplayer = vValue.safeActor();
else SetGameVarID(lVar2, (p->somethingonplayer), sActor, sPlayer);
break;
case PLAYER_ON_CRANE:
if (bSet && (p->on_crane = vValue.safeActor())) gameInput.ForceInputSync(iPlayer);
else SetGameVarID(lVar2, (p->on_crane), sActor, sPlayer);
break;
case PLAYER_I: // Read only, because this is very dangerous.
if (!bSet) SetGameVarID(lVar2, pact, sActor, sPlayer);
break;
case PLAYER_ONE_PARALLAX_SECTNUM:
if (bSet) p->one_parallax_sectnum = toSect(lValue);
else SetGameVarID(lVar2, fromSect(p->one_parallax_sectnum), sActor, sPlayer);
break;
case PLAYER_OVER_SHOULDER_ON:
if (bSet) p->over_shoulder_on = lValue;
else SetGameVarID(lVar2, p->over_shoulder_on, sActor, sPlayer);
break;
case PLAYER_RANDOM_CLUB_FRAME:
if (bSet) p->orandom_club_frame = p->random_club_frame = lValue;
else SetGameVarID(lVar2, p->random_club_frame, sActor, sPlayer);
break;
case PLAYER_FIST_INCS:
if (bSet) p->ofist_incs = p->fist_incs = lValue;
else SetGameVarID(lVar2, p->fist_incs, sActor, sPlayer);
break;
case PLAYER_ONE_EIGHTY_COUNT:
if (bSet) p->YawSpin = mapangle(lValue);
else SetGameVarID(lVar2, p->YawSpin.Buildang(), sActor, sPlayer);
break;
case PLAYER_CHEAT_PHASE:
if (bSet) p->cheat_phase = lValue;
else SetGameVarID(lVar2, p->cheat_phase, sActor, sPlayer);
break;
case PLAYER_DUMMYPLAYERSPRITE:
if (bSet) p->dummyplayersprite = vValue.safeActor();
else SetGameVarID(lVar2, (p->dummyplayersprite), sActor, sPlayer);
break;
case PLAYER_EXTRA_EXTRA8:
if (bSet) p->extra_extra8 = lValue;
else SetGameVarID(lVar2, p->extra_extra8, sActor, sPlayer);
break;
case PLAYER_QUICK_KICK:
if (bSet) p->quick_kick = lValue;
else SetGameVarID(lVar2, p->quick_kick, sActor, sPlayer);
break;
case PLAYER_HEAT_AMOUNT:
if (bSet) p->heat_amount = lValue;
else SetGameVarID(lVar2, p->heat_amount, sActor, sPlayer);
break;
case PLAYER_ACTORSQU:
if (bSet) p->actorsqu = vValue.safeActor();
else SetGameVarID(lVar2, (p->actorsqu), sActor, sPlayer);
break;
case PLAYER_TIMEBEFOREEXIT:
if (bSet) p->timebeforeexit = lValue;
else SetGameVarID(lVar2, p->timebeforeexit, sActor, sPlayer);
break;
case PLAYER_CUSTOMEXITSOUND:
if (bSet) p->customexitsound = lValue;
else SetGameVarID(lVar2, p->customexitsound, sActor, sPlayer);
break;
case PLAYER_INTERFACE_TOGGLE_FLAG:
if (bSet) p->interface_toggle_flag = lValue;
else SetGameVarID(lVar2, p->interface_toggle_flag, sActor, sPlayer);
break;
case PLAYER_ROTSCRNANG:
if (bSet) p->PrevViewAngles.Roll = p->ViewAngles.Roll = -mapangle(lValue);
else SetGameVarID(lVar2, -p->ViewAngles.Roll.Buildang(), sActor, sPlayer);
break;
case PLAYER_DEAD_FLAG:
if (bSet) p->dead_flag = lValue;
else SetGameVarID(lVar2, p->dead_flag, sActor, sPlayer);
break;
case PLAYER_SHOW_EMPTY_WEAPON:
if (bSet) p->show_empty_weapon = lValue;
else SetGameVarID(lVar2, p->show_empty_weapon, sActor, sPlayer);
break;
case PLAYER_SCUBA_AMOUNT:
if (bSet) p->scuba_amount = lValue;
else SetGameVarID(lVar2, p->scuba_amount, sActor, sPlayer);
break;
case PLAYER_JETPACK_AMOUNT:
if (bSet) p->jetpack_amount = lValue;
else SetGameVarID(lVar2, p->jetpack_amount, sActor, sPlayer);
break;
case PLAYER_STEROIDS_AMOUNT:
if (bSet) p->steroids_amount = lValue;
else SetGameVarID(lVar2, p->steroids_amount, sActor, sPlayer);
break;
case PLAYER_SHIELD_AMOUNT:
if (bSet) p->shield_amount = lValue;
else SetGameVarID(lVar2, p->shield_amount, sActor, sPlayer);
break;
case PLAYER_HOLODUKE_ON:
if (bSet) p->holoduke_on = vValue.safeActor();
else SetGameVarID(lVar2, (p->holoduke_on), sActor, sPlayer);
break;
case PLAYER_PYCOUNT:
if (bSet) p->pycount = lValue;
else SetGameVarID(lVar2, p->pycount, sActor, sPlayer);
break;
case PLAYER_WEAPON_POS:
if (bSet) p->oweapon_pos = p->weapon_pos = lValue;
else SetGameVarID(lVar2, p->weapon_pos, sActor, sPlayer);
break;
case PLAYER_FRAG_PS:
if (bSet) p->frag_ps = lValue;
else SetGameVarID(lVar2, p->frag_ps, sActor, sPlayer);
break;
case PLAYER_TRANSPORTER_HOLD:
if (bSet) p->transporter_hold = lValue;
else SetGameVarID(lVar2, p->transporter_hold, sActor, sPlayer);
break;
case PLAYER_LAST_FULL_WEAPON:
if (bSet) p->last_full_weapon = lValue;
else SetGameVarID(lVar2, p->last_full_weapon, sActor, sPlayer);
break;
case PLAYER_FOOTPRINTSHADE:
if (bSet) p->footprintshade = lValue;
else SetGameVarID(lVar2, p->footprintshade, sActor, sPlayer);
break;
case PLAYER_BOOT_AMOUNT:
if (bSet) p->boot_amount = lValue;
else SetGameVarID(lVar2, p->boot_amount, sActor, sPlayer);
break;
case PLAYER_GM:
if (!bSet) SetGameVarID(lVar2, MODE_GAME, sActor, sPlayer);
break;
case PLAYER_ON_WARPING_SECTOR:
if (bSet) p->on_warping_sector = lValue;
else SetGameVarID(lVar2, p->on_warping_sector, sActor, sPlayer);
break;
case PLAYER_FOOTPRINTCOUNT:
if (bSet) p->footprintcount = lValue;
else SetGameVarID(lVar2, p->footprintcount, sActor, sPlayer);
break;
case PLAYER_HBOMB_ON:
if (bSet) p->hbomb_on = lValue;
else SetGameVarID(lVar2, p->hbomb_on, sActor, sPlayer);
break;
case PLAYER_JUMPING_TOGGLE:
if (bSet) p->jumping_toggle = lValue;
else SetGameVarID(lVar2, p->jumping_toggle, sActor, sPlayer);
break;
case PLAYER_RAPID_FIRE_HOLD:
if (bSet) p->rapid_fire_hold = lValue;
else SetGameVarID(lVar2, p->rapid_fire_hold, sActor, sPlayer);
break;
case PLAYER_ON_GROUND:
if (bSet) p->on_ground = lValue;
else SetGameVarID(lVar2, p->on_ground, sActor, sPlayer);
break;
case PLAYER_INVEN_ICON:
if (bSet) p->inven_icon = lValue;
else SetGameVarID(lVar2, p->inven_icon, sActor, sPlayer);
break;
case PLAYER_BUTTONPALETTE:
if (bSet) p->buttonpalette = lValue;
else SetGameVarID(lVar2, p->buttonpalette, sActor, sPlayer);
break;
case PLAYER_JETPACK_ON:
if (bSet) p->jetpack_on = lValue;
else SetGameVarID(lVar2, p->jetpack_on, sActor, sPlayer);
break;
case PLAYER_SPRITEBRIDGE:
if (bSet) p->spritebridge = lValue;
else SetGameVarID(lVar2, p->spritebridge, sActor, sPlayer);
break;
case PLAYER_LASTRANDOMSPOT:
if (bSet) p->lastrandomspot = lValue;
else SetGameVarID(lVar2, p->lastrandomspot, sActor, sPlayer);
break;
case PLAYER_SCUBA_ON:
if (bSet) p->scuba_on = lValue;
else SetGameVarID(lVar2, p->scuba_on, sActor, sPlayer);
break;
case PLAYER_FOOTPRINTPAL:
if (bSet) p->footprintpal = lValue;
else SetGameVarID(lVar2, p->footprintpal, sActor, sPlayer);
break;
case PLAYER_HEAT_ON:
if (bSet) p->heat_on = lValue;
else SetGameVarID(lVar2, p->heat_on, sActor, sPlayer);
break;
case PLAYER_HOLSTER_WEAPON:
if (bSet) p->holster_weapon = lValue;
else SetGameVarID(lVar2, p->holster_weapon, sActor, sPlayer);
break;
case PLAYER_FALLING_COUNTER:
if (bSet) p->falling_counter = lValue;
else SetGameVarID(lVar2, p->falling_counter, sActor, sPlayer);
break;
case PLAYER_GOTWEAPON:
if (bSet) p->gotweapon[lParm2] = !!lValue;
else SetGameVarID(lVar2, p->gotweapon[lParm2], sActor, sPlayer);
break;
case PLAYER_REFRESH_INVENTORY:
if (bSet) p->refresh_inventory = lValue;
else SetGameVarID(lVar2, p->refresh_inventory, sActor, sPlayer);
break;
case PLAYER_TOGGLE_KEY_FLAG:
if (bSet) p->toggle_key_flag = lValue;
else SetGameVarID(lVar2, p->toggle_key_flag, sActor, sPlayer);
break;
case PLAYER_KNUCKLE_INCS:
if (bSet) p->knuckle_incs = lValue;
else SetGameVarID(lVar2, p->knuckle_incs, sActor, sPlayer);
break;
case PLAYER_WALKING_SND_TOGGLE:
if (bSet) p->walking_snd_toggle = lValue;
else SetGameVarID(lVar2, p->walking_snd_toggle, sActor, sPlayer);
break;
case PLAYER_PALOOKUP:
if (bSet) p->palookup = lValue;
else SetGameVarID(lVar2, p->palookup, sActor, sPlayer);
break;
case PLAYER_HARD_LANDING:
if (bSet) p->ohard_landing = p->hard_landing = lValue;
else SetGameVarID(lVar2, p->hard_landing, sActor, sPlayer);
break;
case PLAYER_RETURN_TO_CENTER:
if (bSet) p->cmd.ucmd.actions |= SB_CENTERVIEW;
else SetGameVarID(lVar2, p->cmd.ucmd.actions & SB_CENTERVIEW ? int(abs((pact->spr.Angles.Pitch * (DAngle::fromDeg(9.) / GetMaxPitch())).Degrees())) : 0, sActor, sPlayer);
break;
default:
if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer);
break;
}
return;
}
////////////////////
void DoWall(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2)
{
auto lValue = GetGameVarID(lVar2, sActor, sPlayer).safeValue();
auto vWall = GetGameVarID(lVar1, sActor, sPlayer);
auto iWall = vWall.safeValue();
if (iWall < 0 || iWall >= (int)wall.Size() || vWall.isActor())
{
if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer);
return;
}
auto wallp = &wall[iWall];
// All fields affecting map geometry have been made read-only!
