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//-------------------------------------------------------------------------
/*
Copyright ( C ) 2005 - EDuke32 team
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 . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
//-------------------------------------------------------------------------
# include <time.h>
# include "duke3d.h"
# include "gamedef.h"
# include "scriplib.h"
# include "osd.h"
static short g_i , g_p ;
static long g_x , * g_t ;
static spritetype * g_sp ;
extern int32 scripthandle ;
void DoUserDef ( char bSet , long lVar1 , long lLabelID , long lVar2 , short sActor , short sPlayer , long lParm2 )
{
int iPlayer ;
long lValue ;
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if ( sActor < 0 | | sActor > = MAXSPRITES | | sPlayer < 0 | | sPlayer > = MAXPLAYERS )
return ;
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lValue = GetGameVarID ( ( int ) lVar2 , sActor , sPlayer ) ;
if ( sPlayer ! = myconnectindex ) return ;
switch ( lLabelID )
{
case USERDEFS_GOD :
if ( bSet )
ud . god = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . god , sActor , sPlayer ) ;
break ;
case USERDEFS_WARP_ON :
if ( bSet )
ud . warp_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . warp_on , sActor , sPlayer ) ;
break ;
case USERDEFS_CASHMAN :
if ( bSet )
ud . cashman = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . cashman , sActor , sPlayer ) ;
break ;
case USERDEFS_EOG :
if ( bSet )
ud . eog = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . eog , sActor , sPlayer ) ;
break ;
case USERDEFS_SHOWALLMAP :
if ( bSet )
ud . showallmap = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . showallmap , sActor , sPlayer ) ;
break ;
case USERDEFS_SHOW_HELP :
if ( bSet )
ud . show_help = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . show_help , sActor , sPlayer ) ;
break ;
case USERDEFS_SCROLLMODE :
if ( bSet )
ud . scrollmode = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . scrollmode , sActor , sPlayer ) ;
break ;
case USERDEFS_CLIPPING :
if ( bSet )
ud . clipping = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . clipping , sActor , sPlayer ) ;
break ;
// case USERDEFS_USER_NAME:
// if(bSet)
// {
// ud.user_name[MAXPLAYERS][32] = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.user_name[MAXPLAYERS][32], sActor, sPlayer);
// }
// break;
// case USERDEFS_RIDECULE:
// if(bSet)
// {
// ud.ridecule = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.ridecule, sActor, sPlayer);
// }
// break;
// case USERDEFS_SAVEGAME:
// if(bSet)
// {
// ud.savegame = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.savegame, sActor, sPlayer);
// }
// break;
// case USERDEFS_PWLOCKOUT:
// if(bSet)
// {
// ud.pwlockout = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.pwlockout, sActor, sPlayer);
// }
// break;
// case USERDEFS_RTSNAME:
// if(bSet)
// {
// ud.rtsname = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.rtsname, sActor, sPlayer);
// }
// break;
case USERDEFS_OVERHEAD_ON :
if ( bSet )
ud . overhead_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . overhead_on , sActor , sPlayer ) ;
break ;
case USERDEFS_LAST_OVERHEAD :
if ( bSet )
ud . last_overhead = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . last_overhead , sActor , sPlayer ) ;
break ;
case USERDEFS_SHOWWEAPONS :
if ( bSet )
ud . showweapons = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . showweapons , sActor , sPlayer ) ;
break ;
case USERDEFS_PAUSE_ON :
if ( bSet )
ud . pause_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . pause_on , sActor , sPlayer ) ;
break ;
case USERDEFS_FROM_BONUS :
if ( bSet )
ud . from_bonus = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . from_bonus , sActor , sPlayer ) ;
break ;
case USERDEFS_CAMERASPRITE :
if ( bSet )
ud . camerasprite = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . camerasprite , sActor , sPlayer ) ;
break ;
case USERDEFS_LAST_CAMSPRITE :
if ( bSet )
ud . last_camsprite = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . last_camsprite , sActor , sPlayer ) ;
break ;
case USERDEFS_LAST_LEVEL :
if ( bSet )
ud . last_level = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . last_level , sActor , sPlayer ) ;
break ;
case USERDEFS_SECRETLEVEL :
if ( bSet )
ud . secretlevel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . secretlevel , sActor , sPlayer ) ;
break ;
case USERDEFS_CONST_VISIBILITY :
if ( bSet )
ud . const_visibility = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . const_visibility , sActor , sPlayer ) ;
break ;
case USERDEFS_UW_FRAMERATE :
if ( bSet )
ud . uw_framerate = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . uw_framerate , sActor , sPlayer ) ;
break ;
case USERDEFS_CAMERA_TIME :
if ( bSet )
ud . camera_time = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . camera_time , sActor , sPlayer ) ;
break ;
case USERDEFS_FOLFVEL :
if ( bSet )
ud . folfvel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . folfvel , sActor , sPlayer ) ;
break ;
case USERDEFS_FOLAVEL :
if ( bSet )
ud . folavel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . folavel , sActor , sPlayer ) ;
break ;
case USERDEFS_FOLX :
if ( bSet )
ud . folx = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . folx , sActor , sPlayer ) ;
break ;
case USERDEFS_FOLY :
if ( bSet )
ud . foly = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . foly , sActor , sPlayer ) ;
break ;
case USERDEFS_FOLA :
if ( bSet )
ud . fola = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . fola , sActor , sPlayer ) ;
break ;
case USERDEFS_RECCNT :
if ( bSet )
ud . reccnt = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . reccnt , sActor , sPlayer ) ;
break ;
case USERDEFS_ENTERED_NAME :
if ( bSet )
ud . entered_name = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . entered_name , sActor , sPlayer ) ;
break ;
case USERDEFS_SCREEN_TILTING :
if ( bSet )
ud . screen_tilting = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . screen_tilting , sActor , sPlayer ) ;
break ;
case USERDEFS_SHADOWS :
if ( bSet )
ud . shadows = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . shadows , sActor , sPlayer ) ;
break ;
case USERDEFS_FTA_ON :
if ( bSet )
ud . fta_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . fta_on , sActor , sPlayer ) ;
break ;
case USERDEFS_EXECUTIONS :
if ( bSet )
ud . executions = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . executions , sActor , sPlayer ) ;
break ;
case USERDEFS_AUTO_RUN :
if ( bSet )
ud . auto_run = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . auto_run , sActor , sPlayer ) ;
break ;
case USERDEFS_COORDS :
if ( bSet )
ud . coords = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . coords , sActor , sPlayer ) ;
break ;
case USERDEFS_TICKRATE :
if ( bSet )
ud . tickrate = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . tickrate , sActor , sPlayer ) ;
break ;
case USERDEFS_M_COOP :
if ( bSet )
ud . m_coop = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_coop , sActor , sPlayer ) ;
break ;
case USERDEFS_COOP :
if ( bSet )
ud . coop = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . coop , sActor , sPlayer ) ;
break ;
case USERDEFS_SCREEN_SIZE :
if ( bSet )
ud . screen_size = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . screen_size , sActor , sPlayer ) ;
break ;
case USERDEFS_LOCKOUT :
if ( bSet )
ud . lockout = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . lockout , sActor , sPlayer ) ;
break ;
case USERDEFS_CROSSHAIR :
if ( bSet )
ud . crosshair = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . crosshair , sActor , sPlayer ) ;
break ;
// case USERDEFS_WCHOICE:
// if(bSet)
// {
// ud.wchoice = lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ud.wchoice, sActor, sPlayer);
// }
// break;
case USERDEFS_PLAYERAI :
if ( bSet )
ud . playerai = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . playerai , sActor , sPlayer ) ;
break ;
case USERDEFS_RESPAWN_MONSTERS :
if ( bSet )
ud . respawn_monsters = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . respawn_monsters , sActor , sPlayer ) ;
break ;
case USERDEFS_RESPAWN_ITEMS :
if ( bSet )
ud . respawn_items = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . respawn_items , sActor , sPlayer ) ;
break ;
case USERDEFS_RESPAWN_INVENTORY :
if ( bSet )
ud . respawn_inventory = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . respawn_inventory , sActor , sPlayer ) ;
break ;
case USERDEFS_RECSTAT :
if ( bSet )
ud . recstat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . recstat , sActor , sPlayer ) ;
break ;
case USERDEFS_MONSTERS_OFF :
if ( bSet )
ud . monsters_off = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . monsters_off , sActor , sPlayer ) ;
break ;
case USERDEFS_BRIGHTNESS :
if ( bSet )
ud . brightness = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . brightness , sActor , sPlayer ) ;
break ;
case USERDEFS_M_RESPAWN_ITEMS :
if ( bSet )
ud . m_respawn_items = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_respawn_items , sActor , sPlayer ) ;
break ;
case USERDEFS_M_RESPAWN_MONSTERS :
if ( bSet )
ud . m_respawn_monsters = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_respawn_monsters , sActor , sPlayer ) ;
break ;
case USERDEFS_M_RESPAWN_INVENTORY :
if ( bSet )
ud . m_respawn_inventory = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_respawn_inventory , sActor , sPlayer ) ;
break ;
case USERDEFS_M_RECSTAT :
if ( bSet )
ud . m_recstat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_recstat , sActor , sPlayer ) ;
break ;
case USERDEFS_M_MONSTERS_OFF :
if ( bSet )
ud . m_monsters_off = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_monsters_off , sActor , sPlayer ) ;
break ;
case USERDEFS_DETAIL :
if ( bSet )
ud . detail = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . detail , sActor , sPlayer ) ;
break ;
case USERDEFS_M_FFIRE :
if ( bSet )
ud . m_ffire = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_ffire , sActor , sPlayer ) ;
break ;
case USERDEFS_FFIRE :
if ( bSet )
ud . ffire = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . ffire , sActor , sPlayer ) ;
break ;
case USERDEFS_M_PLAYER_SKILL :
if ( bSet )
ud . m_player_skill = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_player_skill , sActor , sPlayer ) ;
break ;
case USERDEFS_M_LEVEL_NUMBER :
if ( bSet )
ud . m_level_number = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_level_number , sActor , sPlayer ) ;
break ;
case USERDEFS_M_VOLUME_NUMBER :
if ( bSet )
ud . m_volume_number = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_volume_number , sActor , sPlayer ) ;
break ;
case USERDEFS_MULTIMODE :
if ( bSet )
ud . multimode = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . multimode , sActor , sPlayer ) ;
break ;
case USERDEFS_PLAYER_SKILL :
if ( bSet )
ud . player_skill = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . player_skill , sActor , sPlayer ) ;
break ;
case USERDEFS_LEVEL_NUMBER :
if ( bSet )
ud . level_number = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . level_number , sActor , sPlayer ) ;
break ;
case USERDEFS_VOLUME_NUMBER :
if ( bSet )
ud . volume_number = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . volume_number , sActor , sPlayer ) ;
break ;
case USERDEFS_M_MARKER :
if ( bSet )
ud . m_marker = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . m_marker , sActor , sPlayer ) ;
break ;
case USERDEFS_MARKER :
if ( bSet )
ud . marker = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . marker , sActor , sPlayer ) ;
break ;
case USERDEFS_MOUSEFLIP :
if ( bSet )
ud . mouseflip = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . mouseflip , sActor , sPlayer ) ;
break ;
case USERDEFS_STATUSBARSCALE :
if ( bSet )
ud . statusbarscale = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . statusbarscale , sActor , sPlayer ) ;
break ;
case USERDEFS_DRAWWEAPON :
if ( bSet )
ud . drawweapon = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . drawweapon , sActor , sPlayer ) ;
break ;
case USERDEFS_MOUSEAIMING :
if ( bSet )
ud . mouseaiming = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . mouseaiming , sActor , sPlayer ) ;
break ;
case USERDEFS_WEAPONSWITCH :
if ( bSet )
ud . weaponswitch = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . weaponswitch , sActor , sPlayer ) ;
break ;
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case USERDEFS_BRIGHTSKINS :
if ( bSet )
ud . brightskins = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . brightskins , sActor , sPlayer ) ;
break ;
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case USERDEFS_DEMOCAMS :
if ( bSet )
ud . democams = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . democams , sActor , sPlayer ) ;
break ;
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case USERDEFS_COLOR :
if ( bSet )
ud . color = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ud . color , sActor , sPlayer ) ;
break ;
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default :
break ;
}
return ;
}
void DoThisProjectile ( char bSet , long lVar1 , long lLabelID , long lVar2 , short sActor , short sPlayer )
{
long lValue , proj ;
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if ( sActor < 0 | | sActor > = MAXSPRITES | | sPlayer < 0 | | sPlayer > = MAXPLAYERS )
return ;
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if ( lVar1 = = g_iThisActorID )
// if they've asked for 'this', then use 'this'...
proj = sActor ;
else
proj = GetGameVarID ( ( int ) lVar1 , sActor , sPlayer ) ;
lValue = GetGameVarID ( ( int ) lVar2 , sActor , sPlayer ) ;
switch ( lLabelID )
{
case PROJ_WORKSLIKE :
if ( bSet )
thisprojectile [ proj ] . workslike = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . workslike , sActor , sPlayer ) ;
break ;
case PROJ_SPAWNS :
if ( bSet )
thisprojectile [ proj ] . spawns = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . spawns , sActor , sPlayer ) ;
break ;
case PROJ_SXREPEAT :
if ( bSet )
thisprojectile [ proj ] . sxrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . sxrepeat , sActor , sPlayer ) ;
break ;
case PROJ_SYREPEAT :
if ( bSet )
thisprojectile [ proj ] . syrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . syrepeat , sActor , sPlayer ) ;
break ;
case PROJ_SOUND :
if ( bSet )
thisprojectile [ proj ] . sound = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . sound , sActor , sPlayer ) ;
break ;
case PROJ_ISOUND :
if ( bSet )
thisprojectile [ proj ] . isound = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . isound , sActor , sPlayer ) ;
break ;
case PROJ_VEL :
if ( bSet )
thisprojectile [ proj ] . vel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . vel , sActor , sPlayer ) ;
break ;
case PROJ_EXTRA :
if ( bSet )
thisprojectile [ proj ] . extra = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . extra , sActor , sPlayer ) ;
break ;
case PROJ_DECAL :
if ( bSet )
thisprojectile [ proj ] . decal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . decal , sActor , sPlayer ) ;
break ;
case PROJ_TRAIL :
if ( bSet )
thisprojectile [ proj ] . trail = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . trail , sActor , sPlayer ) ;
break ;
case PROJ_TXREPEAT :
if ( bSet )
thisprojectile [ proj ] . txrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . txrepeat , sActor , sPlayer ) ;
break ;
case PROJ_TYREPEAT :
if ( bSet )
thisprojectile [ proj ] . tyrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . tyrepeat , sActor , sPlayer ) ;
break ;
case PROJ_TOFFSET :
if ( bSet )
thisprojectile [ proj ] . toffset = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . toffset , sActor , sPlayer ) ;
break ;
case PROJ_TNUM :
if ( bSet )
thisprojectile [ proj ] . tnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . tnum , sActor , sPlayer ) ;
break ;
case PROJ_DROP :
if ( bSet )
thisprojectile [ proj ] . drop = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . drop , sActor , sPlayer ) ;
break ;
case PROJ_CSTAT :
if ( bSet )
thisprojectile [ proj ] . cstat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . cstat , sActor , sPlayer ) ;
break ;
case PROJ_CLIPDIST :
if ( bSet )
thisprojectile [ proj ] . clipdist = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . clipdist , sActor , sPlayer ) ;
break ;
case PROJ_SHADE :
if ( bSet )
thisprojectile [ proj ] . shade = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . shade , sActor , sPlayer ) ;
break ;
case PROJ_XREPEAT :
if ( bSet )
thisprojectile [ proj ] . xrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . xrepeat , sActor , sPlayer ) ;
break ;
case PROJ_YREPEAT :
if ( bSet )
thisprojectile [ proj ] . yrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . yrepeat , sActor , sPlayer ) ;
break ;
case PROJ_PAL :
if ( bSet )
thisprojectile [ proj ] . pal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . pal , sActor , sPlayer ) ;
break ;
case PROJ_EXTRA_RAND :
if ( bSet )
thisprojectile [ proj ] . extra_rand = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . extra_rand , sActor , sPlayer ) ;
break ;
case PROJ_HITRADIUS :
if ( bSet )
thisprojectile [ proj ] . hitradius = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . hitradius , sActor , sPlayer ) ;
break ;
case PROJ_VEL_MULT :
if ( bSet )
thisprojectile [ proj ] . velmult = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . velmult , sActor , sPlayer ) ;
break ;
case PROJ_OFFSET :
if ( bSet )
thisprojectile [ proj ] . offset = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . offset , sActor , sPlayer ) ;
break ;
case PROJ_BOUNCES :
if ( bSet )
thisprojectile [ proj ] . bounces = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . bounces , sActor , sPlayer ) ;
break ;
case PROJ_BSOUND :
if ( bSet )
thisprojectile [ proj ] . bsound = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . bsound , sActor , sPlayer ) ;
break ;
case PROJ_RANGE :
if ( bSet )
thisprojectile [ proj ] . range = lValue ;
else
SetGameVarID ( ( int ) lVar2 , thisprojectile [ proj ] . range , sActor , sPlayer ) ;
break ;
default :
break ;
}
return ;
}
void DoPlayer ( char bSet , long lVar1 , long lLabelID , long lVar2 , short sActor , short sPlayer , long lParm2 )
{
int iPlayer ;
long lValue ;
long lTemp ;
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if ( sActor < 0 | | sActor > = MAXSPRITES | | sPlayer < 0 | | sPlayer > = MAXPLAYERS )
return ;
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lValue = GetGameVarID ( ( int ) lVar2 , sActor , sPlayer ) ;
if ( lVar1 = = g_iThisActorID )
// if they've asked for 'this', then use 'this player'...
