raze-gles/polymer/eduke32/source/gameexec.c
terminx 2fa3153a84 Better keybinding... still needs some work but seems to be functional
Example:

bind w repeat gamefunc_move_forward
bind s repeat gamefunc_move_backward
bind a repeat gamefunc_strafe_left
bind d repeat gamefunc_strafe_right
bind space gamefunc_jump
bind leftcontrol repeat gamefunc_crouch
bind f12 quit



git-svn-id: https://svn.eduke32.com/eduke32@808 1a8010ca-5511-0410-912e-c29ae57300e0
2008-06-29 10:40:37 +00:00

7532 lines
202 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2004, 2007 - EDuke32 developers
This file is part of EDuke32
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include <time.h>
#include "duke3d.h"
#include "gamedef.h"
#include "scriplib.h"
#include "osd.h"
int g_i,g_p;
static int g_x;
static intptr_t *g_t;
static spritetype *g_sp;
static int killit_flag;
static int parse(void);
static void DoUserDef(int iSet, int lLabelID, int lVar2)
{
int lValue;
if (g_p != myconnectindex)
{
// if (lVar2 == MAXGAMEVARS)
// insptr++;
insptr += (lVar2 == MAXGAMEVARS);
return;
}
lValue=GetGameVarID(lVar2, g_i, g_p);
switch (lLabelID)
{
case USERDEFS_GOD:
if (iSet)
{
ud.god = lValue;
return;
}
SetGameVarID(lVar2, ud.god, g_i, g_p);
return;
case USERDEFS_WARP_ON:
if (iSet)
{
ud.warp_on = lValue;
return;
}
SetGameVarID(lVar2, ud.warp_on, g_i, g_p);
return;
case USERDEFS_CASHMAN:
if (iSet)
{
ud.cashman = lValue;
return;
}
SetGameVarID(lVar2, ud.cashman, g_i, g_p);
return;
case USERDEFS_EOG:
if (iSet)
{
ud.eog = lValue;
return;
}
SetGameVarID(lVar2, ud.eog, g_i, g_p);
return;
case USERDEFS_SHOWALLMAP:
if (iSet)
{
ud.showallmap = lValue;
return;
}
SetGameVarID(lVar2, ud.showallmap, g_i, g_p);
return;
case USERDEFS_SHOW_HELP:
if (iSet)
{
ud.show_help = lValue;
return;
}
SetGameVarID(lVar2, ud.show_help, g_i, g_p);
return;
case USERDEFS_SCROLLMODE:
if (iSet)
{
ud.scrollmode = lValue;
return;
}
SetGameVarID(lVar2, ud.scrollmode, g_i, g_p);
return;
case USERDEFS_CLIPPING:
if (iSet)
{
ud.clipping = lValue;
return;
}
SetGameVarID(lVar2, ud.clipping, g_i, g_p);
return;
// case USERDEFS_USER_NAME:
// if(iSet)
// {
// ud.user_name[MAXPLAYERS][32] = lValue;
// return;
// }
// SetGameVarID(lVar2, ud.user_name[MAXPLAYERS][32], g_i, g_p);
// return;
// case USERDEFS_RIDECULE:
// if(iSet)
// {
// ud.ridecule = lValue;
// return;
// }
// SetGameVarID(lVar2, ud.ridecule, g_i, g_p);
// return;
// case USERDEFS_SAVEGAME:
// if(iSet)
// {
// ud.savegame = lValue;
// return;
// }
// SetGameVarID(lVar2, ud.savegame, g_i, g_p);
// return;
// case USERDEFS_PWLOCKOUT:
// if(iSet)
// {
// ud.pwlockout = lValue;
// return;
// }
// SetGameVarID(lVar2, ud.pwlockout, g_i, g_p);
// return;
// case USERDEFS_RTSNAME:
// if(iSet)
// {
// ud.rtsname = lValue;
// return;
// }
// SetGameVarID(lVar2, ud.rtsname, g_i, g_p);
// return;
case USERDEFS_OVERHEAD_ON:
if (iSet)
{
ud.overhead_on = lValue;
return;
}
SetGameVarID(lVar2, ud.overhead_on, g_i, g_p);
return;
case USERDEFS_LAST_OVERHEAD:
if (iSet)
{
ud.last_overhead = lValue;
return;
}
SetGameVarID(lVar2, ud.last_overhead, g_i, g_p);
return;
case USERDEFS_SHOWWEAPONS:
if (iSet)
{
ud.showweapons = lValue;
return;
}
SetGameVarID(lVar2, ud.showweapons, g_i, g_p);
return;
case USERDEFS_PAUSE_ON:
if (iSet)
{
ud.pause_on = lValue;
return;
}
SetGameVarID(lVar2, ud.pause_on, g_i, g_p);
return;
case USERDEFS_FROM_BONUS:
if (iSet)
{
ud.from_bonus = lValue;
return;
}
SetGameVarID(lVar2, ud.from_bonus, g_i, g_p);
return;
case USERDEFS_CAMERASPRITE:
if (iSet)
{
ud.camerasprite = lValue;
return;
}
SetGameVarID(lVar2, ud.camerasprite, g_i, g_p);
return;
case USERDEFS_LAST_CAMSPRITE:
if (iSet)
{
ud.last_camsprite = lValue;
return;
}
SetGameVarID(lVar2, ud.last_camsprite, g_i, g_p);
return;
case USERDEFS_LAST_LEVEL:
if (iSet)
{
ud.last_level = lValue;
return;
}
SetGameVarID(lVar2, ud.last_level, g_i, g_p);
return;
case USERDEFS_SECRETLEVEL:
if (iSet)
{
ud.secretlevel = lValue;
return;
}
SetGameVarID(lVar2, ud.secretlevel, g_i, g_p);
return;
case USERDEFS_CONST_VISIBILITY:
if (iSet)
{
ud.const_visibility = lValue;
return;
}
SetGameVarID(lVar2, ud.const_visibility, g_i, g_p);
return;
case USERDEFS_UW_FRAMERATE:
if (iSet)
{
ud.uw_framerate = lValue;
return;
}
SetGameVarID(lVar2, ud.uw_framerate, g_i, g_p);
return;
case USERDEFS_CAMERA_TIME:
if (iSet)
{
ud.camera_time = lValue;
return;
}
SetGameVarID(lVar2, ud.camera_time, g_i, g_p);
return;
case USERDEFS_FOLFVEL:
if (iSet)
{
ud.folfvel = lValue;
return;
}
SetGameVarID(lVar2, ud.folfvel, g_i, g_p);
return;
case USERDEFS_FOLAVEL:
if (iSet)
{
ud.folavel = lValue;
return;
}
SetGameVarID(lVar2, ud.folavel, g_i, g_p);
return;
case USERDEFS_FOLX:
if (iSet)
{
ud.folx = lValue;
return;
}
SetGameVarID(lVar2, ud.folx, g_i, g_p);
return;
case USERDEFS_FOLY:
if (iSet)
{
ud.foly = lValue;
return;
}
SetGameVarID(lVar2, ud.foly, g_i, g_p);
return;
case USERDEFS_FOLA:
if (iSet)
{
ud.fola = lValue;
return;
}
SetGameVarID(lVar2, ud.fola, g_i, g_p);
return;
case USERDEFS_RECCNT:
if (iSet)
{
ud.reccnt = lValue;
return;
}
SetGameVarID(lVar2, ud.reccnt, g_i, g_p);
return;
case USERDEFS_ENTERED_NAME:
if (iSet)
{
ud.entered_name = lValue;
return;
}
SetGameVarID(lVar2, ud.entered_name, g_i, g_p);
return;
case USERDEFS_SCREEN_TILTING:
if (iSet)
{
ud.screen_tilting = lValue;
return;
}
SetGameVarID(lVar2, ud.screen_tilting, g_i, g_p);
return;
case USERDEFS_SHADOWS:
if (iSet)
{
ud.shadows = lValue;
return;
}
SetGameVarID(lVar2, ud.shadows, g_i, g_p);
return;
case USERDEFS_FTA_ON:
if (iSet)
{
ud.fta_on = lValue;
return;
}
SetGameVarID(lVar2, ud.fta_on, g_i, g_p);
return;
case USERDEFS_EXECUTIONS:
if (iSet)
{
ud.executions = lValue;
return;
}
SetGameVarID(lVar2, ud.executions, g_i, g_p);
return;
case USERDEFS_AUTO_RUN:
if (iSet)
{
