mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 15:21:48 +00:00
715bc289e8
git-svn-id: https://svn.eduke32.com/eduke32@352 1a8010ca-5511-0410-912e-c29ae57300e0
7042 lines
185 KiB
C
7042 lines
185 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2005 - EDuke32 team
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This file is part of EDuke32
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#include <time.h>
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#include "duke3d.h"
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#include "gamedef.h"
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#include "scriplib.h"
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#include "osd.h"
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static short g_i,g_p;
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static long g_x,*g_t;
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static spritetype *g_sp;
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extern int32 scripthandle;
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void DoUserDef(char bSet, long lLabelID, long lVar2, short sActor, short sPlayer)
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{
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long lValue;
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lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
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if (sPlayer != myconnectindex) return;
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switch (lLabelID)
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{
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case USERDEFS_GOD:
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if (bSet)
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ud.god = lValue;
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else
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SetGameVarID((int)lVar2, ud.god, sActor, sPlayer);
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break;
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case USERDEFS_WARP_ON:
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if (bSet)
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ud.warp_on = lValue;
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else
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SetGameVarID((int)lVar2, ud.warp_on, sActor, sPlayer);
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break;
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case USERDEFS_CASHMAN:
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if (bSet)
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ud.cashman = lValue;
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else
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SetGameVarID((int)lVar2, ud.cashman, sActor, sPlayer);
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break;
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case USERDEFS_EOG:
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if (bSet)
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ud.eog = lValue;
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else
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SetGameVarID((int)lVar2, ud.eog, sActor, sPlayer);
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break;
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case USERDEFS_SHOWALLMAP:
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if (bSet)
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ud.showallmap = lValue;
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else
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SetGameVarID((int)lVar2, ud.showallmap, sActor, sPlayer);
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break;
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case USERDEFS_SHOW_HELP:
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if (bSet)
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ud.show_help = lValue;
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else
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SetGameVarID((int)lVar2, ud.show_help, sActor, sPlayer);
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break;
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case USERDEFS_SCROLLMODE:
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if (bSet)
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ud.scrollmode = lValue;
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else
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SetGameVarID((int)lVar2, ud.scrollmode, sActor, sPlayer);
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break;
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case USERDEFS_CLIPPING:
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if (bSet)
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ud.clipping = lValue;
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else
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SetGameVarID((int)lVar2, ud.clipping, sActor, sPlayer);
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break;
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// case USERDEFS_USER_NAME:
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// if(bSet)
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// {
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// ud.user_name[MAXPLAYERS][32] = lValue;
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// }
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// else
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// {
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// SetGameVarID((int)lVar2, ud.user_name[MAXPLAYERS][32], sActor, sPlayer);
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// }
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// break;
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// case USERDEFS_RIDECULE:
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// if(bSet)
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// {
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// ud.ridecule = lValue;
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// }
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// else
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// {
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// SetGameVarID((int)lVar2, ud.ridecule, sActor, sPlayer);
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// }
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// break;
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// case USERDEFS_SAVEGAME:
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// if(bSet)
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// {
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// ud.savegame = lValue;
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// }
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// else
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// {
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// SetGameVarID((int)lVar2, ud.savegame, sActor, sPlayer);
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// }
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// break;
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// case USERDEFS_PWLOCKOUT:
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// if(bSet)
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// {
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// ud.pwlockout = lValue;
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// }
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// else
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// {
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// SetGameVarID((int)lVar2, ud.pwlockout, sActor, sPlayer);
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// }
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// break;
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// case USERDEFS_RTSNAME:
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// if(bSet)
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// {
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// ud.rtsname = lValue;
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// }
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// else
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// {
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// SetGameVarID((int)lVar2, ud.rtsname, sActor, sPlayer);
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// }
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// break;
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case USERDEFS_OVERHEAD_ON:
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if (bSet)
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ud.overhead_on = lValue;
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else
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SetGameVarID((int)lVar2, ud.overhead_on, sActor, sPlayer);
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break;
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case USERDEFS_LAST_OVERHEAD:
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if (bSet)
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ud.last_overhead = lValue;
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else
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SetGameVarID((int)lVar2, ud.last_overhead, sActor, sPlayer);
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break;
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case USERDEFS_SHOWWEAPONS:
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if (bSet)
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ud.showweapons = lValue;
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else
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SetGameVarID((int)lVar2, ud.showweapons, sActor, sPlayer);
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break;
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case USERDEFS_PAUSE_ON:
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if (bSet)
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ud.pause_on = lValue;
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else
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SetGameVarID((int)lVar2, ud.pause_on, sActor, sPlayer);
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break;
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case USERDEFS_FROM_BONUS:
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if (bSet)
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ud.from_bonus = lValue;
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else
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SetGameVarID((int)lVar2, ud.from_bonus, sActor, sPlayer);
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break;
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case USERDEFS_CAMERASPRITE:
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if (bSet)
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ud.camerasprite = lValue;
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else
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SetGameVarID((int)lVar2, ud.camerasprite, sActor, sPlayer);
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break;
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case USERDEFS_LAST_CAMSPRITE:
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if (bSet)
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ud.last_camsprite = lValue;
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else
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SetGameVarID((int)lVar2, ud.last_camsprite, sActor, sPlayer);
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break;
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case USERDEFS_LAST_LEVEL:
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if (bSet)
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ud.last_level = lValue;
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else
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SetGameVarID((int)lVar2, ud.last_level, sActor, sPlayer);
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break;
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case USERDEFS_SECRETLEVEL:
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if (bSet)
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ud.secretlevel = lValue;
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else
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SetGameVarID((int)lVar2, ud.secretlevel, sActor, sPlayer);
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break;
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case USERDEFS_CONST_VISIBILITY:
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if (bSet)
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ud.const_visibility = lValue;
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else