iPlayer = g_p ;
else
iPlayer = GetGameVarID ( ( int ) lVar1 , sActor , sPlayer ) ;
if ( iPlayer < 0 | | iPlayer > = MAXPLAYERS )
return ;
switch ( lLabelID )
{
case PLAYER_ZOOM :
if ( bSet )
ps [ iPlayer ] . zoom = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . zoom , sActor , sPlayer ) ;
break ;
case PLAYER_EXITX :
if ( bSet )
ps [ iPlayer ] . exitx = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . exitx , sActor , sPlayer ) ;
break ;
case PLAYER_EXITY :
if ( bSet )
ps [ iPlayer ] . exity = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . exity , sActor , sPlayer ) ;
break ;
case PLAYER_LOOGIEX :
lTemp = lParm2 ;
if ( bSet )
ps [ iPlayer ] . loogiex [ lTemp ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . loogiex [ lTemp ] , sActor , sPlayer ) ;
break ;
case PLAYER_LOOGIEY :
lTemp = lParm2 ;
if ( bSet )
ps [ iPlayer ] . loogiey [ lTemp ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . loogiey [ lTemp ] , sActor , sPlayer ) ;
break ;
case PLAYER_NUMLOOGS :
if ( bSet )
ps [ iPlayer ] . numloogs = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . numloogs , sActor , sPlayer ) ;
break ;
case PLAYER_LOOGCNT :
if ( bSet )
ps [ iPlayer ] . loogcnt = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . loogcnt , sActor , sPlayer ) ;
break ;
case PLAYER_POSX :
if ( bSet )
ps [ iPlayer ] . posx = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . posx , sActor , sPlayer ) ;
break ;
case PLAYER_POSY :
if ( bSet )
ps [ iPlayer ] . posy = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . posy , sActor , sPlayer ) ;
break ;
case PLAYER_POSZ :
if ( bSet )
ps [ iPlayer ] . posz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . posz , sActor , sPlayer ) ;
break ;
case PLAYER_HORIZ :
if ( bSet )
ps [ iPlayer ] . horiz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . horiz , sActor , sPlayer ) ;
break ;
case PLAYER_OHORIZ :
if ( bSet )
ps [ iPlayer ] . ohoriz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . ohoriz , sActor , sPlayer ) ;
break ;
case PLAYER_OHORIZOFF :
if ( bSet )
ps [ iPlayer ] . ohorizoff = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . ohorizoff , sActor , sPlayer ) ;
break ;
case PLAYER_INVDISPTIME :
if ( bSet )
ps [ iPlayer ] . invdisptime = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . invdisptime , sActor , sPlayer ) ;
break ;
case PLAYER_BOBPOSX :
if ( bSet )
ps [ iPlayer ] . bobposx = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . bobposx , sActor , sPlayer ) ;
break ;
case PLAYER_BOBPOSY :
if ( bSet )
ps [ iPlayer ] . bobposy = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . bobposy , sActor , sPlayer ) ;
break ;
case PLAYER_OPOSX :
if ( bSet )
ps [ iPlayer ] . oposx = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . oposx , sActor , sPlayer ) ;
break ;
case PLAYER_OPOSY :
if ( bSet )
ps [ iPlayer ] . oposy = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . oposy , sActor , sPlayer ) ;
break ;
case PLAYER_OPOSZ :
if ( bSet )
ps [ iPlayer ] . oposz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . oposz , sActor , sPlayer ) ;
break ;
case PLAYER_PYOFF :
if ( bSet )
ps [ iPlayer ] . pyoff = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . pyoff , sActor , sPlayer ) ;
break ;
case PLAYER_OPYOFF :
if ( bSet )
ps [ iPlayer ] . opyoff = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . opyoff , sActor , sPlayer ) ;
break ;
case PLAYER_POSXV :
if ( bSet )
ps [ iPlayer ] . posxv = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . posxv , sActor , sPlayer ) ;
break ;
case PLAYER_POSYV :
if ( bSet )
ps [ iPlayer ] . posyv = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . posyv , sActor , sPlayer ) ;
break ;
case PLAYER_POSZV :
if ( bSet )
ps [ iPlayer ] . poszv = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . poszv , sActor , sPlayer ) ;
break ;
case PLAYER_LAST_PISSED_TIME :
if ( bSet )
ps [ iPlayer ] . last_pissed_time = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . last_pissed_time , sActor , sPlayer ) ;
break ;
case PLAYER_TRUEFZ :
if ( bSet )
ps [ iPlayer ] . truefz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . truefz , sActor , sPlayer ) ;
break ;
case PLAYER_TRUECZ :
if ( bSet )
ps [ iPlayer ] . truecz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . truecz , sActor , sPlayer ) ;
break ;
case PLAYER_PLAYER_PAR :
if ( bSet )
ps [ iPlayer ] . player_par = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . player_par , sActor , sPlayer ) ;
break ;
case PLAYER_VISIBILITY :
if ( bSet )
ps [ iPlayer ] . visibility = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . visibility , sActor , sPlayer ) ;
break ;
case PLAYER_BOBCOUNTER :
if ( bSet )
ps [ iPlayer ] . bobcounter = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . bobcounter , sActor , sPlayer ) ;
break ;
case PLAYER_WEAPON_SWAY :
if ( bSet )
ps [ iPlayer ] . weapon_sway = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . weapon_sway , sActor , sPlayer ) ;
break ;
case PLAYER_PALS_TIME :
if ( bSet )
ps [ iPlayer ] . pals_time = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . pals_time , sActor , sPlayer ) ;
break ;
case PLAYER_RANDOMFLAMEX :
if ( bSet )
ps [ iPlayer ] . randomflamex = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . randomflamex , sActor , sPlayer ) ;
break ;
case PLAYER_CRACK_TIME :
if ( bSet )
ps [ iPlayer ] . crack_time = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . crack_time , sActor , sPlayer ) ;
break ;
case PLAYER_AIM_MODE :
if ( bSet )
ps [ iPlayer ] . aim_mode = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . aim_mode , sActor , sPlayer ) ;
break ;
case PLAYER_ANG :
if ( bSet )
ps [ iPlayer ] . ang = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . ang , sActor , sPlayer ) ;
break ;
case PLAYER_OANG :
if ( bSet )
ps [ iPlayer ] . oang = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . oang , sActor , sPlayer ) ;
break ;
case PLAYER_ANGVEL :
if ( bSet )
ps [ iPlayer ] . angvel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . angvel , sActor , sPlayer ) ;
break ;
case PLAYER_CURSECTNUM :
if ( bSet )
ps [ iPlayer ] . cursectnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . cursectnum , sActor , sPlayer ) ;
break ;
case PLAYER_LOOK_ANG :
if ( bSet )
ps [ iPlayer ] . look_ang = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . look_ang , sActor , sPlayer ) ;
break ;
case PLAYER_LAST_EXTRA :
if ( bSet )
ps [ iPlayer ] . last_extra = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . last_extra , sActor , sPlayer ) ;
break ;
case PLAYER_SUBWEAPON :
if ( bSet )
ps [ iPlayer ] . subweapon = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . subweapon , sActor , sPlayer ) ;
break ;
case PLAYER_AMMO_AMOUNT :
lTemp = lParm2 ;
if ( bSet )
ps [ iPlayer ] . ammo_amount [ lTemp ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . ammo_amount [ lTemp ] , sActor , sPlayer ) ;
break ;
case PLAYER_WACKEDBYACTOR :
if ( bSet )
ps [ iPlayer ] . wackedbyactor = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . wackedbyactor , sActor , sPlayer ) ;
break ;
case PLAYER_FRAG :
if ( bSet )
ps [ iPlayer ] . frag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . frag , sActor , sPlayer ) ;
break ;
case PLAYER_FRAGGEDSELF :
if ( bSet )
ps [ iPlayer ] . fraggedself = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . fraggedself , sActor , sPlayer ) ;
break ;
case PLAYER_CURR_WEAPON :
if ( bSet )
ps [ iPlayer ] . curr_weapon = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . curr_weapon , sActor , sPlayer ) ;
break ;
case PLAYER_LAST_WEAPON :
if ( bSet )
ps [ iPlayer ] . last_weapon = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . last_weapon , sActor , sPlayer ) ;
break ;
case PLAYER_TIPINCS :
if ( bSet )
ps [ iPlayer ] . tipincs = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . tipincs , sActor , sPlayer ) ;
break ;
case PLAYER_HORIZOFF :
if ( bSet )
ps [ iPlayer ] . horizoff = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . horizoff , sActor , sPlayer ) ;
break ;
case PLAYER_WANTWEAPONFIRE :
if ( bSet )
ps [ iPlayer ] . wantweaponfire = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . wantweaponfire , sActor , sPlayer ) ;
break ;
case PLAYER_HOLODUKE_AMOUNT :
if ( bSet )
ps [ iPlayer ] . holoduke_amount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . holoduke_amount , sActor , sPlayer ) ;
break ;
case PLAYER_NEWOWNER :
if ( bSet )
ps [ iPlayer ] . newowner = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . newowner , sActor , sPlayer ) ;
break ;
case PLAYER_HURT_DELAY :
if ( bSet )
ps [ iPlayer ] . hurt_delay = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . hurt_delay , sActor , sPlayer ) ;
break ;
case PLAYER_HBOMB_HOLD_DELAY :
if ( bSet )
ps [ iPlayer ] . hbomb_hold_delay = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . hbomb_hold_delay , sActor , sPlayer ) ;
break ;
case PLAYER_JUMPING_COUNTER :
if ( bSet )
ps [ iPlayer ] . jumping_counter = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . jumping_counter , sActor , sPlayer ) ;
break ;
case PLAYER_AIRLEFT :
if ( bSet )
ps [ iPlayer ] . airleft = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . airleft , sActor , sPlayer ) ;
break ;
case PLAYER_KNEE_INCS :
if ( bSet )
ps [ iPlayer ] . knee_incs = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . knee_incs , sActor , sPlayer ) ;
break ;
case PLAYER_ACCESS_INCS :
if ( bSet )
ps [ iPlayer ] . access_incs = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . access_incs , sActor , sPlayer ) ;
break ;
case PLAYER_FTA :
if ( bSet )
ps [ iPlayer ] . fta = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . fta , sActor , sPlayer ) ;
break ;
case PLAYER_FTQ :
if ( bSet )
ps [ iPlayer ] . ftq = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . ftq , sActor , sPlayer ) ;
break ;
case PLAYER_ACCESS_WALLNUM :
if ( bSet )
ps [ iPlayer ] . access_wallnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . access_wallnum , sActor , sPlayer ) ;
break ;
case PLAYER_ACCESS_SPRITENUM :
if ( bSet )
ps [ iPlayer ] . access_spritenum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . access_spritenum , sActor , sPlayer ) ;
break ;
case PLAYER_KICKBACK_PIC :
if ( bSet )
ps [ iPlayer ] . kickback_pic = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . kickback_pic , sActor , sPlayer ) ;
break ;
case PLAYER_GOT_ACCESS :
if ( bSet )
ps [ iPlayer ] . got_access = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . got_access , sActor , sPlayer ) ;
break ;
case PLAYER_WEAPON_ANG :
if ( bSet )
ps [ iPlayer ] . weapon_ang = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . weapon_ang , sActor , sPlayer ) ;
break ;
case PLAYER_FIRSTAID_AMOUNT :
if ( bSet )
ps [ iPlayer ] . firstaid_amount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . firstaid_amount , sActor , sPlayer ) ;
break ;
case PLAYER_SOMETHINGONPLAYER :
if ( bSet )
ps [ iPlayer ] . somethingonplayer = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . somethingonplayer , sActor , sPlayer ) ;
break ;
case PLAYER_ON_CRANE :
if ( bSet )
ps [ iPlayer ] . on_crane = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . on_crane , sActor , sPlayer ) ;
break ;
case PLAYER_I :
if ( bSet )
ps [ iPlayer ] . i = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . i , sActor , sPlayer ) ;
break ;
case PLAYER_ONE_PARALLAX_SECTNUM :
if ( bSet )
ps [ iPlayer ] . one_parallax_sectnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . one_parallax_sectnum , sActor , sPlayer ) ;
break ;
case PLAYER_OVER_SHOULDER_ON :
if ( bSet )
ps [ iPlayer ] . over_shoulder_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . over_shoulder_on , sActor , sPlayer ) ;
break ;
case PLAYER_RANDOM_CLUB_FRAME :
if ( bSet )
ps [ iPlayer ] . random_club_frame = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . random_club_frame , sActor , sPlayer ) ;
break ;
case PLAYER_FIST_INCS :
if ( bSet )
ps [ iPlayer ] . fist_incs = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . fist_incs , sActor , sPlayer ) ;
break ;
case PLAYER_ONE_EIGHTY_COUNT :
if ( bSet )
ps [ iPlayer ] . one_eighty_count = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . one_eighty_count , sActor , sPlayer ) ;
break ;
case PLAYER_CHEAT_PHASE :
if ( bSet )
ps [ iPlayer ] . cheat_phase = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . cheat_phase , sActor , sPlayer ) ;
break ;
case PLAYER_DUMMYPLAYERSPRITE :
if ( bSet )
ps [ iPlayer ] . dummyplayersprite = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . dummyplayersprite , sActor , sPlayer ) ;
break ;
case PLAYER_EXTRA_EXTRA8 :
if ( bSet )
ps [ iPlayer ] . extra_extra8 = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . extra_extra8 , sActor , sPlayer ) ;
break ;
case PLAYER_QUICK_KICK :
if ( bSet )
ps [ iPlayer ] . quick_kick = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . quick_kick , sActor , sPlayer ) ;
break ;
case PLAYER_HEAT_AMOUNT :
if ( bSet )
ps [ iPlayer ] . heat_amount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . heat_amount , sActor , sPlayer ) ;
break ;
case PLAYER_ACTORSQU :
if ( bSet )
ps [ iPlayer ] . actorsqu = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . actorsqu , sActor , sPlayer ) ;
break ;
case PLAYER_TIMEBEFOREEXIT :
if ( bSet )
ps [ iPlayer ] . timebeforeexit = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . timebeforeexit , sActor , sPlayer ) ;
break ;
case PLAYER_CUSTOMEXITSOUND :
if ( bSet )
ps [ iPlayer ] . customexitsound = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . customexitsound , sActor , sPlayer ) ;
break ;
case PLAYER_WEAPRECS :
if ( bSet )
ps [ iPlayer ] . weaprecs [ 16 ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . weaprecs [ 16 ] , sActor , sPlayer ) ;
break ;
case PLAYER_WEAPRECCNT :
if ( bSet )
ps [ iPlayer ] . weapreccnt = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . weapreccnt , sActor , sPlayer ) ;
break ;
case PLAYER_INTERFACE_TOGGLE_FLAG :
if ( bSet )
ps [ iPlayer ] . interface_toggle_flag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . interface_toggle_flag , sActor , sPlayer ) ;
break ;
case PLAYER_ROTSCRNANG :
if ( bSet )
ps [ iPlayer ] . rotscrnang = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . rotscrnang , sActor , sPlayer ) ;
break ;
case PLAYER_DEAD_FLAG :
if ( bSet )
ps [ iPlayer ] . dead_flag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . dead_flag , sActor , sPlayer ) ;
break ;
case PLAYER_SHOW_EMPTY_WEAPON :
if ( bSet )
ps [ iPlayer ] . show_empty_weapon = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . show_empty_weapon , sActor , sPlayer ) ;
break ;
case PLAYER_SCUBA_AMOUNT :
if ( bSet )
ps [ iPlayer ] . scuba_amount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . scuba_amount , sActor , sPlayer ) ;
break ;
case PLAYER_JETPACK_AMOUNT :
if ( bSet )
ps [ iPlayer ] . jetpack_amount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . jetpack_amount , sActor , sPlayer ) ;
break ;
case PLAYER_STEROIDS_AMOUNT :
if ( bSet )
ps [ iPlayer ] . steroids_amount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . steroids_amount , sActor , sPlayer ) ;
break ;
case PLAYER_SHIELD_AMOUNT :
if ( bSet )
ps [ iPlayer ] . shield_amount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . shield_amount , sActor , sPlayer ) ;
break ;
case PLAYER_HOLODUKE_ON :
if ( bSet )
ps [ iPlayer ] . holoduke_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . holoduke_on , sActor , sPlayer ) ;
break ;
case PLAYER_PYCOUNT :
if ( bSet )
ps [ iPlayer ] . pycount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . pycount , sActor , sPlayer ) ;
break ;
case PLAYER_WEAPON_POS :
if ( bSet )
ps [ iPlayer ] . weapon_pos = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . weapon_pos , sActor , sPlayer ) ;
break ;
case PLAYER_FRAG_PS :
if ( bSet )
ps [ iPlayer ] . frag_ps = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . frag_ps , sActor , sPlayer ) ;
break ;
case PLAYER_TRANSPORTER_HOLD :
if ( bSet )
ps [ iPlayer ] . transporter_hold = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . transporter_hold , sActor , sPlayer ) ;
break ;
case PLAYER_LAST_FULL_WEAPON :
if ( bSet )
ps [ iPlayer ] . last_full_weapon = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . last_full_weapon , sActor , sPlayer ) ;
break ;
case PLAYER_FOOTPRINTSHADE :
if ( bSet )
ps [ iPlayer ] . footprintshade = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . footprintshade , sActor , sPlayer ) ;
break ;
case PLAYER_BOOT_AMOUNT :
if ( bSet )
ps [ iPlayer ] . boot_amount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . boot_amount , sActor , sPlayer ) ;
break ;
case PLAYER_SCREAM_VOICE :
if ( bSet )
ps [ iPlayer ] . scream_voice = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . scream_voice , sActor , sPlayer ) ;
break ;
case PLAYER_GM :
if ( bSet )
ps [ iPlayer ] . gm = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . gm , sActor , sPlayer ) ;
break ;
case PLAYER_ON_WARPING_SECTOR :
if ( bSet )
ps [ iPlayer ] . on_warping_sector = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . on_warping_sector , sActor , sPlayer ) ;
break ;
case PLAYER_FOOTPRINTCOUNT :
if ( bSet )
ps [ iPlayer ] . footprintcount = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . footprintcount , sActor , sPlayer ) ;
break ;
case PLAYER_HBOMB_ON :
if ( bSet )
ps [ iPlayer ] . hbomb_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . hbomb_on , sActor , sPlayer ) ;
break ;
case PLAYER_JUMPING_TOGGLE :
if ( bSet )
ps [ iPlayer ] . jumping_toggle = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . jumping_toggle , sActor , sPlayer ) ;
break ;
case PLAYER_RAPID_FIRE_HOLD :
if ( bSet )
ps [ iPlayer ] . rapid_fire_hold = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . rapid_fire_hold , sActor , sPlayer ) ;
break ;
case PLAYER_ON_GROUND :
if ( bSet )
ps [ iPlayer ] . on_ground = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . on_ground , sActor , sPlayer ) ;
break ;
case PLAYER_NAME :
if ( bSet )
ps [ iPlayer ] . name [ 32 ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . name [ 32 ] , sActor , sPlayer ) ;
break ;
case PLAYER_INVEN_ICON :
if ( bSet )
ps [ iPlayer ] . inven_icon = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . inven_icon , sActor , sPlayer ) ;
break ;
case PLAYER_BUTTONPALETTE :
if ( bSet )
ps [ iPlayer ] . buttonpalette = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . buttonpalette , sActor , sPlayer ) ;
break ;
case PLAYER_JETPACK_ON :
if ( bSet )
ps [ iPlayer ] . jetpack_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . jetpack_on , sActor , sPlayer ) ;
break ;
case PLAYER_SPRITEBRIDGE :
if ( bSet )
ps [ iPlayer ] . spritebridge = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . spritebridge , sActor , sPlayer ) ;
break ;
case PLAYER_LASTRANDOMSPOT :
if ( bSet )
ps [ iPlayer ] . lastrandomspot = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . lastrandomspot , sActor , sPlayer ) ;
break ;
case PLAYER_SCUBA_ON :
if ( bSet )
ps [ iPlayer ] . scuba_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . scuba_on , sActor , sPlayer ) ;
break ;
case PLAYER_FOOTPRINTPAL :
if ( bSet )
ps [ iPlayer ] . footprintpal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . footprintpal , sActor , sPlayer ) ;
break ;
case PLAYER_HEAT_ON :
if ( bSet )
ps [ iPlayer ] . heat_on = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . heat_on , sActor , sPlayer ) ;
break ;
case PLAYER_HOLSTER_WEAPON :
if ( bSet )
ps [ iPlayer ] . holster_weapon = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . holster_weapon , sActor , sPlayer ) ;
break ;
case PLAYER_FALLING_COUNTER :
if ( bSet )
ps [ iPlayer ] . falling_counter = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . falling_counter , sActor , sPlayer ) ;
break ;
case PLAYER_GOTWEAPON :
lTemp = lParm2 ;
if ( bSet )
ps [ iPlayer ] . gotweapon [ lTemp ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . gotweapon [ lTemp ] , sActor , sPlayer ) ;
break ;
case PLAYER_REFRESH_INVENTORY :
if ( bSet )
ps [ iPlayer ] . refresh_inventory = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . refresh_inventory , sActor , sPlayer ) ;
break ;
// case PLAYER_PALETTE:
// if(bSet)
// {
// ps[iPlayer].palette=lValue;
// }
// else
// {
// SetGameVarID((int)lVar2, ps[iPlayer].palette, sActor, sPlayer);
// }
// break;
case PLAYER_TOGGLE_KEY_FLAG :
if ( bSet )
ps [ iPlayer ] . toggle_key_flag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . toggle_key_flag , sActor , sPlayer ) ;
break ;
case PLAYER_KNUCKLE_INCS :
if ( bSet )
ps [ iPlayer ] . knuckle_incs = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . knuckle_incs , sActor , sPlayer ) ;
break ;
case PLAYER_WALKING_SND_TOGGLE :
if ( bSet )
ps [ iPlayer ] . walking_snd_toggle = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . walking_snd_toggle , sActor , sPlayer ) ;
break ;
case PLAYER_PALOOKUP :
if ( bSet )
ps [ iPlayer ] . palookup = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . palookup , sActor , sPlayer ) ;
break ;
case PLAYER_HARD_LANDING :
if ( bSet )
ps [ iPlayer ] . hard_landing = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . hard_landing , sActor , sPlayer ) ;
break ;
case PLAYER_MAX_SECRET_ROOMS :
if ( bSet )
ps [ iPlayer ] . max_secret_rooms = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . max_secret_rooms , sActor , sPlayer ) ;
break ;
case PLAYER_SECRET_ROOMS :
if ( bSet )
ps [ iPlayer ] . secret_rooms = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . secret_rooms , sActor , sPlayer ) ;
break ;
case PLAYER_PALS :
lTemp = lParm2 ;
if ( bSet )
ps [ iPlayer ] . pals [ lTemp ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . pals [ lTemp ] , sActor , sPlayer ) ;
break ;
case PLAYER_MAX_ACTORS_KILLED :
if ( bSet )
ps [ iPlayer ] . max_actors_killed = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . max_actors_killed , sActor , sPlayer ) ;
break ;
case PLAYER_ACTORS_KILLED :
if ( bSet )
ps [ iPlayer ] . actors_killed = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . actors_killed , sActor , sPlayer ) ;
break ;
case PLAYER_RETURN_TO_CENTER :
if ( bSet )
ps [ iPlayer ] . return_to_center = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . return_to_center , sActor , sPlayer ) ;
break ;
case PLAYER_RUNSPEED :
if ( bSet )
ps [ iPlayer ] . runspeed = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . runspeed , sActor , sPlayer ) ;
break ;
case PLAYER_SBS :
if ( bSet )
ps [ iPlayer ] . sbs = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . sbs , sActor , sPlayer ) ;
break ;
case PLAYER_RELOADING :
if ( bSet )
ps [ iPlayer ] . reloading = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . reloading , sActor , sPlayer ) ;
break ;
case PLAYER_AUTO_AIM :
if ( bSet )
ps [ iPlayer ] . auto_aim = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . auto_aim , sActor , sPlayer ) ;
break ;
case PLAYER_MOVEMENT_LOCK :
lTemp = lParm2 ;
if ( bSet )
ps [ iPlayer ] . movement_lock [ lTemp ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . movement_lock [ lTemp ] , sActor , sPlayer ) ;
break ;
case PLAYER_SOUND_PITCH :
if ( bSet )
ps [ iPlayer ] . sound_pitch = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . sound_pitch , sActor , sPlayer ) ;
break ;
case PLAYER_WEAPONSWITCH :
if ( bSet )
ps [ iPlayer ] . weaponswitch = lValue ;
else
SetGameVarID ( ( int ) lVar2 , ps [ iPlayer ] . weaponswitch , sActor , sPlayer ) ;
break ;
default :
break ;
}
return ;
}
void DoInput ( char bSet , long lVar1 , long lLabelID , long lVar2 , short sActor , short sPlayer )
{
int iPlayer ;
long lValue ;
long lTemp ;
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if ( sActor < 0 | | sActor > = MAXSPRITES | | sPlayer < 0 | | sPlayer > = MAXPLAYERS )
return ;
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lValue = GetGameVarID ( ( int ) lVar2 , sActor , sPlayer ) ;
if ( lVar1 = = g_iThisActorID )
{
// if they've asked for 'this', then use 'this player'...
iPlayer = g_p ;
}
else
iPlayer = GetGameVarID ( ( int ) lVar1 , sActor , sPlayer ) ;
if ( iPlayer < 0 | | iPlayer > = MAXPLAYERS )
return ;
switch ( lLabelID )
{
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case INPUT_AVEL :
if ( bSet )
sync [ iPlayer ] . avel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sync [ iPlayer ] . avel , sActor , sPlayer ) ;
break ;
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case INPUT_HORZ :
if ( bSet )
sync [ iPlayer ] . horz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sync [ iPlayer ] . horz , sActor , sPlayer ) ;
break ;
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case INPUT_FVEL :
if ( bSet )
sync [ iPlayer ] . fvel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sync [ iPlayer ] . fvel , sActor , sPlayer ) ;
break ;
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case INPUT_SVEL :
if ( bSet )
sync [ iPlayer ] . svel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sync [ iPlayer ] . svel , sActor , sPlayer ) ;
break ;
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case INPUT_BITS :
if ( bSet )
sync [ iPlayer ] . bits = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sync [ iPlayer ] . bits , sActor , sPlayer ) ;
break ;
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case INPUT_BITS2 :
if ( bSet )
sync [ iPlayer ] . bits2 = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sync [ iPlayer ] . bits2 , sActor , sPlayer ) ;
break ;
default :
break ;
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}
return ;
}
void DoWall ( char bSet , long lVar1 , long lLabelID , long lVar2 , short sActor , short sPlayer )
{
int iWall ;
long lValue ;
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if ( sActor < 0 | | sActor > = MAXSPRITES | | sPlayer < 0 | | sPlayer > = MAXPLAYERS )
return ;
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lValue = GetGameVarID ( ( int ) lVar2 , sActor , sPlayer ) ;
iWall = GetGameVarID ( ( int ) lVar1 , sActor , sPlayer ) ;
if ( iWall < 0 | | iWall > = MAXWALLS )
return ;
switch ( lLabelID )
{
case WALL_X :
if ( bSet )
wall [ iWall ] . x = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . x , sActor , sPlayer ) ;
break ;
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case WALL_Y :
if ( bSet )
wall [ iWall ] . y = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . y , sActor , sPlayer ) ;
break ;
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case WALL_POINT2 :
if ( bSet )
wall [ iWall ] . point2 = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . point2 , sActor , sPlayer ) ;
break ;
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case WALL_NEXTWALL :
if ( bSet )
wall [ iWall ] . nextwall = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . nextwall , sActor , sPlayer ) ;
break ;
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case WALL_NEXTSECTOR :
if ( bSet )
wall [ iWall ] . nextsector = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . nextsector , sActor , sPlayer ) ;
break ;
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case WALL_CSTAT :
if ( bSet )
wall [ iWall ] . cstat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . cstat , sActor , sPlayer ) ;
break ;
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case WALL_PICNUM :
if ( bSet )
wall [ iWall ] . picnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . picnum , sActor , sPlayer ) ;
break ;
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case WALL_OVERPICNUM :
if ( bSet )
wall [ iWall ] . overpicnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . overpicnum , sActor , sPlayer ) ;
break ;
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case WALL_SHADE :
if ( bSet )
wall [ iWall ] . shade = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . shade , sActor , sPlayer ) ;
break ;
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case WALL_PAL :
if ( bSet )
wall [ iWall ] . pal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . pal , sActor , sPlayer ) ;
break ;
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case WALL_XREPEAT :
if ( bSet )
wall [ iWall ] . xrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . xrepeat , sActor , sPlayer ) ;
break ;
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case WALL_YREPEAT :
if ( bSet )
wall [ iWall ] . yrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . yrepeat , sActor , sPlayer ) ;
break ;
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case WALL_XPANNING :
if ( bSet )
wall [ iWall ] . xpanning = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . xpanning , sActor , sPlayer ) ;
break ;
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case WALL_YPANNING :
if ( bSet )
wall [ iWall ] . ypanning = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . ypanning , sActor , sPlayer ) ;
break ;
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case WALL_LOTAG :
if ( bSet )
wall [ iWall ] . lotag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . lotag , sActor , sPlayer ) ;
break ;
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case WALL_HITAG :
if ( bSet )
wall [ iWall ] . hitag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . hitag , sActor , sPlayer ) ;
break ;
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case WALL_EXTRA :
if ( bSet )
wall [ iWall ] . extra = lValue ;
else
SetGameVarID ( ( int ) lVar2 , wall [ iWall ] . extra , sActor , sPlayer ) ;
break ;
default :
break ;
}
return ;
}
void DoSector ( char bSet , long lVar1 , long lLabelID , long lVar2 , short sActor , short sPlayer )
{
int iSector ;
long lValue ;
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if ( sActor < 0 | | sActor > = MAXSPRITES | | sPlayer < 0 | | sPlayer > = MAXPLAYERS )
return ;
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if ( lVar1 = = g_iThisActorID )
// if they've asked for 'this', then use 'this'...