ud.auto_run = lValue;
return;
}
SetGameVarID(lVar2, ud.auto_run, g_i, g_p);
return;
case USERDEFS_COORDS:
if (iSet)
{
ud.coords = lValue;
return;
}
SetGameVarID(lVar2, ud.coords, g_i, g_p);
return;
case USERDEFS_TICKRATE:
if (iSet)
{
ud.tickrate = lValue;
return;
}
SetGameVarID(lVar2, ud.tickrate, g_i, g_p);
return;
case USERDEFS_M_COOP:
if (iSet)
{
ud.m_coop = lValue;
return;
}
SetGameVarID(lVar2, ud.m_coop, g_i, g_p);
return;
case USERDEFS_COOP:
if (iSet)
{
ud.coop = lValue;
return;
}
SetGameVarID(lVar2, ud.coop, g_i, g_p);
return;
case USERDEFS_SCREEN_SIZE:
if (iSet)
{
if (ud.screen_size != lValue)
{
ud.screen_size = lValue;
vscrn();
}
return;
}
SetGameVarID(lVar2, ud.screen_size, g_i, g_p);
return;
case USERDEFS_LOCKOUT:
if (iSet)
{
ud.lockout = lValue;
return;
}
SetGameVarID(lVar2, ud.lockout, g_i, g_p);
return;
case USERDEFS_CROSSHAIR:
if (iSet)
{
ud.crosshair = lValue;
return;
}
SetGameVarID(lVar2, ud.crosshair, g_i, g_p);
return;
// case USERDEFS_WCHOICE:
// if(iSet)
// {
// ud.wchoice = lValue;
// return;
// }
// SetGameVarID(lVar2, ud.wchoice, g_i, g_p);
// return;
case USERDEFS_PLAYERAI:
if (iSet)
{
ud.playerai = lValue;
return;
}
SetGameVarID(lVar2, ud.playerai, g_i, g_p);
return;
case USERDEFS_RESPAWN_MONSTERS:
if (iSet)
{
ud.respawn_monsters = lValue;
return;
}
SetGameVarID(lVar2, ud.respawn_monsters, g_i, g_p);
return;
case USERDEFS_RESPAWN_ITEMS:
if (iSet)
{
ud.respawn_items = lValue;
return;
}
SetGameVarID(lVar2, ud.respawn_items, g_i, g_p);
return;
case USERDEFS_RESPAWN_INVENTORY:
if (iSet)
{
ud.respawn_inventory = lValue;
return;
}
SetGameVarID(lVar2, ud.respawn_inventory, g_i, g_p);
return;
case USERDEFS_RECSTAT:
if (iSet)
{
ud.recstat = lValue;
return;
}
SetGameVarID(lVar2, ud.recstat, g_i, g_p);
return;
case USERDEFS_MONSTERS_OFF:
if (iSet)
{
ud.monsters_off = lValue;
return;
}
SetGameVarID(lVar2, ud.monsters_off, g_i, g_p);
return;
case USERDEFS_BRIGHTNESS:
if (iSet)
{
ud.brightness = lValue;
return;
}
SetGameVarID(lVar2, ud.brightness, g_i, g_p);
return;
case USERDEFS_M_RESPAWN_ITEMS:
if (iSet)
{
ud.m_respawn_items = lValue;
return;
}
SetGameVarID(lVar2, ud.m_respawn_items, g_i, g_p);
return;
case USERDEFS_M_RESPAWN_MONSTERS:
if (iSet)
{
ud.m_respawn_monsters = lValue;
return;
}
SetGameVarID(lVar2, ud.m_respawn_monsters, g_i, g_p);
return;
case USERDEFS_M_RESPAWN_INVENTORY:
if (iSet)
{
ud.m_respawn_inventory = lValue;
return;
}
SetGameVarID(lVar2, ud.m_respawn_inventory, g_i, g_p);
return;
case USERDEFS_M_RECSTAT:
if (iSet)
{
ud.m_recstat = lValue;
return;
}
SetGameVarID(lVar2, ud.m_recstat, g_i, g_p);
return;
case USERDEFS_M_MONSTERS_OFF:
if (iSet)
{
ud.m_monsters_off = lValue;
return;
}
SetGameVarID(lVar2, ud.m_monsters_off, g_i, g_p);
return;
case USERDEFS_DETAIL:
if (iSet)
{
ud.detail = lValue;
return;
}
SetGameVarID(lVar2, ud.detail, g_i, g_p);
return;
case USERDEFS_M_FFIRE:
if (iSet)
{
ud.m_ffire = lValue;
return;
}
SetGameVarID(lVar2, ud.m_ffire, g_i, g_p);
return;
case USERDEFS_FFIRE:
if (iSet)
{
ud.ffire = lValue;
return;
}
SetGameVarID(lVar2, ud.ffire, g_i, g_p);
return;
case USERDEFS_M_PLAYER_SKILL:
if (iSet)
{
ud.m_player_skill = lValue;
return;
}
SetGameVarID(lVar2, ud.m_player_skill, g_i, g_p);
return;
case USERDEFS_M_LEVEL_NUMBER:
if (iSet)
{
ud.m_level_number = lValue;
return;
}
SetGameVarID(lVar2, ud.m_level_number, g_i, g_p);
return;
case USERDEFS_M_VOLUME_NUMBER:
if (iSet)
{
ud.m_volume_number = lValue;
return;
}
SetGameVarID(lVar2, ud.m_volume_number, g_i, g_p);
return;
case USERDEFS_MULTIMODE:
if (iSet)
{
ud.multimode = lValue;
return;
}
SetGameVarID(lVar2, ud.multimode, g_i, g_p);
return;
case USERDEFS_PLAYER_SKILL:
if (iSet)
{
ud.player_skill = lValue;
return;
}
SetGameVarID(lVar2, ud.player_skill, g_i, g_p);
return;
case USERDEFS_LEVEL_NUMBER:
if (iSet)
{
ud.level_number = lValue;
return;
}
SetGameVarID(lVar2, ud.level_number, g_i, g_p);
return;
case USERDEFS_VOLUME_NUMBER:
if (iSet)
{
ud.volume_number = lValue;
return;
}
SetGameVarID(lVar2, ud.volume_number, g_i, g_p);
return;
case USERDEFS_M_MARKER:
if (iSet)
{
ud.m_marker = lValue;
return;
}
SetGameVarID(lVar2, ud.m_marker, g_i, g_p);
return;
case USERDEFS_MARKER:
if (iSet)
{
ud.marker = lValue;
return;
}
SetGameVarID(lVar2, ud.marker, g_i, g_p);
return;
case USERDEFS_MOUSEFLIP:
if (iSet)
{
ud.mouseflip = lValue;
return;
}
SetGameVarID(lVar2, ud.mouseflip, g_i, g_p);
return;
case USERDEFS_STATUSBARSCALE:
if (iSet)
{
ud.statusbarscale = lValue;
return;
}
SetGameVarID(lVar2, ud.statusbarscale, g_i, g_p);
return;
case USERDEFS_DRAWWEAPON:
if (iSet)
{
ud.drawweapon = lValue;
return;
}
SetGameVarID(lVar2, ud.drawweapon, g_i, g_p);
return;
case USERDEFS_MOUSEAIMING:
if (iSet)
{
ud.mouseaiming = lValue;
return;
}
SetGameVarID(lVar2, ud.mouseaiming, g_i, g_p);
return;
case USERDEFS_WEAPONSWITCH:
if (iSet)
{
ud.weaponswitch = lValue;
return;
}
SetGameVarID(lVar2, ud.weaponswitch, g_i, g_p);
return;
case USERDEFS_DEMOCAMS:
if (iSet)
{
ud.democams = lValue;
return;
}
SetGameVarID(lVar2, ud.democams, g_i, g_p);
return;
case USERDEFS_COLOR:
if (iSet)
{
ud.color = lValue;
return;
}
SetGameVarID(lVar2, ud.color, g_i, g_p);
return;
case USERDEFS_MSGDISPTIME:
if (iSet)
{
ud.msgdisptime = lValue;
return;
}
SetGameVarID(lVar2, ud.msgdisptime, g_i, g_p);
return;
case USERDEFS_STATUSBARMODE:
if (iSet)
{
ud.statusbarmode = lValue;
return;
}
SetGameVarID(lVar2, ud.statusbarmode, g_i, g_p);
return;
case USERDEFS_M_NOEXITS:
if (iSet)
{
ud.m_noexits = lValue;
return;
}
SetGameVarID(lVar2, ud.m_noexits, g_i, g_p);
return;
case USERDEFS_NOEXITS:
if (iSet)
{
ud.noexits = lValue;
return;
}
SetGameVarID(lVar2, ud.noexits, g_i, g_p);
return;
case USERDEFS_AUTOVOTE:
if (iSet)
{
ud.autovote = lValue;
return;
}
SetGameVarID(lVar2, ud.autovote, g_i, g_p);