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SetGameVarID((int)lVar2, ud.const_visibility, sActor, sPlayer);
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break;
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case USERDEFS_UW_FRAMERATE:
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if (bSet)
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ud.uw_framerate = lValue;
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else
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SetGameVarID((int)lVar2, ud.uw_framerate, sActor, sPlayer);
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break;
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case USERDEFS_CAMERA_TIME:
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if (bSet)
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ud.camera_time = lValue;
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else
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SetGameVarID((int)lVar2, ud.camera_time, sActor, sPlayer);
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break;
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case USERDEFS_FOLFVEL:
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if (bSet)
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ud.folfvel = lValue;
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else
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SetGameVarID((int)lVar2, ud.folfvel, sActor, sPlayer);
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break;
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case USERDEFS_FOLAVEL:
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if (bSet)
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ud.folavel = lValue;
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else
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SetGameVarID((int)lVar2, ud.folavel, sActor, sPlayer);
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break;
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case USERDEFS_FOLX:
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if (bSet)
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ud.folx = lValue;
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else
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SetGameVarID((int)lVar2, ud.folx, sActor, sPlayer);
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break;
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case USERDEFS_FOLY:
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if (bSet)
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ud.foly = lValue;
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else
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SetGameVarID((int)lVar2, ud.foly, sActor, sPlayer);
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break;
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case USERDEFS_FOLA:
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if (bSet)
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ud.fola = lValue;
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else
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SetGameVarID((int)lVar2, ud.fola, sActor, sPlayer);
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break;
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case USERDEFS_RECCNT:
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if (bSet)
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ud.reccnt = lValue;
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else
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SetGameVarID((int)lVar2, ud.reccnt, sActor, sPlayer);
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break;
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case USERDEFS_ENTERED_NAME:
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if (bSet)
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ud.entered_name = lValue;
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else
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SetGameVarID((int)lVar2, ud.entered_name, sActor, sPlayer);
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break;
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case USERDEFS_SCREEN_TILTING:
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if (bSet)
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ud.screen_tilting = lValue;
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else
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SetGameVarID((int)lVar2, ud.screen_tilting, sActor, sPlayer);
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break;
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case USERDEFS_SHADOWS:
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if (bSet)
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ud.shadows = lValue;
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else
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SetGameVarID((int)lVar2, ud.shadows, sActor, sPlayer);
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break;
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case USERDEFS_FTA_ON:
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if (bSet)
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ud.fta_on = lValue;
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else
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SetGameVarID((int)lVar2, ud.fta_on, sActor, sPlayer);
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break;
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case USERDEFS_EXECUTIONS:
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if (bSet)
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ud.executions = lValue;
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else
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SetGameVarID((int)lVar2, ud.executions, sActor, sPlayer);
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break;
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case USERDEFS_AUTO_RUN:
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if (bSet)
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ud.auto_run = lValue;
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else
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SetGameVarID((int)lVar2, ud.auto_run, sActor, sPlayer);
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break;
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case USERDEFS_COORDS:
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if (bSet)
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ud.coords = lValue;
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else
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SetGameVarID((int)lVar2, ud.coords, sActor, sPlayer);
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break;
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case USERDEFS_TICKRATE:
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if (bSet)
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ud.tickrate = lValue;
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else
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SetGameVarID((int)lVar2, ud.tickrate, sActor, sPlayer);
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break;
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case USERDEFS_M_COOP:
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if (bSet)
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ud.m_coop = lValue;
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else
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SetGameVarID((int)lVar2, ud.m_coop, sActor, sPlayer);
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break;
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case USERDEFS_COOP:
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if (bSet)
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ud.coop = lValue;
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else
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SetGameVarID((int)lVar2, ud.coop, sActor, sPlayer);
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break;
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case USERDEFS_SCREEN_SIZE:
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if (bSet)
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ud.screen_size = lValue;
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else
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SetGameVarID((int)lVar2, ud.screen_size, sActor, sPlayer);
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break;
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case USERDEFS_LOCKOUT:
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if (bSet)
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ud.lockout = lValue;
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else
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SetGameVarID((int)lVar2, ud.lockout, sActor, sPlayer);
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break;
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case USERDEFS_CROSSHAIR:
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if (bSet)
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ud.crosshair = lValue;
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else
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SetGameVarID((int)lVar2, ud.crosshair, sActor, sPlayer);
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break;
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// case USERDEFS_WCHOICE:
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// if(bSet)
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// {
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// ud.wchoice = lValue;
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// }
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// else
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// {
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// SetGameVarID((int)lVar2, ud.wchoice, sActor, sPlayer);
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// }
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// break;
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case USERDEFS_PLAYERAI:
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if (bSet)
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ud.playerai = lValue;
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else
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SetGameVarID((int)lVar2, ud.playerai, sActor, sPlayer);
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break;
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case USERDEFS_RESPAWN_MONSTERS:
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if (bSet)
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ud.respawn_monsters = lValue;
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else
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SetGameVarID((int)lVar2, ud.respawn_monsters, sActor, sPlayer);
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break;
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case USERDEFS_RESPAWN_ITEMS:
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if (bSet)
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ud.respawn_items = lValue;
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else
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SetGameVarID((int)lVar2, ud.respawn_items, sActor, sPlayer);
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break;
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case USERDEFS_RESPAWN_INVENTORY:
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if (bSet)
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ud.respawn_inventory = lValue;
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else
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SetGameVarID((int)lVar2, ud.respawn_inventory, sActor, sPlayer);
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break;
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case USERDEFS_RECSTAT:
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if (bSet)
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ud.recstat = lValue;
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else
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SetGameVarID((int)lVar2, ud.recstat, sActor, sPlayer);
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break;
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case USERDEFS_MONSTERS_OFF:
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if (bSet)
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ud.monsters_off = lValue;
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else
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SetGameVarID((int)lVar2, ud.monsters_off, sActor, sPlayer);
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break;
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case USERDEFS_BRIGHTNESS:
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if (bSet)