iSector = sprite [ g_i ] . sectnum ;
else
iSector = GetGameVarID ( ( int ) lVar1 , sActor , sPlayer ) ;
if ( iSector < 0 | | iSector > = MAXSECTORS )
return ;
lValue = GetGameVarID ( ( int ) lVar2 , sActor , sPlayer ) ;
switch ( lLabelID )
{
case SECTOR_WALLPTR :
if ( bSet )
sector [ iSector ] . wallptr = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . wallptr , sActor , sPlayer ) ;
break ;
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case SECTOR_WALLNUM :
if ( bSet )
sector [ iSector ] . wallnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . wallnum , sActor , sPlayer ) ;
break ;
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case SECTOR_CEILINGZ :
if ( bSet )
sector [ iSector ] . ceilingz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . ceilingz , sActor , sPlayer ) ;
break ;
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case SECTOR_FLOORZ :
if ( bSet )
sector [ iSector ] . floorz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . floorz , sActor , sPlayer ) ;
break ;
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case SECTOR_CEILINGSTAT :
if ( bSet )
sector [ iSector ] . ceilingstat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . ceilingstat , sActor , sPlayer ) ;
break ;
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case SECTOR_FLOORSTAT :
if ( bSet )
sector [ iSector ] . floorstat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . floorstat , sActor , sPlayer ) ;
break ;
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case SECTOR_CEILINGPICNUM :
if ( bSet )
sector [ iSector ] . ceilingpicnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . ceilingpicnum , sActor , sPlayer ) ;
break ;
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case SECTOR_CEILINGSLOPE :
if ( bSet )
sector [ iSector ] . ceilingheinum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . ceilingheinum , sActor , sPlayer ) ;
break ;
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case SECTOR_CEILINGSHADE :
if ( bSet )
sector [ iSector ] . ceilingshade = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . ceilingshade , sActor , sPlayer ) ;
break ;
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case SECTOR_CEILINGPAL :
if ( bSet )
sector [ iSector ] . ceilingpal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . ceilingpal , sActor , sPlayer ) ;
break ;
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case SECTOR_CEILINGXPANNING :
if ( bSet )
sector [ iSector ] . ceilingxpanning = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . ceilingypanning , sActor , sPlayer ) ;
break ;
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case SECTOR_FLOORPICNUM :
if ( bSet )
sector [ iSector ] . floorpicnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . floorpicnum , sActor , sPlayer ) ;
break ;
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case SECTOR_FLOORSLOPE :
if ( bSet )
sector [ iSector ] . floorheinum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . floorheinum , sActor , sPlayer ) ;
break ;
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case SECTOR_FLOORSHADE :
if ( bSet )
sector [ iSector ] . floorshade = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . floorshade , sActor , sPlayer ) ;
break ;
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case SECTOR_FLOORPAL :
if ( bSet )
sector [ iSector ] . floorpal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . floorpal , sActor , sPlayer ) ;
break ;
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case SECTOR_FLOORXPANNING :
if ( bSet )
sector [ iSector ] . floorxpanning = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . floorxpanning , sActor , sPlayer ) ;
break ;
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case SECTOR_FLOORYPANNING :
if ( bSet )
sector [ iSector ] . floorypanning = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . floorypanning , sActor , sPlayer ) ;
break ;
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case SECTOR_VISIBILITY :
if ( bSet )
sector [ iSector ] . visibility = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . visibility , sActor , sPlayer ) ;
break ;
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case SECTOR_ALIGNTO :
if ( bSet )
sector [ iSector ] . filler = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . filler , sActor , sPlayer ) ;
break ;
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case SECTOR_LOTAG :
if ( bSet )
sector [ iSector ] . lotag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . lotag , sActor , sPlayer ) ;
break ;
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case SECTOR_HITAG :
if ( bSet )
sector [ iSector ] . hitag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . hitag , sActor , sPlayer ) ;
break ;
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case SECTOR_EXTRA :
if ( bSet )
sector [ iSector ] . extra = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sector [ iSector ] . extra , sActor , sPlayer ) ;
break ;
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default :
break ;
}
return ;
}
void DoActor ( char bSet , long lVar1 , long lLabelID , long lVar2 , short sActor , short sPlayer , long lParm2 )
{
int iActor ;
long lValue ;
long lTemp ;
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if ( sActor < 0 | | sActor > = MAXSPRITES | | sPlayer < 0 | | sPlayer > = MAXPLAYERS )
return ;
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lValue = GetGameVarID ( ( int ) lVar2 , sActor , sPlayer ) ;
if ( lVar1 = = g_iThisActorID )
// if they've asked for 'this', then use 'this'...
iActor = g_i ;
else
iActor = GetGameVarID ( ( int ) lVar1 , sActor , sPlayer ) ;
if ( iActor < 0 | | iActor > = MAXSPRITES )
return ;
switch ( lLabelID )
{
case ACTOR_X :
if ( bSet )
sprite [ iActor ] . x = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . x , sActor , sPlayer ) ;
break ;
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case ACTOR_Y :
if ( bSet )
sprite [ iActor ] . y = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . y , sActor , sPlayer ) ;
break ;
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case ACTOR_Z :
if ( bSet )
sprite [ iActor ] . z = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . z , sActor , sPlayer ) ;
break ;
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case ACTOR_CSTAT :
if ( bSet )
sprite [ iActor ] . cstat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . cstat , sActor , sPlayer ) ;
break ;
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case ACTOR_PICNUM :
if ( bSet )
sprite [ iActor ] . picnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . picnum , sActor , sPlayer ) ;
break ;
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case ACTOR_SHADE :
if ( bSet )
sprite [ iActor ] . shade = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . shade , sActor , sPlayer ) ;
break ;
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case ACTOR_PAL :
if ( bSet )
sprite [ iActor ] . pal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . pal , sActor , sPlayer ) ;
break ;
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case ACTOR_CLIPDIST :
if ( bSet )
sprite [ iActor ] . clipdist = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . clipdist , sActor , sPlayer ) ;
break ;
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case ACTOR_DETAIL :
if ( bSet )
sprite [ iActor ] . filler = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . filler , sActor , sPlayer ) ;
break ;
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case ACTOR_XREPEAT :
if ( bSet )
sprite [ iActor ] . xrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . xrepeat , sActor , sPlayer ) ;
break ;
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case ACTOR_YREPEAT :
if ( bSet )
sprite [ iActor ] . yrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . yrepeat , sActor , sPlayer ) ;
break ;
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case ACTOR_XOFFSET :
if ( bSet )
sprite [ iActor ] . xoffset = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . xoffset , sActor , sPlayer ) ;
break ;
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case ACTOR_YOFFSET :
if ( bSet )
sprite [ iActor ] . yoffset = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . yoffset , sActor , sPlayer ) ;
break ;
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case ACTOR_SECTNUM :
if ( bSet )
changespritesect ( iActor , lValue ) ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . sectnum , sActor , sPlayer ) ;
break ;
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case ACTOR_STATNUM :
if ( bSet )
changespritestat ( iActor , lValue ) ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . statnum , sActor , sPlayer ) ;
break ;
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case ACTOR_ANG :
if ( bSet )
sprite [ iActor ] . ang = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . ang , sActor , sPlayer ) ;
break ;
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case ACTOR_OWNER :
if ( bSet )
sprite [ iActor ] . owner = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . owner , sActor , sPlayer ) ;
break ;
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case ACTOR_XVEL :
if ( bSet )
sprite [ iActor ] . xvel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . xvel , sActor , sPlayer ) ;
break ;
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case ACTOR_YVEL :
if ( bSet )
sprite [ iActor ] . yvel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . yvel , sActor , sPlayer ) ;
break ;
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case ACTOR_ZVEL :
if ( bSet )
sprite [ iActor ] . zvel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . zvel , sActor , sPlayer ) ;
break ;
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case ACTOR_LOTAG :
if ( bSet )
sprite [ iActor ] . lotag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . lotag , sActor , sPlayer ) ;
break ;
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case ACTOR_HITAG :
if ( bSet )
sprite [ iActor ] . hitag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . hitag , sActor , sPlayer ) ;
break ;
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case ACTOR_EXTRA :
if ( bSet )
sprite [ iActor ] . extra = lValue ;
else
SetGameVarID ( ( int ) lVar2 , sprite [ iActor ] . extra , sActor , sPlayer ) ;
break ;
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case ACTOR_HTCGG :
if ( bSet )
hittype [ iActor ] . cgg = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . cgg , sActor , sPlayer ) ;
break ;
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case ACTOR_HTPICNUM :
if ( bSet )
hittype [ iActor ] . picnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . picnum , sActor , sPlayer ) ;
break ;
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case ACTOR_HTANG :
if ( bSet )
hittype [ iActor ] . ang = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . ang , sActor , sPlayer ) ;
break ;
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case ACTOR_HTEXTRA :
if ( bSet )
hittype [ iActor ] . extra = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . extra , sActor , sPlayer ) ;
break ;
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case ACTOR_HTOWNER :
if ( bSet )
hittype [ iActor ] . owner = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . owner , sActor , sPlayer ) ;
break ;
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case ACTOR_HTMOVFLAG :
if ( bSet )
hittype [ iActor ] . movflag = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . movflag , sActor , sPlayer ) ;
break ;
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case ACTOR_HTTEMPANG :
if ( bSet )
hittype [ iActor ] . tempang = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . tempang , sActor , sPlayer ) ;
break ;
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case ACTOR_HTACTORSTAYPUT :
if ( bSet )
hittype [ iActor ] . actorstayput = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . actorstayput , sActor , sPlayer ) ;
break ;
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case ACTOR_HTDISPICNUM :
if ( bSet )
hittype [ iActor ] . dispicnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . dispicnum , sActor , sPlayer ) ;
break ;
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case ACTOR_HTTIMETOSLEEP :
if ( bSet )
hittype [ iActor ] . timetosleep = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . timetosleep , sActor , sPlayer ) ;
break ;
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case ACTOR_HTFLOORZ :
if ( bSet )
hittype [ iActor ] . floorz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . floorz , sActor , sPlayer ) ;
break ;
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case ACTOR_HTCEILINGZ :
if ( bSet )
hittype [ iActor ] . ceilingz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . ceilingz , sActor , sPlayer ) ;
break ;
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case ACTOR_HTLASTVX :
if ( bSet )
hittype [ iActor ] . lastvx = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . lastvx , sActor , sPlayer ) ;
break ;
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case ACTOR_HTLASTVY :
if ( bSet )
hittype [ iActor ] . lastvy = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . lastvy , sActor , sPlayer ) ;
break ;
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case ACTOR_HTBPOSX :
if ( bSet )
hittype [ iActor ] . bposx = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . bposx , sActor , sPlayer ) ;
break ;
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case ACTOR_HTBPOSY :
if ( bSet )
hittype [ iActor ] . bposy = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . bposy , sActor , sPlayer ) ;
break ;
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case ACTOR_HTBPOSZ :
if ( bSet )
hittype [ iActor ] . bposz = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . bposz , sActor , sPlayer ) ;
break ;
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case ACTOR_HTG_T :
lTemp = lParm2 ;
if ( bSet )
hittype [ iActor ] . temp_data [ lTemp ] = lValue ;
else
SetGameVarID ( ( int ) lVar2 , hittype [ iActor ] . temp_data [ lTemp ] , sActor , sPlayer ) ;
break ;
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case ACTOR_ANGOFF :
if ( bSet )
spriteext [ iActor ] . angoff = lValue ;
else
SetGameVarID ( ( int ) lVar2 , spriteext [ iActor ] . angoff , sActor , sPlayer ) ;
break ;
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case ACTOR_PITCH :
if ( bSet )
spriteext [ iActor ] . pitch = lValue ;
else
SetGameVarID ( ( int ) lVar2 , spriteext [ iActor ] . pitch , sActor , sPlayer ) ;
break ;
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case ACTOR_ROLL :
if ( bSet )
spriteext [ iActor ] . roll = lValue ;
else
SetGameVarID ( ( int ) lVar2 , spriteext [ iActor ] . roll , sActor , sPlayer ) ;
break ;
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case ACTOR_MDXOFF :
if ( bSet )
spriteext [ iActor ] . xoff = lValue ;
else
SetGameVarID ( ( int ) lVar2 , spriteext [ iActor ] . xoff , sActor , sPlayer ) ;
break ;
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case ACTOR_MDYOFF :
if ( bSet )
spriteext [ iActor ] . yoff = lValue ;
else
SetGameVarID ( ( int ) lVar2 , spriteext [ iActor ] . yoff , sActor , sPlayer ) ;
break ;
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case ACTOR_MDZOFF :
if ( bSet )
spriteext [ iActor ] . zoff = lValue ;
else
SetGameVarID ( ( int ) lVar2 , spriteext [ iActor ] . zoff , sActor , sPlayer ) ;
break ;
default :
break ;
}
return ;
}
void DoProjectile ( char bSet , long lVar1 , long lLabelID , long lVar2 , short sActor , short sPlayer )
{
long lValue , proj ;
// proj=GetGameVarID((int)lVar1, sActor, sPlayer);
proj = lVar1 ;
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if ( sActor < 0 | | sActor > = MAXSPRITES | | sPlayer < 0 | | sPlayer > = MAXPLAYERS )
return ;
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lValue = GetGameVarID ( ( int ) lVar2 , sActor , sPlayer ) ;
switch ( lLabelID )
{
case PROJ_WORKSLIKE :
if ( bSet )
projectile [ proj ] . workslike = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . workslike , sActor , sPlayer ) ;
break ;
case PROJ_SPAWNS :
if ( bSet )
projectile [ proj ] . spawns = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . spawns , sActor , sPlayer ) ;
break ;
case PROJ_SXREPEAT :
if ( bSet )
projectile [ proj ] . sxrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . sxrepeat , sActor , sPlayer ) ;
break ;
case PROJ_SYREPEAT :
if ( bSet )
projectile [ proj ] . syrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . syrepeat , sActor , sPlayer ) ;
break ;
case PROJ_SOUND :
if ( bSet )
projectile [ proj ] . sound = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . sound , sActor , sPlayer ) ;
break ;
case PROJ_ISOUND :
if ( bSet )
projectile [ proj ] . isound = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . isound , sActor , sPlayer ) ;
break ;
case PROJ_VEL :
if ( bSet )
projectile [ proj ] . vel = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . vel , sActor , sPlayer ) ;
break ;
case PROJ_EXTRA :
if ( bSet )
projectile [ proj ] . extra = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . extra , sActor , sPlayer ) ;
break ;
case PROJ_DECAL :
if ( bSet )
projectile [ proj ] . decal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . decal , sActor , sPlayer ) ;
break ;
case PROJ_TRAIL :
if ( bSet )
projectile [ proj ] . trail = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . trail , sActor , sPlayer ) ;
break ;
case PROJ_TXREPEAT :
if ( bSet )
projectile [ proj ] . txrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . txrepeat , sActor , sPlayer ) ;
break ;
case PROJ_TYREPEAT :
if ( bSet )
projectile [ proj ] . tyrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . tyrepeat , sActor , sPlayer ) ;
break ;
case PROJ_TOFFSET :
if ( bSet )
projectile [ proj ] . toffset = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . toffset , sActor , sPlayer ) ;
break ;
case PROJ_TNUM :
if ( bSet )
projectile [ proj ] . tnum = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . tnum , sActor , sPlayer ) ;
break ;
case PROJ_DROP :
if ( bSet )
projectile [ proj ] . drop = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . drop , sActor , sPlayer ) ;
break ;
case PROJ_CSTAT :
if ( bSet )
projectile [ proj ] . cstat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . cstat , sActor , sPlayer ) ;
break ;
case PROJ_CLIPDIST :
if ( bSet )
projectile [ proj ] . clipdist = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . clipdist , sActor , sPlayer ) ;
break ;
case PROJ_SHADE :
if ( bSet )
projectile [ proj ] . shade = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . shade , sActor , sPlayer ) ;
break ;
case PROJ_XREPEAT :
if ( bSet )
projectile [ proj ] . xrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . xrepeat , sActor , sPlayer ) ;
break ;
case PROJ_YREPEAT :
if ( bSet )
projectile [ proj ] . yrepeat = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . yrepeat , sActor , sPlayer ) ;
break ;
case PROJ_PAL :
if ( bSet )
projectile [ proj ] . pal = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . pal , sActor , sPlayer ) ;
break ;
case PROJ_EXTRA_RAND :
if ( bSet )
projectile [ proj ] . extra_rand = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . extra_rand , sActor , sPlayer ) ;
break ;
case PROJ_HITRADIUS :
if ( bSet )
projectile [ proj ] . hitradius = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . hitradius , sActor , sPlayer ) ;
break ;
case PROJ_VEL_MULT :
if ( bSet )
projectile [ proj ] . velmult = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . velmult , sActor , sPlayer ) ;
break ;
case PROJ_OFFSET :
if ( bSet )
projectile [ proj ] . offset = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . offset , sActor , sPlayer ) ;
break ;
case PROJ_BOUNCES :
if ( bSet )
projectile [ proj ] . bounces = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . bounces , sActor , sPlayer ) ;
break ;
case PROJ_BSOUND :
if ( bSet )
projectile [ proj ] . bsound = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . bsound , sActor , sPlayer ) ;
break ;
case PROJ_RANGE :
if ( bSet )
projectile [ proj ] . range = lValue ;
else
SetGameVarID ( ( int ) lVar2 , projectile [ proj ] . range , sActor , sPlayer ) ;
break ;
default :
break ;
}
return ;
}
void OnEvent ( int iEventID , short sActor , short sPlayer , long lDist )
{
short og_i , og_p ;
long og_x ;
long * og_t ;
spritetype * og_sp ;
char okillit_flag ;
long * oinsptr ;
char done ;
if ( iEventID > = MAXGAMEEVENTS )
{
AddLog ( " Invalid Event ID " ) ;
return ;
}
if ( apScriptGameEvent [ iEventID ] = = 0 )
{
//Bsprintf(g_szBuf,"No event found for %d",iEventID);
//AddLog(g_szBuf);
return ;
}
// save current values...
og_i = g_i ;
og_p = g_p ;
og_x = g_x ;
og_sp = g_sp ;
og_t = g_t ;
okillit_flag = killit_flag ;
oinsptr = insptr ;
g_i = sActor ; // current sprite ID
g_p = sPlayer ; // current player ID
g_x = lDist ; // ?
g_sp = & sprite [ g_i ] ;
g_t = & hittype [ g_i ] . temp_data [ 0 ] ;
insptr = ( apScriptGameEvent [ iEventID ] ) ;
//Bsprintf(g_szBuf,"Executing event for %d at %lX",iEventID, insptr);
//AddLog(g_szBuf);
killit_flag = 0 ;
do
done = parse ( ) ;
while ( done = = 0 ) ;
// restore old values...