return;
case USERDEFS_AUTOMSG:
if (iSet)
{
ud.automsg = lValue;
return;
}
SetGameVarID(lVar2, ud.automsg, g_i, g_p);
return;
case USERDEFS_IDPLAYERS:
if (iSet)
{
ud.idplayers = lValue;
return;
}
SetGameVarID(lVar2, ud.idplayers, g_i, g_p);
return;
case USERDEFS_TEAM:
if (iSet)
{
ud.team = lValue;
return;
}
SetGameVarID(lVar2, ud.team, g_i, g_p);
return;
case USERDEFS_VIEWBOB:
if (iSet)
{
ud.viewbob = lValue;
return;
}
SetGameVarID(lVar2, ud.viewbob, g_i, g_p);
return;
case USERDEFS_WEAPONSWAY:
if (iSet)
{
ud.weaponsway = lValue;
return;
}
SetGameVarID(lVar2, ud.weaponsway, g_i, g_p);
return;
case USERDEFS_ANGLEINTERPOLATION:
if (iSet)
{
ud.angleinterpolation = lValue;
return;
}
SetGameVarID(lVar2, ud.angleinterpolation, g_i, g_p);
return;
case USERDEFS_DEATHMSGS:
if (iSet)
{
ud.deathmsgs = lValue;
return;
}
SetGameVarID(lVar2, ud.deathmsgs, g_i, g_p);
return;
case USERDEFS_LEVELSTATS:
if (iSet)
{
ud.levelstats = lValue;
return;
}
SetGameVarID(lVar2, ud.levelstats, g_i, g_p);
return;
default:
return;
}
}
static void DoThisProjectile(int iSet, int lVar1, int lLabelID, int lVar2)
{
int lValue,proj=g_i;
if (lVar1 != g_iThisActorID)
proj=GetGameVarID(lVar1, g_i, g_p);
if (proj < 0 || proj >= MAXSPRITES)
{
OSD_Printf("DoThisProjectile(): invalid projectile (%d)\n",proj);
insptr += (lVar2 == MAXGAMEVARS);
return;
}
lValue=GetGameVarID(lVar2, g_i, g_p);
switch (lLabelID)
{
case PROJ_WORKSLIKE:
if (iSet)
{
hittype[proj].projectile.workslike=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.workslike, g_i, g_p);
return;
case PROJ_SPAWNS:
if (iSet)
{
hittype[proj].projectile.spawns=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.spawns, g_i, g_p);
return;
case PROJ_SXREPEAT:
if (iSet)
{
hittype[proj].projectile.sxrepeat=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.sxrepeat, g_i, g_p);
return;
case PROJ_SYREPEAT:
if (iSet)
{
hittype[proj].projectile.syrepeat=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.syrepeat, g_i, g_p);
return;
case PROJ_SOUND:
if (iSet)
{
hittype[proj].projectile.sound=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.sound, g_i, g_p);
return;
case PROJ_ISOUND:
if (iSet)
{
hittype[proj].projectile.isound=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.isound, g_i, g_p);
return;
case PROJ_VEL:
if (iSet)
{
hittype[proj].projectile.vel=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.vel, g_i, g_p);
return;
case PROJ_EXTRA:
if (iSet)
{
hittype[proj].projectile.extra=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.extra, g_i, g_p);
return;
case PROJ_DECAL:
if (iSet)
{
hittype[proj].projectile.decal=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.decal, g_i, g_p);
return;
case PROJ_TRAIL:
if (iSet)
{
hittype[proj].projectile.trail=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.trail, g_i, g_p);
return;
case PROJ_TXREPEAT:
if (iSet)
{
hittype[proj].projectile.txrepeat=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.txrepeat, g_i, g_p);
return;
case PROJ_TYREPEAT:
if (iSet)
{
hittype[proj].projectile.tyrepeat=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.tyrepeat, g_i, g_p);
return;
case PROJ_TOFFSET:
if (iSet)
{
hittype[proj].projectile.toffset=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.toffset, g_i, g_p);
return;
case PROJ_TNUM:
if (iSet)
{
hittype[proj].projectile.tnum=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.tnum, g_i, g_p);
return;
case PROJ_DROP:
if (iSet)
{
hittype[proj].projectile.drop=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.drop, g_i, g_p);
return;
case PROJ_CSTAT:
if (iSet)
{
hittype[proj].projectile.cstat=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.cstat, g_i, g_p);
return;
case PROJ_CLIPDIST:
if (iSet)
{
hittype[proj].projectile.clipdist=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.clipdist, g_i, g_p);
return;
case PROJ_SHADE:
if (iSet)
{
hittype[proj].projectile.shade=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.shade, g_i, g_p);
return;
case PROJ_XREPEAT:
if (iSet)
{
hittype[proj].projectile.xrepeat=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.xrepeat, g_i, g_p);
return;
case PROJ_YREPEAT:
if (iSet)
{
hittype[proj].projectile.yrepeat=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.yrepeat, g_i, g_p);
return;
case PROJ_PAL:
if (iSet)
{
hittype[proj].projectile.pal=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.pal, g_i, g_p);
return;
case PROJ_EXTRA_RAND:
if (iSet)
{
hittype[proj].projectile.extra_rand=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.extra_rand, g_i, g_p);
return;
case PROJ_HITRADIUS:
if (iSet)
{
hittype[proj].projectile.hitradius=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.hitradius, g_i, g_p);
return;
case PROJ_VEL_MULT:
if (iSet)
{
hittype[proj].projectile.velmult=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.velmult, g_i, g_p);
return;
case PROJ_OFFSET:
if (iSet)
{
hittype[proj].projectile.offset=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.offset, g_i, g_p);
return;
case PROJ_BOUNCES:
if (iSet)
{
hittype[proj].projectile.bounces=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.bounces, g_i, g_p);
return;
case PROJ_BSOUND:
if (iSet)
{
hittype[proj].projectile.bsound=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.bsound, g_i, g_p);
return;
case PROJ_RANGE:
if (iSet)
{
hittype[proj].projectile.range=lValue;
return;
}
SetGameVarID(lVar2, hittype[proj].projectile.range, g_i, g_p);
return;
default:
return;
}
}
static void DoPlayer(int iSet, int lVar1, int lLabelID, int lVar2, int lParm2)
{
int lValue;
int lTemp;
int iPlayer=g_p;
if (lVar1 != g_iThisActorID)
iPlayer=GetGameVarID(lVar1, g_i, g_p);
if (iPlayer<0 || iPlayer >= ud.multimode)
{
insptr += (lVar2 == MAXGAMEVARS);