switch (lLabelID)
{
case WALL_X:
if (!bSet) SetGameVarID(lVar2, int(wallp->pos.X / maptoworld), sActor, sPlayer);
break;
case WALL_Y:
if (!bSet) SetGameVarID(lVar2, int(wallp->pos.Y / maptoworld), sActor, sPlayer);
break;
case WALL_POINT2:
if (!bSet) SetGameVarID(lVar2, wallp->point2, sActor, sPlayer);
break;
case WALL_NEXTWALL:
if (!bSet) SetGameVarID(lVar2, wallp->nextwall, sActor, sPlayer);
break;
case WALL_NEXTSECTOR:
if (!bSet) SetGameVarID(lVar2, wallp->nextsector, sActor, sPlayer);
break;
case WALL_CSTAT:
if (bSet) wallp->cstat = EWallFlags::FromInt(lValue);
else SetGameVarID(lVar2, wallp->cstat, sActor, sPlayer);
break;
case WALL_PICNUM:
if (bSet) wallp->setwalltexture(tileGetTextureID(lValue));
else SetGameVarID(lVar2, legacyTileNum(wallp->walltexture), sActor, sPlayer);
break;
case WALL_OVERPICNUM:
if (bSet) wallp->setovertexture(tileGetTextureID(lValue));
else SetGameVarID(lVar2, legacyTileNum(wallp->overtexture), sActor, sPlayer);
break;
case WALL_SHADE:
if (bSet) wallp->shade = lValue;
else SetGameVarID(lVar2, wallp->shade, sActor, sPlayer);
break;
case WALL_PAL:
if (bSet) wallp->pal = lValue;
else SetGameVarID(lVar2, wallp->pal, sActor, sPlayer);
break;
case WALL_XREPEAT:
if (bSet) wallp->xrepeat = lValue;
else SetGameVarID(lVar2, wallp->xrepeat, sActor, sPlayer);
break;
case WALL_YREPEAT:
if (bSet) wallp->yrepeat = lValue;
else SetGameVarID(lVar2, wallp->yrepeat, sActor, sPlayer);
break;
case WALL_XPANNING:
if (bSet) wallp->xpan_ = (float)(lValue & 255);
else SetGameVarID(lVar2, wallp->xpan(), sActor, sPlayer);
break;
case WALL_YPANNING:
if (bSet) wallp->ypan_ = (float)(lValue & 255);
else SetGameVarID(lVar2, wallp->ypan(), sActor, sPlayer);
break;
case WALL_LOTAG:
if (bSet) wallp->lotag = lValue;
else SetGameVarID(lVar2, wallp->lotag, sActor, sPlayer);
break;
case WALL_HITAG:
if (bSet) wallp->hitag = lValue;
else SetGameVarID(lVar2, wallp->hitag, sActor, sPlayer);
break;
case WALL_EXTRA:
if (bSet) wallp->extra = lValue;
else SetGameVarID(lVar2, wallp->extra, sActor, sPlayer);
break;
default:
break;
}
return;
}
void DoSector(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2)
{
int iSector;
int lValue;
bool no = false;
if (lVar1 == g_iThisActorID)
{
// if they've asked for 'this', then use 'this'...
iSector = sActor->sectno();
}
else
{
auto vv = GetGameVarID(lVar1, sActor, sPlayer);
no = vv.isActor();
iSector = vv.safeValue();
}
if (iSector < 0 || iSector >= (int)sector.Size() || no)
{
if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer);
return;
}
lValue = GetGameVarID(lVar2, sActor, sPlayer).safeValue();
auto sectp = &sector[iSector];
// All fields affecting map geometry have been made read-only!
switch (lLabelID)
{
case SECTOR_WALLPTR:
if (!bSet) SetGameVarID(lVar2, wallindex(sectp->walls.Data()), sActor, sPlayer);
break;
case SECTOR_WALLNUM:
if (!bSet) SetGameVarID(lVar2, sectp->walls.Size(), sActor, sPlayer);
break;
case SECTOR_CEILINGZ:
if (bSet) sectp->setceilingz(lValue * zmaptoworld);
else SetGameVarID(lVar2, (int)(sectp->ceilingz / zmaptoworld), sActor, sPlayer);
break;
case SECTOR_FLOORZ:
if (bSet) sectp->setfloorz(lValue * zmaptoworld);
else SetGameVarID(lVar2, (int)(sectp->floorz / zmaptoworld), sActor, sPlayer);
break;
case SECTOR_CEILINGSTAT:
if (bSet) sectp->ceilingstat = ESectorFlags::FromInt(lValue);
else SetGameVarID(lVar2, sectp->ceilingstat, sActor, sPlayer);
break;
case SECTOR_FLOORSTAT:
if (bSet) sectp->floorstat = ESectorFlags::FromInt(lValue);
else SetGameVarID(lVar2, sectp->floorstat, sActor, sPlayer);
break;
case SECTOR_CEILINGPICNUM:
if (bSet) sectp->setceilingtexture(tileGetTextureID(lValue));
else SetGameVarID(lVar2, legacyTileNum(sectp->ceilingtexture), sActor, sPlayer);
break;
case SECTOR_CEILINGSLOPE:
if (bSet) sectp->setceilingslope(lValue);
else SetGameVarID(lVar2, sectp->ceilingheinum, sActor, sPlayer);
break;
case SECTOR_CEILINGSHADE:
if (bSet) sectp->ceilingshade = lValue;
else SetGameVarID(lVar2, sectp->ceilingshade, sActor, sPlayer);
break;
case SECTOR_CEILINGPAL:
if (bSet) sectp->ceilingpal = lValue;
else SetGameVarID(lVar2, sectp->ceilingpal, sActor, sPlayer);
break;
case SECTOR_CEILINGXPANNING:
if (bSet) sectp->ceilingxpan_ = (float)(lValue & 255);
else SetGameVarID(lVar2, sectp->ceilingxpan(), sActor, sPlayer);
break;
case SECTOR_CEILINGYPANNING:
if (bSet) sectp->ceilingypan_ = (float)(lValue & 255);
else SetGameVarID(lVar2, sectp->ceilingypan(), sActor, sPlayer);
break;
case SECTOR_FLOORPICNUM:
if (bSet) sectp->setfloortexture(tileGetTextureID(lValue));
else SetGameVarID(lVar2, legacyTileNum(sectp->floortexture), sActor, sPlayer);
break;
case SECTOR_FLOORSLOPE:
if (bSet) sectp->setfloorslope(lValue);
else SetGameVarID(lVar2, sectp->floorheinum, sActor, sPlayer);
break;
case SECTOR_FLOORSHADE:
if (bSet) sectp->floorshade = lValue;
else SetGameVarID(lVar2, sectp->floorshade, sActor, sPlayer);
break;
case SECTOR_FLOORPAL:
if (bSet) sectp->floorpal = lValue;
else SetGameVarID(lVar2, sectp->floorpal, sActor, sPlayer);
break;
case SECTOR_FLOORXPANNING:
if (bSet) sectp->floorxpan_ = (float)(lValue & 255);
else SetGameVarID(lVar2, sectp->floorxpan(), sActor, sPlayer);
break;
case SECTOR_FLOORYPANNING:
if (bSet) sectp->floorypan_ = (float)(lValue & 255);
else SetGameVarID(lVar2, sectp->floorypan(), sActor, sPlayer);
break;
case SECTOR_VISIBILITY:
if (bSet) sectp->visibility = lValue;
else SetGameVarID(lVar2, sectp->visibility, sActor, sPlayer);
break;
case SECTOR_LOTAG:
if (bSet) sectp->lotag = lValue;
else SetGameVarID(lVar2, sectp->lotag, sActor, sPlayer);
break;
case SECTOR_HITAG:
if (bSet) sectp->hitag = lValue;
else SetGameVarID(lVar2, sectp->hitag, sActor, sPlayer);
break;
case SECTOR_EXTRA:
if (bSet) sectp->extra = lValue;
else SetGameVarID(lVar2, sectp->extra, sActor, sPlayer);
break;
default:
break;
}
return;
}
void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, int sPlayer, int lParm2)
{
auto vValue = GetGameVarID(lVar2, sActor, sPlayer);
auto lValue = vValue.safeValue();
DDukeActor* act;
if (lVar1 == g_iThisActorID)
{
// if they've asked for 'this', then use 'this'...