g_i = og_i ;
g_p = og_p ;
g_x = og_x ;
g_sp = og_sp ;
g_t = og_t ;
killit_flag = okillit_flag ;
insptr = oinsptr ;
//AddLog("End of Execution");
}
char dodge ( spritetype * s )
{
short i ;
long bx , by , mx , my , bxvect , byvect , mxvect , myvect , d ;
mx = s - > x ;
my = s - > y ;
mxvect = sintable [ ( s - > ang + 512 ) & 2047 ] ; myvect = sintable [ s - > ang & 2047 ] ;
for ( i = headspritestat [ 4 ] ; i > = 0 ; i = nextspritestat [ i ] ) //weapons list
{
if ( OW = = i | | SECT ! = s - > sectnum )
continue ;
bx = SX - mx ;
by = SY - my ;
bxvect = sintable [ ( SA + 512 ) & 2047 ] ; byvect = sintable [ SA & 2047 ] ;
if ( mxvect * bx + myvect * by > = 0 )
if ( bxvect * bx + byvect * by < 0 )
{
d = bxvect * by - byvect * bx ;
if ( klabs ( d ) < 65536 * 64 )
{
s - > ang - = 512 + ( TRAND & 1024 ) ;
return 1 ;
}
}
}
return 0 ;
}
short furthestangle ( short sActor , short angs )
{
short j , hitsect , hitwall , hitspr , furthest_angle = 0 , angincs ;
long hx , hy , hz , d , greatestd ;
spritetype * s = & sprite [ sActor ] ;
greatestd = - ( 1 < < 30 ) ;
angincs = 2048 / angs ;
if ( s - > picnum ! = APLAYER )
if ( ( g_t [ 0 ] & 63 ) > 2 ) return ( s - > ang + 1024 ) ;
for ( j = s - > ang ; j < ( 2048 + s - > ang ) ; j + = angincs )
{
hitscan ( s - > x , s - > y , s - > z - ( 8 < < 8 ) , s - > sectnum ,
sintable [ ( j + 512 ) & 2047 ] ,
sintable [ j & 2047 ] , 0 ,
& hitsect , & hitwall , & hitspr , & hx , & hy , & hz , CLIPMASK1 ) ;
d = klabs ( hx - s - > x ) + klabs ( hy - s - > y ) ;
if ( d > greatestd )
{
greatestd = d ;
furthest_angle = j ;
}
}
return ( furthest_angle & 2047 ) ;
}
short furthestcanseepoint ( short sActor , spritetype * ts , long * dax , long * day )
{
short j , hitsect , hitwall , hitspr , angincs , tempang ;
long hx , hy , hz , d , da ; //, d, cd, ca,tempx,tempy,cx,cy;
spritetype * s = & sprite [ sActor ] ;
if ( ( g_t [ 0 ] & 63 ) ) return - 1 ;
if ( ud . multimode < 2 & & ud . player_skill < 3 )
angincs = 2048 / 2 ;
else angincs = 2048 / ( 1 + ( TRAND & 1 ) ) ;
for ( j = ts - > ang ; j < ( 2048 + ts - > ang ) ; j + = ( angincs - ( TRAND & 511 ) ) )
{
hitscan ( ts - > x , ts - > y , ts - > z - ( 16 < < 8 ) , ts - > sectnum ,
sintable [ ( j + 512 ) & 2047 ] ,
sintable [ j & 2047 ] , 16384 - ( TRAND & 32767 ) ,
& hitsect , & hitwall , & hitspr , & hx , & hy , & hz , CLIPMASK1 ) ;
d = klabs ( hx - ts - > x ) + klabs ( hy - ts - > y ) ;
da = klabs ( hx - s - > x ) + klabs ( hy - s - > y ) ;
if ( d < da )
if ( cansee ( hx , hy , hz , hitsect , s - > x , s - > y , s - > z - ( 16 < < 8 ) , s - > sectnum ) )
{
* dax = hx ;
* day = hy ;
return hitsect ;
}
}
return - 1 ;
}
void getglobalz ( short sActor )
{
long hz , lz , zr ;
spritetype * s = & sprite [ sActor ] ;
if ( s - > statnum = = 10 | | s - > statnum = = 6 | | s - > statnum = = 2 | | s - > statnum = = 1 | | s - > statnum = = 4 )
{
if ( s - > statnum = = 4 )
zr = 4L ;
else zr = 127L ;
getzrange ( s - > x , s - > y , s - > z - ( FOURSLEIGHT ) , s - > sectnum , & hittype [ sActor ] . ceilingz , & hz , & hittype [ sActor ] . floorz , & lz , zr , CLIPMASK0 ) ;
if ( ( lz & 49152 ) = = 49152 & & ( sprite [ lz & ( MAXSPRITES - 1 ) ] . cstat & 48 ) = = 0 )
{
lz & = ( MAXSPRITES - 1 ) ;
if ( badguy ( & sprite [ lz ] ) & & sprite [ lz ] . pal ! = 1 )
{
if ( s - > statnum ! = 4 )
{
hittype [ sActor ] . dispicnum = - 4 ; // No shadows on actors
s - > xvel = - 256 ;
ssp ( sActor , CLIPMASK0 ) ;
}
}
else if ( sprite [ lz ] . picnum = = APLAYER & & badguy ( s ) )
{
hittype [ sActor ] . dispicnum = - 4 ; // No shadows on actors
s - > xvel = - 256 ;
ssp ( sActor , CLIPMASK0 ) ;
}
else if ( s - > statnum = = 4 & & sprite [ lz ] . picnum = = APLAYER )
if ( s - > owner = = lz )
{
hittype [ sActor ] . ceilingz = sector [ s - > sectnum ] . ceilingz ;
hittype [ sActor ] . floorz = sector [ s - > sectnum ] . floorz ;
}
}
}
else
{
hittype [ sActor ] . ceilingz = sector [ s - > sectnum ] . ceilingz ;
hittype [ sActor ] . floorz = sector [ s - > sectnum ] . floorz ;
}
}
void makeitfall ( short sActor )
{
spritetype * s = & sprite [ sActor ] ;
long hz , lz , c ;
if ( floorspace ( s - > sectnum ) )
c = 0 ;
else
{
if ( ceilingspace ( s - > sectnum ) | | sector [ s - > sectnum ] . lotag = = 2 )
c = gc / 6 ;
else c = gc ;
}
if ( ( s - > statnum = = 1 | | s - > statnum = = 10 | | s - > statnum = = 2 | | s - > statnum = = 6 ) )
getzrange ( s - > x , s - > y , s - > z - ( FOURSLEIGHT ) , s - > sectnum , & hittype [ sActor ] . ceilingz , & hz , & hittype [ sActor ] . floorz , & lz , 127L , CLIPMASK0 ) ;
else
{
hittype [ sActor ] . ceilingz = sector [ s - > sectnum ] . ceilingz ;
hittype [ sActor ] . floorz = sector [ s - > sectnum ] . floorz ;
}
if ( s - > z < hittype [ sActor ] . floorz - ( FOURSLEIGHT ) )
{
if ( sector [ s - > sectnum ] . lotag = = 2 & & s - > zvel > 3122 )
s - > zvel = 3144 ;
if ( s - > zvel < 6144 )
s - > zvel + = c ;
else s - > zvel = 6144 ;
s - > z + = s - > zvel ;
}
if ( s - > z > = hittype [ sActor ] . floorz - ( FOURSLEIGHT ) )
{
s - > z = hittype [ sActor ] . floorz - FOURSLEIGHT ;
s - > zvel = 0 ;
}
}
short getincangle ( short a , short na )
{
a & = 2047 ;
na & = 2047 ;
if ( klabs ( a - na ) < 1024 )
return ( na - a ) ;
else
{
if ( na > 1024 ) na - = 2048 ;
if ( a > 1024 ) a - = 2048 ;
na - = 2048 ;
a - = 2048 ;
return ( na - a ) ;
}
}
void alterang ( short a )
{
short aang , angdif , goalang , j ;
long ticselapsed , * moveptr ;
moveptr = ( long * ) g_t [ 1 ] ;
ticselapsed = ( g_t [ 0 ] ) & 31 ;
aang = g_sp - > ang ;
g_sp - > xvel + = ( * moveptr - g_sp - > xvel ) / 5 ;
if ( g_sp - > zvel < 648 ) g_sp - > zvel + = ( ( * ( moveptr + 1 ) < < 4 ) - g_sp - > zvel ) / 5 ;
if ( a & seekplayer )
{
j = ps [ g_p ] . holoduke_on ;
// NOTE: looks like 'owner' is set to target sprite ID...
if ( j > = 0 & & cansee ( sprite [ j ] . x , sprite [ j ] . y , sprite [ j ] . z , sprite [ j ] . sectnum , g_sp - > x , g_sp - > y , g_sp - > z , g_sp - > sectnum ) )
g_sp - > owner = j ;
else g_sp - > owner = ps [ g_p ] . i ;
if ( sprite [ g_sp - > owner ] . picnum = = APLAYER )
goalang = getangle ( hittype [ g_i ] . lastvx - g_sp - > x , hittype [ g_i ] . lastvy - g_sp - > y ) ;
else
goalang = getangle ( sprite [ g_sp - > owner ] . x - g_sp - > x , sprite [ g_sp - > owner ] . y - g_sp - > y ) ;
if ( g_sp - > xvel & & g_sp - > picnum ! = DRONE )
{
angdif = getincangle ( aang , goalang ) ;
if ( ticselapsed < 2 )
{
if ( klabs ( angdif ) < 256 )
{
j = 128 - ( TRAND & 256 ) ;
g_sp - > ang + = j ;
if ( hits ( g_i ) < 844 )
g_sp - > ang - = j ;
}
}
else if ( ticselapsed > 18 & & ticselapsed < 26 ) // choose
{
if ( klabs ( angdif > > 2 ) < 128 ) g_sp - > ang = goalang ;
else g_sp - > ang + = angdif > > 2 ;
}
}
else g_sp - > ang = goalang ;
}
if ( ticselapsed < 1 )
{
j = 2 ;
if ( a & furthestdir )
{
goalang = furthestangle ( g_i , j ) ;
g_sp - > ang = goalang ;
g_sp - > owner = ps [ g_p ] . i ;
}
if ( a & fleeenemy )
{
goalang = furthestangle ( g_i , j ) ;
g_sp - > ang = goalang ; // += angdif; // = getincangle(aang,goalang)>>1;
}
}
}
void move ( )
{
long l , * moveptr ;
short j , a , goalang , angdif ;
long daxvel ;
a = g_sp - > hitag ;
if ( a = = - 1 ) a = 0 ;
g_t [ 0 ] + + ;
if ( a & face_player )
{
if ( ps [ g_p ] . newowner > = 0 )
goalang = getangle ( ps [ g_p ] . oposx - g_sp - > x , ps [ g_p ] . oposy - g_sp - > y ) ;
else goalang = getangle ( ps [ g_p ] . posx - g_sp - > x , ps [ g_p ] . posy - g_sp - > y ) ;
angdif = getincangle ( g_sp - > ang , goalang ) > > 2 ;
if ( angdif > - 8 & & angdif < 0 ) angdif = 0 ;
g_sp - > ang + = angdif ;
}
if ( a & spin )
g_sp - > ang + = sintable [ ( ( g_t [ 0 ] < < 3 ) & 2047 ) ] > > 6 ;
if ( a & face_player_slow )
{
if ( ps [ g_p ] . newowner > = 0 )
goalang = getangle ( ps [ g_p ] . oposx - g_sp - > x , ps [ g_p ] . oposy - g_sp - > y ) ;
else goalang = getangle ( ps [ g_p ] . posx - g_sp - > x , ps [ g_p ] . posy - g_sp - > y ) ;
angdif = ksgn ( getincangle ( g_sp - > ang , goalang ) ) < < 5 ;
if ( angdif > - 32 & & angdif < 0 )
{
angdif = 0 ;
g_sp - > ang = goalang ;
}
g_sp - > ang + = angdif ;
}
if ( ( a & jumptoplayer ) = = jumptoplayer )
{
if ( g_t [ 0 ] < 16 )
g_sp - > zvel - = ( sintable [ ( 512 + ( g_t [ 0 ] < < 4 ) ) & 2047 ] > > 5 ) ;
}
if ( a & face_player_smart )
{
long newx , newy ;
newx = ps [ g_p ] . posx + ( ps [ g_p ] . posxv / 768 ) ;
newy = ps [ g_p ] . posy + ( ps [ g_p ] . posyv / 768 ) ;
goalang = getangle ( newx - g_sp - > x , newy - g_sp - > y ) ;
angdif = getincangle ( g_sp - > ang , goalang ) > > 2 ;
if ( angdif > - 8 & & angdif < 0 ) angdif = 0 ;
g_sp - > ang + = angdif ;
}
if ( g_t [ 1 ] = = 0 | | a = = 0 )
{
if ( ( badguy ( g_sp ) & & g_sp - > extra < = 0 ) | | ( hittype [ g_i ] . bposx ! = g_sp - > x ) | | ( hittype [ g_i ] . bposy ! = g_sp - > y ) )
{
hittype [ g_i ] . bposx = g_sp - > x ;
hittype [ g_i ] . bposy = g_sp - > y ;
setsprite ( g_i , g_sp - > x , g_sp - > y , g_sp - > z ) ;
}
return ;
}
moveptr = ( long * ) g_t [ 1 ] ;
if ( a & geth ) g_sp - > xvel + = ( * moveptr - g_sp - > xvel ) > > 1 ;
if ( a & getv ) g_sp - > zvel + = ( ( * ( moveptr + 1 ) < < 4 ) - g_sp - > zvel ) > > 1 ;
if ( a & dodgebullet )
dodge ( g_sp ) ;
if ( g_sp - > picnum ! = APLAYER )
alterang ( a ) ;
if ( g_sp - > xvel > - 6 & & g_sp - > xvel < 6 ) g_sp - > xvel = 0 ;
a = badguy ( g_sp ) ;
if ( g_sp - > xvel | | g_sp - > zvel )
{
if ( a & & g_sp - > picnum ! = ROTATEGUN )
{
if ( ( g_sp - > picnum = = DRONE | | g_sp - > picnum = = COMMANDER ) & & g_sp - > extra > 0 )
{
if ( g_sp - > picnum = = COMMANDER )
{
hittype [ g_i ] . floorz = l = getflorzofslope ( g_sp - > sectnum , g_sp - > x , g_sp - > y ) ;
if ( g_sp - > z > ( l - ( 8 < < 8 ) ) )
{
if ( g_sp - > z > ( l - ( 8 < < 8 ) ) ) g_sp - > z = l - ( 8 < < 8 ) ;
g_sp - > zvel = 0 ;
}
hittype [ g_i ] . ceilingz = l = getceilzofslope ( g_sp - > sectnum , g_sp - > x , g_sp - > y ) ;
if ( ( g_sp - > z - l ) < ( 80 < < 8 ) )
{
g_sp - > z = l + ( 80 < < 8 ) ;
g_sp - > zvel = 0 ;
}
}
else
{
if ( g_sp - > zvel > 0 )
{
hittype [ g_i ] . floorz = l = getflorzofslope ( g_sp - > sectnum , g_sp - > x , g_sp - > y ) ;
if ( g_sp - > z > ( l - ( 30 < < 8 ) ) )
g_sp - > z = l - ( 30 < < 8 ) ;
}
else
{
hittype [ g_i ] . ceilingz = l = getceilzofslope ( g_sp - > sectnum , g_sp - > x , g_sp - > y ) ;
if ( ( g_sp - > z - l ) < ( 50 < < 8 ) )
{
g_sp - > z = l + ( 50 < < 8 ) ;
g_sp - > zvel = 0 ;
}
}
}
}
else if ( g_sp - > picnum ! = ORGANTIC )
{
if ( g_sp - > zvel > 0 & & hittype [ g_i ] . floorz < g_sp - > z )
g_sp - > z = hittype [ g_i ] . floorz ;
if ( g_sp - > zvel < 0 )
{
l = getceilzofslope ( g_sp - > sectnum , g_sp - > x , g_sp - > y ) ;
if ( ( g_sp - > z - l ) < ( 66 < < 8 ) )
{
g_sp - > z = l + ( 66 < < 8 ) ;
g_sp - > zvel > > = 1 ;
}
}
}
}
else if ( g_sp - > picnum = = APLAYER )
if ( ( g_sp - > z - hittype [ g_i ] . ceilingz ) < ( 32 < < 8 ) )
g_sp - > z = hittype [ g_i ] . ceilingz + ( 32 < < 8 ) ;
daxvel = g_sp - > xvel ;
angdif = g_sp - > ang ;
if ( a & & g_sp - > picnum ! = ROTATEGUN )
{
if ( g_x < 960 & & g_sp - > xrepeat > 16 )
{
daxvel = - ( 1024 - g_x ) ;
angdif = getangle ( ps [ g_p ] . posx - g_sp - > x , ps [ g_p ] . posy - g_sp - > y ) ;
if ( g_x < 512 )
{
ps [ g_p ] . posxv = 0 ;
ps [ g_p ] . posyv = 0 ;
}
else
{
ps [ g_p ] . posxv = mulscale ( ps [ g_p ] . posxv , ps [ g_p ] . runspeed - 0x2000 , 16 ) ;
ps [ g_p ] . posyv = mulscale ( ps [ g_p ] . posyv , ps [ g_p ] . runspeed - 0x2000 , 16 ) ;
}
}
else if ( g_sp - > picnum ! = DRONE & & g_sp - > picnum ! = SHARK & & g_sp - > picnum ! = COMMANDER )
{
if ( hittype [ g_i ] . bposz ! = g_sp - > z | | ( ud . multimode < 2 & & ud . player_skill < 2 ) )
{
if ( ( g_t [ 0 ] & 1 ) | | ps [ g_p ] . actorsqu = = g_i ) return ;
else daxvel < < = 1 ;
}
else
{
if ( ( g_t [ 0 ] & 3 ) | | ps [ g_p ] . actorsqu = = g_i ) return ;
else daxvel < < = 2 ;
}
}
}
hittype [ g_i ] . movflag = movesprite ( g_i ,
( daxvel * ( sintable [ ( angdif + 512 ) & 2047 ] ) ) > > 14 ,
( daxvel * ( sintable [ angdif & 2047 ] ) ) > > 14 , g_sp - > zvel , CLIPMASK0 ) ;
}
if ( a )
{
if ( sector [ g_sp - > sectnum ] . ceilingstat & 1 )
g_sp - > shade + = ( sector [ g_sp - > sectnum ] . ceilingshade - g_sp - > shade ) > > 1 ;
else g_sp - > shade + = ( sector [ g_sp - > sectnum ] . floorshade - g_sp - > shade ) > > 1 ;
if ( sector [ g_sp - > sectnum ] . floorpicnum = = MIRROR )
deletesprite ( g_i ) ;
}
}
char parse ( void ) ;
void parseifelse ( long condition )
{
if ( condition )
{
// skip 'else' pointer.. and...
insptr + = 2 ;
parse ( ) ;
}
else
{
insptr = ( long * ) * ( insptr + 1 ) ;
if ( * insptr = = 10 )
{
// else...
// skip 'else' and...
insptr + = 2 ;
parse ( ) ;
}
}
}
// long *it = 0x00589a04;
char parse ( void )
{
long j , l , s , tw ;
if ( ! ( error | | warning ) & & condebug )
{
// Bsprintf(g_szBuf," * DEBUG! Executing: %s",keyw[*insptr]);
// AddLog(g_szBuf);
}
if ( killit_flag ) return 1 ;
// if(*it == 1668249134L) gameexit("\nERR");
// Bsprintf(g_szBuf,"Parsing: %d",*insptr);
// AddLog(g_szBuf);
tw = * insptr ;
switch ( tw )
{
case CON_REDEFINEQUOTE :
{
int q , i ;
insptr + + ;
q = * insptr + + ;
i = * insptr + + ;
Bstrcpy ( fta_quotes [ q ] , redefined_fta_quotes [ i ] ) ;
break ;
}
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case CON_GETTHISPROJECTILE :
case CON_SETTHISPROJECTILE :
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID ;
long lVar1 , lVar2 ;
long lParm2 ;
insptr + + ;
lVar1 = * insptr + + ;
lLabelID = * insptr + + ;
lVar2 = * insptr + + ;
DoThisProjectile ( tw = = CON_SETTHISPROJECTILE , lVar1 , lLabelID , lVar2 , g_i , g_p ) ;
break ;
}
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case CON_IFRND :
insptr + + ;
parseifelse ( rnd ( * insptr ) ) ;
break ;
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case CON_IFCANSHOOTTARGET :
if ( g_x > 1024 )
{
short temphit , sclip , angdif ;
if ( badguy ( g_sp ) & & g_sp - > xrepeat > 56 )
{
sclip = 3084 ;
angdif = 48 ;
}
else
{
sclip = 768 ;
angdif = 16 ;
}
j = hitasprite ( g_i , & temphit ) ;
if ( j = = ( 1 < < 30 ) )
{
parseifelse ( 1 ) ;
break ;
}
if ( j > sclip )
{
if ( temphit > = 0 & & sprite [ temphit ] . picnum = = g_sp - > picnum )
j = 0 ;
else
{
g_sp - > ang + = angdif ; j = hitasprite ( g_i , & temphit ) ; g_sp - > ang - = angdif ;
if ( j > sclip )
{
if ( temphit > = 0 & & sprite [ temphit ] . picnum = = g_sp - > picnum )
j = 0 ;
else
{
g_sp - > ang - = angdif ; j = hitasprite ( g_i , & temphit ) ; g_sp - > ang + = angdif ;
if ( j > 768 )
{
if ( temphit > = 0 & & sprite [ temphit ] . picnum = = g_sp - > picnum )
j = 0 ;
else j = 1 ;
}
else j = 0 ;
}
}
else j = 0 ;
}
}
else j = 0 ;
}
else j = 1 ;
parseifelse ( j ) ;
break ;
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case CON_IFCANSEETARGET :
j = cansee ( g_sp - > x , g_sp - > y , g_sp - > z - ( ( TRAND & 41 ) < < 8 ) , g_sp - > sectnum , ps [ g_p ] . posx , ps [ g_p ] . posy , ps [ g_p ] . posz /*-((TRAND&41)<<8)*/ , sprite [ ps [ g_p ] . i ] . sectnum ) ;
parseifelse ( j ) ;
if ( j ) hittype [ g_i ] . timetosleep = SLEEPTIME ;
break ;
case CON_IFACTORNOTSTAYPUT :
parseifelse ( hittype [ g_i ] . actorstayput = = - 1 ) ;
break ;
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case CON_IFCANSEE :
{
spritetype * s ;
short sect ;
// select sprite for monster to target
// if holoduke is on, let them target holoduke first.
//
if ( ps [ g_p ] . holoduke_on > = 0 )
{
s = & sprite [ ps [ g_p ] . holoduke_on ] ;
j = cansee ( g_sp - > x , g_sp - > y , g_sp - > z - ( TRAND & ( ( 32 < < 8 ) - 1 ) ) , g_sp - > sectnum ,
s - > x , s - > y , s - > z , s - > sectnum ) ;
if ( j = = 0 )
{
// they can't see player's holoduke
// check for player...
s = & sprite [ ps [ g_p ] . i ] ;
}
}
else s = & sprite [ ps [ g_p ] . i ] ; // holoduke not on. look for player
// can they see player, (or player's holoduke)
j = cansee ( g_sp - > x , g_sp - > y , g_sp - > z - ( TRAND & ( ( 47 < < 8 ) ) ) , g_sp - > sectnum ,
s - > x , s - > y , s - > z - ( 24 < < 8 ) , s - > sectnum ) ;
if ( j = = 0 )
{
// they can't see it.
// Huh?. This does nothing....
// (the result is always j==0....)
if ( ( klabs ( hittype [ g_i ] . lastvx - g_sp - > x ) + klabs ( hittype [ g_i ] . lastvy - g_sp - > y ) ) <
( klabs ( hittype [ g_i ] . lastvx - s - > x ) + klabs ( hittype [ g_i ] . lastvy - s - > y ) ) )
j = 0 ;
// um yeah, this if() will always fire....
if ( j = = 0 )
{
// search around for target player
// also modifies 'target' x&y if found..
j = furthestcanseepoint ( g_i , s , & hittype [ g_i ] . lastvx , & hittype [ g_i ] . lastvy ) ;
if ( j = = - 1 ) j = 0 ;
else j = 1 ;
}
}
else
{
// else, they did see it.