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ud.brightness = lValue;
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else
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SetGameVarID((int)lVar2, ud.brightness, sActor, sPlayer);
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break;
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case USERDEFS_M_RESPAWN_ITEMS:
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if (bSet)
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ud.m_respawn_items = lValue;
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else
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SetGameVarID((int)lVar2, ud.m_respawn_items, sActor, sPlayer);
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break;
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case USERDEFS_M_RESPAWN_MONSTERS:
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if (bSet)
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ud.m_respawn_monsters = lValue;
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else
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SetGameVarID((int)lVar2, ud.m_respawn_monsters, sActor, sPlayer);
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break;
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case USERDEFS_M_RESPAWN_INVENTORY:
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if (bSet)
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ud.m_respawn_inventory = lValue;
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else
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SetGameVarID((int)lVar2, ud.m_respawn_inventory, sActor, sPlayer);
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break;
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case USERDEFS_M_RECSTAT:
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if (bSet)
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ud.m_recstat = lValue;
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else
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SetGameVarID((int)lVar2, ud.m_recstat, sActor, sPlayer);
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break;
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case USERDEFS_M_MONSTERS_OFF:
|
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if (bSet)
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ud.m_monsters_off = lValue;
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else
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SetGameVarID((int)lVar2, ud.m_monsters_off, sActor, sPlayer);
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break;
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|
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|
case USERDEFS_DETAIL:
|
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if (bSet)
|
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ud.detail = lValue;
|
|
else
|
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SetGameVarID((int)lVar2, ud.detail, sActor, sPlayer);
|
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break;
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|
|
|
case USERDEFS_M_FFIRE:
|
|
if (bSet)
|
|
ud.m_ffire = lValue;
|
|
else
|
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SetGameVarID((int)lVar2, ud.m_ffire, sActor, sPlayer);
|
|
break;
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|
|
|
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
|
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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;
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|
|
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;
|
|
|
|
case USERDEFS_DEMOCAMS:
|
|
if (bSet)
|
|
ud.democams = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.democams, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_COLOR:
|
|
if (bSet)
|
|
ud.color = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.color, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MSGDISPTIME:
|
|
if (bSet)
|
|
ud.msgdisptime = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.msgdisptime, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_STATUSBARMODE:
|
|
if (bSet)
|
|
ud.statusbarmode = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.statusbarmode, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_M_NOEXITS:
|
|
if (bSet)
|
|
ud.m_noexits = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.m_noexits, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_NOEXITS:
|
|
if (bSet)
|
|
ud.noexits = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.noexits, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_AUTOVOTE:
|
|
if (bSet)
|
|
ud.autovote = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.autovote, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_AUTOMSG:
|
|
if (bSet)
|
|
ud.automsg = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.automsg, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_IDPLAYERS:
|
|
if (bSet)
|
|
ud.idplayers = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.idplayers, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_TEAM:
|
|
if (bSet)
|
|
ud.team = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ud.team, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYX:
|
|
if (bSet)
|
|
myx = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myx, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_OMYX:
|
|
if (bSet)
|
|
omyx = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, omyx, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYXVEL:
|
|
if (bSet)
|
|
myxvel = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myxvel, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYY:
|
|
if (bSet)
|
|
myy = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myy, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_OMYY:
|
|
if (bSet)
|
|
omyy = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, omyy, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYYVEL:
|
|
if (bSet)
|
|
myyvel = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myyvel, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYZ:
|
|
if (bSet)
|
|
myx = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myx, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_OMYZ:
|
|
if (bSet)
|
|
omyz = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, omyz, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYZVEL:
|
|
if (bSet)
|
|
myzvel = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myzvel, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYHORIZ:
|
|
if (bSet)
|
|
myhoriz = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myhoriz, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_OMYHORIZ:
|
|
if (bSet)
|
|
omyhoriz = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, omyhoriz, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYHORIZOFF:
|
|
if (bSet)
|
|
myhorizoff = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myhorizoff, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_OMYHORIZOFF:
|
|
if (bSet)
|
|
omyhorizoff = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, omyhorizoff, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYANG:
|
|
if (bSet)
|
|
myang = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myang, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_OMYANG:
|
|
if (bSet)
|
|
omyang = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, omyang, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYCURSECTNUM:
|
|
if (bSet)
|
|
mycursectnum = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, mycursectnum, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYJUMPINGCOUNTER:
|
|
if (bSet)
|
|
myjumpingcounter = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myjumpingcounter, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYJUMPINGTOGGLE:
|
|
if (bSet)
|
|
myjumpingtoggle = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myjumpingtoggle, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYONGROUND:
|
|
if (bSet)
|
|
myonground = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myonground, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYHARDLANDING:
|
|
if (bSet)
|
|
myhardlanding = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myhardlanding, sActor, sPlayer);
|
|
break;
|
|
|
|
case USERDEFS_MYRETURNTOCENTER:
|
|
if (bSet)
|
|
myreturntocenter = lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, myreturntocenter, sActor, sPlayer);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
void DoThisProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer)
|
|
{
|
|
long lValue,proj;
|
|
|
|
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);
|
|
|
|
if (proj < 0 || proj >= MAXSPRITES)
|
|
return;
|
|
|
|
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;
|
|
|
|
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:
|
|
if (bSet)
|
|
ps[iPlayer].movement_lock=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ps[iPlayer].movement_lock, 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;
|
|
|
|
case PLAYER_TEAM:
|
|
if (bSet)
|
|
ps[iPlayer].team=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, ps[iPlayer].team, sActor, sPlayer);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
void DoInput(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer)
|
|
{
|
|
int iPlayer;
|
|
long lValue;
|
|
|
|
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 INPUT_AVEL:
|
|
if (bSet)
|
|
sync[iPlayer].avel=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sync[iPlayer].avel, sActor, sPlayer);
|
|
break;
|
|
|
|
case INPUT_HORZ:
|
|
if (bSet)
|
|
sync[iPlayer].horz=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sync[iPlayer].horz, sActor, sPlayer);
|
|
break;
|
|
|
|
case INPUT_FVEL:
|
|
if (bSet)
|
|
sync[iPlayer].fvel=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sync[iPlayer].fvel, sActor, sPlayer);
|
|
break;
|
|
|
|
case INPUT_SVEL:
|
|
if (bSet)
|
|
sync[iPlayer].svel=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sync[iPlayer].svel, sActor, sPlayer);
|
|
break;
|
|
|
|
case INPUT_BITS:
|
|
if (bSet)
|
|
sync[iPlayer].bits=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sync[iPlayer].bits, sActor, sPlayer);
|
|
break;
|
|
|
|
case INPUT_EXTBITS:
|
|
if (bSet)
|
|
sync[iPlayer].extbits=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sync[iPlayer].extbits, sActor, sPlayer);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
void DoWall(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, short sPlayer)
|
|
{
|
|
int iWall;
|
|
long lValue;
|
|
|
|
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;
|
|
|
|
case WALL_Y:
|
|
if (bSet)
|
|
wall[iWall].y=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].y, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_POINT2:
|
|
if (bSet)
|
|
wall[iWall].point2=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].point2, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_NEXTWALL:
|
|
if (bSet)
|
|
wall[iWall].nextwall=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].nextwall, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_NEXTSECTOR:
|
|
if (bSet)
|
|
wall[iWall].nextsector=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].nextsector, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_CSTAT:
|
|
if (bSet)
|
|
wall[iWall].cstat=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].cstat, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_PICNUM:
|
|
if (bSet)
|
|
wall[iWall].picnum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].picnum, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_OVERPICNUM:
|
|
if (bSet)
|
|
wall[iWall].overpicnum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].overpicnum, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_SHADE:
|
|
if (bSet)
|
|
wall[iWall].shade=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].shade, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_PAL:
|
|
if (bSet)
|
|
wall[iWall].pal=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].pal, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_XREPEAT:
|
|
if (bSet)
|
|
wall[iWall].xrepeat=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].xrepeat, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_YREPEAT:
|
|
if (bSet)
|
|
wall[iWall].yrepeat=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].yrepeat, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_XPANNING:
|
|
if (bSet)
|
|
wall[iWall].xpanning=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].xpanning, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_YPANNING:
|
|
if (bSet)
|
|
wall[iWall].ypanning=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].ypanning, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_LOTAG:
|
|
if (bSet)
|
|
wall[iWall].lotag=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].lotag, sActor, sPlayer);
|
|
break;
|
|
|
|
case WALL_HITAG:
|
|
if (bSet)
|
|
