
// Map state test.
// To warp to a particular map, press the steroids key.
// Volume: player angle / 512, displayed on screen.
// Level: current weapon.

define Q 400
definequote Q ====== TEMP =======

definequote 401 WILL WARP TO VOLUME %d

define SQ 402
definequote SQ <source>
definequote 403 <dest>
definequote 404 <dest>
definequote 405 <dest>
definequote 406 <dest>
definequote 407 <dest>
definequote 408 <dest>
definequote 409 <dest>
definequote 410 <dest>
definequote 411 <dest>
definequote 412 <dest>
definequote 413 <dest>
definequote 414 <dest>

// Test gamevar flags GAMEVAR_NODEFAULT and GAMEVAR_NORESET.
// Global.
define GV_NODEFAULT 1024
define GV_NORESET 131072
define GV_NODEFAULT_NORESET 132096
// Per-player.
define PV_NODEFAULT 1025
define PV_NORESET 131073
define PV_NODEFAULT_NORESET 132097
// Per-actor (not very meaningful, as the APLAYER actor will in general have a
// different sprite for different levels).
define AV_NODEFAULT 1026
define AV_NORESET 131074
define AV_NODEFAULT_NORESET 132098

// global
gamevar numwarps 0 0
gamevar numwarpsD 0 GV_NODEFAULT
gamevar numwarpsR 0 GV_NORESET
gamevar numwarpsDR 0 GV_NODEFAULT_NORESET
// per-player
gamevar Pnumwarps 0 1
gamevar PnumwarpsD 0 PV_NODEFAULT
gamevar PnumwarpsR 0 PV_NORESET
gamevar PnumwarpsDR 0 PV_NODEFAULT_NORESET
// per-actor
gamevar Anumwarps 0 2
gamevar AnumwarpsD 0 AV_NODEFAULT
gamevar AnumwarpsR 0 AV_NORESET
gamevar AnumwarpsDR 0 AV_NODEFAULT_NORESET

gamevar pal 0 0
gamevar dq 0 0
gamevar y 0 0

state calcvolume
    getplayer[THISACTOR].ang gs
    andvar gs 2047
    divvar gs 512
ends

state dispnumwarps
    gametextz STARTALPHANUM 20 y  dq  0 pal 0  0 0 xdim ydim 32768
    addvar dq 1
    addvar y 8
ends

onevent EVENT_DISPLAYREST
    state calcvolume
    qsprintf Q /*<-*/ 401 /**/ gs
    gametext STARTALPHANUM 20 20  Q  0 0 0  0 0 xdim ydim

    setvar y 40
    setvar dq 403
    setvar pal 0

    // global
    redefinequote SQ numwarps (no flags): %d
    qsprintf dq SQ numwarps
    state dispnumwarps
    redefinequote SQ numwarps (NODEFAULT): %d
    qsprintf dq SQ numwarpsD
    state dispnumwarps
    redefinequote SQ numwarps (NORESET): %d
    qsprintf dq SQ numwarpsR
    state dispnumwarps
    redefinequote SQ numwarps (NODEFAULT, NORESET): %d
    qsprintf dq SQ numwarpsDR
    state dispnumwarps

    // per-player
    setvar pal 14
    redefinequote SQ Pnumwarps (no flags): %d
    qsprintf dq SQ Pnumwarps
    state dispnumwarps
    redefinequote SQ Pnumwarps (NODEFAULT): %d
    qsprintf dq SQ PnumwarpsD
    state dispnumwarps
    redefinequote SQ Pnumwarps (NORESET): %d
    qsprintf dq SQ PnumwarpsR
    state dispnumwarps
    redefinequote SQ Pnumwarps (NODEFAULT, NORESET): %d
    qsprintf dq SQ PnumwarpsDR
    state dispnumwarps

    // per-actor
    setvar pal 10
    redefinequote SQ Anumwarps (no flags): %d
    qsprintf dq SQ Anumwarps
    state dispnumwarps
    redefinequote SQ Anumwarps (NODEFAULT): %d
    qsprintf dq SQ AnumwarpsD
    state dispnumwarps
    redefinequote SQ Anumwarps (NORESET): %d
    qsprintf dq SQ AnumwarpsR
    state dispnumwarps
    redefinequote SQ Anumwarps (NODEFAULT, NORESET): %d
    qsprintf dq SQ AnumwarpsDR
    state dispnumwarps
endevent

onevent EVENT_USESTEROIDS
    // global
    addvar numwarps 1
    addvar numwarpsD 1
    addvar numwarpsR 1
    addvar numwarpsDR 1
    // per-player
    addvar Pnumwarps 1
    addvar PnumwarpsD 1
    addvar PnumwarpsR 1
    addvar PnumwarpsDR 1
    // per-actor
    addvar Anumwarps 1
    addvar AnumwarpsD 1
    addvar AnumwarpsR 1
    addvar AnumwarpsDR 1

    savemapstate

    state calcvolume
    startlevel gs currentweapon
endevent

onevent EVENT_ENTERLEVEL
    loadmapstate
endevent


onevent EVENT_USEJETPACK
    savegamevar numwarpsD
endevent

onevent EVENT_USENIGHTVISION
    readgamevar numwarpsD
endevent