OSD_Printf("DoPlayer(): invalid target player (%d) %d\n",iPlayer,g_i);
return;
}
lValue=GetGameVarID(lVar2, g_i, g_p);
switch (lLabelID)
{
case PLAYER_ZOOM:
if (iSet)
{
g_player[iPlayer].ps->zoom=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->zoom, g_i, g_p);
return;
case PLAYER_EXITX:
if (iSet)
{
g_player[iPlayer].ps->exitx=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->exitx, g_i, g_p);
return;
case PLAYER_EXITY:
if (iSet)
{
g_player[iPlayer].ps->exity=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->exity, g_i, g_p);
return;
case PLAYER_LOOGIEX:
lTemp=lParm2;
if (iSet)
{
g_player[iPlayer].ps->loogiex[lTemp]=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->loogiex[lTemp], g_i, g_p);
return;
case PLAYER_LOOGIEY:
lTemp=lParm2;
if (iSet)
{
g_player[iPlayer].ps->loogiey[lTemp]=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->loogiey[lTemp], g_i, g_p);
return;
case PLAYER_NUMLOOGS:
if (iSet)
{
g_player[iPlayer].ps->numloogs=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->numloogs, g_i, g_p);
return;
case PLAYER_LOOGCNT:
if (iSet)
{
g_player[iPlayer].ps->loogcnt=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->loogcnt, g_i, g_p);
return;
case PLAYER_POSX:
if (iSet)
{
g_player[iPlayer].ps->posx=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->posx, g_i, g_p);
return;
case PLAYER_POSY:
if (iSet)
{
g_player[iPlayer].ps->posy=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->posy, g_i, g_p);
return;
case PLAYER_POSZ:
if (iSet)
{
g_player[iPlayer].ps->posz=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->posz, g_i, g_p);
return;
case PLAYER_HORIZ:
if (iSet)
{
g_player[iPlayer].ps->horiz=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->horiz, g_i, g_p);
return;
case PLAYER_OHORIZ:
if (iSet)
{
g_player[iPlayer].ps->ohoriz=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->ohoriz, g_i, g_p);
return;
case PLAYER_OHORIZOFF:
if (iSet)
{
g_player[iPlayer].ps->ohorizoff=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->ohorizoff, g_i, g_p);
return;
case PLAYER_INVDISPTIME:
if (iSet)
{
g_player[iPlayer].ps->invdisptime=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->invdisptime, g_i, g_p);
return;
case PLAYER_BOBPOSX:
if (iSet)
{
g_player[iPlayer].ps->bobposx=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->bobposx, g_i, g_p);
return;
case PLAYER_BOBPOSY:
if (iSet)
{
g_player[iPlayer].ps->bobposy=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->bobposy, g_i, g_p);
return;
case PLAYER_OPOSX:
if (iSet)
{
g_player[iPlayer].ps->oposx=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->oposx, g_i, g_p);
return;
case PLAYER_OPOSY:
if (iSet)
{
g_player[iPlayer].ps->oposy=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->oposy, g_i, g_p);
return;
case PLAYER_OPOSZ:
if (iSet)
{
g_player[iPlayer].ps->oposz=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->oposz, g_i, g_p);
return;
case PLAYER_PYOFF:
if (iSet)
{
g_player[iPlayer].ps->pyoff=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->pyoff, g_i, g_p);
return;
case PLAYER_OPYOFF:
if (iSet)
{
g_player[iPlayer].ps->opyoff=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->opyoff, g_i, g_p);
return;
case PLAYER_POSXV:
if (iSet)
{
g_player[iPlayer].ps->posxv=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->posxv, g_i, g_p);
return;
case PLAYER_POSYV:
if (iSet)
{
g_player[iPlayer].ps->posyv=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->posyv, g_i, g_p);
return;
case PLAYER_POSZV:
if (iSet)
{
g_player[iPlayer].ps->poszv=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->poszv, g_i, g_p);
return;
case PLAYER_LAST_PISSED_TIME:
if (iSet)
{
g_player[iPlayer].ps->last_pissed_time=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->last_pissed_time, g_i, g_p);
return;
case PLAYER_TRUEFZ:
if (iSet)
{
g_player[iPlayer].ps->truefz=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->truefz, g_i, g_p);
return;
case PLAYER_TRUECZ:
if (iSet)
{
g_player[iPlayer].ps->truecz=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->truecz, g_i, g_p);
return;
case PLAYER_PLAYER_PAR:
if (iSet)
{
g_player[iPlayer].ps->player_par=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->player_par, g_i, g_p);
return;
case PLAYER_VISIBILITY:
if (iSet)
{
g_player[iPlayer].ps->visibility=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->visibility, g_i, g_p);
return;
case PLAYER_BOBCOUNTER:
if (iSet)
{
g_player[iPlayer].ps->bobcounter=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->bobcounter, g_i, g_p);
return;
case PLAYER_WEAPON_SWAY:
if (iSet)
{
g_player[iPlayer].ps->weapon_sway=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->weapon_sway, g_i, g_p);
return;
case PLAYER_PALS_TIME:
if (iSet)
{
g_player[iPlayer].ps->pals_time=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->pals_time, g_i, g_p);
return;
case PLAYER_RANDOMFLAMEX:
if (iSet)
{
g_player[iPlayer].ps->randomflamex=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->randomflamex, g_i, g_p);
return;
case PLAYER_CRACK_TIME:
if (iSet)
{
g_player[iPlayer].ps->crack_time=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->crack_time, g_i, g_p);
return;
case PLAYER_AIM_MODE:
if (iSet)
{
g_player[iPlayer].ps->aim_mode=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->aim_mode, g_i, g_p);
return;
case PLAYER_ANG:
if (iSet)
{
g_player[iPlayer].ps->ang=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->ang, g_i, g_p);
return;
case PLAYER_OANG:
if (iSet)
{
g_player[iPlayer].ps->oang=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->oang, g_i, g_p);
return;
case PLAYER_ANGVEL:
if (iSet)
{
g_player[iPlayer].ps->angvel=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->angvel, g_i, g_p);
