raze/source/duke3d/src/gameexec.cpp
hendricks266 517517a1bb CON: Add getclosestcol command, which finds the closest palette index given
getclosestcol <return> <color> <limit>

<color> is encoded the same as PROJ_FLASH_COLOR.

<limit> is the index of the last palette color that should be considered. Use 255 for the whole palette, 254 to exclude the transparent color, 239 to exclude Duke 3D's fullbrights, etc.

git-svn-id: https://svn.eduke32.com/eduke32@6259 1a8010ca-5511-0410-912e-c29ae57300e0
2017-06-24 09:20:54 +00:00

6339 lines
216 KiB
C++

//-------------------------------------------------------------------------
/*
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 *)&sector[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 *)&params[7];
vec2_t const bound2 = *(vec2_t *)&params[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 *)&params[7];
vec2_t const bound2 = *(vec2_t *)&params[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 *)&params[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 *) &params[11];
vec2_t const between = *(vec2_t *) &params[13];
int const nFlags = params[15];
vec2_t const scrn[2] = { *(vec2_t *)&params[16], *(vec2_t *)&params[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, &sectNum, 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, &sectNum);
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, &sectNum);
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 <invar> <outvar>
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 <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 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 <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 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 <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 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 <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 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<MAXSPRITES; ++jj)
{
if (sprite[jj].statnum == MAXSTATUS)
continue;
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_ALLSECTORS:
for (bssize_t jj=0; jj<numsectors; ++jj)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_ALLWALLS:
for (bssize_t jj=0; jj<numwalls; ++jj)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
case ITER_ACTIVELIGHTS:
#ifdef POLYMER
for (bssize_t jj=0; jj<PR_MAXLIGHTS; ++jj)
{
if (!prlights[jj].flags.active)
continue;
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
#endif
break;
case ITER_DRAWNSPRITES:
{
/*
uspritetype lastSpriteBackup;
uspritetype *const lastSpritePtr = (uspritetype *) &sprite[MAXSPRITES-1];
*/
// Back up sprite MAXSPRITES-1.
/*
Bmemcpy(&lastSpriteBackup, lastSpritePtr, sizeof(uspritetype));
*/
for (bssize_t ii=0; ii<spritesortcnt; ii++)
{
/*
Bmemcpy(lastSpritePtr, &tsprite[ii], sizeof(uspritetype));
*/
Gv_SetVarX(returnVar, ii);
insptr = pNext;
VM_Execute(0);
// Copy over potentially altered tsprite.
/*
Bmemcpy(&tsprite[ii], lastSpritePtr, sizeof(uspritetype));
*/
}
// Restore sprite MAXSPRITES-1.
/*
Bmemcpy(lastSpritePtr, &lastSpriteBackup, sizeof(uspritetype));
*/
break;
}
case ITER_SPRITESOFSECTOR:
if ((unsigned)nIndex >= 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<nIndex; jj++)
{
Gv_SetVarX(returnVar, jj);
insptr = pNext;
VM_Execute(0);
}
break;
default:
CON_ERRPRINTF("Unknown iteration type %d!", iterType);
continue;
badindex:
OSD_Printf(OSD_ERROR "Line %d, %s %s: index %d out of range!\n", g_errorLineNum, keyw[g_tw],
iter_tokens[iterType].token, nIndex);
continue;
}
insptr = pEnd;
}
continue;
case CON_IFVARAND:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw & *insptr);
continue;
case CON_IFVAROR:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw | *insptr);
continue;
case CON_IFVARXOR:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw ^ *insptr);
continue;
case CON_IFVAREITHER:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw || *insptr);
continue;
case CON_IFVARBOTH:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw && *insptr);
continue;
case CON_IFVARG:
insptr++;
tw = Gv_GetVarX(*insptr++);
VM_CONDITIONAL(tw > *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],&sector[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; i<g_mostConcurrentPlayers; i++)
playerHealth[i] = sprite[g_player[i].ps->i].extra;
pub = NUMPAGES;
pus = NUMPAGES;
G_UpdateScreenArea();
numwalls = pSavedState->numwalls;
Bmemcpy(&wall[0],&pSavedState->wall[0],sizeof(walltype)*MAXWALLS);
numsectors = pSavedState->numsectors;
Bmemcpy(&sector[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; i<MAXSPRITES; i++)
spriteext[i].tspr = NULL;
}
#endif
Numsprites = pSavedState->numsprites;
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; i<g_mostConcurrentPlayers; i++)
sprite[g_player[i].ps->i].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