act = sActor;
}
else
{
act = GetGameVarID(lVar1, sActor, sPlayer).safeActor();
}
if (!act)
{
if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer);
return;
}
switch (lLabelID)
{
case ACTOR_X:
if (!bSet) SetGameVarID(lVar2, int(act->spr.pos.X / maptoworld), sActor, sPlayer);
break;
case ACTOR_Y:
if (!bSet) SetGameVarID(lVar2, int(act->spr.pos.Y / maptoworld), sActor, sPlayer);
break;
case ACTOR_Z:
if (!bSet) SetGameVarID(lVar2, int(act->spr.pos.Z / zmaptoworld), sActor, sPlayer);
break;
case ACTOR_CSTAT:
if (bSet) act->spr.cstat = ESpriteFlags::FromInt(lValue);
else SetGameVarID(lVar2, act->spr.cstat, sActor, sPlayer);
break;
case ACTOR_SHADE:
if (bSet) act->spr.shade = lValue;
else SetGameVarID(lVar2, act->spr.shade, sActor, sPlayer);
break;
case ACTOR_PAL:
if (bSet) act->spr.pal = lValue;
else SetGameVarID(lVar2, act->spr.pal, sActor, sPlayer);
break;
case ACTOR_CLIPDIST:
if (bSet) act->clipdist = lValue * 0.25;
else SetGameVarID(lVar2, int(act->clipdist * 4), sActor, sPlayer);
break;
case ACTOR_DETAIL:
if (bSet) act->spriteextra = lValue;
else SetGameVarID(lVar2, act->spriteextra, sActor, sPlayer);
break;
case ACTOR_XREPEAT:
if (bSet) act->spr.scale.X = (lValue * REPEAT_SCALE);
else SetGameVarID(lVar2, int(act->spr.scale.X * INV_REPEAT_SCALE), sActor, sPlayer);
break;
case ACTOR_YREPEAT:
if (bSet) act->spr.scale.Y = (lValue * REPEAT_SCALE);
else SetGameVarID(lVar2, int(act->spr.scale.Y * INV_REPEAT_SCALE), sActor, sPlayer);
break;
case ACTOR_XOFFSET:
if (bSet) act->spr.xoffset = lValue;
else SetGameVarID(lVar2, act->spr.xoffset, sActor, sPlayer);
break;
case ACTOR_YOFFSET:
if (bSet) act->spr.yoffset = lValue;
else SetGameVarID(lVar2, act->spr.yoffset, sActor, sPlayer);
break;
case ACTOR_SECTNUM: // made read only because this is not safe.
if (!bSet) /*changespritesect(iActor, lValue);
else*/ SetGameVarID(lVar2, act->sectno(), sActor, sPlayer);
break;
case ACTOR_STATNUM:
if (!bSet) /*changespritestat(iActor, lValue);
else*/ SetGameVarID(lVar2, act->spr.statnum, sActor, sPlayer);
break;
case ACTOR_ANG:
if (bSet) act->spr.Angles.Yaw = DAngle::fromBuild(lValue);
else SetGameVarID(lVar2, act->spr.Angles.Yaw.Buildang(), sActor, sPlayer);
break;
case ACTOR_OWNER:
// there is no way to handle this well because we do not know whether this is an actor or not. Pity.
if (bSet) act->spr.intowner = lValue;
else SetGameVarID(lVar2, act->spr.intowner, sActor, sPlayer);
break;
case ACTOR_XVEL:
if (bSet) act->vel.X = lValue * maptoworld;
else SetGameVarID(lVar2, int(act->vel.X / maptoworld), sActor, sPlayer);
break;
case ACTOR_YVEL:
if (bSet) act->spr.yint = lValue;
else SetGameVarID(lVar2, act->spr.yint, sActor, sPlayer);
break;
case ACTOR_ZVEL:
if (bSet) act->vel.Z = lValue * zmaptoworld;
else SetGameVarID(lVar2, int(act->vel.Z / zmaptoworld), sActor, sPlayer);
break;
case ACTOR_LOTAG:
if (bSet) act->spr.lotag = lValue;
else SetGameVarID(lVar2, act->spr.lotag, sActor, sPlayer);
break;
case ACTOR_HITAG:
if (bSet) act->spr.hitag = lValue;
else SetGameVarID(lVar2, act->spr.hitag, sActor, sPlayer);
break;
case ACTOR_EXTRA:
if (bSet) act->spr.extra = lValue;
else SetGameVarID(lVar2, act->spr.extra, sActor, sPlayer);
break;
case ACTOR_HTCGG:
if (bSet) act->cgg = lValue;
else SetGameVarID(lVar2, act->cgg, sActor, sPlayer);
break;
case ACTOR_HTANG:
if (bSet) act->hitang = mapangle(lValue);
else SetGameVarID(lVar2, act->hitang.Buildang(), sActor, sPlayer);
break;
case ACTOR_HTEXTRA:
if (bSet) act->hitextra = lValue;
else SetGameVarID(lVar2, act->hitextra, sActor, sPlayer);
break;
case ACTOR_HTOWNER:
if (bSet) act->hitOwnerActor = vValue.safeActor();
else SetGameVarID(lVar2, act->hitOwnerActor, sActor, sPlayer);
break;
case ACTOR_HTMOVFLAG:
if (bSet) act->movflag = lValue;
else SetGameVarID(lVar2, act->movflag, sActor, sPlayer);
break;
case ACTOR_HTTEMPANG:
if (bSet) act->tempval = lValue;
else SetGameVarID(lVar2, act->tempval, sActor, sPlayer);
break;
case ACTOR_HTACTORSTAYPUT:
if (bSet) act->actorstayput = toSect(lValue);
else SetGameVarID(lVar2, fromSect(act->actorstayput), sActor, sPlayer);
break;
case ACTOR_HTTIMETOSLEEP:
if (bSet) act->timetosleep = lValue;
else SetGameVarID(lVar2, act->timetosleep, sActor, sPlayer);
break;
case ACTOR_HTFLOORZ:
if (bSet) act->floorz = lValue * zmaptoworld;
else SetGameVarID(lVar2, int(act->floorz * (1/zmaptoworld)), sActor, sPlayer);
break;
case ACTOR_HTCEILINGZ:
if (bSet) act->ceilingz = lValue * zmaptoworld;
else SetGameVarID(lVar2, int(act->ceilingz * (1/zmaptoworld)), sActor, sPlayer);
break;
case ACTOR_HTLASTVX:
if (bSet) act->ovel.X = lValue * maptoworld;
else SetGameVarID(lVar2, int(act->ovel.X / maptoworld), sActor, sPlayer);
break;
case ACTOR_HTLASTVY:
if (bSet) act->ovel.Y = lValue * maptoworld;
else SetGameVarID(lVar2, int(act->ovel.Y / maptoworld), sActor, sPlayer);
break;
case ACTOR_HTG_T0:
if (bSet) act->counter = lValue;
else SetGameVarID(lVar2, act->counter, sActor, sPlayer);
break;
case ACTOR_HTG_T1:
if (bSet) act->temp_data[1] = lValue;
else SetGameVarID(lVar2, act->temp_data[1], sActor, sPlayer);
break;
case ACTOR_HTG_T2:
if (bSet) act->temp_data[2] = lValue;
else SetGameVarID(lVar2, act->temp_data[2], sActor, sPlayer);
break;
case ACTOR_HTG_T3:
if (bSet) act->temp_data[3] = lValue;
else SetGameVarID(lVar2, act->temp_data[3], sActor, sPlayer);
break;
case ACTOR_HTG_T4:
if (bSet) act->temp_data[4] = lValue;
else SetGameVarID(lVar2, act->temp_data[4], sActor, sPlayer);
break;
case ACTOR_HTG_T5:
if (bSet) act->temp_data[0] = lValue;
else SetGameVarID(lVar2, act->temp_data[0], sActor, sPlayer);
break;
default:
break;
}
return;
}
//---------------------------------------------------------------------------
//
// what a lousy hack job... :(
//
//---------------------------------------------------------------------------
int CheckWeapRec(DDukePlayer* p, DDukeActor* g_ac, int testonly)
{
int j;
for (j = 0; j < p->weapreccnt; j++)
if (p->weaprecs[j] == g_ac->GetClass())
break;
if (testonly)
{
return (j < p->weapreccnt && g_ac->GetOwner() == g_ac);
}
else if (p->weapreccnt < 32)
{
p->weaprecs[p->weapreccnt++] = g_ac->GetClass();
return (g_ac->GetOwner() == g_ac);
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ParseState::parseifelse(int condition)
{
if( condition )
{
// skip 'else' pointer.. and...
insptr+=2;
parse();
}
else
{
insptr = &ScriptCode[*(insptr+1)];
if(*insptr == 10)
{
// else...