return;
case PLAYER_CURSECTNUM:
if (iSet)
{
g_player[iPlayer].ps->cursectnum=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->cursectnum, g_i, g_p);
return;
case PLAYER_LOOK_ANG:
if (iSet)
{
g_player[iPlayer].ps->look_ang=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->look_ang, g_i, g_p);
return;
case PLAYER_LAST_EXTRA:
if (iSet)
{
g_player[iPlayer].ps->last_extra=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->last_extra, g_i, g_p);
return;
case PLAYER_SUBWEAPON:
if (iSet)
{
g_player[iPlayer].ps->subweapon=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->subweapon, g_i, g_p);
return;
case PLAYER_AMMO_AMOUNT:
lTemp=lParm2;
if (iSet)
{
g_player[iPlayer].ps->ammo_amount[lTemp]=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->ammo_amount[lTemp], g_i, g_p);
return;
case PLAYER_WACKEDBYACTOR:
if (iSet)
{
g_player[iPlayer].ps->wackedbyactor=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->wackedbyactor, g_i, g_p);
return;
case PLAYER_FRAG:
if (iSet)
{
g_player[iPlayer].ps->frag=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->frag, g_i, g_p);
return;
case PLAYER_FRAGGEDSELF:
if (iSet)
{
g_player[iPlayer].ps->fraggedself=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->fraggedself, g_i, g_p);
return;
case PLAYER_CURR_WEAPON:
if (iSet)
{
g_player[iPlayer].ps->curr_weapon=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->curr_weapon, g_i, g_p);
return;
case PLAYER_LAST_WEAPON:
if (iSet)
{
g_player[iPlayer].ps->last_weapon=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->last_weapon, g_i, g_p);
return;
case PLAYER_TIPINCS:
if (iSet)
{
g_player[iPlayer].ps->tipincs=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->tipincs, g_i, g_p);
return;
case PLAYER_HORIZOFF:
if (iSet)
{
g_player[iPlayer].ps->horizoff=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->horizoff, g_i, g_p);
return;
case PLAYER_WANTWEAPONFIRE:
if (iSet)
{
g_player[iPlayer].ps->wantweaponfire=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->wantweaponfire, g_i, g_p);
return;
case PLAYER_HOLODUKE_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->holoduke_amount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->holoduke_amount, g_i, g_p);
return;
case PLAYER_NEWOWNER:
if (iSet)
{
g_player[iPlayer].ps->newowner=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->newowner, g_i, g_p);
return;
case PLAYER_HURT_DELAY:
if (iSet)
{
g_player[iPlayer].ps->hurt_delay=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->hurt_delay, g_i, g_p);
return;
case PLAYER_HBOMB_HOLD_DELAY:
if (iSet)
{
g_player[iPlayer].ps->hbomb_hold_delay=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->hbomb_hold_delay, g_i, g_p);
return;
case PLAYER_JUMPING_COUNTER:
if (iSet)
{
g_player[iPlayer].ps->jumping_counter=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->jumping_counter, g_i, g_p);
return;
case PLAYER_AIRLEFT:
if (iSet)
{
g_player[iPlayer].ps->airleft=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->airleft, g_i, g_p);
return;
case PLAYER_KNEE_INCS:
if (iSet)
{
g_player[iPlayer].ps->knee_incs=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->knee_incs, g_i, g_p);
return;
case PLAYER_ACCESS_INCS:
if (iSet)
{
g_player[iPlayer].ps->access_incs=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->access_incs, g_i, g_p);
return;
case PLAYER_FTA:
if (iSet)
{
g_player[iPlayer].ps->fta=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->fta, g_i, g_p);
return;
case PLAYER_FTQ:
if (iSet)
{
g_player[iPlayer].ps->ftq=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->ftq, g_i, g_p);
return;
case PLAYER_ACCESS_WALLNUM:
if (iSet)
{
g_player[iPlayer].ps->access_wallnum=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->access_wallnum, g_i, g_p);
return;
case PLAYER_ACCESS_SPRITENUM:
if (iSet)
{
g_player[iPlayer].ps->access_spritenum=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->access_spritenum, g_i, g_p);
return;
case PLAYER_KICKBACK_PIC:
if (iSet)
{
g_player[iPlayer].ps->kickback_pic=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->kickback_pic, g_i, g_p);
return;
case PLAYER_GOT_ACCESS:
if (iSet)
{
g_player[iPlayer].ps->got_access=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->got_access, g_i, g_p);
return;
case PLAYER_WEAPON_ANG:
if (iSet)
{
g_player[iPlayer].ps->weapon_ang=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->weapon_ang, g_i, g_p);
return;
case PLAYER_FIRSTAID_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->firstaid_amount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->firstaid_amount, g_i, g_p);
return;
case PLAYER_SOMETHINGONPLAYER:
if (iSet)
{
g_player[iPlayer].ps->somethingonplayer=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->somethingonplayer, g_i, g_p);
return;
case PLAYER_ON_CRANE:
if (iSet)
{
g_player[iPlayer].ps->on_crane=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->on_crane, g_i, g_p);
return;
case PLAYER_I:
if (iSet)
{
g_player[iPlayer].ps->i=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->i, g_i, g_p);
return;
case PLAYER_ONE_PARALLAX_SECTNUM:
if (iSet)
{
g_player[iPlayer].ps->one_parallax_sectnum=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->one_parallax_sectnum, g_i, g_p);
return;
case PLAYER_OVER_SHOULDER_ON:
if (iSet)
{
g_player[iPlayer].ps->over_shoulder_on=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->over_shoulder_on, g_i, g_p);
return;
case PLAYER_RANDOM_CLUB_FRAME:
if (iSet)
{
g_player[iPlayer].ps->random_club_frame=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->random_club_frame, g_i, g_p);
return;
case PLAYER_FIST_INCS:
if (iSet)
{
g_player[iPlayer].ps->fist_incs=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->fist_incs, g_i, g_p);
return;