wall[iWall].hitag=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, wall[iWall].hitag, sActor, sPlayer);
|
|
break;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
case SECTOR_WALLNUM:
|
|
if (bSet)
|
|
sector[iSector].wallnum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].wallnum,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_CEILINGZ:
|
|
if (bSet)
|
|
sector[iSector].ceilingz=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].ceilingz,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_FLOORZ:
|
|
if (bSet)
|
|
sector[iSector].floorz=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].floorz,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_CEILINGSTAT:
|
|
if (bSet)
|
|
sector[iSector].ceilingstat=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].ceilingstat,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_FLOORSTAT:
|
|
if (bSet)
|
|
sector[iSector].floorstat=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].floorstat,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_CEILINGPICNUM:
|
|
if (bSet)
|
|
sector[iSector].ceilingpicnum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].ceilingpicnum,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_CEILINGSLOPE:
|
|
if (bSet)
|
|
sector[iSector].ceilingheinum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].ceilingheinum,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_CEILINGSHADE:
|
|
if (bSet)
|
|
sector[iSector].ceilingshade=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].ceilingshade,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_CEILINGPAL:
|
|
if (bSet)
|
|
sector[iSector].ceilingpal=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].ceilingpal,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_CEILINGXPANNING:
|
|
if (bSet)
|
|
sector[iSector].ceilingxpanning=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].ceilingypanning,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_FLOORPICNUM:
|
|
if (bSet)
|
|
sector[iSector].floorpicnum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].floorpicnum,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_FLOORSLOPE:
|
|
if (bSet)
|
|
sector[iSector].floorheinum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].floorheinum,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_FLOORSHADE:
|
|
if (bSet)
|
|
sector[iSector].floorshade=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].floorshade,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_FLOORPAL:
|
|
if (bSet)
|
|
sector[iSector].floorpal=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].floorpal,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_FLOORXPANNING:
|
|
if (bSet)
|
|
sector[iSector].floorxpanning=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].floorxpanning,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_FLOORYPANNING:
|
|
if (bSet)
|
|
sector[iSector].floorypanning=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].floorypanning,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_VISIBILITY:
|
|
if (bSet)
|
|
sector[iSector].visibility=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].visibility,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_ALIGNTO:
|
|
if (bSet)
|
|
sector[iSector].filler=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].filler,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_LOTAG:
|
|
if (bSet)
|
|
sector[iSector].lotag=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].lotag,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_HITAG:
|
|
if (bSet)
|
|
sector[iSector].hitag=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].hitag,sActor,sPlayer);
|
|
break;
|
|
|
|
case SECTOR_EXTRA:
|
|
if (bSet)
|
|
sector[iSector].extra=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sector[iSector].extra,sActor,sPlayer);
|
|
break;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
case ACTOR_Y:
|
|
if (bSet)
|
|
sprite[iActor].y=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].y,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_Z:
|
|
if (bSet)
|
|
sprite[iActor].z=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].z,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_CSTAT:
|
|
if (bSet)
|
|
sprite[iActor].cstat=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].cstat,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_PICNUM:
|
|
if (bSet)
|
|
sprite[iActor].picnum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].picnum,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_SHADE:
|
|
if (bSet)
|
|
sprite[iActor].shade=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].shade,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_PAL:
|
|
if (bSet)
|
|
sprite[iActor].pal=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].pal,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_CLIPDIST:
|
|
if (bSet)
|
|
sprite[iActor].clipdist=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].clipdist,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_DETAIL:
|
|
if (bSet)
|
|
sprite[iActor].filler=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].filler,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_XREPEAT:
|
|
if (bSet)
|
|
sprite[iActor].xrepeat=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].xrepeat,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_YREPEAT:
|
|
if (bSet)
|
|
sprite[iActor].yrepeat=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].yrepeat,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_XOFFSET:
|
|
if (bSet)
|
|
sprite[iActor].xoffset=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].xoffset,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_YOFFSET:
|
|
if (bSet)
|
|
sprite[iActor].yoffset=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].yoffset,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_SECTNUM:
|
|
if (bSet)
|
|
changespritesect(iActor,lValue);
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].sectnum,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_STATNUM:
|
|
if (bSet)
|
|
changespritestat(iActor,lValue);
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].statnum,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_ANG:
|
|
if (bSet)
|
|
sprite[iActor].ang=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].ang,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_OWNER:
|
|
if (bSet)
|
|
sprite[iActor].owner=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].owner,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_XVEL:
|
|
if (bSet)
|
|
sprite[iActor].xvel=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].xvel,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_YVEL:
|
|
if (bSet)
|
|
sprite[iActor].yvel=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].yvel,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_ZVEL:
|
|
if (bSet)
|
|
sprite[iActor].zvel=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].zvel,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_LOTAG:
|
|
if (bSet)
|
|
sprite[iActor].lotag=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].lotag,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HITAG:
|
|
if (bSet)
|
|
sprite[iActor].hitag=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].hitag,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_EXTRA:
|
|
if (bSet)
|
|
sprite[iActor].extra=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, sprite[iActor].extra,sActor,sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTCGG:
|
|
if (bSet)
|
|
hittype[iActor].cgg=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, hittype[iActor].cgg, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTPICNUM :
|
|
if (bSet)
|
|
hittype[iActor].picnum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, hittype[iActor].picnum, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTANG:
|
|
if (bSet)
|
|
hittype[iActor].ang=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2, hittype[iActor].ang, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTEXTRA:
|
|
if (bSet)
|
|
hittype[iActor].extra=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].extra, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTOWNER:
|
|
if (bSet)
|
|
hittype[iActor].owner=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].owner, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTMOVFLAG:
|
|
if (bSet)
|
|
hittype[iActor].movflag=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].movflag, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTTEMPANG:
|
|
if (bSet)
|
|
hittype[iActor].tempang=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].tempang, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTACTORSTAYPUT:
|
|
if (bSet)
|
|
hittype[iActor].actorstayput=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].actorstayput, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTDISPICNUM:
|
|
if (bSet)
|
|
hittype[iActor].dispicnum=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].dispicnum, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTTIMETOSLEEP:
|
|
if (bSet)
|
|
hittype[iActor].timetosleep=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].timetosleep, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTFLOORZ:
|
|
if (bSet)
|
|
hittype[iActor].floorz=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].floorz, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTCEILINGZ:
|
|
if (bSet)
|
|
hittype[iActor].ceilingz=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].ceilingz, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTLASTVX:
|
|
if (bSet)
|
|
hittype[iActor].lastvx=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].lastvx, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTLASTVY:
|
|
if (bSet)
|
|
hittype[iActor].lastvy=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].lastvy, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTBPOSX:
|
|
if (bSet)
|
|
hittype[iActor].bposx=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].bposx, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTBPOSY:
|
|
if (bSet)
|
|
hittype[iActor].bposy=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].bposy, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_HTBPOSZ:
|
|
if (bSet)
|
|
hittype[iActor].bposz=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,hittype[iActor].bposz, sActor, sPlayer);
|
|
break;
|
|
|
|
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;
|
|
|
|
case ACTOR_ANGOFF:
|
|
if (bSet)
|
|
spriteext[iActor].angoff=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,spriteext[iActor].angoff, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_PITCH:
|
|
if (bSet)
|
|
spriteext[iActor].pitch=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,spriteext[iActor].pitch, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_ROLL:
|
|
if (bSet)
|
|
spriteext[iActor].roll=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,spriteext[iActor].roll, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_MDXOFF:
|
|
if (bSet)
|
|
spriteext[iActor].xoff=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,spriteext[iActor].xoff, sActor, sPlayer);
|
|
break;
|
|
|
|
case ACTOR_MDYOFF:
|
|
if (bSet)
|
|
spriteext[iActor].yoff=lValue;
|
|
else
|
|
SetGameVarID((int)lVar2,spriteext[iActor].yoff, sActor, sPlayer);
|
|
break;
|
|
|
|
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;
|
|
|
|
if (proj < 0 || proj >= MAXTILES)
|
|
return;
|
|
|
|
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);
|
|
|
|
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);
|
|
}
|
|
|
|
// 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;
|
|
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 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++;
|
|
if (fta_quotes[q] == NULL || redefined_quotes[i] == NULL)
|
|
OSD_Printf("%s %d null quote %d %d\n",__FILE__,__LINE__,q,i);
|
|
else Bstrcpy(fta_quotes[q],redefined_quotes[i]);
|
|
break;
|
|
}
|
|
|
|
case CON_GETTHISPROJECTILE:
|
|
case CON_SETTHISPROJECTILE:
|
|
{
|
|
// syntax [gs]etplayer[<var>].x <VAR>
|
|
// <varid> <xxxid> <varid>
|
|
long lLabelID;
|
|
long lVar1, lVar2;
|
|
|
|
insptr++;
|
|
lVar1=*insptr++;
|
|
lLabelID=*insptr++;
|
|
lVar2=*insptr++;
|
|
DoThisProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2,g_i,g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_IFRND:
|
|
insptr++;
|
|
parseifelse(rnd(*insptr));
|
|
break;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
case CON_IFCANSEE:
|
|
{
|
|
spritetype *s;
|
|
|
|
// 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;
|
|
|
|
case CON_IFSQUISHED:
|
|
parseifelse(ifsquished(g_i, g_p) == 1);
|
|
break;
|
|
|
|
case CON_IFDEAD:
|
|
{
|
|
j = g_sp->extra;
|
|
if (g_sp->picnum == APLAYER)
|
|
j--;
|
|
parseifelse(j < 0);
|
|
}
|
|
break;
|
|
|
|
case CON_AI:
|
|
insptr++;
|
|
g_t[5] = *insptr++; // Ai
|
|
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); // move flags
|
|
g_t[0] = g_t[2] = g_t[3] = 0; // count, actioncount... g_t[3] = ???