// skip 'else' and...
insptr+=2;
parse();
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int ifcanshoottarget(DDukeActor *actor, int g_p, int g_x)
{
if (g_x > 1024)
{
double sclip;
DAngle angdif;
if (badguy(actor) && actor->spr.scale.X > 0.875)
{
sclip = 3084 / 16.;
angdif = DAngle22_5 * 3 / 8;
}
else
{
sclip = 48;
angdif = DAngle22_5 / 8;
}
DDukeActor* hit;
double hs = hitasprite(actor, &hit);
if (hs == INT_MAX)
{
return 1;
}
if (hs > sclip)
{
if (hit != nullptr && hit->GetClass() == actor->GetClass())
return 0;
else
{
actor->spr.Angles.Yaw += angdif;
hs = hitasprite(actor, &hit);
actor->spr.Angles.Yaw -= angdif;
if (hs > sclip)
{
if (hit != nullptr && hit->GetClass() == actor->GetClass())
return 0;
else
{
actor->spr.Angles.Yaw += angdif;
hs = hitasprite(actor, &hit);
actor->spr.Angles.Yaw -= angdif;
if (hs > 48)
{
if (hit != nullptr && hit->GetClass() == actor->GetClass())
return 0;
return 1;
}
else return 0;
}
}
else return 0;
}
}
return 0;
}
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifcansee(DDukeActor* actor, DDukePlayer* p)
{
int j;
DDukeActor* tosee;
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if (p->holoduke_on != nullptr && !isRR())
{
tosee = p->holoduke_on;
j = cansee(actor->spr.pos.plusZ(-zrand(32)), actor->sector(), tosee->spr.pos, tosee->sector());
if (j == 0)
{
// they can't see player's holoduke
// check for player..
tosee = p->GetActor();
}
}
else tosee = p->GetActor(); // holoduke not on. look for player
// can they see player, (or player's holoduke)
j = cansee(actor->spr.pos.plusZ(-zrand(48)), actor->sector(), tosee->spr.pos.plusZ(isRR()? -28 : -24), tosee->sector());
if (j == 0)
{
// search around for target player
// also modifies 'target' x&y if found.
j = furthestcanseepoint(actor, tosee, actor->ovel);
}
else
{
// else, they did see it.
// save where we were looking..
actor->ovel = tosee->spr.pos.XY();
}
if (j == 1 && (actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_STANDABLE))
actor->timetosleep = SLEEPTIME;
return j == 1;
}
// int *it = 0x00589a04;
int ParseState::parse(void)
{
int j;
if(killit_flag) return 1;
const auto p = getPlayer(g_p);
const auto pact = p->GetActor();
switch (*insptr)
{
case concmd_ifrnd:
{
insptr++;
// HACK ALERT! The fire animation uses a broken ifrnd setup to delay its start because original CON has no variables
// But the chosen random value of 16/255 is too low and can cause delays of a second or more. (identical in Duke and RR.)
if (g_ac->IsKindOf(RedneckFireClass) && g_ac->curAction->name == NAME_None && *insptr == 16)
{
parseifelse(rnd(64));
break;
}
parseifelse(rnd(*insptr));
break;
}
case concmd_ifcanshoottarget:
parseifelse(ifcanshoottarget(g_ac, g_p, g_x));
break;
case concmd_ifcanseetarget:
j = cansee(g_ac->spr.pos.plusZ(krand() & 41), g_ac->sector(), pact->getPosWithOffsetZ(), pact->sector());
parseifelse(j);
if (j) g_ac->timetosleep = SLEEPTIME;
break;
case concmd_ifnocover:
j = cansee(g_ac->spr.pos, g_ac->sector(), pact->getPosWithOffsetZ(), pact->sector());
parseifelse(j);
if (j) g_ac->timetosleep = SLEEPTIME;
break;
case concmd_ifactornotstayput:
parseifelse(g_ac->actorstayput == nullptr);
break;
case concmd_ifcansee:
parseifelse(ifcansee(g_ac, p));
break;
case concmd_ifhitweapon:
parseifelse(fi.ifhitbyweapon(g_ac) >= 0);
break;
case concmd_ifsquished:
parseifelse(ifsquished(g_ac, p) == 1);
break;
case concmd_ifdead:
{
j = g_ac->spr.extra;
if (g_ac->isPlayer())
j--;
parseifelse(j < 0);
}
break;
case concmd_ai:
{
insptr++;
auto ai = &ais[*insptr];
g_ac->curAI = ai->name;
g_ac->curAction = &actions[ai->action];
g_ac->curMove = &moves[ai->move];
g_ac->spr.hitag = ai->moveflags;
g_ac->actioncounter = g_ac->curframe = 0;
g_ac->counter = 0;
if (g_ac->spr.hitag & random_angle)
g_ac->spr.Angles.Yaw = randomAngle();
insptr++;
break;
}
case concmd_action:
insptr++;
g_ac->actioncounter = g_ac->curframe = 0;
g_ac->curAction = &actions[*insptr];
insptr++;
break;
case concmd_ifpdistl:
insptr++;
parseifelse(g_x < *insptr);
if (g_x > MAXSLEEPDIST && g_ac->timetosleep == 0)
g_ac->timetosleep = SLEEPTIME;
break;
case concmd_ifpdistg:
insptr++;
parseifelse(g_x > * insptr);
if (g_x > MAXSLEEPDIST && g_ac->timetosleep == 0)
g_ac->timetosleep = SLEEPTIME;
break;
case concmd_else:
insptr = &ScriptCode[*(insptr + 1)];
break;
case concmd_addstrength:
insptr++;
g_ac->spr.extra += *insptr;
insptr++;
break;
case concmd_strength:
insptr++;
g_ac->spr.extra = *insptr;
insptr++;
break;
case concmd_smacksprite:
switch (krand() & 1)
{
case 0:
g_ac->spr.Angles.Yaw += DAngle90 + randomAngle(90);
break;
case 1:
g_ac->spr.Angles.Yaw -= DAngle90 + randomAngle(90);
break;
}
insptr++;
break;
case concmd_fakebubba:
insptr++;
fakebubbaspawn(g_ac, p);
break;
case concmd_rndmove:
g_ac->spr.Angles.Yaw = randomAngle();
g_ac->vel.X = 25/16.;
insptr++;
break;
case concmd_mamatrigger:
operateactivators(667, p);
insptr++;
break;
case concmd_mamaspawn:
mamaspawn(g_ac);
insptr++;
break;
case concmd_mamaquake:
if (g_ac->spr.pal == 31)
ud.earthquaketime = 4;
else if (g_ac->spr.pal == 32)
ud.earthquaketime = 6;
insptr++;
break;
case concmd_garybanjo:
garybanjo(g_ac);
insptr++;
break;
case concmd_motoloopsnd:
if (!S_CheckActorSoundPlaying(g_ac, 411))
S_PlayActorSound(411, g_ac, CHAN_VOICE);
insptr++;
break;
case concmd_ifgotweaponce:
insptr++;
if (ud.coop >= 1 && ud.multimode > 1)
{
parseifelse(CheckWeapRec(p, g_ac, !*insptr));
}
else parseifelse(0);
break;
case concmd_getlastpal:
insptr++;
if (g_ac->isPlayer())
g_ac->spr.pal = getPlayer(g_ac->PlayerIndex())->palookup;
else
{
g_ac->spr.pal = (uint8_t)g_ac->tempval;
}
g_ac->tempval = 0;
break;
case concmd_tossweapon:
insptr++;
fi.checkweapons(getPlayer(g_ac->PlayerIndex()));
break;
case concmd_nullop:
insptr++;
break;
case concmd_mikesnd:
insptr++;
if (!S_CheckActorSoundPlaying(g_ac, g_ac->spr.yint))
S_PlayActorSound(g_ac->spr.yint, g_ac, CHAN_VOICE);
break;
case concmd_pkick:
insptr++;
playerkick(p, g_ac);
break;
case concmd_sizeto:
insptr++;
actorsizeto(g_ac, *insptr * REPEAT_SCALE, *(insptr + 1) * REPEAT_SCALE);
insptr += 2;
break;
case concmd_sizeat:
insptr++;
g_ac->spr.scale.X = ((uint8_t)*insptr * REPEAT_SCALE);
insptr++;
g_ac->spr.scale.Y = ((uint8_t)*insptr * REPEAT_SCALE);
insptr++;
break;
case concmd_shoot:
{
insptr++;
int type = *insptr;
// hackery to separate RRRA's merged projectiles. We'd prefer not to keep this mess in the core implementation.