// save where we were looking...
hittype [ g_i ] . lastvx = s - > x ;
hittype [ g_i ] . lastvy = s - > y ;
}
if ( j = = 1 & & ( g_sp - > statnum = = 1 | | g_sp - > statnum = = 6 ) )
hittype [ g_i ] . timetosleep = SLEEPTIME ;
parseifelse ( j = = 1 ) ;
break ;
}
case CON_IFHITWEAPON :
parseifelse ( ifhitbyweapon ( g_i ) > = 0 ) ;
break ;
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case CON_IFSQUISHED :
parseifelse ( ifsquished ( g_i , g_p ) = = 1 ) ;
break ;
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case CON_IFDEAD :
{
j = g_sp - > extra ;
if ( g_sp - > picnum = = APLAYER )
j - - ;
parseifelse ( j < 0 ) ;
}
break ;
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case CON_AI :
insptr + + ;
g_t [ 5 ] = * insptr + + ;
g_t [ 4 ] = * ( long * ) ( g_t [ 5 ] ) ; // Action
g_t [ 1 ] = * ( long * ) ( g_t [ 5 ] + 4 ) ; // move
g_sp - > hitag = * ( long * ) ( g_t [ 5 ] + 8 ) ; // Ai
g_t [ 0 ] = g_t [ 2 ] = g_t [ 3 ] = 0 ;
if ( g_sp - > hitag & random_angle )
g_sp - > ang = TRAND & 2047 ;
break ;
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case CON_ACTION :
insptr + + ;
g_t [ 2 ] = 0 ;
g_t [ 3 ] = 0 ;
g_t [ 4 ] = * insptr + + ;
break ;
case CON_IFPDISTL :
insptr + + ;
parseifelse ( g_x < * insptr ) ;
if ( g_x > MAXSLEEPDIST & & hittype [ g_i ] . timetosleep = = 0 )
hittype [ g_i ] . timetosleep = SLEEPTIME ;
break ;
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case CON_IFPDISTG :
insptr + + ;
parseifelse ( g_x > * insptr ) ;
if ( g_x > MAXSLEEPDIST & & hittype [ g_i ] . timetosleep = = 0 )
hittype [ g_i ] . timetosleep = SLEEPTIME ;
break ;
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case CON_ELSE :
insptr = ( long * ) * ( insptr + 1 ) ;
break ;
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case CON_ADDSTRENGTH :
insptr + + ;
g_sp - > extra + = * insptr + + ;
break ;
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case CON_STRENGTH :
insptr + + ;
g_sp - > extra = * insptr + + ;
break ;
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case CON_IFGOTWEAPONCE :
insptr + + ;
if ( ( gametype_flags [ ud . coop ] & GAMETYPE_FLAG_WEAPSTAY ) & & ud . multimode > 1 )
{
if ( * insptr = = 0 )
{
for ( j = 0 ; j < ps [ g_p ] . weapreccnt ; j + + )
if ( ps [ g_p ] . weaprecs [ j ] = = g_sp - > picnum )
break ;
parseifelse ( j < ps [ g_p ] . weapreccnt & & g_sp - > owner = = g_i ) ;
}
else if ( ps [ g_p ] . weapreccnt < 16 )
{
ps [ g_p ] . weaprecs [ ps [ g_p ] . weapreccnt + + ] = g_sp - > picnum ;
parseifelse ( g_sp - > owner = = g_i ) ;
}
}
else parseifelse ( 0 ) ;
break ;
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case CON_GETLASTPAL :
insptr + + ;
if ( g_sp - > picnum = = APLAYER )
g_sp - > pal = ps [ g_sp - > yvel ] . palookup ;
else g_sp - > pal = hittype [ g_i ] . tempang ;
hittype [ g_i ] . tempang = 0 ;
break ;
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case CON_TOSSWEAPON :
insptr + + ;
checkweapons ( & ps [ g_sp - > yvel ] ) ;
break ;
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case CON_NULLOP :
insptr + + ;
break ;
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case CON_MIKESND :
insptr + + ;
if ( ! isspritemakingsound ( g_i , g_sp - > yvel ) )
spritesound ( g_sp - > yvel , g_i ) ;
break ;
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case CON_PKICK :
insptr + + ;
if ( ud . multimode > 1 & & g_sp - > picnum = = APLAYER )
{
if ( ps [ otherp ] . quick_kick = = 0 )
ps [ otherp ] . quick_kick = 14 ;
}
else if ( g_sp - > picnum ! = APLAYER & & ps [ g_p ] . quick_kick = = 0 )
ps [ g_p ] . quick_kick = 14 ;
break ;
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case CON_SIZETO :
insptr + + ;
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j = ( * insptr + + - g_sp - > xrepeat ) < < 1 ;
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g_sp - > xrepeat + = ksgn ( j ) ;
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if ( ( g_sp - > picnum = = APLAYER & & g_sp - > yrepeat < 36 ) | | * insptr < g_sp - > yrepeat | | ( ( g_sp - > yrepeat * ( tilesizy [ g_sp - > picnum ] + 8 ) ) < < 2 ) < ( hittype [ g_i ] . floorz - hittype [ g_i ] . ceilingz ) )
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{
j = ( ( * insptr ) - g_sp - > yrepeat ) < < 1 ;
if ( klabs ( j ) ) g_sp - > yrepeat + = ksgn ( j ) ;
}
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insptr + + ;
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break ;
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case CON_SIZEAT :
insptr + + ;
g_sp - > xrepeat = ( char ) * insptr + + ;
g_sp - > yrepeat = ( char ) * insptr + + ;
break ;
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case CON_SHOOT :
insptr + + ;
shoot ( g_i , ( short ) * insptr + + ) ;
break ;
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case CON_SOUNDONCE :
insptr + + ;
if ( ! isspritemakingsound ( g_i , * insptr ) )
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spritesound ( ( short ) * insptr , g_i ) ;
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insptr + + ;
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break ;
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case CON_IFSOUND :
insptr + + ;
parseifelse ( Sound [ * insptr ] . num > 0 ) ;
// parseifelse(SoundOwner[*insptr][0].i == g_i);
break ;
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case CON_STOPSOUND :
insptr + + ;
if ( isspritemakingsound ( g_i , * insptr ) )
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stopspritesound ( ( short ) * insptr , g_i ) ;
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insptr + + ;
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break ;
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case CON_GLOBALSOUND :
insptr + + ;
if ( g_p = = screenpeek | | ( gametype_flags [ ud . coop ] & GAMETYPE_FLAG_COOPSOUND ) )
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spritesound ( ( short ) * insptr , ps [ screenpeek ] . i ) ;
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insptr + + ;
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break ;
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case CON_SOUND :
insptr + + ;
spritesound ( ( short ) * insptr + + , g_i ) ;
break ;
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case CON_TIP :
insptr + + ;
ps [ g_p ] . tipincs = 26 ;
break ;
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case CON_FALL :
insptr + + ;
g_sp - > xoffset = 0 ;
g_sp - > yoffset = 0 ;
// if(!gotz)
{
long c ;
if ( floorspace ( g_sp - > sectnum ) )
c = 0 ;
else
{
if ( ceilingspace ( g_sp - > sectnum ) | | sector [ g_sp - > sectnum ] . lotag = = 2 )
c = gc / 6 ;
else c = gc ;
}
if ( hittype [ g_i ] . cgg < = 0 | | ( sector [ g_sp - > sectnum ] . floorstat & 2 ) )
{
getglobalz ( g_i ) ;
hittype [ g_i ] . cgg = 6 ;
}
else hittype [ g_i ] . cgg - - ;
if ( g_sp - > z < ( hittype [ g_i ] . floorz - FOURSLEIGHT ) )
{
g_sp - > zvel + = c ;
g_sp - > z + = g_sp - > zvel ;
if ( g_sp - > zvel > 6144 ) g_sp - > zvel = 6144 ;
}
else
{
g_sp - > z = hittype [ g_i ] . floorz - FOURSLEIGHT ;
if ( badguy ( g_sp ) | | ( g_sp - > picnum = = APLAYER & & g_sp - > owner > = 0 ) )
{
if ( g_sp - > zvel > 3084 & & g_sp - > extra < = 1 )
{
if ( g_sp - > pal ! = 1 & & g_sp - > picnum ! = DRONE )
{
if ( g_sp - > picnum = = APLAYER & & g_sp - > extra > 0 )
goto SKIPJIBS ;
guts ( g_sp , JIBS6 , 15 , g_p ) ;
spritesound ( SQUISHED , g_i ) ;
spawn ( g_i , BLOODPOOL ) ;
}
SKIPJIBS :
hittype [ g_i ] . picnum = SHOTSPARK1 ;
hittype [ g_i ] . extra = 1 ;
g_sp - > zvel = 0 ;
}
else if ( g_sp - > zvel > 2048 & & sector [ g_sp - > sectnum ] . lotag ! = 1 )
{
j = g_sp - > sectnum ;
pushmove ( & g_sp - > x , & g_sp - > y , & g_sp - > z , ( short * ) & j , 128L , ( 4L < < 8 ) , ( 4L < < 8 ) , CLIPMASK0 ) ;
if ( j ! = g_sp - > sectnum & & j > = 0 & & j < MAXSECTORS )
changespritesect ( g_i , j ) ;
spritesound ( THUD , g_i ) ;
}
}
if ( sector [ g_sp - > sectnum ] . lotag = = 1 )
switch ( dynamictostatic [ g_sp - > picnum ] )
{
case OCTABRAIN__STATIC :
case COMMANDER__STATIC :
case DRONE__STATIC :
break ;
default :
g_sp - > z + = ( 24 < < 8 ) ;
break ;
}
else g_sp - > zvel = 0 ;
}
}
break ;
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case CON_ENDA :
case CON_BREAK :
case CON_ENDS :
return 1 ;
case CON_RIGHTBRACE :
insptr + + ;
return 1 ;
case CON_ADDAMMO :
insptr + + ;
if ( ps [ g_p ] . ammo_amount [ * insptr ] > = max_ammo_amount [ * insptr ] )
{
killit_flag = 2 ;
break ;
}
addammo ( * insptr , & ps [ g_p ] , * ( insptr + 1 ) ) ;
if ( ps [ g_p ] . curr_weapon = = KNEE_WEAPON )
if ( ps [ g_p ] . gotweapon [ * insptr ] ) {
if ( ! ( ps [ g_p ] . weaponswitch & 1 ) ) addweaponnoswitch ( & ps [ g_p ] , * insptr ) ;
else addweapon ( & ps [ g_p ] , * insptr ) ;
}
insptr + = 2 ;
break ;
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case CON_MONEY :
insptr + + ;
lotsofmoney ( g_sp , * insptr + + ) ;
break ;
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case CON_MAIL :
insptr + + ;
lotsofmail ( g_sp , * insptr + + ) ;
break ;
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case CON_SLEEPTIME :
insptr + + ;
hittype [ g_i ] . timetosleep = ( short ) * insptr + + ;
break ;
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case CON_PAPER :
insptr + + ;
lotsofpaper ( g_sp , * insptr + + ) ;
break ;
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case CON_ADDKILLS :
insptr + + ;
ps [ g_p ] . actors_killed + = * insptr + + ;
hittype [ g_i ] . actorstayput = - 1 ;
break ;
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case CON_LOTSOFGLASS :
insptr + + ;
spriteglass ( g_i , * insptr + + ) ;
break ;
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case CON_KILLIT :
insptr + + ;
killit_flag = 1 ;
break ;
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case CON_ADDWEAPON :
insptr + + ;
if ( ps [ g_p ] . gotweapon [ * insptr ] = = 0 ) {
if ( ! ( ps [ g_p ] . weaponswitch & 1 ) ) addweaponnoswitch ( & ps [ g_p ] , * insptr ) ;
else addweapon ( & ps [ g_p ] , * insptr ) ;
}
else if ( ps [ g_p ] . ammo_amount [ * insptr ] > = max_ammo_amount [ * insptr ] )
{
killit_flag = 2 ;
break ;
}
addammo ( * insptr , & ps [ g_p ] , * ( insptr + 1 ) ) ;
if ( ps [ g_p ] . curr_weapon = = KNEE_WEAPON )
if ( ps [ g_p ] . gotweapon [ * insptr ] ) {
if ( ! ( ps [ g_p ] . weaponswitch & 1 ) ) addweaponnoswitch ( & ps [ g_p ] , * insptr ) ;
else addweapon ( & ps [ g_p ] , * insptr ) ;
}
insptr + = 2 ;
break ;
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case CON_DEBUG :
insptr + + ;
printf ( " %ld \n " , * insptr + + ) ;
break ;
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case CON_ENDOFGAME :
insptr + + ;
ps [ g_p ] . timebeforeexit = * insptr + + ;
ps [ g_p ] . customexitsound = - 1 ;
ud . eog = 1 ;
break ;
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case CON_ADDPHEALTH :
insptr + + ;
if ( ps [ g_p ] . newowner > = 0 )
{
ps [ g_p ] . newowner = - 1 ;
ps [ g_p ] . posx = ps [ g_p ] . oposx ;
ps [ g_p ] . posy = ps [ g_p ] . oposy ;
ps [ g_p ] . posz = ps [ g_p ] . oposz ;
ps [ g_p ] . ang = ps [ g_p ] . oang ;
updatesector ( ps [ g_p ] . posx , ps [ g_p ] . posy , & ps [ g_p ] . cursectnum ) ;
setpal ( & ps [ g_p ] ) ;
j = headspritestat [ 1 ] ;
while ( j > = 0 )
{
if ( sprite [ j ] . picnum = = CAMERA1 )
sprite [ j ] . yvel = 0 ;
j = nextspritestat [ j ] ;
}
}
j = sprite [ ps [ g_p ] . i ] . extra ;
if ( g_sp - > picnum ! = ATOMICHEALTH )
{
if ( j > max_player_health & & * insptr > 0 )
{
insptr + + ;
break ;
}
else
{
if ( j > 0 )
j + = * insptr ;
if ( j > max_player_health & & * insptr > 0 )
j = max_player_health ;
}
}
else
{
if ( j > 0 )
j + = * insptr ;
if ( j > ( max_player_health < < 1 ) )
j = ( max_player_health < < 1 ) ;
}
if ( j < 0 ) j = 0 ;
if ( ud . god = = 0 )
{
if ( * insptr > 0 )
{
if ( ( j - * insptr ) < ( max_player_health > > 2 ) & &
j > = ( max_player_health > > 2 ) )
spritesound ( DUKE_GOTHEALTHATLOW , ps [ g_p ] . i ) ;
ps [ g_p ] . last_extra = j ;
}
sprite [ ps [ g_p ] . i ] . extra = j ;
}
insptr + + ;
break ;
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case CON_STATE :
{
long * tempscrptr ;
tempscrptr = insptr + 2 ;
insptr = ( long * ) * ( insptr + 1 ) ;
while ( 1 ) if ( parse ( ) ) break ;
insptr = tempscrptr ;
}
break ;
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case CON_LEFTBRACE :
insptr + + ;
while ( 1 ) if ( parse ( ) ) break ;
break ;
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case CON_MOVE :
insptr + + ;
g_t [ 0 ] = 0 ;
g_t [ 1 ] = * insptr + + ;
g_sp - > hitag = * insptr + + ;
if ( g_sp - > hitag & random_angle )
g_sp - > ang = TRAND & 2047 ;
break ;
case CON_ADDWEAPONVAR :
insptr + + ;
if ( ps [ g_p ] . gotweapon [ GetGameVarID ( * ( insptr ) , g_i , g_p ) ] = = 0 ) {
if ( ! ( ps [ g_p ] . weaponswitch & 1 ) ) addweaponnoswitch ( & ps [ g_p ] , GetGameVarID ( * ( insptr ) , g_i , g_p ) ) ;
else addweapon ( & ps [ g_p ] , GetGameVarID ( * ( insptr ) , g_i , g_p ) ) ;
}
else if ( ps [ g_p ] . ammo_amount [ GetGameVarID ( * ( insptr ) , g_i , g_p ) ] > = max_ammo_amount [ GetGameVarID ( * ( insptr ) , g_i , g_p ) ] )
{
killit_flag = 2 ;
break ;
}
addammo ( GetGameVarID ( * ( insptr ) , g_i , g_p ) , & ps [ g_p ] , GetGameVarID ( * ( insptr + 1 ) , g_i , g_p ) ) ;
if ( ps [ g_p ] . curr_weapon = = KNEE_WEAPON )
if ( ps [ g_p ] . gotweapon [ GetGameVarID ( * ( insptr ) , g_i , g_p ) ] ) {
if ( ! ( ps [ g_p ] . weaponswitch & 1 ) ) addweaponnoswitch ( & ps [ g_p ] , GetGameVarID ( * ( insptr ) , g_i , g_p ) ) ;
else addweapon ( & ps [ g_p ] , GetGameVarID ( * ( insptr ) , g_i , g_p ) ) ;
}
insptr + = 2 ;
break ;
case CON_ACTIVATEBYSECTOR :
case CON_OPERATESECTORS :
case CON_OPERATEACTIVATORS :
case CON_SETASPECT :
case CON_SSP :
{
long var1 , var2 ;
insptr + + ;
var1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
var2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
switch ( tw )
{
case CON_ACTIVATEBYSECTOR :
activatebysector ( var1 , var2 ) ;
break ;
case CON_OPERATESECTORS :
operatesectors ( var1 , var2 ) ;
break ;
case CON_OPERATEACTIVATORS :
operateactivators ( var1 , var2 ) ;
break ;
case CON_SETASPECT :
setaspect ( var1 , var2 ) ;
break ;
case CON_SSP :
ssp ( var1 , var2 ) ;
break ;
}
break ;
}
case CON_OPERATERESPAWNS :
case CON_OPERATEMASTERSWITCHES :
case CON_CHECKACTIVATORMOTION :
{
long var1 ;
insptr + + ;
var1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
switch ( tw )
{
case CON_OPERATERESPAWNS :
operaterespawns ( var1 ) ;
break ;
case CON_OPERATEMASTERSWITCHES :
operatemasterswitches ( var1 ) ;
break ;
case CON_CHECKACTIVATORMOTION :
SetGameVarID ( g_iReturnVarID , check_activator_motion ( var1 ) , g_i , g_p ) ;
break ;
}
break ;
}
case CON_INSERTSPRITEQ :
insptr + + ;
insertspriteq ( g_i ) ;
break ;
case CON_GETPNAME :
case CON_QSTRCAT :
case CON_QSTRCPY :
case CON_CHANGESPRITESTAT :
case CON_CHANGESPRITESECT :
{
int i , j ;
insptr + + ;
i = GetGameVarID ( * insptr + + , g_i , g_p ) ;
j = GetGameVarID ( * insptr + + , g_i , g_p ) ;
switch ( tw )
{
case CON_GETPNAME :
if ( ud . user_name [ j ] [ 0 ] ! = 0 )
Bsprintf ( fta_quotes [ i ] , ud . user_name [ j ] ) ;
else Bsprintf ( fta_quotes [ i ] , " %d " , j ) ;
break ;
case CON_QSTRCAT :
Bstrncat ( fta_quotes [ i ] , fta_quotes [ j ] , 63 - Bstrlen ( fta_quotes [ i ] ) ) ;
break ;
case CON_QSTRCPY :
Bstrcpy ( fta_quotes [ i ] , fta_quotes [ j ] ) ;
break ;
case CON_CHANGESPRITESTAT :
changespritestat ( i , j ) ;
break ;
case CON_CHANGESPRITESECT :
changespritesect ( i , j ) ;
break ;
}
break ;
}
case CON_STARTLEVEL :
{
// from 'level' cheat in game.c (about line 6250)
long volnume ;
long levnume ;
int i ;
insptr + + ; // skip command
volnume = GetGameVarID ( * insptr + + , g_i , g_p ) ;
levnume = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( volnume > num_volumes | | volnume < 0 )
{
/*
if ( g_cmddebug & CMDDEBUG_COMPILE )
{
Bsprintf ( g_szBuf , " startlevel: Invalid Volume number: %ld. Command ignored. " , volnume ) ;
AddLog ( g_szBuf ) ;
}
*/
break ;
}
if ( levnume > = 11 | | levnume < 0 )
{
/*
if ( g_cmddebug & CMDDEBUG_COMPILE )
{
Bsprintf ( g_szBuf , " startlevel: Invalid Level number: %ld. Command ignored. " , levnume ) ;
AddLog ( g_szBuf ) ;
}
*/
break ;
}
ud . m_volume_number = ud . volume_number = volnume ;
ud . m_level_number = ud . level_number = levnume ;
if ( numplayers > 1 & & myconnectindex = = connecthead )
{
tempbuf [ 0 ] = 5 ;
tempbuf [ 1 ] = ud . m_level_number ;
tempbuf [ 2 ] = ud . m_volume_number ;
tempbuf [ 3 ] = ud . m_player_skill ;
tempbuf [ 4 ] = ud . m_monsters_off ;
tempbuf [ 5 ] = ud . m_respawn_monsters ;
tempbuf [ 6 ] = ud . m_respawn_items ;
tempbuf [ 7 ] = ud . m_respawn_inventory ;
tempbuf [ 8 ] = ud . m_coop ;
tempbuf [ 9 ] = ud . m_marker ;
tempbuf [ 10 ] = ud . m_ffire ;
for ( i = connecthead ; i > = 0 ; i = connectpoint2 [ i ] )
sendpacket ( i , tempbuf , 11 ) ;
}
else { ps [ myconnectindex ] . gm | = MODE_EOL ; display_bonus_screen = 0 ; } // MODE_RESTART;
break ;
}
case CON_MYOSX :
case CON_MYOSPALX :
case CON_MYOS :
case CON_MYOSPAL :
{
long x , y ;
short tilenum ;
signed char shade ;
char orientation ;
char pal ;
insptr + + ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
tilenum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
shade = GetGameVarID ( * insptr + + , g_i , g_p ) ;
orientation = GetGameVarID ( * insptr + + , g_i , g_p ) ;
switch ( tw )
{
case CON_MYOS :
myos ( x , y , tilenum , shade , orientation ) ;
break ;
case CON_MYOSPAL :
pal = GetGameVarID ( * insptr + + , g_i , g_p ) ;
myospal ( x , y , tilenum , shade , orientation , pal ) ;
break ;
case CON_MYOSX :
myosx ( x , y , tilenum , shade , orientation ) ;
break ;
case CON_MYOSPALX :
pal = GetGameVarID ( * insptr + + , g_i , g_p ) ;
myospalx ( x , y , tilenum , shade , orientation , pal ) ;
break ;
}
break ;
}
case CON_SWITCH :
{
long lVarID ;
long lValue ;
long * lpDefault ;
long * lpCases ;
long lCases ;
long lEnd ;
long lCheckCase ;
char bMatched ;
long * lTempInsPtr ;
// command format:
// variable ID to check
// script offset to 'end'
// count of case statements
// script offset to default case (null if none)
// For each case: value, ptr to code
//AddLog("Processing Switch...");
insptr + + ; // p-code
lVarID = * insptr + + ;
lValue = GetGameVarID ( lVarID , g_i , g_p ) ;
lEnd = * insptr + + ;
lCases = * insptr + + ;
lpDefault = insptr + + ;
lpCases = insptr ;
insptr + = lCases * 2 ;
bMatched = 0 ;
lTempInsPtr = insptr ;
//Bsprintf(g_szBuf,"lEnd= %ld *lpDefault=%ld",lEnd,*lpDefault);
//AddLog(g_szBuf);