|
|
if (g_sp->hitag&random_angle)
|
|
g_sp->ang = TRAND&2047;
|
|
break;
|
|
|
|
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;
|
|
|
|
case CON_IFPDISTG:
|
|
insptr++;
|
|
parseifelse(g_x > *insptr);
|
|
if (g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0)
|
|
hittype[g_i].timetosleep = SLEEPTIME;
|
|
break;
|
|
|
|
case CON_ELSE:
|
|
insptr = (long *) *(insptr+1);
|
|
break;
|
|
|
|
case CON_ADDSTRENGTH:
|
|
insptr++;
|
|
g_sp->extra += *insptr++;
|
|
break;
|
|
|
|
case CON_STRENGTH:
|
|
insptr++;
|
|
g_sp->extra = *insptr++;
|
|
break;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
case CON_TOSSWEAPON:
|
|
insptr++;
|
|
checkweapons(&ps[g_sp->yvel]);
|
|
break;
|
|
|
|
case CON_NULLOP:
|
|
insptr++;
|
|
break;
|
|
|
|
case CON_MIKESND:
|
|
insptr++;
|
|
if (!isspritemakingsound(g_i,g_sp->yvel))
|
|
spritesound(g_sp->yvel,g_i);
|
|
break;
|
|
|
|
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;
|
|
|
|
case CON_SIZETO:
|
|
insptr++;
|
|
|
|
j = (*insptr++-g_sp->xrepeat)<<1;
|
|
g_sp->xrepeat += ksgn(j);
|
|
|
|
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))
|
|
{
|
|
j = ((*insptr)-g_sp->yrepeat)<<1;
|
|
if (klabs(j)) g_sp->yrepeat += ksgn(j);
|
|
}
|
|
insptr++;
|
|
|
|
break;
|
|
|
|
case CON_SIZEAT:
|
|
insptr++;
|
|
g_sp->xrepeat = (char) *insptr++;
|
|
g_sp->yrepeat = (char) *insptr++;
|
|
break;
|
|
|
|
case CON_SHOOT:
|
|
insptr++;
|
|
shoot(g_i,(short)*insptr++);
|
|
break;
|
|
|
|
case CON_SOUNDONCE:
|
|
insptr++;
|
|
if (!isspritemakingsound(g_i,*insptr))
|
|
spritesound((short) *insptr,g_i);
|
|
insptr++;
|
|
break;
|
|
|
|
case CON_IFSOUND:
|
|
insptr++;
|
|
parseifelse(isspritemakingsound(g_i,*insptr));
|
|
// parseifelse(SoundOwner[*insptr][0].i == g_i);
|
|
break;
|
|
|
|
case CON_STOPSOUND:
|
|
insptr++;
|
|
if (isspritemakingsound(g_i,*insptr))
|
|
stopspritesound((short)*insptr,g_i);
|
|
insptr++;
|
|
break;
|
|
|
|
case CON_GLOBALSOUND:
|
|
insptr++;
|
|
if (g_p == screenpeek || (gametype_flags[ud.coop]&GAMETYPE_FLAG_COOPSOUND))
|
|
spritesound((short) *insptr,ps[screenpeek].i);
|
|
insptr++;
|
|
break;
|
|
|
|
case CON_SOUND:
|
|
insptr++;
|
|
spritesound((short) *insptr++,g_i);
|
|
break;
|
|
|
|
case CON_TIP:
|
|
insptr++;
|
|
ps[g_p].tipincs = 26;
|
|
break;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
case CON_MONEY:
|
|
insptr++;
|
|
lotsofmoney(g_sp,*insptr++);
|
|
break;
|
|
|
|
case CON_MAIL:
|
|
insptr++;
|
|
lotsofmail(g_sp,*insptr++);
|
|
break;
|
|
|
|
case CON_SLEEPTIME:
|
|
insptr++;
|
|
hittype[g_i].timetosleep = (short)*insptr++;
|
|
break;
|
|
|
|
case CON_PAPER:
|
|
insptr++;
|
|
lotsofpaper(g_sp,*insptr++);
|
|
break;
|
|
|
|
case CON_ADDKILLS:
|
|
insptr++;
|
|
ps[g_p].actors_killed += *insptr++;
|
|
hittype[g_i].actorstayput = -1;
|
|
break;
|
|
|
|
case CON_LOTSOFGLASS:
|
|
insptr++;
|
|
spriteglass(g_i,*insptr++);
|
|
break;
|
|
|
|
case CON_KILLIT:
|
|
insptr++;
|
|
killit_flag = 1;
|
|
break;
|
|
|
|
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;
|
|
|
|
case CON_DEBUG:
|
|
insptr++;
|
|
initprintf("%ld\n",*insptr++);
|
|
break;
|
|
|
|
case CON_ENDOFGAME:
|
|
insptr++;
|
|
ps[g_p].timebeforeexit = *insptr++;
|
|
ps[g_p].customexitsound = -1;
|
|
ud.eog = 1;
|
|
break;
|
|
|
|
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;
|
|
|
|
case CON_STATE:
|
|
{
|
|
long *tempscrptr;
|
|
|
|
tempscrptr = insptr+2;
|
|
|
|
insptr = (long *) *(insptr+1);
|
|
while (1) if (parse()) break;
|
|
insptr = tempscrptr;
|
|
}
|
|
break;
|
|
|
|
case CON_LEFTBRACE:
|
|
insptr++;
|
|
while (1) if (parse()) break;
|
|
break;
|
|
|
|
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);
|
|
if (tw == CON_OPERATEACTIVATORS && *insptr == g_iThisActorID)
|
|
{
|
|
var2 = g_p;
|
|
insptr++;
|
|
}
|
|
else 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_CANSEESPR:
|
|
{
|
|
long lVar1, lVar2, lVar3;
|
|
|
|
insptr++;
|
|
|
|
lVar1 = GetGameVarID(*insptr++,g_i,g_p);
|
|
lVar2 = GetGameVarID(*insptr++,g_i,g_p);
|
|
lVar3 = *insptr++;
|
|
|
|
SetGameVarID(lVar3, cansee(sprite[lVar1].x,sprite[lVar1].y,sprite[lVar1].z,sprite[lVar1].sectnum,
|
|
sprite[lVar2].x,sprite[lVar2].y,sprite[lVar2].z,sprite[lVar2].sectnum), g_i, g_p);
|
|
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_QSTRLEN:
|
|
{
|
|
int i,j;
|
|
insptr++;
|
|
i=*insptr++;
|
|
j=GetGameVarID(*insptr++, g_i, g_p);
|
|
if (fta_quotes[j] != NULL)
|
|
SetGameVarID(i,Bstrlen(fta_quotes[j]),g_i,g_p);
|
|
else SetGameVarID(i,-1,g_i,g_p);
|
|
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);
|
|
if (tw == CON_GETPNAME && *insptr == g_iThisActorID)
|
|
{
|
|
j = g_p;
|
|
insptr++;
|
|
}
|
|
else j = GetGameVarID(*insptr++, g_i, g_p);
|
|
|
|
switch (tw)
|
|
{
|
|
case CON_GETPNAME:
|
|
if (fta_quotes[i] != NULL)
|
|
{
|
|
if (ud.user_name[j][0])
|
|
Bstrcpy(fta_quotes[i],ud.user_name[j]);
|
|
else Bsprintf(fta_quotes[i],"%d",j);
|
|
}
|
|
else OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,i);
|
|
break;
|
|
case CON_QSTRCAT:
|
|
if (fta_quotes[i] != NULL && fta_quotes[j] != NULL)
|
|
Bstrncat(fta_quotes[i],fta_quotes[j],(MAXQUOTELEN-1)-Bstrlen(fta_quotes[i]));
|
|
else OSD_Printf("%s %d null quote %d %d\n",__FILE__,__LINE__,i,j);
|
|
break;
|
|
case CON_QSTRCPY:
|
|
if (fta_quotes[i] != NULL && fta_quotes[j] != NULL)
|
|
Bstrcpy(fta_quotes[i],fta_quotes[j]);
|
|
else OSD_Printf("%s %d null quote %d %d\n",__FILE__,__LINE__,i,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;
|
|
tempbuf[11] = ud.m_noexits;
|
|
|
|
for (i=connecthead;i>=0;i=connectpoint2[i])
|
|
{
|
|
if (i != myconnectindex) sendpacket(i,tempbuf,12);
|
|
if ((!networkmode) && (myconnectindex != connecthead)) break; //slaves in M/S mode only send to master
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
|
|
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:
|
|
{
|
|
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;
|
|
}
|
|
|
|
SetGameVarID(distvar, distx, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_GETINCANGLE:
|
|
case CON_GETANGLE:
|
|
{
|
|
long angvar, xvar, yvar;
|
|
short ang;
|
|
|
|
insptr++;
|
|
angvar = *insptr++;
|
|
xvar = *insptr++;
|
|
yvar = *insptr++;
|
|
if (tw==CON_GETANGLE)
|
|
ang = getangle(GetGameVarID(xvar, g_i, g_p),GetGameVarID(yvar, g_i, g_p));
|
|
else ang = getincangle(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:
|
|
case CON_EQSPAWNVAR:
|
|
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);
|
|
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;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CON_ESPAWN:
|
|
case CON_EQSPAWN:
|
|
case CON_QSPAWN:
|
|
{
|
|
long lReturn=-1;
|
|
|
|
insptr++;
|
|
if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
|
|
lReturn = spawn(g_i,*insptr++);
|
|
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;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CON_ESHOOT:
|
|
case CON_EZSHOOT:
|
|
case CON_ZSHOOT:
|
|
{
|
|
long lReturn=-1;
|
|
|
|
insptr++;
|
|
if (tw == CON_ZSHOOT || tw == CON_EZSHOOT)
|
|
{
|
|
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;
|
|
}
|
|
if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
|
|
{
|
|
lReturn = shoot(g_i,*insptr++);
|
|
if (tw == CON_EZSHOOT || tw == CON_ESHOOT)
|
|
SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p);
|
|
}
|
|
hittype[g_i].temp_data[9]=0;
|
|
break;
|
|
}
|
|
|
|
case CON_SHOOTVAR:
|
|
case CON_ESHOOTVAR:
|
|
case CON_EZSHOOTVAR:
|
|
case CON_ZSHOOTVAR:
|
|
{
|
|
long lIn, lReturn=-1;
|
|
|
|
insptr++;
|
|
|
|
if (tw == CON_ZSHOOTVAR || tw == CON_EZSHOOTVAR)
|
|
{
|
|
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;
|
|
}
|
|
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 || tw == CON_EZSHOOTVAR)
|
|
SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p);
|
|
}
|
|
hittype[g_i].temp_data[9]=0;
|
|
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:
|
|
if (!isspritemakingsound(g_i,sound))
|
|
spritesound((short)sound,g_i);
|
|
break;
|
|
case CON_GLOBALSOUNDVAR:
|
|
spritesound((short)sound,ps[screenpeek].i);
|
|
break;
|
|
case CON_STOPSOUNDVAR:
|
|
if (isspritemakingsound(g_i,sound))
|
|
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;
|
|
short tilenum=0;
|
|
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 && fta_quotes[q] != NULL) minitextshade(x,y,fta_quotes[q],shade,pal,26);
|
|
else if (tw == CON_GAMETEXT && fta_quotes[q] != NULL) gametext_(0,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);
|
|
if ((tw == CON_MINITEXT || tw == CON_GAMETEXT) && fta_quotes[q] == NULL)
|
|
OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,q);
|
|
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_CANSEE:
|
|
{
|
|
long x1, y1, z1, sect1, x2, y2, z2, sect2, r, rvar;
|
|
|
|
insptr++;
|
|
x1=GetGameVarID(*insptr++,g_i,g_p);
|
|
y1=GetGameVarID(*insptr++,g_i,g_p);
|
|
z1=GetGameVarID(*insptr++,g_i,g_p);
|
|
sect1=GetGameVarID(*insptr++,g_i,g_p);
|
|
x2=GetGameVarID(*insptr++,g_i,g_p);
|
|
y2=GetGameVarID(*insptr++,g_i,g_p);
|
|
z2=GetGameVarID(*insptr++,g_i,g_p);
|
|
sect2=GetGameVarID(*insptr++,g_i,g_p);
|
|
rvar=*insptr++;
|
|
r = cansee(x1,y1,z1,sect1,x2,y2,z2,sect2);
|
|
SetGameVarID(rvar, r, 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;
|
|
|
|
case CON_IFWASWEAPON:
|
|
insptr++;
|
|
parseifelse(hittype[g_i].picnum == *insptr);
|
|
break;
|
|
|
|
case CON_IFAI:
|
|
insptr++;
|
|
parseifelse(g_t[5] == *insptr);
|
|
break;
|
|
|
|
case CON_IFACTION:
|
|
insptr++;
|
|
parseifelse(g_t[4] == *insptr);
|
|
break;
|
|
|
|
case CON_IFACTIONCOUNT:
|
|
insptr++;
|
|
parseifelse(g_t[2] >= *insptr);
|
|
break;
|
|
|
|
case CON_RESETACTIONCOUNT:
|
|
insptr++;
|
|
g_t[2] = 0;
|
|
break;
|
|
|
|
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;
|
|
|
|
case CON_CSTATOR:
|
|
insptr++;
|
|
g_sp->cstat |= (short) *insptr++;
|
|
break;
|
|
|
|
case CON_CLIPDIST:
|
|
insptr++;
|
|
g_sp->clipdist = (short) *insptr++;
|
|
break;
|
|
|
|
case CON_CSTAT:
|
|
insptr++;
|
|
g_sp->cstat = (short) *insptr++;
|
|
break;
|
|
|
|
case CON_SAVE:
|
|
{
|
|
int i;
|
|
time_t curtime;
|
|
|
|
insptr++;
|
|
i = *insptr++;
|
|
if (movesperpacket == 4 && connecthead != myconnectindex)
|
|
break;
|
|
|
|
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);
|
|
screencapt = 0;
|
|
if (ud.multimode > 1)
|
|
saveplayer(-1-(lastsavedpos));
|
|
else saveplayer(lastsavedpos);
|
|
|
|
break;
|
|
}
|
|
|
|
case CON_IFMOVE:
|
|
insptr++;
|
|
parseifelse(g_t[1] == *insptr);
|
|
break;
|
|
|
|
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 = 0;
|
|
|
|
OnEvent(EVENT_RESETPLAYER, ps[g_p].i, g_p, -1);
|
|
cameradist = 0;
|
|
cameraclock = totalclock;
|
|
}
|
|
setpal(&ps[g_p]);
|
|
//AddLog("EOF: resetplayer");
|
|
}
|
|
break;
|
|
|
|
case CON_IFONWATER:
|
|
parseifelse(klabs(g_sp->z-sector[g_sp->sectnum].floorz) < (32<<8) && sector[g_sp->sectnum].lotag == 1);
|
|
break;
|
|
|
|
case CON_IFINWATER:
|
|
parseifelse(sector[g_sp->sectnum].lotag == 2);
|
|
break;
|
|
|
|
case CON_IFCOUNT:
|
|
insptr++;
|
|
parseifelse(g_t[0] >= *insptr);
|
|
break;
|
|
|
|
case CON_IFACTOR:
|
|
insptr++;
|
|
parseifelse(g_sp->picnum == *insptr);
|
|
break;
|
|
|
|
case CON_RESETCOUNT:
|
|
insptr++;
|
|
g_t[0] = 0;
|
|
break;
|
|
|
|
case CON_ADDINVENTORY:
|
|
insptr+=2;
|
|
switch (*(insptr-1))
|
|
{
|
|
case GET_STEROIDS:
|
|
ps[g_p].steroids_amount = *insptr;
|
|
ps[g_p].inven_icon = 2;
|
|
break;
|
|
|
|
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;
|
|
|
|
case GET_SCUBA:
|
|
ps[g_p].scuba_amount = *insptr;// 1600;
|
|
ps[g_p].inven_icon = 6;
|
|
break;
|
|
|
|
case GET_HOLODUKE:
|
|
ps[g_p].holoduke_amount = *insptr;// 1600;
|
|
ps[g_p].inven_icon = 3;
|
|
break;
|
|
|
|
case GET_JETPACK:
|
|
ps[g_p].jetpack_amount = *insptr;// 1600;
|
|
ps[g_p].inven_icon = 4;
|
|
break;
|
|
|
|
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;
|
|
|
|
case GET_HEATS:
|
|
ps[g_p].heat_amount = *insptr;
|
|
ps[g_p].inven_icon = 5;
|
|
break;
|
|
|
|
case GET_FIRSTAID:
|
|
ps[g_p].inven_icon = 1;
|
|
ps[g_p].firstaid_amount = *insptr;
|
|
break;
|
|
|
|
case GET_BOOTS:
|
|
ps[g_p].inven_icon = 7;
|
|
ps[g_p].boot_amount = *insptr;
|
|
break;
|
|
}
|
|
insptr++;
|
|
break;
|
|
|
|
case CON_HITRADIUS:
|
|
hitradius(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5));
|
|
insptr+=6;
|
|
break;
|
|
|
|
case CON_IFP:
|
|
{
|
|
insptr++;
|
|
|
|
l = *insptr;
|
|
j = 0;
|
|
|
|
s = sprite[ps[g_p].i].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;
|
|
|
|
case CON_IFSTRENGTH:
|
|
insptr++;
|
|
parseifelse(g_sp->extra <= *insptr);
|
|
break;
|
|
|
|
case CON_GUTS:
|
|
insptr += 2;
|
|
guts(g_sp,*(insptr-1),*insptr,g_p);
|
|
insptr++;
|
|
break;
|
|
|
|
case CON_IFSPAWNEDBY:
|
|
insptr++;
|
|
parseifelse(hittype[g_i].picnum == *insptr);
|
|
break;
|
|
|
|
case CON_WACKPLAYER:
|
|
insptr++;
|
|
forceplayerangle(&ps[g_p]);
|
|
return 0;
|
|
|
|
case CON_FLASH:
|
|
insptr++;
|
|
sprite[g_i].shade = -127;
|
|
ps[g_p].visibility = -127;
|
|
lastvisinc = totalclock+32;
|
|
return 0;
|
|
|
|
case CON_STOPALLSOUNDS:
|
|
insptr++;
|
|
if (screenpeek == g_p)
|
|
FX_StopAllSounds();
|
|
return 0;
|
|
|
|
case CON_IFGAPZL:
|
|
insptr++;
|
|
parseifelse(((hittype[g_i].floorz - hittype[g_i].ceilingz) >> 8) < *insptr);
|
|
break;
|
|
|
|
case CON_IFHITSPACE:
|
|
parseifelse(sync[g_p].bits&(1<<29));
|
|
break;
|
|
|
|
case CON_IFOUTSIDE:
|
|
parseifelse(sector[g_sp->sectnum].ceilingstat&1);
|
|
break;
|
|
|
|
case CON_IFMULTIPLAYER:
|
|
parseifelse(ud.multimode > 1);
|
|
break;
|
|
|
|
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;
|
|
|
|
case CON_IFINSPACE:
|
|
parseifelse(ceilingspace(g_sp->sectnum));
|
|
break;
|
|
|
|
case CON_SPRITEPAL:
|
|