// Separating it here is easiest as long as the ZScript reimplementation explicitly takes care of these differences.
if (isRRRA())
{
//if (g_ac->GetClass.TypeName == NAME_RedneckCheerleader && type == 3400) typecls = RedneckCheerBatonClass);
//if (g_ac->GetClass.TypeName == NAME_RedneckMama && type == 3390) typecls = RedneckRabbitBallClass);
//if (g_ac->GetClass.TypeName == NAME_RedneckMinion && type == 3390 && g_ac->spr.pal == 8) typecls = RedneckFrogBallClass);
//if (g_ac->GetClass.TypeName == NAME_RedneckMinion && type == 3390 && g_ac->spr.pal == 19)) typecls = RedneckShitBurnClass);
}
shoot(g_ac, GetSpawnType(*insptr));
insptr++;
break;
}
case concmd_ifsoundid:
insptr++;
parseifelse((short)*insptr == ambienttags.SafeGet(g_ac->spr.detail, {}).lo);
break;
case concmd_ifsounddist:
insptr++;
if (*insptr == 0)
parseifelse(ambienttags.SafeGet(g_ac->spr.detail, {}).hi > g_x);
else if (*insptr == 1)
parseifelse(ambienttags.SafeGet(g_ac->spr.detail, {}).hi < g_x);
break;
case concmd_soundtag:
insptr++;
S_PlayActorSound(ambienttags.SafeGet(g_ac->spr.detail, {}).lo, g_ac);
break;
case concmd_soundtagonce:
insptr++;
if (!S_CheckActorSoundPlaying(g_ac, ambienttags.SafeGet(g_ac->spr.detail, {}).lo))
S_PlayActorSound(ambienttags.SafeGet(g_ac->spr.detail, {}).lo, g_ac);
break;
case concmd_soundonce:
insptr++;
if (!S_CheckSoundPlaying(*insptr++))
S_PlayActorSound(*(insptr - 1), g_ac);
break;
case concmd_stopsound:
insptr++;
if (S_CheckSoundPlaying(*insptr))
S_StopSound(*insptr);
insptr++;
break;
case concmd_globalsound:
insptr++;
if (g_p == screenpeek || ud.coop == 1)
S_PlayActorSound(*insptr, getPlayer(screenpeek)->GetActor());
insptr++;
break;
case concmd_smackbubba:
insptr++;
if (!isRRRA() || g_ac->spr.pal != 105)
{
setnextmap(false);
}
break;
case concmd_mamaend:
insptr++;
getPlayer(myconnectindex)->MamaEnd = 150;
break;
case concmd_ifactorhealthg:
insptr++;
parseifelse(g_ac->spr.extra > (short)*insptr);
break;
case concmd_ifactorhealthl:
insptr++;
parseifelse(g_ac->spr.extra < (short)*insptr);
break;
case concmd_sound:
insptr++;
S_PlayActorSound((short) *insptr,g_ac);
insptr++;
break;
case concmd_tip:
insptr++;
p->tipincs = 26;
break;
case concmd_iftipcow:
case concmd_ifhittruck: // both have the same code. Note that 'iftipcpw' ONLY works when used on the cow!
if (g_ac->spriteextra == 1) //
{
j = 1;
g_ac->spriteextra++;
}
else
j = 0;
parseifelse(j > 0);
break;
case concmd_tearitup:
insptr++;
tearitup(g_ac->sector());
break;
case concmd_fall:
insptr++;
g_ac->spr.xoffset = 0;
g_ac->spr.yoffset = 0;
fall(g_ac, g_p);
break;
case concmd_enda:
case concmd_break:
case concmd_ends:
case concmd_endevent:
return 1;
case concmd_rightbrace:
insptr++;
return 1;
case concmd_addammo:
insptr++;
if (!playeraddammo(p, *insptr, *(insptr + 1))) killit_flag = 2;
insptr += 2;
break;
case concmd_money:
insptr++;
lotsofstuff(g_ac,*insptr, DukeMoneyClass);
insptr++;
break;
case concmd_mail:
insptr++;
lotsofstuff(g_ac,*insptr, DukeMailClass);
insptr++;
break;
case concmd_sleeptime:
insptr++;
g_ac->timetosleep = (short)*insptr;
insptr++;
break;
case concmd_paper:
insptr++;
lotsofstuff(g_ac,*insptr, DukePaperClass);
insptr++;
break;
case concmd_addkills:
insptr++;
dokill(p, g_ac, *insptr++);
break;
case concmd_lotsofglass:
insptr++;
spriteglass(g_ac, *insptr);
insptr++;
break;
case concmd_killit:
insptr++;
killit_flag = 1;
break;
case concmd_addweapon:
insptr++;
if (!playeraddweapon(p, *insptr, *(insptr + 1))) killit_flag = 2;
insptr+=2;
break;
case concmd_debug:
insptr++;
Printf("%d\n",*insptr);
insptr++;
break;
case concmd_endofgame:
insptr++;
p->timebeforeexit = *insptr;
p->customexitsound = -1;
ud.eog = true;
insptr++;
break;
case concmd_isdrunk: // todo: move out to player_r.
insptr++;
playerdrink(p, *insptr++);
break;
case concmd_strafeleft:
insptr++;
movesprite_ex(g_ac, DVector3(-g_ac->spr.Angles.Yaw.Sin(), g_ac->spr.Angles.Yaw.Cos(), g_ac->vel.Z), CLIPMASK0, coll);
break;
case concmd_straferight:
insptr++;
movesprite_ex(g_ac, DVector3(g_ac->spr.Angles.Yaw.Sin(), -g_ac->spr.Angles.Yaw.Cos(), g_ac->vel.Z), CLIPMASK0, coll);
break;
case concmd_larrybird:
insptr++;
pact->spr.pos.Z = pact->sector()->ceilingz;
break;
case concmd_destroyit:
insptr++;
destroyit(g_ac);
break;
case concmd_iseat:
insptr++;
playereat(p, *insptr++, !!(g_ac->flags3 & SFLAG3_BIGHEALTH));
break;
case concmd_addphealth:
insptr++;
addphealth(p, *insptr++, !!(g_ac->flags3 & SFLAG3_BIGHEALTH));
break;
case concmd_state:
{
auto tempscrptr = insptr + 2;
insptr = &ScriptCode[*(insptr + 1)];
while (1) if (parse()) break;
insptr = tempscrptr;
}
break;
case concmd_leftbrace:
insptr++;
while (1) if (parse()) break;
break;
case concmd_move:
g_ac->counter=0;
insptr++;
g_ac->curMove = &moves[*insptr];
insptr++;
g_ac->spr.hitag = *insptr;
insptr++;
if(g_ac->spr.hitag&random_angle)
g_ac->spr.Angles.Yaw = randomAngle();
break;
case concmd_spawn:
insptr++;
if(g_ac->insector())
spawnsprite(g_ac, *insptr);
insptr++;
break;
case concmd_ifwasweapon:
case concmd_ifspawnedby: // these two are the same
insptr++;
parseifelse( g_ac->attackertype == GetSpawnType(*insptr));
break;
case concmd_ifai:
insptr++;
parseifelse(g_ac->curAI == ais[*insptr].name);
break;
case concmd_ifaction:
insptr++;
parseifelse((g_ac->curAction - actions.Data()) == *insptr);
break;
case concmd_ifactioncount:
insptr++;
parseifelse(g_ac->actioncounter >= *insptr);
break;
case concmd_resetactioncount:
insptr++;
g_ac->actioncounter = 0;
break;
case concmd_debris:
insptr++;
spawndebris(g_ac, *insptr - (isRR() ? SCRAP_RR : SCRAP_DUKE), *(insptr + 1)); // must subtract the index of the first scrap tile.