//Bsprintf(g_szBuf,"Checking %ld cases for %ld",lCases, lValue);
//AddLog(g_szBuf);
for ( lCheckCase = 0 ; lCheckCase < lCases & & ! bMatched ; lCheckCase + + )
{
//Bsprintf(g_szBuf,"Checking #%ld Value= %ld",lCheckCase, lpCases[lCheckCase*2]);
//AddLog(g_szBuf);
if ( lpCases [ lCheckCase * 2 ] = = lValue )
{
//AddLog("Found Case Match");
//Bsprintf(g_szBuf,"insptr=%ld. lCheckCase=%ld, offset=%ld, &script[0]=%ld",
// (long)insptr,(long)lCheckCase,lpCases[lCheckCase*2+1],(long)&script[0]);
//AddLog(g_szBuf);
// fake a 2-d Array
insptr = ( long * ) ( lpCases [ lCheckCase * 2 + 1 ] + & script [ 0 ] ) ;
//Bsprintf(g_szBuf,"insptr=%ld. ", (long)insptr);
//AddLog(g_szBuf);
while ( 1 )
{
if ( parse ( ) )
break ;
}
//AddLog("Done Executing Case");
bMatched = 1 ;
}
}
if ( ! bMatched )
{
if ( * lpDefault )
{
//AddLog("No Matching Case: Using Default");
insptr = ( long * ) ( * lpDefault + & script [ 0 ] ) ;
while ( 1 ) if ( parse ( ) ) break ;
}
else
{
//AddLog("No Matching Case: No Default to use");
}
}
insptr = ( long * ) ( lEnd + ( long ) & script [ 0 ] ) ;
//Bsprintf(g_szBuf,"insptr=%ld. ", (long)insptr);
//AddLog(g_szBuf);
//AddLog("Done Processing Switch");
break ;
}
case CON_ENDSWITCH :
case CON_ENDEVENT :
insptr + + ;
return 1 ;
break ;
case CON_DISPLAYRAND :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
SetGameVarID ( i , rand ( ) , g_i , g_p ) ;
break ;
}
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case CON_DRAGPOINT :
{
short wallnum ;
long newx , newy ;
insptr + + ;
wallnum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
newx = GetGameVarID ( * insptr + + , g_i , g_p ) ;
newy = GetGameVarID ( * insptr + + , g_i , g_p ) ;
dragpoint ( wallnum , newx , newy ) ;
break ;
}
case CON_DIST :
case CON_LDIST :
case CON_TXDIST :
{
long distvar , xvar , yvar , distx = 0 ;
insptr + + ;
distvar = * insptr + + ;
xvar = * insptr + + ;
yvar = * insptr + + ;
switch ( tw )
{
case CON_DIST :
distx = dist ( & sprite [ GetGameVarID ( xvar , g_i , g_p ) ] , & sprite [ GetGameVarID ( yvar , g_i , g_p ) ] ) ;
break ;
case CON_LDIST :
distx = ldist ( & sprite [ GetGameVarID ( xvar , g_i , g_p ) ] , & sprite [ GetGameVarID ( yvar , g_i , g_p ) ] ) ;
break ;
case CON_TXDIST :
distx = txdist ( & sprite [ GetGameVarID ( xvar , g_i , g_p ) ] , & sprite [ GetGameVarID ( yvar , g_i , g_p ) ] ) ;
break ;
}
SetGameVarID ( distvar , distx , g_i , g_p ) ;
break ;
}
case CON_GETANGLE :
{
long angvar , xvar , yvar ;
short ang ;
insptr + + ;
angvar = * insptr + + ;
xvar = * insptr + + ;
yvar = * insptr + + ;
ang = getangle ( GetGameVarID ( xvar , g_i , g_p ) , GetGameVarID ( yvar , g_i , g_p ) ) ;
SetGameVarID ( angvar , ang , g_i , g_p ) ;
break ;
}
case CON_MULSCALE :
{
long var1 , var2 , var3 , var4 ;
long what ;
insptr + + ;
var1 = * insptr + + ;
var2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
var3 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
var4 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
what = mulscale ( var2 , var3 , var4 ) ;
SetGameVarID ( var1 , what , g_i , g_p ) ;
break ;
}
case CON_INITTIMER :
{
short i ;
insptr + + ;
i = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( timer ! = i )
{
uninittimer ( ) ;
inittimer ( i ) ;
timer = i ;
}
break ;
}
case CON_TIME :
{
insptr + = 2 ;
break ;
}
case CON_ESPAWNVAR :
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case CON_EQSPAWNVAR :
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case CON_QSPAWNVAR :
{
long lIn , lReturn = - 1 ;
insptr + + ;
lIn = * insptr + + ;
lIn = GetGameVarID ( lIn , g_i , g_p ) ;
if ( g_sp - > sectnum > = 0 & & g_sp - > sectnum < MAXSECTORS )
lReturn = spawn ( g_i , lIn ) ;
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switch ( tw ) {
case CON_EQSPAWNVAR :
insertspriteq ( lReturn ) ;
case CON_ESPAWNVAR :
SetGameVarID ( g_iReturnVarID , lReturn , g_i , g_p ) ;
break ;
case CON_QSPAWNVAR :
insertspriteq ( lReturn ) ;
break ;
}
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break ;
}
case CON_ESPAWN :
case CON_EQSPAWN :
case CON_QSPAWN :
{
long lReturn = - 1 ;
insptr + + ;
if ( g_sp - > sectnum > = 0 & & g_sp - > sectnum < MAXSECTORS )
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lReturn = spawn ( g_i , * insptr + + ) ;
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switch ( tw ) {
case CON_EQSPAWN :
insertspriteq ( lReturn ) ;
case CON_ESPAWN :
SetGameVarID ( g_iReturnVarID , lReturn , g_i , g_p ) ;
break ;
case CON_QSPAWN :
insertspriteq ( lReturn ) ;
break ;
}
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break ;
}
case CON_ESHOOT :
{
long lReturn = - 1 ;
insptr + + ;
if ( g_sp - > sectnum > = 0 & & g_sp - > sectnum < MAXSECTORS )
lReturn = shoot ( g_i , * insptr ) ;
insptr + + ;
SetGameVarID ( g_iReturnVarID , lReturn , g_i , g_p ) ;
break ;
}
case CON_ZSHOOT :
{
insptr + + ;
hittype [ g_i ] . temp_data [ 9 ] = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( hittype [ g_i ] . temp_data [ 9 ] = = 0 )
hittype [ g_i ] . temp_data [ 9 ] = 1 ;
shoot ( g_i , * insptr + + ) ;
hittype [ g_i ] . temp_data [ 9 ] = 0 ;
break ;
}
case CON_SHOOTVAR :
case CON_ESHOOTVAR :
{
long lIn , lReturn = - 1 ;
insptr + + ;
lIn = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( g_sp - > sectnum > = 0 & & g_sp - > sectnum < MAXSECTORS )
lReturn = shoot ( g_i , lIn ) ;
if ( tw = = CON_ESHOOTVAR )
SetGameVarID ( g_iReturnVarID , lReturn , g_i , g_p ) ;
break ;
}
case CON_SOUNDVAR :
case CON_STOPSOUNDVAR :
case CON_SOUNDONCEVAR :
case CON_GLOBALSOUNDVAR :
{
int sound ;
insptr + + ;
sound = GetGameVarID ( * insptr + + , g_i , g_p ) ;
switch ( tw )
{
case CON_SOUNDONCEVAR :
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if ( ! isspritemakingsound ( g_i , sound ) )
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spritesound ( ( short ) sound , g_i ) ;
break ;
case CON_GLOBALSOUNDVAR :
spritesound ( ( short ) sound , ps [ screenpeek ] . i ) ;
break ;
case CON_STOPSOUNDVAR :
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if ( isspritemakingsound ( g_i , sound ) )
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stopspritesound ( ( short ) sound , g_i ) ;
break ;
case CON_SOUNDVAR :
spritesound ( ( short ) sound , g_i ) ;
break ;
}
break ;
}
case CON_GUNIQHUDID :
{
int i ;
insptr + + ;
i = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( i < MAXUNIQHUDID - 1 )
guniqhudid = i ;
break ;
}
case CON_SAVEGAMEVAR :
case CON_READGAMEVAR :
{
int32 i = 0 ;
insptr + + ;
if ( scripthandle < 0 ) break ;
switch ( tw )
{
case CON_SAVEGAMEVAR :
i = GetGameVarID ( * insptr , g_i , g_p ) ;
SCRIPT_PutNumber ( scripthandle , " Gamevars " , aGameVars [ * insptr + + ] . szLabel , i , false , false ) ;
break ;
case CON_READGAMEVAR :
SCRIPT_GetNumber ( scripthandle , " Gamevars " , aGameVars [ * insptr ] . szLabel , & i ) ;
SetGameVarID ( * insptr + + , i , g_i , g_p ) ;
break ;
}
break ;
}
case CON_ROTATESPRITE :
{
long x , y , z ;
short tilenum ;
short a ;
signed char shade ;
char orientation ;
char pal ;
long x1 , y1 , x2 , y2 ;
insptr + + ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
z = GetGameVarID ( * insptr + + , g_i , g_p ) ;
a = GetGameVarID ( * insptr + + , g_i , g_p ) ;
tilenum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
shade = GetGameVarID ( * insptr + + , g_i , g_p ) ;
pal = GetGameVarID ( * insptr + + , g_i , g_p ) ;
orientation = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
rotatesprite ( x < < 16 , y < < 16 , z , a , tilenum , shade , pal , 2 | orientation , x1 , y1 , x2 , y2 ) ;
break ;
}
case CON_MINITEXT :
case CON_GAMETEXT :
case CON_DIGITALNUMBER :
{
long x , y , z ;
short tilenum = 0 ;
short a ;
signed char shade ;
char orientation = 0 ;
char pal ;
long x1 = 0 , y1 = 0 , x2 = 0 , y2 = 0 ;
long q ;
insptr + + ;
if ( tw = = CON_GAMETEXT | | tw = = CON_DIGITALNUMBER )
tilenum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
q = GetGameVarID ( * insptr + + , g_i , g_p ) ;
shade = GetGameVarID ( * insptr + + , g_i , g_p ) ;
pal = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( tw = = CON_GAMETEXT | | tw = = CON_DIGITALNUMBER )
{
orientation = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
}
if ( tw = = CON_MINITEXT ) minitextshade ( x , y , fta_quotes [ q ] , shade , pal , 26 ) ;
else if ( tw = = CON_GAMETEXT ) txgametext ( tilenum , x > > 1 , y , fta_quotes [ q ] , shade , pal , orientation , x1 , y1 , x2 , y2 ) ;
else if ( tw = = CON_DIGITALNUMBER ) txdigitalnumber ( tilenum , x , y , q , shade , pal , orientation , x1 , y1 , x2 , y2 ) ;
break ;
}
case CON_ANGOFF :
insptr + + ;
spriteext [ g_i ] . angoff = * insptr + + ;
break ;
case CON_GETZRANGE :
{
long x , y , z , ceilz , ceilhit , florz , florhit , walldist , clipmask ;
long ceilzvar , ceilhitvar , florzvar , florhitvar ;
short sectnum ;
insptr + + ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
z = GetGameVarID ( * insptr + + , g_i , g_p ) ;
sectnum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
ceilzvar = * insptr + + ;
ceilhitvar = * insptr + + ;
florzvar = * insptr + + ;
florhitvar = * insptr + + ;
walldist = GetGameVarID ( * insptr + + , g_i , g_p ) ;
clipmask = GetGameVarID ( * insptr + + , g_i , g_p ) ;
getzrange ( x , y , z , sectnum , & ceilz , & ceilhit , & florz , & florhit , walldist , clipmask ) ;
SetGameVarID ( ceilzvar , ceilz , g_i , g_p ) ;
SetGameVarID ( ceilhitvar , ceilhit , g_i , g_p ) ;
SetGameVarID ( florzvar , florz , g_i , g_p ) ;
SetGameVarID ( florhitvar , florhit , g_i , g_p ) ;
break ;
}
case CON_HITSCAN :
{
long xs , ys , zs , vx , vy , vz , hitx , hity , hitz ;
short sectnum , hitsect , hitwall , hitsprite ;
unsigned long cliptype ;
long hitxvar , hityvar , hitzvar ;
short hitsectvar , hitwallvar , hitspritevar ;
insptr + + ;
xs = GetGameVarID ( * insptr + + , g_i , g_p ) ;
ys = GetGameVarID ( * insptr + + , g_i , g_p ) ;
zs = GetGameVarID ( * insptr + + , g_i , g_p ) ;
sectnum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
vx = GetGameVarID ( * insptr + + , g_i , g_p ) ;
vy = GetGameVarID ( * insptr + + , g_i , g_p ) ;
vz = GetGameVarID ( * insptr + + , g_i , g_p ) ;
hitsectvar = * insptr + + ;
hitwallvar = * insptr + + ;
hitspritevar = * insptr + + ;
hitxvar = * insptr + + ;
hityvar = * insptr + + ;
hitzvar = * insptr + + ;
cliptype = GetGameVarID ( * insptr + + , g_i , g_p ) ;
hitscan ( xs , ys , zs , sectnum , vx , vy , vz , & hitsect , & hitwall , & hitsprite , & hitx , & hity , & hitz , cliptype ) ;
SetGameVarID ( hitsectvar , hitsect , g_i , g_p ) ;
SetGameVarID ( hitwallvar , hitwall , g_i , g_p ) ;
SetGameVarID ( hitspritevar , hitsprite , g_i , g_p ) ;
SetGameVarID ( hitxvar , hitx , g_i , g_p ) ;
SetGameVarID ( hityvar , hity , g_i , g_p ) ;
SetGameVarID ( hitzvar , hitz , g_i , g_p ) ;
break ;
}
case CON_ROTATEPOINT :
{
long xpivot , ypivot , x , y , x2 , y2 , x2var , y2var ;
short daang ;
insptr + + ;
xpivot = GetGameVarID ( * insptr + + , g_i , g_p ) ;
ypivot = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
daang = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x2var = * insptr + + ;
y2var = * insptr + + ;
rotatepoint ( xpivot , ypivot , x , y , daang , & x2 , & y2 ) ;
SetGameVarID ( x2var , x2 , g_i , g_p ) ;
SetGameVarID ( y2var , y2 , g_i , g_p ) ;
break ;
}
case CON_NEARTAG :
{
// neartag(long x, long y, long 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
// long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size)
// long neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size)
// char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag
long x , y , z , neartaghitdist , neartagrange ;
short sectnum , ang , neartagsector , neartagwall , neartagsprite ;
long neartagsectorvar , neartagwallvar , neartagspritevar , neartaghitdistvar ;
char tagsearch ;
insptr + + ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
z = GetGameVarID ( * insptr + + , g_i , g_p ) ;
sectnum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
ang = GetGameVarID ( * insptr + + , g_i , g_p ) ;
neartagsectorvar = * insptr + + ;
neartagwallvar = * insptr + + ;
neartagspritevar = * insptr + + ;
neartaghitdistvar = * insptr + + ;
neartagrange = GetGameVarID ( * insptr + + , g_i , g_p ) ;
tagsearch = GetGameVarID ( * insptr + + , g_i , g_p ) ;
neartag ( x , y , z , sectnum , ang , & neartagsector , & neartagwall , & neartagsprite , & neartaghitdist , neartagrange , tagsearch ) ;
SetGameVarID ( neartagsectorvar , neartagsector , g_i , g_p ) ;
SetGameVarID ( neartagwallvar , neartagwall , g_i , g_p ) ;
SetGameVarID ( neartagspritevar , neartagsprite , g_i , g_p ) ;
SetGameVarID ( neartaghitdistvar , neartaghitdist , g_i , g_p ) ;
break ;
}
case CON_MOVESPRITE :
case CON_SETSPRITE :
{
short spritenum ;
long x , y , z ;
unsigned long cliptype , returnvar ;
insptr + + ;
spritenum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
z = GetGameVarID ( * insptr + + , g_i , g_p ) ;
switch ( tw )
{
case CON_MOVESPRITE :
cliptype = GetGameVarID ( * insptr + + , g_i , g_p ) ;
returnvar = * insptr + + ;
SetGameVarID ( returnvar , movesprite ( spritenum , x , y , z , cliptype ) , g_i , g_p ) ;
break ;
case CON_SETSPRITE :
setsprite ( spritenum , x , y , z ) ;
break ;
}
break ;
}
case CON_GETFLORZOFSLOPE :
case CON_GETCEILZOFSLOPE :
{
short sectnum ;
long x , y ;
unsigned long returnvar ;
insptr + + ;
sectnum = GetGameVarID ( * insptr + + , g_i , g_p ) ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
returnvar = * insptr + + ;
switch ( tw )
{
case CON_GETFLORZOFSLOPE :
SetGameVarID ( returnvar , getflorzofslope ( sectnum , x , y ) , g_i , g_p ) ;
break ;
case CON_GETCEILZOFSLOPE :
SetGameVarID ( returnvar , getceilzofslope ( sectnum , x , y ) , g_i , g_p ) ;
break ;
}
break ;
}
case CON_UPDATESECTOR :
case CON_UPDATESECTORZ :
{
long x , y , z = 0 ;
int var ;
short w ;
w = sprite [ g_i ] . sectnum ;
insptr + + ;
x = GetGameVarID ( * insptr + + , g_i , g_p ) ;
y = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( tw = = CON_UPDATESECTORZ ) z = GetGameVarID ( * insptr + + , g_i , g_p ) ;
var = * insptr + + ;
if ( tw = = CON_UPDATESECTOR ) updatesector ( x , y , & w ) ;
else if ( tw = = CON_UPDATESECTORZ ) updatesectorz ( x , y , z , & w ) ;
SetGameVarID ( var , w , g_i , g_p ) ;
break ;
}
case CON_SPAWN :
insptr + + ;
if ( g_sp - > sectnum > = 0 & & g_sp - > sectnum < MAXSECTORS )
spawn ( g_i , * insptr ) ;
insptr + + ;
break ;
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case CON_IFWASWEAPON :
insptr + + ;
parseifelse ( hittype [ g_i ] . picnum = = * insptr ) ;
break ;
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case CON_IFAI :
insptr + + ;
parseifelse ( g_t [ 5 ] = = * insptr ) ;
break ;
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case CON_IFACTION :
insptr + + ;
parseifelse ( g_t [ 4 ] = = * insptr ) ;
break ;
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case CON_IFACTIONCOUNT :
insptr + + ;
parseifelse ( g_t [ 2 ] > = * insptr ) ;
break ;
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case CON_RESETACTIONCOUNT :
insptr + + ;
g_t [ 2 ] = 0 ;
break ;
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case CON_DEBRIS :
{
short dnum ;
insptr + + ;
dnum = * insptr + + ;
if ( g_sp - > sectnum > = 0 & & g_sp - > sectnum < MAXSECTORS )
for ( j = ( * insptr ) - 1 ; j > = 0 ; j - - )
{
if ( g_sp - > picnum = = BLIMP & & dnum = = SCRAP1 )
s = 0 ;
else s = ( TRAND % 3 ) ;
l = EGS ( g_sp - > sectnum ,
g_sp - > x + ( TRAND & 255 ) - 128 , g_sp - > y + ( TRAND & 255 ) - 128 , g_sp - > z - ( 8 < < 8 ) - ( TRAND & 8191 ) ,
dnum + s , g_sp - > shade , 32 + ( TRAND & 15 ) , 32 + ( TRAND & 15 ) ,
TRAND & 2047 , ( TRAND & 127 ) + 32 ,
- ( TRAND & 2047 ) , g_i , 5 ) ;
if ( g_sp - > picnum = = BLIMP & & dnum = = SCRAP1 )
sprite [ l ] . yvel = weaponsandammosprites [ j % 14 ] ;
else sprite [ l ] . yvel = - 1 ;
sprite [ l ] . pal = g_sp - > pal ;
}
insptr + + ;
}
break ;
case CON_COUNT :
insptr + + ;
g_t [ 0 ] = ( short ) * insptr + + ;
break ;
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case CON_CSTATOR :
insptr + + ;
g_sp - > cstat | = ( short ) * insptr + + ;
break ;
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case CON_CLIPDIST :
insptr + + ;
g_sp - > clipdist = ( short ) * insptr + + ;
break ;
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case CON_CSTAT :
insptr + + ;
g_sp - > cstat = ( short ) * insptr + + ;
break ;
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case CON_SAVE :
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{
int i ;
time_t curtime ;
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insptr + + ;
i = * insptr + + ;
if ( movesperpacket = = 4 & & connecthead ! = myconnectindex )
break ;
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lastsavedpos = i ;
curtime = time ( NULL ) ;
Bstrcpy ( tempbuf , asctime ( localtime ( & curtime ) ) ) ;
clearbuf ( ud . savegame [ lastsavedpos ] , sizeof ( ud . savegame [ lastsavedpos ] ) , 0 ) ;
Bsprintf ( ud . savegame [ lastsavedpos ] , " Auto " ) ;
for ( i = 0 ; i < 13 ; i + + )
Bmemcpy ( & ud . savegame [ lastsavedpos ] [ i + 4 ] , & tempbuf [ i + 3 ] , sizeof ( tempbuf [ i + 3 ] ) ) ;
ud . savegame [ lastsavedpos ] [ i + 4 ] = ' \0 ' ;
OSD_Printf ( " Saving to slot %d \n " , lastsavedpos ) ;
KB_FlushKeyboardQueue ( ) ;
screencapt = 1 ;
displayrooms ( myconnectindex , 65536 ) ;
//savetemp("duke3d.tmp",waloff[TILE_SAVESHOT],160*100);
screencapt = 0 ;
if ( ud . multimode > 1 )
saveplayer ( - 1 - ( lastsavedpos ) ) ;
else saveplayer ( lastsavedpos ) ;
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break ;
}
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case CON_IFMOVE :
insptr + + ;
parseifelse ( g_t [ 1 ] = = * insptr ) ;
break ;
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case CON_RESETPLAYER :
{
insptr + + ;
//AddLog("resetplayer");
if ( ud . multimode < 2 )
{
if ( lastsavedpos > = 0 & & ud . recstat ! = 2 )
{
ps [ g_p ] . gm = MODE_MENU ;
KB_ClearKeyDown ( sc_Space ) ;
cmenu ( 15000 ) ;
}
else ps [ g_p ] . gm = MODE_RESTART ;
killit_flag = 2 ;
}
else
{
pickrandomspot ( g_p ) ;
g_sp - > x = hittype [ g_i ] . bposx = ps [ g_p ] . bobposx = ps [ g_p ] . oposx = ps [ g_p ] . posx ;
g_sp - > y = hittype [ g_i ] . bposy = ps [ g_p ] . bobposy = ps [ g_p ] . oposy = ps [ g_p ] . posy ;
g_sp - > z = hittype [ g_i ] . bposy = ps [ g_p ] . oposz = ps [ g_p ] . posz ;
updatesector ( ps [ g_p ] . posx , ps [ g_p ] . posy , & ps [ g_p ] . cursectnum ) ;
setsprite ( ps [ g_p ] . i , ps [ g_p ] . posx , ps [ g_p ] . posy , ps [ g_p ] . posz + PHEIGHT ) ;