case PLAYER_ONE_EIGHTY_COUNT:
if (iSet)
{
g_player[iPlayer].ps->one_eighty_count=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->one_eighty_count, g_i, g_p);
return;
case PLAYER_CHEAT_PHASE:
if (iSet)
{
g_player[iPlayer].ps->cheat_phase=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->cheat_phase, g_i, g_p);
return;
case PLAYER_DUMMYPLAYERSPRITE:
if (iSet)
{
g_player[iPlayer].ps->dummyplayersprite=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->dummyplayersprite, g_i, g_p);
return;
case PLAYER_EXTRA_EXTRA8:
if (iSet)
{
g_player[iPlayer].ps->extra_extra8=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->extra_extra8, g_i, g_p);
return;
case PLAYER_QUICK_KICK:
if (iSet)
{
g_player[iPlayer].ps->quick_kick=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->quick_kick, g_i, g_p);
return;
case PLAYER_HEAT_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->heat_amount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->heat_amount, g_i, g_p);
return;
case PLAYER_ACTORSQU:
if (iSet)
{
g_player[iPlayer].ps->actorsqu=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->actorsqu, g_i, g_p);
return;
case PLAYER_TIMEBEFOREEXIT:
if (iSet)
{
g_player[iPlayer].ps->timebeforeexit=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->timebeforeexit, g_i, g_p);
return;
case PLAYER_CUSTOMEXITSOUND:
if (iSet)
{
g_player[iPlayer].ps->customexitsound=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->customexitsound, g_i, g_p);
return;
case PLAYER_WEAPRECS:
if (iSet)
{
g_player[iPlayer].ps->weaprecs[15]=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->weaprecs[15], g_i, g_p);
return;
case PLAYER_WEAPRECCNT:
if (iSet)
{
g_player[iPlayer].ps->weapreccnt=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->weapreccnt, g_i, g_p);
return;
case PLAYER_INTERFACE_TOGGLE_FLAG:
if (iSet)
{
g_player[iPlayer].ps->interface_toggle_flag=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->interface_toggle_flag, g_i, g_p);
return;
case PLAYER_ROTSCRNANG:
if (iSet)
{
g_player[iPlayer].ps->rotscrnang=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->rotscrnang, g_i, g_p);
return;
case PLAYER_DEAD_FLAG:
if (iSet)
{
g_player[iPlayer].ps->dead_flag=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->dead_flag, g_i, g_p);
return;
case PLAYER_SHOW_EMPTY_WEAPON:
if (iSet)
{
g_player[iPlayer].ps->show_empty_weapon=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->show_empty_weapon, g_i, g_p);
return;
case PLAYER_SCUBA_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->scuba_amount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->scuba_amount, g_i, g_p);
return;
case PLAYER_JETPACK_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->jetpack_amount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->jetpack_amount, g_i, g_p);
return;
case PLAYER_STEROIDS_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->steroids_amount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->steroids_amount, g_i, g_p);
return;
case PLAYER_SHIELD_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->shield_amount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->shield_amount, g_i, g_p);
return;
case PLAYER_HOLODUKE_ON:
if (iSet)
{
g_player[iPlayer].ps->holoduke_on=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->holoduke_on, g_i, g_p);
return;
case PLAYER_PYCOUNT:
if (iSet)
{
g_player[iPlayer].ps->pycount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->pycount, g_i, g_p);
return;
case PLAYER_WEAPON_POS:
if (iSet)
{
g_player[iPlayer].ps->weapon_pos=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->weapon_pos, g_i, g_p);
return;
case PLAYER_FRAG_PS:
if (iSet)
{
g_player[iPlayer].ps->frag_ps=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->frag_ps, g_i, g_p);
return;
case PLAYER_TRANSPORTER_HOLD:
if (iSet)
{
g_player[iPlayer].ps->transporter_hold=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->transporter_hold, g_i, g_p);
return;
case PLAYER_LAST_FULL_WEAPON:
if (iSet)
{
g_player[iPlayer].ps->last_full_weapon=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->last_full_weapon, g_i, g_p);
return;
case PLAYER_FOOTPRINTSHADE:
if (iSet)
{
g_player[iPlayer].ps->footprintshade=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->footprintshade, g_i, g_p);
return;
case PLAYER_BOOT_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->boot_amount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->boot_amount, g_i, g_p);
return;
case PLAYER_SCREAM_VOICE:
if (iSet)
{
g_player[iPlayer].ps->scream_voice=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->scream_voice, g_i, g_p);
return;
case PLAYER_GM:
if (iSet)
{
g_player[iPlayer].ps->gm=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->gm, g_i, g_p);
return;
case PLAYER_ON_WARPING_SECTOR:
if (iSet)
{
g_player[iPlayer].ps->on_warping_sector=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->on_warping_sector, g_i, g_p);
return;
case PLAYER_FOOTPRINTCOUNT:
if (iSet)
{
g_player[iPlayer].ps->footprintcount=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->footprintcount, g_i, g_p);
return;
case PLAYER_HBOMB_ON:
if (iSet)
{
g_player[iPlayer].ps->hbomb_on=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->hbomb_on, g_i, g_p);
return;
case PLAYER_JUMPING_TOGGLE:
if (iSet)
{
g_player[iPlayer].ps->jumping_toggle=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->jumping_toggle, g_i, g_p);
return;
case PLAYER_RAPID_FIRE_HOLD:
if (iSet)
{
g_player[iPlayer].ps->rapid_fire_hold=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->rapid_fire_hold, g_i, g_p);
return;
case PLAYER_ON_GROUND:
if (iSet)
{
g_player[iPlayer].ps->on_ground=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->on_ground, g_i, g_p);