insptr++;
|
|
if (g_sp->picnum != APLAYER)
|
|
hittype[g_i].tempang = g_sp->pal;
|
|
g_sp->pal = *insptr++;
|
|
break;
|
|
|
|
case CON_CACTOR:
|
|
insptr++;
|
|
g_sp->picnum = *insptr++;
|
|
break;
|
|
|
|
case CON_IFBULLETNEAR:
|
|
parseifelse(dodge(g_sp) == 1);
|
|
break;
|
|
|
|
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;
|
|
|
|
case CON_IFFLOORDISTL:
|
|
insptr++;
|
|
parseifelse((hittype[g_i].floorz - g_sp->z) <= ((*insptr)<<8));
|
|
break;
|
|
|
|
case CON_IFCEILINGDISTL:
|
|
insptr++;
|
|
parseifelse((g_sp->z - hittype[g_i].ceilingz) <= ((*insptr)<<8));
|
|
break;
|
|
|
|
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_QSPRINTF:
|
|
{
|
|
long var1, var2, var3, var4, sq, dq;
|
|
insptr++;
|
|
dq = *insptr++;
|
|
sq = *insptr++;
|
|
if (fta_quotes[sq] != NULL && fta_quotes[dq] != NULL)
|
|
{
|
|
Bstrcpy(tempbuf,fta_quotes[sq]);
|
|
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[dq],tempbuf,var1,var2,var3,var4);
|
|
}
|
|
else
|
|
{
|
|
if (fta_quotes[sq] == NULL) OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,sq);
|
|
if (fta_quotes[dq] == NULL) OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,dq);
|
|
insptr += 5;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CON_ADDLOG:
|
|
{
|
|
long l;
|
|
insptr++;
|
|
l=*insptr++; // var
|
|
Bsprintf(g_szBuf,"CONLOG: L=%ld",l);
|
|
AddLog(g_szBuf);
|
|
break;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
case CON_FINDNEARACTOR:
|
|
case CON_FINDNEARSPRITE:
|
|
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>
|
|
long lType, lMaxDist, lVarID, lTemp, lFound;
|
|
short j, k;
|
|
|
|
insptr++;
|
|
|
|
lType=*insptr++;
|
|
lMaxDist=*insptr++;
|
|
lVarID=*insptr++;
|
|
|
|
lFound=-1;
|
|
|
|
for (k=0;k<MAXSTATUS;k++)
|
|
{
|
|
j=headspritestat[(tw==CON_FINDNEARACTOR||tw==CON_FINDNEARACTOR3D)?1:k]; // all sprites
|
|
while (j>=0)
|
|
{
|
|
if (sprite[j].picnum == lType && j != g_i)
|
|
{
|
|
if (tw==CON_FINDNEARACTOR3D || tw==CON_FINDNEARSPRITE3D)
|
|
lTemp=dist(&sprite[g_i], &sprite[j]);
|
|
else lTemp=ldist(&sprite[g_i], &sprite[j]);
|
|
if (lTemp < lMaxDist)
|
|
{
|
|
lFound=j;
|
|
j = MAXSPRITES;
|
|
break;
|
|
}
|
|
}
|
|
j = nextspritestat[j];
|
|
}
|
|
if ((tw==CON_FINDNEARACTOR||tw==CON_FINDNEARACTOR3D) || j == MAXSPRITES)
|
|
break;
|
|
}
|
|
SetGameVarID(lVarID, lFound, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_FINDNEARACTORVAR:
|
|
case CON_FINDNEARSPRITEVAR:
|
|
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>
|
|
long lType, lMaxDist;
|
|
long lVarID, lTemp, lFound;
|
|
short j, k;
|
|
|
|
insptr++;
|
|
|
|
lType=*insptr++;
|
|
lMaxDist=GetGameVarID(*insptr++, g_i, g_p);
|
|
lVarID=*insptr++;
|
|
lFound=-1;
|
|
|
|
for (k=0;k<MAXSTATUS;k++)
|
|
{
|
|
j=headspritestat[(tw==CON_FINDNEARACTORVAR||tw==CON_FINDNEARACTOR3DVAR)?1:k]; // all sprites
|
|
while (j>=0)
|
|
{
|
|
if (sprite[j].picnum == lType && j != g_i)
|
|
{
|
|
if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR)
|
|
lTemp=dist(&sprite[g_i], &sprite[j]);
|
|
else lTemp=ldist(&sprite[g_i], &sprite[j]);
|
|
if (lTemp < lMaxDist)
|
|
{
|
|
lFound=j;
|
|
j = MAXSPRITES;
|
|
break;
|
|
}
|
|
}
|
|
j = nextspritestat[j];
|
|
}
|
|
if ((tw==CON_FINDNEARACTORVAR||tw==CON_FINDNEARACTOR3DVAR) || j == MAXSPRITES)
|
|
break;
|
|
}
|
|
SetGameVarID(lVarID, lFound, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_FINDNEARACTORZVAR:
|
|
case CON_FINDNEARSPRITEZVAR:
|
|
{
|
|
// 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>
|
|
long lType, lMaxDist, lMaxZDist;
|
|
long lVarID, lTemp, lTemp2, lFound;
|
|
short j, k;
|
|
|
|
insptr++;
|
|
|
|
lType=*insptr++;
|
|
lMaxDist=GetGameVarID(*insptr++, g_i, g_p);
|
|
lMaxZDist=GetGameVarID(*insptr++, g_i, g_p);
|
|
lVarID=*insptr++;
|
|
lFound=-1;
|
|
|
|
for (k=0;k<MAXSTATUS;k++)
|
|
{
|
|
j=headspritestat[tw==CON_FINDNEARACTORZVAR?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)
|
|
{
|
|
lTemp2=klabs(sprite[g_i].z-sprite[j].z);
|
|
if (lTemp2 < lMaxZDist)
|
|
{
|
|
lFound=j;
|
|
j = MAXSPRITES;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
j = nextspritestat[j];
|
|
}
|
|
if (tw==CON_FINDNEARACTORZVAR || j == MAXSPRITES)
|
|
break;
|
|
}
|
|
SetGameVarID(lVarID, lFound, g_i, g_p);
|
|
|
|
break;
|
|
}
|
|
|
|
case CON_FINDNEARACTORZ:
|
|
case CON_FINDNEARSPRITEZ:
|
|
{
|
|
// 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, lMaxDist, lMaxZDist, lVarID;
|
|
long lTemp, lTemp2, lFound;
|
|
short j, k;
|
|
|
|
insptr++;
|
|
|
|
lType=*insptr++;
|
|
lMaxDist=*insptr++;
|
|
lMaxZDist=*insptr++;
|
|
lVarID=*insptr++;
|
|
|
|
lFound=-1;
|
|
|
|
for (k=0;k<MAXSTATUS;k++)
|
|
{
|
|
j=headspritestat[tw==CON_FINDNEARACTORZ?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)
|
|
{
|
|
lTemp2=klabs(sprite[g_i].z-sprite[j].z);
|
|
if (lTemp2 < lMaxZDist)
|
|
{
|
|
lFound=j;
|
|
j = MAXSPRITES;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
j = nextspritestat[j];
|
|
}
|
|
if (tw==CON_FINDNEARACTORZ || 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_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_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;
|
|
}
|
|
|
|
case CON_SETINPUT:
|
|
case CON_GETINPUT:
|
|
{
|
|
// 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 lVar2;
|
|
|
|
insptr++;
|
|
lLabelID=*insptr++;
|
|
lVar2=*insptr++;
|
|
|
|
DoUserDef(tw==CON_SETUSERDEF, lLabelID, lVar2, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_GETPROJECTILE:
|
|
case CON_SETPROJECTILE:
|
|
{
|
|
// syntax [gs]etplayer[<var>].x <VAR>
|
|
// <varid> <xxxid> <varid>
|
|
long lLabelID;
|
|
long lVar1, lVar2;
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
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);
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
case CON_ANGOFFVAR:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
spriteext[g_i].angoff=GetGameVarID(i, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_LOCKPLAYER:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
ps[g_p].transporter_hold=GetGameVarID(i, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
case CON_GETPLAYERANGLE:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, ps[g_p].ang, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
case CON_GETACTORANGLE:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, g_sp->ang, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
case CON_SETVAR:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, *insptr++, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
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++)+1, 16), g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_DISPLAYRANDVAR:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, mulscale(rand(), *(insptr++)+1, 15), g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
case CON_MODVAR:
|
|
{
|
|
int i;
|
|