g_sp - > cstat = 257 ;
g_sp - > shade = - 12 ;
g_sp - > clipdist = 64 ;
g_sp - > xrepeat = 42 ;
g_sp - > yrepeat = 36 ;
g_sp - > owner = g_i ;
g_sp - > xoffset = 0 ;
g_sp - > pal = ps [ g_p ] . palookup ;
ps [ g_p ] . last_extra = g_sp - > extra = max_player_health ;
ps [ g_p ] . wantweaponfire = - 1 ;
ps [ g_p ] . horiz = 100 ;
ps [ g_p ] . on_crane = - 1 ;
ps [ g_p ] . frag_ps = g_p ;
ps [ g_p ] . horizoff = 0 ;
ps [ g_p ] . opyoff = 0 ;
ps [ g_p ] . wackedbyactor = - 1 ;
ps [ g_p ] . shield_amount = max_armour_amount ;
ps [ g_p ] . dead_flag = 0 ;
ps [ g_p ] . pals_time = 0 ;
ps [ g_p ] . footprintcount = 0 ;
ps [ g_p ] . weapreccnt = 0 ;
ps [ g_p ] . fta = 0 ;
ps [ g_p ] . ftq = 0 ;
ps [ g_p ] . posxv = ps [ g_p ] . posyv = 0 ;
ps [ g_p ] . rotscrnang = 0 ;
ps [ g_p ] . runspeed = dukefriction ;
ps [ g_p ] . falling_counter = 0 ;
hittype [ g_i ] . extra = - 1 ;
hittype [ g_i ] . owner = g_i ;
hittype [ g_i ] . cgg = 0 ;
hittype [ g_i ] . movflag = 0 ;
hittype [ g_i ] . tempang = 0 ;
hittype [ g_i ] . actorstayput = - 1 ;
hittype [ g_i ] . dispicnum = 0 ;
hittype [ g_i ] . owner = ps [ g_p ] . i ;
resetinventory ( g_p ) ;
resetweapons ( g_p ) ;
ps [ g_p ] . reloading = 0 ;
ps [ g_p ] . movement_lock [ 1 ] = 0 ;
ps [ g_p ] . movement_lock [ 2 ] = 0 ;
ps [ g_p ] . movement_lock [ 3 ] = 0 ;
ps [ g_p ] . movement_lock [ 4 ] = 0 ;
OnEvent ( EVENT_RESETPLAYER , ps [ g_p ] . i , g_p , - 1 ) ;
cameradist = 0 ;
cameraclock = totalclock ;
}
setpal ( & ps [ g_p ] ) ;
//AddLog("EOF: resetplayer");
}
break ;
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case CON_IFONWATER :
parseifelse ( klabs ( g_sp - > z - sector [ g_sp - > sectnum ] . floorz ) < ( 32 < < 8 ) & & sector [ g_sp - > sectnum ] . lotag = = 1 ) ;
break ;
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case CON_IFINWATER :
parseifelse ( sector [ g_sp - > sectnum ] . lotag = = 2 ) ;
break ;
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case CON_IFCOUNT :
insptr + + ;
parseifelse ( g_t [ 0 ] > = * insptr ) ;
break ;
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case CON_IFACTOR :
insptr + + ;
parseifelse ( g_sp - > picnum = = * insptr ) ;
break ;
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case CON_RESETCOUNT :
insptr + + ;
g_t [ 0 ] = 0 ;
break ;
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case CON_ADDINVENTORY :
insptr + = 2 ;
switch ( * ( insptr - 1 ) )
{
case GET_STEROIDS :
ps [ g_p ] . steroids_amount = * insptr ;
ps [ g_p ] . inven_icon = 2 ;
break ;
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case GET_SHIELD :
ps [ g_p ] . shield_amount + = * insptr ; // 100;
if ( ps [ g_p ] . shield_amount > max_player_health )
ps [ g_p ] . shield_amount = max_player_health ;
break ;
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case GET_SCUBA :
ps [ g_p ] . scuba_amount = * insptr ; // 1600;
ps [ g_p ] . inven_icon = 6 ;
break ;
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case GET_HOLODUKE :
ps [ g_p ] . holoduke_amount = * insptr ; // 1600;
ps [ g_p ] . inven_icon = 3 ;
break ;
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case GET_JETPACK :
ps [ g_p ] . jetpack_amount = * insptr ; // 1600;
ps [ g_p ] . inven_icon = 4 ;
break ;
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case GET_ACCESS :
switch ( g_sp - > pal )
{
case 0 : ps [ g_p ] . got_access | = 1 ; break ;
case 21 : ps [ g_p ] . got_access | = 2 ; break ;
case 23 : ps [ g_p ] . got_access | = 4 ; break ;
}
break ;
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case GET_HEATS :
ps [ g_p ] . heat_amount = * insptr ;
ps [ g_p ] . inven_icon = 5 ;
break ;
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case GET_FIRSTAID :
ps [ g_p ] . inven_icon = 1 ;
ps [ g_p ] . firstaid_amount = * insptr ;
break ;
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case GET_BOOTS :
ps [ g_p ] . inven_icon = 7 ;
ps [ g_p ] . boot_amount = * insptr ;
break ;
}
insptr + + ;
break ;
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case CON_HITRADIUS :
hitradius ( g_i , * ( insptr + 1 ) , * ( insptr + 2 ) , * ( insptr + 3 ) , * ( insptr + 4 ) , * ( insptr + 5 ) ) ;
insptr + = 6 ;
break ;
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case CON_IFP :
{
insptr + + ;
l = * insptr ;
j = 0 ;
s = g_sp - > xvel ;
if ( ( l & 8 ) & & ps [ g_p ] . on_ground & & ( sync [ g_p ] . bits & 2 ) )
j = 1 ;
else if ( ( l & 16 ) & & ps [ g_p ] . jumping_counter = = 0 & & ! ps [ g_p ] . on_ground & &
ps [ g_p ] . poszv > 2048 )
j = 1 ;
else if ( ( l & 32 ) & & ps [ g_p ] . jumping_counter > 348 )
j = 1 ;
else if ( ( l & 1 ) & & s > = 0 & & s < 8 )
j = 1 ;
else if ( ( l & 2 ) & & s > = 8 & & ! ( sync [ g_p ] . bits & ( 1 < < 5 ) ) )
j = 1 ;
else if ( ( l & 4 ) & & s > = 8 & & sync [ g_p ] . bits & ( 1 < < 5 ) )
j = 1 ;
else if ( ( l & 64 ) & & ps [ g_p ] . posz < ( g_sp - > z - ( 48 < < 8 ) ) )
j = 1 ;
else if ( ( l & 128 ) & & s < = - 8 & & ! ( sync [ g_p ] . bits & ( 1 < < 5 ) ) )
j = 1 ;
else if ( ( l & 256 ) & & s < = - 8 & & ( sync [ g_p ] . bits & ( 1 < < 5 ) ) )
j = 1 ;
else if ( ( l & 512 ) & & ( ps [ g_p ] . quick_kick > 0 | | ( ps [ g_p ] . curr_weapon = = KNEE_WEAPON & & ps [ g_p ] . kickback_pic > 0 ) ) )
j = 1 ;
else if ( ( l & 1024 ) & & sprite [ ps [ g_p ] . i ] . xrepeat < 32 )
j = 1 ;
else if ( ( l & 2048 ) & & ps [ g_p ] . jetpack_on )
j = 1 ;
else if ( ( l & 4096 ) & & ps [ g_p ] . steroids_amount > 0 & & ps [ g_p ] . steroids_amount < 400 )
j = 1 ;
else if ( ( l & 8192 ) & & ps [ g_p ] . on_ground )
j = 1 ;
else if ( ( l & 16384 ) & & sprite [ ps [ g_p ] . i ] . xrepeat > 32 & & sprite [ ps [ g_p ] . i ] . extra > 0 & & ps [ g_p ] . timebeforeexit = = 0 )
j = 1 ;
else if ( ( l & 32768 ) & & sprite [ ps [ g_p ] . i ] . extra < = 0 )
j = 1 ;
else if ( ( l & 65536L ) )
{
if ( g_sp - > picnum = = APLAYER & & ud . multimode > 1 )
j = getincangle ( ps [ otherp ] . ang , getangle ( ps [ g_p ] . posx - ps [ otherp ] . posx , ps [ g_p ] . posy - ps [ otherp ] . posy ) ) ;
else
j = getincangle ( ps [ g_p ] . ang , getangle ( g_sp - > x - ps [ g_p ] . posx , g_sp - > y - ps [ g_p ] . posy ) ) ;
if ( j > - 128 & & j < 128 )
j = 1 ;
else
j = 0 ;
}
parseifelse ( ( long ) j ) ;
}
break ;
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case CON_IFSTRENGTH :
insptr + + ;
parseifelse ( g_sp - > extra < = * insptr ) ;
break ;
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case CON_GUTS :
insptr + = 2 ;
guts ( g_sp , * ( insptr - 1 ) , * insptr , g_p ) ;
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insptr + + ;
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break ;
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case CON_IFSPAWNEDBY :
insptr + + ;
// if(g_sp->owner >= 0 && sprite[g_sp->owner].picnum == *insptr)
// parseifelse(1);
// else
parseifelse ( hittype [ g_i ] . picnum = = * insptr ) ;
break ;
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case CON_WACKPLAYER :
insptr + + ;
forceplayerangle ( & ps [ g_p ] ) ;
return 0 ;
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2006-04-13 20:47:06 +00:00
case CON_FLASH :
insptr + + ;
sprite [ g_i ] . shade = - 127 ;
ps [ g_p ] . visibility = - 127 ;
lastvisinc = totalclock + 32 ;
return 0 ;
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case CON_STOPALLSOUNDS :
insptr + + ;
if ( screenpeek = = g_p )
FX_StopAllSounds ( ) ;
return 0 ;
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case CON_IFGAPZL :
insptr + + ;
parseifelse ( ( ( hittype [ g_i ] . floorz - hittype [ g_i ] . ceilingz ) > > 8 ) < * insptr ) ;
break ;
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case CON_IFHITSPACE :
parseifelse ( sync [ g_p ] . bits & ( 1 < < 29 ) ) ;
break ;
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2006-04-13 20:47:06 +00:00
case CON_IFOUTSIDE :
parseifelse ( sector [ g_sp - > sectnum ] . ceilingstat & 1 ) ;
break ;
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2006-04-13 20:47:06 +00:00
case CON_IFMULTIPLAYER :
parseifelse ( ud . multimode > 1 ) ;
break ;
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case CON_OPERATE :
insptr + + ;
if ( sector [ g_sp - > sectnum ] . lotag = = 0 )
{
neartag ( g_sp - > x , g_sp - > y , g_sp - > z - ( 32 < < 8 ) , g_sp - > sectnum , g_sp - > ang , & neartagsector , & neartagwall , & neartagsprite , & neartaghitdist , 768L , 1 ) ;
if ( neartagsector > = 0 & & isanearoperator ( sector [ neartagsector ] . lotag ) )
if ( ( sector [ neartagsector ] . lotag & 0xff ) = = 23 | | sector [ neartagsector ] . floorz = = sector [ neartagsector ] . ceilingz )
if ( ( sector [ neartagsector ] . lotag & 16384 ) = = 0 )
if ( ( sector [ neartagsector ] . lotag & 32768 ) = = 0 )
{
j = headspritesect [ neartagsector ] ;
while ( j > = 0 )
{
if ( sprite [ j ] . picnum = = ACTIVATOR )
break ;
j = nextspritesect [ j ] ;
}
if ( j = = - 1 )
operatesectors ( neartagsector , g_i ) ;
}
}
break ;
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case CON_IFINSPACE :
parseifelse ( ceilingspace ( g_sp - > sectnum ) ) ;
break ;
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case CON_SPRITEPAL :
insptr + + ;
if ( g_sp - > picnum ! = APLAYER )
hittype [ g_i ] . tempang = g_sp - > pal ;
g_sp - > pal = * insptr + + ;
break ;
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2006-04-13 20:47:06 +00:00
case CON_CACTOR :
insptr + + ;
g_sp - > picnum = * insptr + + ;
break ;
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2006-04-13 20:47:06 +00:00
case CON_IFBULLETNEAR :
parseifelse ( dodge ( g_sp ) = = 1 ) ;
break ;
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2006-04-13 20:47:06 +00:00
case CON_IFRESPAWN :
if ( badguy ( g_sp ) )
parseifelse ( ud . respawn_monsters ) ;
else if ( inventory ( g_sp ) )
parseifelse ( ud . respawn_inventory ) ;
else
parseifelse ( ud . respawn_items ) ;
break ;
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2006-04-13 20:47:06 +00:00
case CON_IFFLOORDISTL :
insptr + + ;
// getglobalz(g_i);
parseifelse ( ( hittype [ g_i ] . floorz - g_sp - > z ) < = ( ( * insptr ) < < 8 ) ) ;
break ;
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2006-04-13 20:47:06 +00:00
case CON_IFCEILINGDISTL :
insptr + + ;
// getglobalz(g_i);
parseifelse ( ( g_sp - > z - hittype [ g_i ] . ceilingz ) < = ( ( * insptr ) < < 8 ) ) ;
break ;
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2006-04-13 20:47:06 +00:00
case CON_PALFROM :
insptr + + ;
ps [ g_p ] . pals_time = * insptr + + ;
for ( j = 0 ; j < 3 ; j + + )
ps [ g_p ] . pals [ j ] = * insptr + + ;
break ;
case CON_DYNQUOTE :
{
long var1 , var2 , var3 , var4 ;
insptr + + ;
Bstrcpy ( tempbuf , fta_quotes [ * insptr + + ] ) ;
var1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
var2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
var3 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
var4 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
Bsprintf ( fta_quotes [ 122 ] , tempbuf , var1 , var2 , var3 , var4 ) ;
FTA ( 122 , & ps [ g_p ] ) ;
break ;
}
/* case 74:
insptr + + ;
getglobalz ( g_i ) ;
parseifelse ( ( ( hittype [ g_i ] . floorz - hittype [ g_i ] . ceilingz ) > > 8 ) > = * insptr ) ;
break ;
*/
case CON_ADDLOG :
{
long l ;
insptr + + ;
l = * insptr + + ; // var
Bsprintf ( g_szBuf , " CONLOG: L=%ld " , l ) ;
AddLog ( g_szBuf ) ;
break ;
}
2006-04-18 02:01:48 +00:00
2006-04-13 20:47:06 +00:00
case CON_ADDLOGVAR :
{
long l , m = 1 , lVarID ;
char szBuf [ 256 ] ;
insptr + + ;
l = * insptr + + ; // l=Line number, *instpr=varID
lVarID = * insptr ;
if ( ( lVarID > = iGameVarCount ) | | lVarID < 0 )
{
if ( * insptr = = MAXGAMEVARS ) // addlogvar for a constant? Har.
insptr + + ;
else if ( * insptr & ( MAXGAMEVARS < < 1 ) )
{
m = - 1 ;
lVarID ^ = ( MAXGAMEVARS < < 1 ) ;
goto good ;
}
// invalid varID
insptr + + ;
Bsprintf ( g_szBuf , " CONLOGVAR: L=%ld INVALID VARIABLE " , l ) ;
AddLog ( g_szBuf ) ;
break ; // out of switch
}
good :
Bsprintf ( szBuf , " CONLOGVAR: L=%ld %s " , l , aGameVars [ lVarID ] . szLabel ) ;
strcpy ( g_szBuf , szBuf ) ;
if ( aGameVars [ lVarID ] . dwFlags & GAMEVAR_FLAG_READONLY )
{
Bsprintf ( szBuf , " (read-only) " ) ;
strcat ( g_szBuf , szBuf ) ;
}
if ( aGameVars [ lVarID ] . dwFlags & GAMEVAR_FLAG_PERPLAYER )
{
Bsprintf ( szBuf , " (Per Player. Player=%d) " , g_p ) ;
}
else if ( aGameVars [ lVarID ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
{
Bsprintf ( szBuf , " (Per Actor. Actor=%d) " , g_i ) ;
}
else
{
Bsprintf ( szBuf , " (Global) " ) ;
}
strcat ( g_szBuf , szBuf ) ;
Bsprintf ( szBuf , " =%ld " , GetGameVarID ( lVarID , g_i , g_p ) * m ) ;
strcat ( g_szBuf , szBuf ) ;
AddLog ( g_szBuf ) ;
insptr + + ;
break ;
}
case CON_SETSECTOR :
case CON_GETSECTOR :
{
// syntax [gs]etsector[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID ;
long lVar1 , lVar2 ;
insptr + + ;
lVar1 = * insptr + + ;
lLabelID = * insptr + + ;
lVar2 = * insptr + + ;
DoSector ( tw = = CON_SETSECTOR , lVar1 , lLabelID , lVar2 , g_i , g_p ) ;
break ;
}
2006-04-18 02:01:48 +00:00
2006-04-13 20:47:06 +00:00
case CON_SQRT :
{
// syntax sqrt <invar> <outvar>
long lInVarID ;
long lOutVarID ;
long lIn ;
insptr + + ;
lInVarID = * insptr + + ;
lOutVarID = * insptr + + ;
lIn = GetGameVarID ( lInVarID , g_i , g_p ) ;
SetGameVarID ( lOutVarID , ksqrt ( lIn ) , g_i , g_p ) ;
break ;
}
2006-04-18 02:01:48 +00:00
2006-04-13 20:47:06 +00:00
case CON_FINDNEARACTOR :
case CON_FINDNEARSPRITE :
{
// 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>
long lType ;
long lMaxDist ;
long lVarID ;
long lTemp ;
long lFound ;
long lDist ;
short j , k ;
insptr + + ;
lType = * insptr + + ;
lMaxDist = * insptr + + ;
lVarID = * insptr + + ;
lFound = - 1 ;
lDist = 32767 ; // big number
for ( k = 0 ; k < MAXSTATUS ; k + + )
{
j = headspritestat [ tw = = CON_FINDNEARACTOR ? 1 : k ] ; // all sprites
while ( j > = 0 )
{
if ( sprite [ j ] . picnum = = lType & & j ! = g_i )
{
lTemp = ldist ( & sprite [ g_i ] , & sprite [ j ] ) ;
if ( lTemp < lMaxDist )
{
if ( lTemp < lDist )
{
lFound = j ;
j = MAXSPRITES ;
break ;
}
}
}
j = nextspritestat [ j ] ;
}
if ( tw = = CON_FINDNEARACTOR | | j = = MAXSPRITES )
break ;
}
SetGameVarID ( lVarID , lFound , g_i , g_p ) ;
break ;
}
case CON_FINDNEARACTORVAR :
case CON_FINDNEARSPRITEVAR :
{
// 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>
2006-04-16 06:25:14 +00:00
long lType , lMaxDistVar , lMaxDist ;
long lVarID , lTemp , lFound , lDist ;
2006-04-13 20:47:06 +00:00
short j , k ;
insptr + + ;
lType = * insptr + + ;
lMaxDistVar = * insptr + + ;
lVarID = * insptr + + ;
lMaxDist = GetGameVarID ( lMaxDistVar , g_i , g_p ) ;
lFound = - 1 ;
lDist = 32767 ; // big number
for ( k = 0 ; k < MAXSTATUS ; k + + )
{
j = headspritestat [ tw = = CON_FINDNEARACTORVAR ? 1 : k ] ; // all sprites
while ( j > = 0 )
{
if ( sprite [ j ] . picnum = = lType & & j ! = g_i )
{
lTemp = ldist ( & sprite [ g_i ] , & sprite [ j ] ) ;
if ( lTemp < lMaxDist )
{
if ( lTemp < lDist )
{
lFound = j ;
j = MAXSPRITES ;
break ;
}
}
}
j = nextspritestat [ j ] ;
}
if ( tw = = CON_FINDNEARACTORVAR | | j = = MAXSPRITES )
break ;
}
SetGameVarID ( lVarID , lFound , g_i , g_p ) ;
break ;
}
case CON_FINDPLAYER :
case CON_FINDOTHERPLAYER :
{
// 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>
short j = 0 ;
long var1 , d ;
insptr + + ;
var1 = * insptr + + ;
if ( tw = = CON_FINDPLAYER ) j = findplayer ( & sprite [ g_i ] , & d ) ;
else if ( tw = = CON_FINDOTHERPLAYER ) j = findotherplayer ( g_i , & d ) ;
SetGameVarID ( g_iReturnVarID , j , g_i , g_p ) ;
SetGameVarID ( var1 , d , g_i , g_p ) ;
break ;
}
case CON_FINDNEARACTOR3DVAR :
case CON_FINDNEARSPRITE3DVAR :
{
// 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>
2006-04-16 06:25:14 +00:00
long lType , lMaxDistVar , lMaxZDistVar , lMaxDist , lMaxZDist ;
long lVarID , lTemp , lTemp2 , lFound , lDist ;
2006-04-13 20:47:06 +00:00
short j , k ;
insptr + + ;
lType = * insptr + + ;
lMaxDistVar = * insptr + + ;
lMaxZDistVar = * insptr + + ;
lVarID = * insptr + + ;
lMaxDist = GetGameVarID ( lMaxDistVar , g_i , g_p ) ;
lMaxZDist = GetGameVarID ( lMaxZDistVar , g_i , g_p ) ;
lFound = - 1 ;
lDist = 32767 ; // big number
for ( k = 0 ; k < MAXSTATUS ; k + + )
{
j = headspritestat [ tw = = CON_FINDNEARACTOR3DVAR ? 1 : k ] ; // all sprites
while ( j > = 0 )
{
if ( sprite [ j ] . picnum = = lType & & j ! = g_i )
{
lTemp = ldist ( & sprite [ g_i ] , & sprite [ j ] ) ;
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if ( lTemp < lMaxDist & & lTemp < lDist )
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{
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lTemp2 = txdist ( & sprite [ g_i ] , & sprite [ j ] ) ;
if ( lTemp2 < lMaxZDist )
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{
lFound = j ;
j = MAXSPRITES ;
break ;
}
}
}
j = nextspritestat [ j ] ;
}
if ( tw = = CON_FINDNEARACTOR3DVAR | | j = = MAXSPRITES )
break ;
}
SetGameVarID ( lVarID , lFound , g_i , g_p ) ;
break ;
}
case CON_FINDNEARACTOR3D :
case CON_FINDNEARSPRITE3D :
{
// 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>
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long lType , lMaxDist , lMaxZDist , lVarID ;
long lTemp , lTemp2 , lFound , lDist ;
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short j , k ;
insptr + + ;
lType = * insptr + + ;
lMaxDist = * insptr + + ;
lMaxZDist = * insptr + + ;
lVarID = * insptr + + ;
lFound = - 1 ;
lDist = 32767 ; // big number
for ( k = 0 ; k < MAXSTATUS ; k + + )
{
j = headspritestat [ tw = = CON_FINDNEARACTOR3D ? 1 : k ] ; // all sprites
while ( j > = 0 )
{
if ( sprite [ j ] . picnum = = lType & & j ! = g_i )
{
lTemp = ldist ( & sprite [ g_i ] , & sprite [ j ] ) ;
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if ( lTemp < lMaxDist & & lTemp < lDist )
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{
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lTemp2 = txdist ( & sprite [ g_i ] , & sprite [ j ] ) ;
if ( lTemp2 < lMaxZDist )
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{
lFound = j ;
j = MAXSPRITES ;
break ;
}
}
}
j = nextspritestat [ j ] ;
}
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if ( tw = = CON_FINDNEARACTOR3D | | j = = MAXSPRITES )
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break ;
}
SetGameVarID ( lVarID , lFound , g_i , g_p ) ;
break ;
}
case CON_SETPLAYER :
case CON_GETPLAYER :
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID ;
long lVar1 , lVar2 ;
long lParm2 ;
insptr + + ;
lVar1 = * insptr + + ;
lLabelID = * insptr + + ;
// HACK: need to have access to labels structure at run-time...