insptr += 2;
break;
case concmd_count:
insptr++;
g_ac->counter = (short) *insptr;
insptr++;
break;
case concmd_cstator:
insptr++;
g_ac->spr.cstat |= ESpriteFlags::FromInt(*insptr);
insptr++;
break;
case concmd_clipdist:
insptr++;
g_ac->clipdist = ((uint8_t) *insptr) * 0.25;
insptr++;
break;
case concmd_cstat:
insptr++;
g_ac->spr.cstat = ESpriteFlags::FromInt(*insptr);
insptr++;
break;
case concmd_ifmove:
insptr++;
parseifelse((g_ac->curMove - moves.Data()) == *insptr);
break;
case concmd_resetplayer:
insptr++;
playerreset(p, g_ac);
break;
case concmd_ifcoop:
parseifelse(ud.coop || numplayers > 2);
break;
case concmd_ifonmud:
parseifelse(abs(g_ac->spr.pos.Z - g_ac->sector()->floorz) < 32 && (tilesurface(g_ac->sector()->floortexture) == TSURF_MUDDY) != 0);
break;
case concmd_ifonwater:
parseifelse( abs(g_ac->spr.pos.Z-g_ac->sector()->floorz) < 32 && g_ac->sector()->lotag == ST_1_ABOVE_WATER);
break;
case concmd_ifmotofast:
parseifelse(p->MotoSpeed > 60);
break;
case concmd_ifonmoto:
parseifelse(p->OnMotorcycle == 1);
break;
case concmd_ifonboat:
parseifelse(p->OnBoat == 1);
break;
case concmd_ifsizedown:
g_ac->spr.scale.X -= REPEAT_SCALE;
g_ac->spr.scale.Y -= REPEAT_SCALE;
parseifelse(g_ac->spr.scale.X <= 5 * REPEAT_SCALE);
break;
case concmd_ifwind:
parseifelse(WindTime > 0);
break;
case concmd_ifinwater:
parseifelse( g_ac->sector()->lotag == ST_2_UNDERWATER);
break;
case concmd_ifcount:
insptr++;
parseifelse(g_ac->counter >= *insptr);
break;
case concmd_ifactor:
insptr++;
parseifelse(g_ac->GetClass() == GetSpawnType(*insptr));
break;
case concmd_resetcount:
insptr++;
g_ac->counter = 0;
break;
case concmd_addinventory:
insptr++;
playeraddinventory(p, g_ac, *insptr, *(insptr+1));
insptr += 2;
break;
case concmd_hitradius:
hitradius(g_ac, *(insptr + 1), *(insptr + 2), *(insptr + 3), *(insptr + 4), *(insptr + 5));
insptr+=6;
break;
case concmd_ifp:
parseifelse(checkp(g_ac, p, *(++insptr)));
break;
case concmd_ifstrength:
insptr++;
parseifelse(g_ac->spr.extra <= *insptr);
break;
case concmd_guts:
{
insptr += 2;
auto clstype = GetSpawnType(*(insptr - 1));
if (clstype) spawnguts(g_ac, clstype, *insptr);
insptr++;
break;
}
case concmd_slapplayer:
insptr++;
forceplayerangle(p);
p->vel.XY() -= pact->spr.Angles.Yaw.ToVector() * 8;
return 0;
case concmd_wackplayer:
insptr++;
wackplayer(p);
return 0;
case concmd_ifgapzl:
insptr++;
parseifelse(int(g_ac->floorz - g_ac->ceilingz) < *insptr); // Note: int cast here is needed to use the same truncation behavior as the old fixed point code.
break;
case concmd_ifhitspace:
parseifelse(!!(p->cmd.ucmd.actions & SB_OPEN));
break;
case concmd_ifoutside:
parseifelse(g_ac->sector()->ceilingstat & CSTAT_SECTOR_SKY);
break;
case concmd_ifmultiplayer:
parseifelse(ud.multimode > 1);
break;
case concmd_operate:
insptr++;
actoroperate(g_ac);
break;
case concmd_ifinspace:
parseifelse(ceilingspace(g_ac->sector()));
break;
case concmd_spritepal:
insptr++;
if(!g_ac->isPlayer())
g_ac->tempval = g_ac->spr.pal;
g_ac->spr.pal = *insptr;
insptr++;
break;
case concmd_newpic:
case concmd_cactor:
{
insptr++;
auto info = spawnMap.CheckKey(*insptr);
if (info != nullptr)
g_ac->ChangeType(info->cls);
else
g_ac->ChangeType(RUNTIME_CLASS(DDukeActor));
g_ac->spr.setspritetexture(tileGetTextureID(*insptr));
insptr++;
break;
}
case concmd_ifbulletnear:
parseifelse( dodge(g_ac) == 1);
break;
case concmd_ifrespawn:
if( badguy(g_ac) )
parseifelse( ud.respawn_monsters );
else if( inventory(g_ac) )
parseifelse( ud.respawn_inventory );
else
parseifelse( ud.respawn_items );
break;
case concmd_iffloordistl:
insptr++;
parseifelse(g_ac->floorz - g_ac->spr.pos.Z <= *insptr);
break;
case concmd_ifceilingdistl:
insptr++;
parseifelse(g_ac->spr.pos.Z - g_ac->ceilingz <= *insptr);
break;
case concmd_palfrom:
insptr++;
SetPlayerPal(p, PalEntry(insptr[0], insptr[1], insptr[2], insptr[3]));
insptr += 4;
break;
/* case 74:
insptr++;
getglobalz(g_ac);
parseifelse( (( g_ac->floorz - g_ac->ceilingz ) >> 8 ) >= *insptr);
break;
*/
case concmd_addlog:
{ int instr;
int lFile;
insptr++;
lFile=*(insptr++); // file
instr=*(insptr++); // line
// this was only printing file name and line number as debug output.
break;
}
case concmd_addlogvar:
{ int instr;
int lFile;
insptr++;
lFile=*(insptr++); // file
instr=*(insptr++); // l=Line number, *instpr=varID
if( (*insptr >= iGameVarCount)
|| *insptr < 0
)
{
// invalid varID
insptr++;
break; // out of switch
}
DPrintf(DMSG_NOTIFY, "ADDLOGVAR: ");
if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_READONLY)
{
DPrintf(DMSG_NOTIFY, " (read-only)");
}
if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
DPrintf(DMSG_NOTIFY, " (Per Player. Player=%d)",g_p);
}
else if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
DPrintf(DMSG_NOTIFY, " (Per Actor. Actor=%p)",g_ac);
}
else
{
DPrintf(DMSG_NOTIFY, " (Global)");
}
DPrintf(DMSG_NOTIFY, " =%d", GetGameVarID(*insptr, g_ac, g_p).safeValue());
insptr++;
break;
}
case concmd_setvar:
{ int i;
insptr++;
i=*(insptr++); // ID of def
SetGameVarID(i, *insptr, g_ac, g_p );
insptr++;
break;
}
case concmd_setvarvar:
{ int i;
insptr++;
i=*(insptr++); // ID of def
SetGameVarID(i, GetGameVarID(*insptr, g_ac, g_p), g_ac, g_p );
// aGameVars[i].lValue = aGameVars[*insptr].lValue;
insptr++;
break;
}
case concmd_addvar:
{ int i;
insptr++;
i=*(insptr++); // ID of def
SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() + *insptr, g_ac, g_p );
insptr++;
break;
}
case concmd_addvarvar:
{ int i;
insptr++;
i=*(insptr++); // ID of def
SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() + GetGameVarID(*insptr, g_ac, g_p).safeValue(), g_ac, g_p );
insptr++;
break;
}
case concmd_ifvarvare:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_ac, g_p).safeValue() == GetGameVarID(*(insptr), g_ac, g_p).safeValue())
{
j=1;
}
parseifelse( j );
break;
}
case concmd_ifvarvarg:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_ac, g_p).safeValue() > GetGameVarID(*(insptr), g_ac, g_p).safeValue())
{
j=1;
}
parseifelse( j );
break;
}
case concmd_ifvarvarl:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_ac, g_p).safeValue() < GetGameVarID(*(insptr), g_ac, g_p).safeValue())
{
j=1;
}
parseifelse( j );
break;
}
case concmd_ifvare:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_ac, g_p).safeValue() == *insptr)
{
j=1;
}
parseifelse( j );
break;
}
case concmd_ifvarg:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_ac, g_p).safeValue() > *insptr)
{
j=1;
}
parseifelse( j );
break;
}
case concmd_ifvarl:
{
int i;
insptr++;
i=*(insptr++); // ID of def
j=0;
if(GetGameVarID(i, g_ac, g_p).safeValue() < *insptr)
{
j=1;
}
parseifelse( j );
break;
}
case concmd_ifphealthl:
insptr++;
parseifelse( pact->spr.extra < *insptr);
break;
case concmd_ifpinventory:
{
insptr++;
j = playercheckinventory(p, g_ac, *insptr, *(insptr + 1));
insptr ++;
parseifelse(j);
break;
}
case concmd_pstomp:
insptr++;
if( p->knee_incs == 0 && pact->spr.scale.X >= (isRR()? 0.140625 : 0.625) )
if (cansee(g_ac->spr.pos.plusZ(-4), g_ac->sector(), pact->getPosWithOffsetZ().plusZ(16), pact->sector()))
{
p->knee_incs = 1;
if(p->weapon_pos == 0)
p->weapon_pos = -1;
p->actorsqu = g_ac;
}
break;
case concmd_ifawayfromwall:
{
auto s1 = g_ac->sector();
j = isAwayFromWall(g_ac, 6.75);
parseifelse(j);
break;
}
case concmd_quote:
insptr++;
FTA(*insptr,p);
insptr++;
break;
case concmd_ifinouterspace:
parseifelse( floorspace(g_ac->sector()));
break;
case concmd_ifnotmoving:
parseifelse( g_ac->movflag > kHitSector );
break;
case concmd_respawnhitag:
insptr++;
respawnhitag(g_ac);
break;
case concmd_ifspritepal:
insptr++;
parseifelse( g_ac->spr.pal == *insptr);
break;
case concmd_ifangdiffl:
{
insptr++;
auto ang = absangle(pact->spr.Angles.Yaw, g_ac->spr.Angles.Yaw);
parseifelse( ang <= mapangle(*insptr));
break;
}
case concmd_ifnosounds:
parseifelse(!S_CheckAnyActorSoundPlaying(g_ac));
break;
case concmd_ifplaybackon: //Twentieth Anniversary World Tour
parseifelse(false);