long l;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
l=*insptr++;
|
|
if (l == 0)
|
|
gameexit("CON_MODVAR: Mod by zero.");
|
|
SetGameVarID(i,GetGameVarID(i, g_i, g_p)%l, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_ANDVAR:
|
|
{
|
|
int i;
|
|
long l;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
l=*insptr++;
|
|
SetGameVarID(i,GetGameVarID(i, g_i, g_p) & l, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_ORVAR:
|
|
{
|
|
int i;
|
|
long l;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
l=*insptr++;
|
|
SetGameVarID(i,GetGameVarID(i, g_i, g_p) | l, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_XORVAR:
|
|
{
|
|
int i;
|
|
long l;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
l=*insptr++;
|
|
SetGameVarID(i,GetGameVarID(i, g_i, g_p) ^ l, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_RANDVARVAR:
|
|
{
|
|
int i;
|
|
long l1;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
l1=GetGameVarID(*insptr++, g_i, g_p);
|
|
SetGameVarID(i,mulscale(krand(), l1+1, 16), g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_DISPLAYRANDVARVAR:
|
|
{
|
|
int i;
|
|
long l1;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
l1=GetGameVarID(*insptr++, g_i, g_p);
|
|
|
|
SetGameVarID(i,mulscale(rand(), l1+1, 15), g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_GMAXAMMO:
|
|
{
|
|
int i;
|
|
long l1; // l2;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
l1=GetGameVarID(i, g_i, g_p);
|
|
SetGameVarID(*insptr++, max_ammo_amount[l1], g_i, g_p);
|
|
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);
|
|
SetGameVarID(i, l1*l2, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
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.");
|
|
}
|
|
SetGameVarID(i, l1/l2 , g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_MODVARVAR:
|
|
{
|
|
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_MODVARVAR: Mod by zero.");
|
|
SetGameVarID(i, l1 % l2, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_ANDVARVAR:
|
|
{
|
|
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);
|
|
SetGameVarID(i, l1 & l2 , g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_XORVARVAR:
|
|
{
|
|
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);
|
|
SetGameVarID(i, l1 ^ l2 , g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_ORVARVAR:
|
|
{
|
|
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);
|
|
SetGameVarID(i, l1 | l2 , g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SUBVAR:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, GetGameVarID(i, g_i, g_p) - *insptr++, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SUBVARVAR:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, GetGameVarID(i, g_i, g_p) - GetGameVarID(*insptr++, g_i, g_p), g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_ADDVAR:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, GetGameVarID(i, g_i, g_p) + *insptr++, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SHIFTVARL:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, GetGameVarID(i, g_i, g_p) << *insptr++, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SHIFTVARR:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, GetGameVarID(i, g_i, g_p) >> *insptr++, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SIN:
|
|
{
|
|
int i;
|
|
long lValue;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
lValue=GetGameVarID(*insptr++, g_i, g_p);
|
|
lValue=sintable[lValue&2047];
|
|
SetGameVarID(i, lValue , g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_COS:
|
|
{
|
|
int i;
|
|
long lValue;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
lValue=GetGameVarID(*insptr++, g_i, g_p);
|
|
lValue=sintable[(lValue+512)&2047];
|
|
SetGameVarID(i, lValue , g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_ADDVARVAR:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
i=*insptr++; // ID of def
|
|
SetGameVarID(i, GetGameVarID(i, g_i, g_p) + GetGameVarID(*insptr++, g_i, g_p), g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SPGETLOTAG:
|
|
{
|
|
insptr++;
|
|
SetGameVarID(g_iLoTagID, g_sp->lotag, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SPGETHITAG:
|
|
{
|
|
insptr++;
|
|
SetGameVarID(g_iHiTagID, g_sp->hitag, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SECTGETLOTAG:
|
|
{
|
|
insptr++;
|
|
SetGameVarID(g_iLoTagID, sector[g_sp->sectnum].lotag, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_SECTGETHITAG:
|
|
{
|
|
insptr++;
|
|
SetGameVarID(g_iHiTagID, sector[g_sp->sectnum].hitag, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_GETTEXTUREFLOOR:
|
|
{
|
|
insptr++;
|
|
SetGameVarID(g_iTextureID, sector[g_sp->sectnum].floorpicnum, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_STARTTRACK:
|
|
{
|
|
insptr++;
|
|
music_select=*insptr++;
|
|
playmusic(&music_fn[ud.volume_number][(unsigned char)music_select][0]);
|
|
break;
|
|
}
|
|
|
|
case CON_GETTEXTURECEILING:
|
|
{
|
|
insptr++;
|
|
SetGameVarID(g_iTextureID, sector[g_sp->sectnum].ceilingpicnum, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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))
|
|
{
|
|
int i;
|
|
for (i=0;i<MAXPLAYERS;i++)
|
|
{
|
|
if (ps[i].actorsqu == g_i)
|
|
break;
|
|
}
|
|
if (i == MAXPLAYERS)
|
|
{
|
|
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;
|
|
|
|
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;
|
|
|
|
case CON_QUOTE:
|
|
insptr++;
|
|
if (fta_quotes[*insptr] != NULL)
|
|
FTA(*insptr++,&ps[g_p]);
|
|
else
|
|
{
|
|
OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,*insptr);
|
|
insptr++;
|
|
}
|
|
break;
|
|
|
|
case CON_USERQUOTE:
|
|
insptr++;
|
|
if (fta_quotes[*insptr] != NULL)
|
|
adduserquote(fta_quotes[*insptr++]);
|
|
else
|
|
{
|
|
OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,*insptr);
|
|
insptr++;
|
|
}
|
|
break;
|
|
|
|
case CON_IFINOUTERSPACE:
|
|
parseifelse(floorspace(g_sp->sectnum));
|
|
break;
|
|
|
|
case CON_IFNOTMOVING:
|
|
parseifelse((hittype[g_i].movflag&49152) > 16384);
|
|
break;
|
|
|
|
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;
|
|
|
|
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;
|
|
}
|
|
|
|
case CON_GETCURRADDRESS:
|
|
{
|
|
int i;
|
|
insptr++;
|
|
|
|
i=*insptr++;
|
|
SetGameVarID(i, (long)insptr, g_i, g_p);
|
|
break;
|
|
}
|
|
|
|
case CON_JUMP:
|
|
{
|
|
int ptr;
|
|
|
|
insptr++;
|
|
ptr = GetGameVarID(*insptr++, g_i, g_p);
|
|
insptr = (long *)ptr;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
OSD_Printf("fatal error: default processing: %ld, %ld\ncurrent actor: %d (%d)\n",*insptr,*(insptr-1),g_i,g_sp->picnum);
|
|
gameexit("An error has occurred in the EDuke32 CON executor.\n\nPlease mail all of your CON files along with the file eduke32.log\nto terminx@gmail.com.\n\nThank 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;
|
|
}
|
|
}
|
|
}
|