switch ( lLabelID )
{
case PLAYER_AMMO_AMOUNT :
case PLAYER_GOTWEAPON :
case PLAYER_PALS :
case PLAYER_MOVEMENT_LOCK :
case PLAYER_LOOGIEX :
case PLAYER_LOOGIEY :
lParm2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
break ;
default :
lParm2 = 0 ;
break ;
}
lVar2 = * insptr + + ;
DoPlayer ( tw = = CON_SETPLAYER , lVar1 , lLabelID , lVar2 , g_i , g_p , lParm2 ) ;
break ;
}
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case CON_SETINPUT :
case CON_GETINPUT :
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{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID ;
long lVar1 , lVar2 ;
insptr + + ;
lVar1 = * insptr + + ;
lLabelID = * insptr + + ;
lVar2 = * insptr + + ;
DoInput ( tw = = CON_SETINPUT , lVar1 , lLabelID , lVar2 , g_i , g_p ) ;
break ;
}
case CON_GETUSERDEF :
case CON_SETUSERDEF :
{
// syntax [gs]etuserdef.xxx <VAR>
// <xxxid> <varid>
long lLabelID ;
long lVar1 , lVar2 ;
long lParm2 = 0 ;
insptr + + ;
lVar1 = - 1 ;
lLabelID = * insptr + + ;
lVar2 = * insptr + + ;
DoUserDef ( tw = = CON_SETUSERDEF , lVar1 , lLabelID , lVar2 , g_i , g_p , lParm2 ) ;
break ;
}
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case CON_GETPROJECTILE :
case CON_SETPROJECTILE :
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID ;
long lVar1 , lVar2 ;
long lParm2 ;
insptr + + ;
lVar1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
lLabelID = * insptr + + ;
lVar2 = * insptr + + ;
DoProjectile ( tw = = CON_SETPROJECTILE , lVar1 , lLabelID , lVar2 , g_i , g_p ) ;
break ;
}
case CON_SETWALL :
case CON_GETWALL :
{
// syntax [gs]etwall[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID ;
long lVar1 , lVar2 ;
insptr + + ;
lVar1 = * insptr + + ;
lLabelID = * insptr + + ;
lVar2 = * insptr + + ;
DoWall ( tw = = CON_SETWALL , lVar1 , lLabelID , lVar2 , g_i , g_p ) ;
break ;
}
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case CON_SETACTORVAR :
case CON_GETACTORVAR :
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
long lVar1 , lVar2 , lVar3 ;
long lTemp , lSprite ;
insptr + + ;
lVar1 = * insptr + + ;
lVar2 = * insptr + + ;
lVar3 = * insptr + + ;
lSprite = GetGameVarID ( lVar1 , g_i , g_p ) ;
if ( lSprite > = 0 )
{
switch ( tw )
{
case CON_SETACTORVAR :
lTemp = GetGameVarID ( lVar3 , g_i , g_p ) ;
SetGameVarID ( lVar2 , lTemp , lSprite , g_p ) ;
break ;
case CON_GETACTORVAR :
lTemp = GetGameVarID ( lVar2 , lSprite , g_p ) ;
SetGameVarID ( lVar3 , lTemp , g_i , g_p ) ;
break ;
}
}
break ;
}
case CON_SETPLAYERVAR :
case CON_GETPLAYERVAR :
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
long lVar1 , lVar2 , lVar3 ;
long lTemp , lSprite ;
insptr + + ;
lVar1 = * insptr + + ;
lVar2 = * insptr + + ;
lVar3 = * insptr + + ;
lSprite = GetGameVarID ( lVar1 , g_i , g_p ) ;
if ( lSprite > = 0 )
{
switch ( tw )
{
case CON_SETPLAYERVAR :
lTemp = GetGameVarID ( lVar3 , g_i , g_p ) ;
SetGameVarID ( lVar2 , lTemp , g_i , lSprite ) ;
break ;
case CON_GETPLAYERVAR :
lTemp = GetGameVarID ( lVar2 , g_i , lSprite ) ;
SetGameVarID ( lVar3 , lTemp , g_i , g_p ) ;
break ;
}
}
break ;
}
case CON_SETACTOR :
case CON_GETACTOR :
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
long lLabelID ;
long lVar1 , lVar2 ;
long lParm2 ;
insptr + + ;
lVar1 = * insptr + + ;
lLabelID = * insptr + + ;
switch ( lLabelID )
{
case ACTOR_HTG_T :
lParm2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
break ;
default :
lParm2 = 0 ;
break ;
}
lVar2 = * insptr + + ;
DoActor ( tw = = CON_SETACTOR , lVar1 , lLabelID , lVar2 , g_i , g_p , lParm2 ) ;
break ;
}
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case CON_GETANGLETOTARGET :
{
int i ;
short ang ;
insptr + + ;
i = * insptr + + ; // ID of def
// hittype[g_i].lastvx and lastvy are last known location of target.
ang = getangle ( hittype [ g_i ] . lastvx - g_sp - > x , hittype [ g_i ] . lastvy - g_sp - > y ) ;
SetGameVarID ( i , ang , g_i , g_p ) ;
break ;
}
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case CON_ANGOFFVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
spriteext [ g_i ] . angoff = GetGameVarID ( i , g_i , g_p ) ;
break ;
}
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case CON_LOCKPLAYER :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
ps [ g_p ] . transporter_hold = GetGameVarID ( i , g_i , g_p ) ;
break ;
}
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case CON_CHECKAVAILWEAPON :
case CON_CHECKAVAILINVEN :
{
int i ;
insptr + + ;
if ( * insptr = = g_iThisActorID )
{
i = g_p ;
insptr + + ;
}
else
i = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( i < MAXPLAYERS )
{
if ( tw = = CON_CHECKAVAILWEAPON )
checkavailweapon ( & ps [ i ] ) ;
else checkavailinven ( & ps [ i ] ) ;
}
break ;
}
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case CON_GETPLAYERANGLE :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
SetGameVarID ( i , ps [ g_p ] . ang , g_i , g_p ) ;
break ;
}
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case CON_SETPLAYERANGLE :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
ps [ g_p ] . ang = GetGameVarID ( i , g_i , g_p ) ;
ps [ g_p ] . ang & = 2047 ;
break ;
}
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case CON_GETACTORANGLE :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
SetGameVarID ( i , g_sp - > ang , g_i , g_p ) ;
break ;
}
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case CON_SETACTORANGLE :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
g_sp - > ang = GetGameVarID ( i , g_i , g_p ) ;
g_sp - > ang & = 2047 ;
break ;
}
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case CON_SETVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
SetGameVarID ( i , * insptr + + , g_i , g_p ) ;
break ;
}
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case CON_SETVARVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
SetGameVarID ( i , GetGameVarID ( * insptr + + , g_i , g_p ) , g_i , g_p ) ;
break ;
}
case CON_RANDVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
SetGameVarID ( i , mulscale ( krand ( ) , * insptr + + , 16 ) , g_i , g_p ) ;
break ;
}
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case CON_DISPLAYRANDVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
SetGameVarID ( i , mulscale ( rand ( ) , * insptr + + , 15 ) , g_i , g_p ) ;
break ;
}
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case CON_MULVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) * * insptr + + , g_i , g_p ) ;
break ;
}
case CON_DIVVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
if ( ( * insptr ) = = 0 )
gameexit ( " CON_DIVVAR: Divide by zero. " ) ;
SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) / * insptr + + , g_i , g_p ) ;
break ;
}
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case CON_MODVAR :
{
int i ;
long l ;
insptr + + ;
i = * insptr + + ; // ID of def
l = * insptr + + ;
if ( l = = 0 )
gameexit ( " CON_MODVAR: Mod by zero. " ) ;
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) % l , g_i , g_p ) ;
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break ;
}
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case CON_ANDVAR :
{
int i ;
long l ;
insptr + + ;
i = * insptr + + ; // ID of def
l = * insptr + + ;
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) & l , g_i , g_p ) ;
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break ;
}
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2006-04-13 20:47:06 +00:00
case CON_ORVAR :
{
int i ;
long l ;
insptr + + ;
i = * insptr + + ; // ID of def
l = * insptr + + ;
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) | l , g_i , g_p ) ;
2006-04-13 20:47:06 +00:00
break ;
}
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2006-04-13 20:47:06 +00:00
case CON_XORVAR :
{
int i ;
long l ;
insptr + + ;
i = * insptr + + ; // ID of def
l = * insptr + + ;
2006-04-16 06:47:58 +00:00
SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) ^ l , g_i , g_p ) ;
2006-04-13 20:47:06 +00:00
break ;
}
case CON_RANDVARVAR :
{
int i ;
long l1 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
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SetGameVarID ( i , mulscale ( krand ( ) , l1 + 1 , 16 ) , g_i , g_p ) ;
2006-04-13 20:47:06 +00:00
break ;
}
case CON_DISPLAYRANDVARVAR :
{
int i ;
long l1 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
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SetGameVarID ( i , mulscale ( rand ( ) , l1 + 1 , 15 ) , g_i , g_p ) ;
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break ;
}
case CON_GMAXAMMO :
{
int i ;
long l1 ; // l2;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( i , g_i , g_p ) ;
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SetGameVarID ( * insptr + + , max_ammo_amount [ l1 ] , g_i , g_p ) ;
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break ;
}
case CON_SMAXAMMO :
{
int i ;
long l1 , l2 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( i , g_i , g_p ) ;
l2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
max_ammo_amount [ l1 ] = l2 ;
break ;
}
case CON_MULVARVAR :
{
int i ;
long l1 , l2 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( i , g_i , g_p ) ;
l2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
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SetGameVarID ( i , l1 * l2 , g_i , g_p ) ;
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break ;
}
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case CON_DIVVARVAR :
{
int i ;
long l1 , l2 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( i , g_i , g_p ) ;
l2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
if ( l2 = = 0 )
{
gameexit ( " CON_DIVVARVAR: Divide by zero. " ) ;
}
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SetGameVarID ( i , l1 / l2 , g_i , g_p ) ;
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break ;
}
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case CON_MODVARVAR :
{
int i ;
long l1 , l2 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( i , g_i , g_p ) ;
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l2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
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if ( l2 = = 0 )
gameexit ( " CON_MODVARVAR: Mod by zero. " ) ;
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SetGameVarID ( i , l1 % l2 , g_i , g_p ) ;
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break ;
}
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case CON_ANDVARVAR :
{
int i ;
long l1 , l2 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( i , g_i , g_p ) ;
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l2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
SetGameVarID ( i , l1 & l2 , g_i , g_p ) ;
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break ;
}
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case CON_XORVARVAR :
{
int i ;
long l1 , l2 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( i , g_i , g_p ) ;
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l2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
SetGameVarID ( i , l1 ^ l2 , g_i , g_p ) ;
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break ;
}
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case CON_ORVARVAR :
{
int i ;
long l1 , l2 ;
insptr + + ;
i = * insptr + + ; // ID of def
l1 = GetGameVarID ( i , g_i , g_p ) ;
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l2 = GetGameVarID ( * insptr + + , g_i , g_p ) ;
SetGameVarID ( i , l1 | l2 , g_i , g_p ) ;
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break ;
}
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case CON_SUBVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) - * insptr + + , g_i , g_p ) ;
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break ;
}
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case CON_SUBVARVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) - GetGameVarID ( * insptr + + , g_i , g_p ) , g_i , g_p ) ;
2006-04-13 20:47:06 +00:00
break ;
}
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case CON_ADDVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) + * insptr + + , g_i , g_p ) ;
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break ;
}
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case CON_SHIFTVARL :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) < < * insptr + + , g_i , g_p ) ;
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break ;
}
case CON_SHIFTVARR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) > > * insptr + + , g_i , g_p ) ;
2006-04-13 20:47:06 +00:00
break ;
}
case CON_SIN :
{
int i ;
long lValue ;
insptr + + ;
i = * insptr + + ; // ID of def
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lValue = GetGameVarID ( * insptr + + , g_i , g_p ) ;
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lValue = sintable [ lValue & 2047 ] ;
SetGameVarID ( i , lValue , g_i , g_p ) ;
break ;
}
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case CON_COS :
{
int i ;
long lValue ;
insptr + + ;
i = * insptr + + ; // ID of def
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lValue = GetGameVarID ( * insptr + + , g_i , g_p ) ;
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lValue = sintable [ ( lValue + 512 ) & 2047 ] ;
SetGameVarID ( i , lValue , g_i , g_p ) ;
break ;
}
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case CON_ADDVARVAR :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
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SetGameVarID ( i , GetGameVarID ( i , g_i , g_p ) + GetGameVarID ( * insptr + + , g_i , g_p ) , g_i , g_p ) ;
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break ;
}
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case CON_SPGETLOTAG :
{
insptr + + ;
SetGameVarID ( g_iLoTagID , g_sp - > lotag , g_i , g_p ) ;
break ;
}
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case CON_SPGETHITAG :
{
insptr + + ;
SetGameVarID ( g_iHiTagID , g_sp - > hitag , g_i , g_p ) ;
break ;
}
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case CON_SECTGETLOTAG :
{
insptr + + ;
SetGameVarID ( g_iLoTagID , sector [ g_sp - > sectnum ] . lotag , g_i , g_p ) ;
break ;
}
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case CON_SECTGETHITAG :
{
insptr + + ;
SetGameVarID ( g_iHiTagID , sector [ g_sp - > sectnum ] . hitag , g_i , g_p ) ;
break ;
}
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case CON_GETTEXTUREFLOOR :
{
insptr + + ;
SetGameVarID ( g_iTextureID , sector [ g_sp - > sectnum ] . floorpicnum , g_i , g_p ) ;
break ;
}
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case CON_STARTTRACK :
{
insptr + + ;
music_select = * insptr + + ;
playmusic ( & music_fn [ ud . volume_number ] [ music_select ] [ 0 ] ) ;
break ;
}
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case CON_GETTEXTURECEILING :
{
insptr + + ;
SetGameVarID ( g_iTextureID , sector [ g_sp - > sectnum ] . ceilingpicnum , g_i , g_p ) ;
break ;
}
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case CON_IFVARVARAND :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) & GetGameVarID ( * ( insptr ) , g_i , g_p ) )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_IFVARVARN :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) ! = GetGameVarID ( * ( insptr ) , g_i , g_p ) )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_IFVARVARE :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) = = GetGameVarID ( * ( insptr ) , g_i , g_p ) )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_IFVARVARG :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) > GetGameVarID ( * ( insptr ) , g_i , g_p ) )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_IFVARVARL :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) < GetGameVarID ( * ( insptr ) , g_i , g_p ) )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_IFVARE :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) = = * insptr )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_IFVARN :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) ! = * insptr )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_WHILEVARN :
{
int i ;
long * savedinsptr ;
savedinsptr = insptr ;
j = 1 ;
while ( j )
{
insptr = savedinsptr ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) ! = * insptr )
j = 1 ;
parseifelse ( j ) ;
}
break ;
}
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case CON_WHILEVARVARN :
{
int i , k ;
long * savedinsptr ;
savedinsptr = insptr ;
j = 1 ;
while ( j )
{
insptr = savedinsptr ;
insptr + + ;
i = * insptr + + ; // ID of def
k = * ( insptr ) ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) ! = GetGameVarID ( k , g_i , g_p ) )
j = 1 ;
parseifelse ( j ) ;
}
break ;
}
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case CON_IFVARAND :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) & * insptr )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_IFVARG :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) > * insptr )
j = 1 ;
parseifelse ( j ) ;
break ;
}
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case CON_IFVARL :
{
int i ;
insptr + + ;
i = * insptr + + ; // ID of def
j = 0 ;
if ( GetGameVarID ( i , g_i , g_p ) < * insptr )
j = 1 ;
parseifelse ( j ) ;
break ;
}
case CON_IFPHEALTHL :
insptr + + ;
parseifelse ( sprite [ ps [ g_p ] . i ] . extra < * insptr ) ;
break ;
case CON_IFPINVENTORY :
{
insptr + + ;
j = 0 ;
switch ( * insptr + + )
{
case GET_STEROIDS : if ( ps [ g_p ] . steroids_amount ! = * insptr )
j = 1 ;
break ;
case GET_SHIELD : if ( ps [ g_p ] . shield_amount ! = max_player_health )
j = 1 ;
break ;
case GET_SCUBA : if ( ps [ g_p ] . scuba_amount ! = * insptr ) j = 1 ; break ;
case GET_HOLODUKE : if ( ps [ g_p ] . holoduke_amount ! = * insptr ) j = 1 ; break ;
case GET_JETPACK : if ( ps [ g_p ] . jetpack_amount ! = * insptr ) j = 1 ; break ;
case GET_ACCESS :
switch ( g_sp - > pal )
{
case 0 : if ( ps [ g_p ] . got_access & 1 ) j = 1 ; break ;
case 21 : if ( ps [ g_p ] . got_access & 2 ) j = 1 ; break ;
case 23 : if ( ps [ g_p ] . got_access & 4 ) j = 1 ; break ;
}
break ;
case GET_HEATS : if ( ps [ g_p ] . heat_amount ! = * insptr ) j = 1 ; break ;
case GET_FIRSTAID :
if ( ps [ g_p ] . firstaid_amount ! = * insptr ) j = 1 ; break ;
case GET_BOOTS :
if ( ps [ g_p ] . boot_amount ! = * insptr ) j = 1 ; break ;
}
parseifelse ( j ) ;
break ;
}
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case CON_PSTOMP :
insptr + + ;
if ( ps [ g_p ] . knee_incs = = 0 & & sprite [ ps [ g_p ] . i ] . xrepeat > = 40 )
if ( cansee ( g_sp - > x , g_sp - > y , g_sp - > z - ( 4 < < 8 ) , g_sp - > sectnum , ps [ g_p ] . posx , ps [ g_p ] . posy , ps [ g_p ] . posz + ( 16 < < 8 ) , sprite [ ps [ g_p ] . i ] . sectnum ) )
{
ps [ g_p ] . knee_incs = 1 ;
if ( ps [ g_p ] . weapon_pos = = 0 )
ps [ g_p ] . weapon_pos = - 1 ;
ps [ g_p ] . actorsqu = g_i ;
}
break ;
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case CON_IFAWAYFROMWALL :
{
short s1 ;
s1 = g_sp - > sectnum ;
j = 0 ;
updatesector ( g_sp - > x + 108 , g_sp - > y + 108 , & s1 ) ;
if ( s1 = = g_sp - > sectnum )
{
updatesector ( g_sp - > x - 108 , g_sp - > y - 108 , & s1 ) ;
if ( s1 = = g_sp - > sectnum )
{
updatesector ( g_sp - > x + 108 , g_sp - > y - 108 , & s1 ) ;
if ( s1 = = g_sp - > sectnum )
{
updatesector ( g_sp - > x - 108 , g_sp - > y + 108 , & s1 ) ;
if ( s1 = = g_sp - > sectnum )
j = 1 ;
}
}
}
parseifelse ( j ) ;
}
break ;
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case CON_QUOTE :
insptr + + ;
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FTA ( * insptr + + , & ps [ g_p ] ) ;
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break ;
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case CON_USERQUOTE :
insptr + + ;
adduserquote ( fta_quotes [ * insptr ] ) ;
insptr + + ;
break ;
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case CON_IFINOUTERSPACE :
parseifelse ( floorspace ( g_sp - > sectnum ) ) ;
break ;
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case CON_IFNOTMOVING :
parseifelse ( ( hittype [ g_i ] . movflag & 49152 ) > 16384 ) ;
break ;
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case CON_RESPAWNHITAG :
insptr + + ;
switch ( dynamictostatic [ g_sp - > 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 ( g_sp - > yvel ) operaterespawns ( g_sp - > yvel ) ;
break ;
default :
if ( g_sp - > hitag > = 0 ) operaterespawns ( g_sp - > hitag ) ;
break ;
}
break ;
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case CON_IFSPRITEPAL :
insptr + + ;
parseifelse ( g_sp - > pal = = * insptr ) ;
break ;
case CON_IFANGDIFFL :
insptr + + ;
j = klabs ( getincangle ( ps [ g_p ] . ang , g_sp - > ang ) ) ;
parseifelse ( j < = * insptr ) ;
break ;
case CON_IFNOSOUNDS :
for ( j = 1 ; j < NUM_SOUNDS ; j + + )
if ( SoundOwner [ j ] [ 0 ] . i = = g_i )
break ;
parseifelse ( j = = NUM_SOUNDS ) ;
break ;
case CON_SPRITEFLAGS :
{
insptr + + ;
actorspriteflags [ g_i ] = GetGameVarID ( * insptr + + , g_i , g_p ) ;
break ;
}
default :
Bsprintf ( tempbuf , " fatal error: Default processing in parse(): %ld, %ld " , * insptr , * ( insptr - 1 ) ) ;
AddLog ( tempbuf ) ;
gameexit ( " An error has occurred in the EDuke32 CON parser. \n \n Please mail all of your CON files along with the file eduke32.log \n to terminx@gmail.com. \n \n Thank you. " ) ;
break ;
}
return 0 ;
}
void LoadActor ( short sActor , short sPlayer , long lDist )
{
char done ;
g_i = sActor ; // Sprite ID
g_p = sPlayer ; // Player ID
g_x = lDist ; // ??
g_sp = & sprite [ g_i ] ; // Pointer to sprite structure
g_t = & hittype [ g_i ] . temp_data [ 0 ] ; // Sprite's 'extra' data
if ( actorLoadEventScrptr [ g_sp - > picnum ] = = 0 ) return ;
insptr = actorLoadEventScrptr [ g_sp - > picnum ] ;
killit_flag = 0 ;
if ( g_sp - > sectnum < 0 | | g_sp - > sectnum > = MAXSECTORS )
{
// if(badguy(g_sp))
// ps[g_p].actors_killed++;
deletesprite ( g_i ) ;
return ;
}
do
done = parse ( ) ;
while ( done = = 0 ) ;
if ( killit_flag = = 1 )
{
// if player was set to squish, first stop that...
if ( g_p > = 0 )
{
if ( ps [ g_p ] . actorsqu = = g_i )
ps [ g_p ] . actorsqu = - 1 ;
}
deletesprite ( g_i ) ;
}
}
void execute ( short sActor , short sPlayer , long lDist )
{
char done ;
g_i = sActor ; // Sprite ID
g_p = sPlayer ; // Player ID
g_x = lDist ; // ??
g_sp = & sprite [ g_i ] ; // Pointer to sprite structure
g_t = & hittype [ g_i ] . temp_data [ 0 ] ; // Sprite's 'extra' data
if ( actorscrptr [ g_sp - > picnum ] = = 0 ) return ;
insptr = 4 + ( actorscrptr [ g_sp - > picnum ] ) ;
killit_flag = 0 ;
if ( g_sp - > sectnum < 0 | | g_sp - > sectnum > = MAXSECTORS )
{
if ( badguy ( g_sp ) )
ps [ g_p ] . actors_killed + + ;
deletesprite ( g_i ) ;
return ;
}
if ( g_t [ 4 ] )
{
g_sp - > lotag + = TICSPERFRAME ;
if ( g_sp - > lotag > * ( long * ) ( g_t [ 4 ] + 16 ) )
{
g_t [ 2 ] + + ;
g_sp - > lotag = 0 ;
g_t [ 3 ] + = * ( long * ) ( g_t [ 4 ] + 12 ) ;
}
if ( klabs ( g_t [ 3 ] ) > = klabs ( * ( long * ) ( g_t [ 4 ] + 4 ) * * ( long * ) ( g_t [ 4 ] + 12 ) ) )
g_t [ 3 ] = 0 ;
}
do
done = parse ( ) ;
while ( done = = 0 ) ;
if ( killit_flag = = 1 )
{
// if player was set to squish, first stop that...
if ( ps [ g_p ] . actorsqu = = g_i )
ps [ g_p ] . actorsqu = - 1 ;
deletesprite ( g_i ) ;
}
else
{
move ( ) ;
if ( g_sp - > statnum = = 1 )
{
if ( badguy ( g_sp ) )
{
if ( g_sp - > xrepeat > 60 ) return ;
if ( ud . respawn_monsters = = 1 & & g_sp - > extra < = 0 ) return ;
}
else if ( ud . respawn_items = = 1 & & ( g_sp - > cstat & 32768 ) ) return ;
if ( hittype [ g_i ] . timetosleep > 1 )
hittype [ g_i ] . timetosleep - - ;
else if ( hittype [ g_i ] . timetosleep = = 1 )
changespritestat ( g_i , 2 ) ;
}
else if ( g_sp - > statnum = = 6 )
switch ( dynamictostatic [ g_sp - > 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 ( hittype [ g_i ] . timetosleep > 1 )
hittype [ g_i ] . timetosleep - - ;
else if ( hittype [ g_i ] . timetosleep = = 1 )
changespritestat ( g_i , 2 ) ;
break ;
}
}
}