break;
case concmd_espawnvar:
{
DDukeActor* lReturn = nullptr;
int lIn;
insptr++;
lIn = *insptr++;
lIn = GetGameVarID(lIn, g_ac, g_p).safeValue();
if(g_ac->insector())
lReturn = spawn(g_ac, GetSpawnType(lIn));
SetGameVarID(g_iReturnVarID, (lReturn), g_ac, g_p);
break;
}
case concmd_espawn:
{
DDukeActor* lReturn = nullptr;
insptr++;
if(g_ac->insector())
lReturn = spawn(g_ac, GetSpawnType(*insptr));
insptr++;
SetGameVarID(g_iReturnVarID, (lReturn), g_ac, g_p);
break;
}
case concmd_setsector:
case concmd_getsector:
{
// syntax [gs]etsector[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lLabelID;
int lVar1, lVar2;
int lWhat;
int lParm2;
lWhat = *(insptr++);
lVar1 = *(insptr++);
lLabelID = *(insptr++);
lParm2 = *(insptr++);
lVar2 = *(insptr++);
DoSector(lWhat == concmd_setsector, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2);
break;
}
case concmd_sqrt:
{
// syntax sqrt <invar> <outvar>
int lInVarID;
int lOutVarID;
int lIn;
insptr++;
lInVarID = *(insptr++);
lOutVarID = *(insptr++);
lIn = GetGameVarID(lInVarID, g_ac, g_p).safeValue();
SetGameVarID(lOutVarID, ksqrt(lIn), g_ac, g_p);
break;
}
case concmd_findnearactor:
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int lType;
int lMaxDist;
int lVarID;
double lTemp;
double lDist;
insptr++;
lType = *(insptr++);
lMaxDist = *(insptr++);
lVarID = *(insptr++);
DDukeActor* lFound = nullptr;
lDist = 1000000; // big number
DukeStatIterator it(STAT_ACTOR);
while (auto actj = it.Next())
{
if (actj->GetClass() == GetSpawnType(lType))
{
lTemp = (g_ac->spr.pos.XY() - actj->spr.pos.XY()).Length();
if (lTemp < lMaxDist)
{
if (lTemp < lDist)
{
lFound = actj;
}
}
}
}
SetGameVarID(lVarID, (lFound), g_ac, g_p);
break;
}
case concmd_findnearactorvar:
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int lType;
int lMaxDistVar;
int lMaxDist;
int lVarID;
double lTemp;
double lDist;
insptr++;
lType = *(insptr++);
lMaxDistVar = *(insptr++);
lVarID = *(insptr++);
lMaxDist = GetGameVarID(lMaxDistVar, g_ac, g_p).safeValue();
DDukeActor* lFound = nullptr;
lDist = 1000000; // big number
DukeStatIterator it(STAT_ACTOR);
while (auto actj = it.Next())
{
if (actj->GetClass() == GetSpawnType(lType))
{
lTemp = (g_ac->spr.pos.XY() - actj->spr.pos.XY()).Length();
if (lTemp < lMaxDist)
{
if (lTemp < lDist)
{
lFound = actj;
}
}
}
}
SetGameVarID(lVarID, (lFound), g_ac, g_p);
break;
}
case concmd_setplayer:
case concmd_getplayer:
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lLabelID;
int lVar1, lVar2;
int lWhat;
int lParm2;
lWhat = *(insptr++);
lVar1 = *(insptr++);
lLabelID = *(insptr++);
lParm2 = *(insptr++);
lVar2 = *(insptr++);
DoPlayer(lWhat == concmd_setplayer, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2);
break;
}
case concmd_getuserdef:
case concmd_setuserdef:
{
// syntax [gs]etuserdef.xxx <VAR>
// <xxxid> <varid>
int lLabelID;
int lVar1, lVar2;
int lWhat;
int lParm2;
lWhat = *(insptr++);
lVar1 = -1;
lLabelID = *(insptr++);
lParm2 = *(insptr++);
lVar2 = *(insptr++);
DoUserDef(lWhat == concmd_setuserdef, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2);
break;
}
case concmd_setwall:
case concmd_getwall:
{
// syntax [gs]etwall[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lLabelID;
int lVar1, lVar2;
int lWhat;
int lParm2;
lWhat = *(insptr++);
lVar1 = *(insptr++);
lLabelID = *(insptr++);
lParm2 = *(insptr++);
lVar2 = *(insptr++);
DoWall(lWhat == concmd_setwall, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2);
break;
}
case concmd_setactorvar:
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
int lVar1, lVar2, lVar3;
insptr++;
lVar1 = *(insptr++);
lVar2 = *(insptr++);
lVar3 = *(insptr++);
auto lSprite = GetGameVarID(lVar1, g_ac, g_p);
if (lSprite.isActor())
{
auto lTemp = GetGameVarID(lVar3, g_ac, g_p);
SetGameVarID(lVar2, lTemp, lSprite.actor(), g_p);
}
break;
}
case concmd_getactorvar:
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
int lVar1, lVar2, lVar3;
insptr++;
lVar1 = *(insptr++);
lVar2 = *(insptr++);
lVar3 = *(insptr++);
auto lSprite = GetGameVarID(lVar1, g_ac, g_p);
if (lSprite.isActor())
{
auto lTemp = GetGameVarID(lVar2, lSprite.actor(), g_p);
SetGameVarID(lVar3, lTemp, g_ac, g_p);
}
break;
}
case concmd_setactor:
case concmd_getactor:
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lLabelID;
int lVar1, lVar2;
int lWhat;
int lParm2;
lWhat = *(insptr++);
lVar1 = *(insptr++);
lLabelID = *(insptr++);
lParm2 = *(insptr++);
lVar2 = *(insptr++);
DoActor(lWhat == concmd_setactor, lVar1, lLabelID, lVar2, g_ac, g_p, lParm2);
break;
}
case concmd_getangletotarget:
{
insptr++;
int i = *(insptr++); // ID of def
// g_ac->lastvx and lastvy are last known location of target.
int ang = (g_ac->ovel - g_ac->spr.pos.XY()).Angle().Buildang();
SetGameVarID(i, ang, g_ac, g_p);
break;
}
case concmd_lockplayer:
{
int i;
insptr++;
i = *(insptr++); // ID of def
p->transporter_hold = GetGameVarID(i, g_ac, g_p).safeValue();
break;
}
case concmd_getplayerangle:
{
int i;
insptr++;
i = *(insptr++); // ID of def
SetGameVarID(i, pact->spr.Angles.Yaw.Buildang(), g_ac, g_p);
break;
}
case concmd_setplayerangle:
{
int i;
insptr++;
i = *(insptr++); // ID of def
pact->spr.Angles.Yaw = mapangle(GetGameVarID(i, g_ac, g_p).safeValue() & 2047);
break;
}
case concmd_getactorangle:
{
int i;
insptr++;
i = *(insptr++); // ID of def
SetGameVarID(i, g_ac->spr.Angles.Yaw.Buildang(), g_ac, g_p);
break;
}
case concmd_setactorangle:
{
int i;
insptr++;
i = *(insptr++); // ID of def
g_ac->spr.Angles.Yaw = DAngle::fromBuild(GetGameVarID(i, g_ac, g_p).safeValue() & 2047);
break;
}
case concmd_randvar:
{
int i;
insptr++;
i = *(insptr++); // ID of def
SetGameVarID(i, MulScale(rand(), *insptr, 15), g_ac, g_p);
insptr++;
break;
}
case concmd_mulvar:
{
int i;
insptr++;
i = *(insptr++); // ID of def
SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue()* (*insptr), g_ac, g_p);
insptr++;
break;
}
case concmd_divvar:
{
int i;
insptr++;
i = *(insptr++); // ID of def
if ((*insptr) == 0)
{
I_Error("Divide by Zero in CON.");
}
SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() / (*insptr), g_ac, g_p);
insptr++;
break;
}
case concmd_modvar:
{
int i;
int instr;
int lResult;
insptr++;
i = *(insptr++); // ID of def
instr = (*insptr);
if (instr == 0)
{
I_Error("Divide by Zero in CON");
}
lResult = GetGameVarID(i, g_ac, g_p).safeValue() % instr;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_andvar:
{
int i;
int instr;
int lResult;
insptr++;
i = *(insptr++); // ID of def
instr = (*insptr);
lResult = GetGameVarID(i, g_ac, g_p).safeValue() & instr;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_xorvar:
{
int i;
int instr;
int lResult;
insptr++;
i = *(insptr++); // ID of def
instr = (*insptr);
lResult = GetGameVarID(i, g_ac, g_p).safeValue() ^ instr;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_orvar:
{
int i;
int instr;
int lResult;
insptr++;
i = *(insptr++); // ID of def
instr = (*insptr);
lResult = GetGameVarID(i, g_ac, g_p).safeValue() | instr;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_randvarvar:
{
int i;
int l1, l2;
int lResult;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue(); // not used for this command
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue();
lResult = MulScale(rand(), l2, 15);
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_gmaxammo:
{
int i;
int l1, l2;
int lResult;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue();
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue(); // l2 not used in this one
lResult = gs.max_ammo_amount[l1];
SetGameVarID(*insptr, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_smaxammo:
{
int i;
int l1, l2;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue();
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue();
gs.max_ammo_amount[l1] = l2;
insptr++;
break;
}
case concmd_mulvarvar:
{
int i;
int l1, l2;
int lResult;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue();
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue();