return;
/* case PLAYER_NAME:
if (iSet)
{
g_player[iPlayer].ps->name[32]=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->name[32], g_i, g_p);
return;*/
case PLAYER_INVEN_ICON:
if (iSet)
{
g_player[iPlayer].ps->inven_icon=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->inven_icon, g_i, g_p);
return;
case PLAYER_BUTTONPALETTE:
if (iSet)
{
g_player[iPlayer].ps->buttonpalette=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->buttonpalette, g_i, g_p);
return;
case PLAYER_JETPACK_ON:
if (iSet)
{
g_player[iPlayer].ps->jetpack_on=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->jetpack_on, g_i, g_p);
return;
case PLAYER_SPRITEBRIDGE:
if (iSet)
{
g_player[iPlayer].ps->spritebridge=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->spritebridge, g_i, g_p);
return;
case PLAYER_LASTRANDOMSPOT:
if (iSet)
{
g_player[iPlayer].ps->lastrandomspot=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->lastrandomspot, g_i, g_p);
return;
case PLAYER_SCUBA_ON:
if (iSet)
{
g_player[iPlayer].ps->scuba_on=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->scuba_on, g_i, g_p);
return;
case PLAYER_FOOTPRINTPAL:
if (iSet)
{
g_player[iPlayer].ps->footprintpal=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->footprintpal, g_i, g_p);
return;
case PLAYER_HEAT_ON:
if (iSet)
{
{
if (g_player[iPlayer].ps->heat_on != lValue)
{
g_player[iPlayer].ps->heat_on=lValue;
setpal(g_player[iPlayer].ps);
}
}
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->heat_on, g_i, g_p);
return;
case PLAYER_HOLSTER_WEAPON:
if (iSet)
{
g_player[iPlayer].ps->holster_weapon=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->holster_weapon, g_i, g_p);
return;
case PLAYER_FALLING_COUNTER:
if (iSet)
{
g_player[iPlayer].ps->falling_counter=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->falling_counter, g_i, g_p);
return;
case PLAYER_GOTWEAPON:
lTemp=lParm2;
if (iSet)
{
g_player[iPlayer].ps->gotweapon[lTemp]=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->gotweapon[lTemp], g_i, g_p);
return;
case PLAYER_REFRESH_INVENTORY:
if (iSet)
{
g_player[iPlayer].ps->refresh_inventory=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->refresh_inventory, g_i, g_p);
return;
// case PLAYER_PALETTE:
// if(iSet)
// {
// g_player[iPlayer].ps->palette=lValue;
// }
// return; }
// {
// SetGameVarID(lVar2, g_player[iPlayer].ps->palette, g_i, g_p);
// }
// return;
case PLAYER_TOGGLE_KEY_FLAG:
if (iSet)
{
g_player[iPlayer].ps->toggle_key_flag=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->toggle_key_flag, g_i, g_p);
return;
case PLAYER_KNUCKLE_INCS:
if (iSet)
{
g_player[iPlayer].ps->knuckle_incs=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->knuckle_incs, g_i, g_p);
return;
case PLAYER_WALKING_SND_TOGGLE:
if (iSet)
{
g_player[iPlayer].ps->walking_snd_toggle=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->walking_snd_toggle, g_i, g_p);
return;
case PLAYER_PALOOKUP:
if (iSet)
{
g_player[iPlayer].ps->palookup=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->palookup, g_i, g_p);
return;
case PLAYER_HARD_LANDING:
if (iSet)
{
g_player[iPlayer].ps->hard_landing=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->hard_landing, g_i, g_p);
return;
case PLAYER_MAX_SECRET_ROOMS:
if (iSet)
{
g_player[iPlayer].ps->max_secret_rooms=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->max_secret_rooms, g_i, g_p);
return;
case PLAYER_SECRET_ROOMS:
if (iSet)
{
g_player[iPlayer].ps->secret_rooms=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->secret_rooms, g_i, g_p);
return;
case PLAYER_PALS:
lTemp=lParm2;
if (iSet)
{
g_player[iPlayer].ps->pals[lTemp]=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->pals[lTemp], g_i, g_p);
return;
case PLAYER_MAX_ACTORS_KILLED:
if (iSet)
{
g_player[iPlayer].ps->max_actors_killed=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->max_actors_killed, g_i, g_p);
return;
case PLAYER_ACTORS_KILLED:
if (iSet)
{
g_player[iPlayer].ps->actors_killed=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->actors_killed, g_i, g_p);
return;
case PLAYER_RETURN_TO_CENTER:
if (iSet)
{
g_player[iPlayer].ps->return_to_center=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->return_to_center, g_i, g_p);
return;
case PLAYER_RUNSPEED:
if (iSet)
{
g_player[iPlayer].ps->runspeed=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->runspeed, g_i, g_p);
return;
case PLAYER_SBS:
if (iSet)
{
g_player[iPlayer].ps->sbs=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->sbs, g_i, g_p);
return;
case PLAYER_RELOADING:
if (iSet)
{
g_player[iPlayer].ps->reloading=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->reloading, g_i, g_p);
return;
case PLAYER_AUTO_AIM:
if (iSet)
{
g_player[iPlayer].ps->auto_aim=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->auto_aim, g_i, g_p);
return;
case PLAYER_MOVEMENT_LOCK:
if (iSet)
{
g_player[iPlayer].ps->movement_lock=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->movement_lock, g_i, g_p);
return;
case PLAYER_SOUND_PITCH:
if (iSet)
{
g_player[iPlayer].ps->sound_pitch=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->sound_pitch, g_i, g_p);
return;
case PLAYER_WEAPONSWITCH:
if (iSet)
{
g_player[iPlayer].ps->weaponswitch=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->weaponswitch, g_i, g_p);
return;
case PLAYER_TEAM:
if (iSet)
{
g_player[iPlayer].ps->team=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->team, g_i, g_p);
return;
case PLAYER_MAX_PLAYER_HEALTH:
if (iSet)
{
g_player[iPlayer].ps->max_player_health = lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->max_player_health, g_i, g_p);
return;
case PLAYER_MAX_SHIELD_AMOUNT:
if (iSet)
{
g_player[iPlayer].ps->max_shield_amount = lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->max_shield_amount, g_i, g_p);