lResult = l1 * l2;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_divvarvar:
{
int i;
int l1, l2;
int lResult;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue();
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue();
if (l2 == 0)
{
I_Error("Divide by Zero in CON");
}
lResult = l1 / l2;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_modvarvar:
{
int i;
int l1, l2;
int lResult;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue();
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue();
if (l2 == 0)
{
I_Error("Mod by Zero in CON");
}
lResult = l1 % l2;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_andvarvar:
{
int i;
int l1, l2;
int lResult;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue();
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue();
lResult = l1 & l2;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_xorvarvar:
{
int i;
int l1, l2;
int lResult;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue();
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue();
lResult = l1 ^ l2;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_orvarvar:
{
int i;
int l1, l2;
int lResult;
insptr++;
i = *(insptr++); // ID of def
l1 = GetGameVarID(i, g_ac, g_p).safeValue();
l2 = GetGameVarID(*insptr, g_ac, g_p).safeValue();
lResult = l1 | l2;
SetGameVarID(i, lResult, g_ac, g_p);
insptr++;
break;
}
case concmd_subvar:
{
int i;
insptr++;
i = *(insptr++); // ID of def
SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() - *insptr, g_ac, g_p);
insptr++;
break;
}
case concmd_subvarvar:
{
int i;
insptr++;
i = *(insptr++); // ID of def
SetGameVarID(i, GetGameVarID(i, g_ac, g_p).safeValue() - GetGameVarID(*insptr, g_ac, g_p).safeValue(), g_ac, g_p);
insptr++;
break;
}
case concmd_sin:
{
int i;
int lValue;
insptr++;
i = *(insptr++); // ID of def
lValue = int(16384 * BobVal(GetGameVarID(*insptr, g_ac, g_p).safeValue()));
SetGameVarID(i, lValue, g_ac, g_p);
insptr++;
break;
}
case concmd_spgetlotag:
{
insptr++;
SetGameVarID(g_iLoTagID, g_ac->spr.lotag, g_ac, g_p);
break;
}
case concmd_spgethitag:
{
insptr++;
SetGameVarID(g_iHiTagID, g_ac->spr.hitag, g_ac, g_p);
break;
}
case concmd_sectgetlotag:
{
insptr++;
SetGameVarID(g_iLoTagID, g_ac->sector()->lotag, g_ac, g_p);
break;
}
case concmd_sectgethitag:
{
insptr++;
SetGameVarID(g_iHiTagID, g_ac->sector()->hitag, g_ac, g_p);
break;
}
case concmd_gettexturefloor:
{
insptr++;
SetGameVarID(g_iTextureID, legacyTileNum(g_ac->sector()->floortexture), g_ac, g_p);
break;
}
case concmd_startlevel:
{
// from 'level' cheat in game.c (about line 6250)
int volnume;
int levnume;
insptr++; // skip command
volnume = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
levnume = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
auto level = FindMapByIndex(volnume, levnume);
if (level != nullptr)
ChangeLevel(level, g_nextskill);
break;
}
case concmd_myosx:
case concmd_myospalx:
case concmd_myos:
case concmd_myospal:
{
int x, y;
int tilenum;
int shade;
int orientation;
int pal;
int tw = *insptr++;
x = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
y = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
tilenum = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
shade = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
orientation = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
if (tw == concmd_myospal)
{
pal = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
//myospal(x, y, tilenum, shade, orientation, pal);
}
else if (tw == concmd_myos)
{
//myos(x, y, tilenum, shade, orientation);
}
else if (tw == concmd_myosx)
{
//myos640(x, y, tilenum, shade, orientation);
}
else if (tw == concmd_myospalx)
{
pal = GetGameVarID(*insptr++, g_ac, g_p).safeValue();
//myospal640(x, y, tilenum, shade, orientation, pal);
}
break;
}
case concmd_displayrand:
{
int i;
insptr++;
i = *(insptr++); // ID of def
SetGameVarID(i, rand(), g_ac, g_p);
break;
}
case concmd_switch:
{
int lVarID;
int lValue;
int* lpDefault;
int* lpCases;
int lCases;
int lEnd;
int lCheckCase;
bool bMatched;
int* lTempInsPtr;
// command format:
// variable ID to check
// script offset to 'end'
// count of case statements
// script offset to default case (null if none)
// For each case: value, ptr to code
insptr++; // p-code
lVarID = *insptr++;
lValue = GetGameVarID(lVarID, g_ac, g_p).safeValue();
lEnd = *insptr++;
lCases = *insptr++;
lpDefault = insptr++;
lpCases = insptr;
insptr += lCases * 2;
bMatched = false;
lTempInsPtr = insptr;
for (lCheckCase = 0; lCheckCase < lCases && !bMatched; lCheckCase++)
{
if (lpCases[lCheckCase * 2] == lValue)
{
insptr = &ScriptCode[lpCases[lCheckCase * 2 + 1]];
while (1)
{
if (parse())
break;
}
bMatched = true;
}
}
if (!bMatched)
{
if (*lpDefault)
{
insptr = &ScriptCode[*lpDefault];
while (1) if (parse()) break;
}
else
{
//AddLog("No Matching Case: No Default to use");
}
}
insptr = &ScriptCode[lEnd];
break;
}
case concmd_endswitch:
insptr++;
return 1;
break;
case concmd_starttrack:
{
insptr++;
int music_select = *insptr++;
auto level = FindMapByIndex(currentLevel->cluster, music_select+1); // this was 0-based in EDuke 2.0...
if (level) S_PlayLevelMusic(level);
break;
}
case concmd_gettextureceiling:
{
insptr++;
SetGameVarID(g_iTextureID, legacyTileNum(g_ac->sector()->ceilingtexture), g_ac, g_p);
break;
}
case concmd_ifvarvarand:
{
int i;
insptr++;
i = *(insptr++); // ID of def
j = 0;
if (GetGameVarID(i, g_ac, g_p).safeValue() & GetGameVarID(*(insptr), g_ac, g_p).safeValue())
{
j = 1;
}
parseifelse(j);
break;
}
case concmd_ifvarvarn:
{
int i;
insptr++;
i = *(insptr++); // ID of def
j = 0;
if (GetGameVarID(i, g_ac, g_p).safeValue() != GetGameVarID(*(insptr), g_ac, g_p).safeValue())
{
j = 1;
}
parseifelse(j);
break;
}
case concmd_ifvarn:
{
int i;
insptr++;
i = *(insptr++); // ID of def
j = 0;
if (GetGameVarID(i, g_ac, g_p).safeValue() != *insptr)
{
j = 1;
}
parseifelse(j);
break;
}
case concmd_ifvarand:
{
int i;
insptr++;
i = *(insptr++); // ID of def
j = 0;
if (GetGameVarID(i, g_ac, g_p).safeValue() & *insptr)
{
j = 1;
}
parseifelse(j);
break;
}
default:
Printf(TEXTCOLOR_RED "Unrecognized PCode of %d in parse. Killing current sprite.\n",*insptr);
Printf(TEXTCOLOR_RED "Offset=%0X\n",int(insptr-ScriptCode.Data()));
killit_flag = 1;
break;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
CVAR(Bool, overridecon, false, 0) // This is for debugging the CON replacement code only.
void LoadActor(DDukeActor *actor, int p, int x)
{
int done;
ParseState s;
s.g_p = p; // Player ID
s.g_x = x; // ??
s.g_ac = actor;
s.killit_flag = 0;
if ((actor->flags4 & SFLAG4_CONOVERRIDE) && overridecon) return;
auto coninf = actor->conInfo();
if (coninf == nullptr) return;
auto addr = coninf->loadeventscriptptr;
if (addr == 0) return;
if(!actor->insector())
{
actor->Destroy();
return;
}
do
done = s.parse();
while (done == 0);
if (s.killit_flag == 1)
{
actor->Destroy();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool execute(DDukeActor *actor, DDukePlayer* const p, double pdist, int* killit_flag)
{
if (killit_flag) *killit_flag = 0;
if ((actor->flags4 & SFLAG4_CONOVERRIDE) && overridecon) return false;
auto coninf = actor->conInfo();
if (coninf == nullptr)
return false;
ParseState s;
s.g_p = p->pnum; // Player ID
s.g_x = int(pdist / maptoworld); // ??
s.g_ac = actor;
s.killit_flag = 0;
s.insptr = coninf? &ScriptCode[4 + coninf->scriptaddress] : nullptr;
int done;
do
done = s.parse();
while( done == 0 );
if (killit_flag) *killit_flag = s.killit_flag;
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void OnEvent(int iEventID, int p, DDukeActor *actor, int x)
{
int done;
if (iEventID >= MAXGAMEEVENTS)
{
Printf("Invalid Event ID\n");
return;
}
if (apScriptGameEvent[iEventID] == 0)
{
return;
}
ParseState s;
s.g_p = p; /// current player ID
s.g_x = x; // ?
s.g_ac = actor;
s.insptr = &ScriptCode[apScriptGameEvent[iEventID]];
s.killit_flag = 0;
do
done = s.parse();
while (done == 0);
}
END_DUKE_NS