return;
case PLAYER_MAX_AMMO_AMOUNT:
lTemp=lParm2;
if (iSet)
{
g_player[iPlayer].ps->max_ammo_amount[lTemp]=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].ps->max_ammo_amount[lTemp], g_i, g_p);
return;
default:
return;
}
}
static void DoInput(int iSet, int lVar1, int lLabelID, int lVar2)
{
int lValue;
int iPlayer=g_p;
if (lVar1 != g_iThisActorID)
iPlayer=GetGameVarID(lVar1, g_i, g_p);
if (iPlayer<0 || iPlayer >= ud.multimode)
{
insptr += (lVar2 == MAXGAMEVARS);
OSD_Printf("DoInput(): invalid target player (%d) %d\n",iPlayer,g_i);
return;
}
lValue=GetGameVarID(lVar2, g_i, g_p);
switch (lLabelID)
{
case INPUT_AVEL:
if (iSet)
{
g_player[iPlayer].sync->avel=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].sync->avel, g_i, g_p);
return;
case INPUT_HORZ:
if (iSet)
{
g_player[iPlayer].sync->horz=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].sync->horz, g_i, g_p);
return;
case INPUT_FVEL:
if (iSet)
{
g_player[iPlayer].sync->fvel=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].sync->fvel, g_i, g_p);
return;
case INPUT_SVEL:
if (iSet)
{
g_player[iPlayer].sync->svel=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].sync->svel, g_i, g_p);
return;
case INPUT_BITS:
if (iSet)
{
g_player[iPlayer].sync->bits=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].sync->bits, g_i, g_p);
return;
case INPUT_EXTBITS:
if (iSet)
{
g_player[iPlayer].sync->extbits=lValue;
return;
}
SetGameVarID(lVar2, g_player[iPlayer].sync->extbits, g_i, g_p);
return;
default:
return;
}
}
static void DoWall(int iSet, int lVar1, int lLabelID, int lVar2)
{
int lValue;
int iWall = GetGameVarID(lVar1, g_i, g_p);
if (iWall<0 || iWall >= MAXWALLS)
{
insptr += (lVar2 == MAXGAMEVARS);
return;
}
lValue=GetGameVarID(lVar2, g_i, g_p);
switch (lLabelID)
{
case WALL_X:
if (iSet)
{
wall[iWall].x=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].x, g_i, g_p);
return;
case WALL_Y:
if (iSet)
{
wall[iWall].y=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].y, g_i, g_p);
return;
case WALL_POINT2:
if (iSet)
{
wall[iWall].point2=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].point2, g_i, g_p);
return;
case WALL_NEXTWALL:
if (iSet)
{
wall[iWall].nextwall=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].nextwall, g_i, g_p);
return;
case WALL_NEXTSECTOR:
if (iSet)
{
wall[iWall].nextsector=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].nextsector, g_i, g_p);
return;
case WALL_CSTAT:
if (iSet)
{
wall[iWall].cstat=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].cstat, g_i, g_p);
return;
case WALL_PICNUM:
if (iSet)
{
wall[iWall].picnum=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].picnum, g_i, g_p);
return;
case WALL_OVERPICNUM:
if (iSet)
{
wall[iWall].overpicnum=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].overpicnum, g_i, g_p);
return;
case WALL_SHADE:
if (iSet)
{
wall[iWall].shade=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].shade, g_i, g_p);
return;
case WALL_PAL:
if (iSet)
{
wall[iWall].pal=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].pal, g_i, g_p);
return;
case WALL_XREPEAT:
if (iSet)
{
wall[iWall].xrepeat=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].xrepeat, g_i, g_p);
return;
case WALL_YREPEAT:
if (iSet)
{
wall[iWall].yrepeat=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].yrepeat, g_i, g_p);
return;
case WALL_XPANNING:
if (iSet)
{
wall[iWall].xpanning=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].xpanning, g_i, g_p);
return;
case WALL_YPANNING:
if (iSet)
{
wall[iWall].ypanning=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].ypanning, g_i, g_p);
return;
case WALL_LOTAG:
if (iSet)
{
wall[iWall].lotag=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].lotag, g_i, g_p);
return;
case WALL_HITAG:
if (iSet)
{
wall[iWall].hitag=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].hitag, g_i, g_p);
return;
case WALL_EXTRA:
if (iSet)
{
wall[iWall].extra=lValue;
return;
}
SetGameVarID(lVar2, wall[iWall].extra, g_i, g_p);
return;
default:
return;
}
}
static void DoSector(int iSet, int lVar1, int lLabelID, int lVar2)
{
int lValue;
int iSector=sprite[g_i].sectnum;
if (lVar1 != g_iThisActorID)
iSector=GetGameVarID(lVar1, g_i, g_p);
if (iSector<0 || iSector >= MAXSECTORS)
{
insptr += (lVar2 == MAXGAMEVARS);
return;
}
lValue=GetGameVarID(lVar2, g_i, g_p);
switch (lLabelID)
{
case SECTOR_WALLPTR:
if (iSet)
{
sector[iSector].wallptr=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].wallptr,g_i,g_p);
return;
case SECTOR_WALLNUM:
if (iSet)
{
sector[iSector].wallnum=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].wallnum,g_i,g_p);
return;
case SECTOR_CEILINGZ:
if (iSet)
{
sector[iSector].ceilingz=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].ceilingz,g_i,g_p);
return;
case SECTOR_FLOORZ:
if (iSet)
{
sector[iSector].floorz=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].floorz,g_i,g_p);
return;
case SECTOR_CEILINGSTAT:
if (iSet)
{
sector[iSector].ceilingstat=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].ceilingstat,g_i,g_p);
return;
case SECTOR_FLOORSTAT:
if (iSet)
{
sector[iSector].floorstat=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].floorstat,g_i,g_p);
return;
case SECTOR_CEILINGPICNUM:
if (iSet)
{
sector[iSector].ceilingpicnum=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].ceilingpicnum,g_i,g_p);
return;
case SECTOR_CEILINGSLOPE:
if (iSet)
{
sector[iSector].ceilingheinum=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].ceilingheinum,g_i,g_p);
return;
case SECTOR_CEILINGSHADE:
if (iSet)
{
sector[iSector].ceilingshade=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].ceilingshade,g_i,g_p);
return;
case SECTOR_CEILINGPAL:
if (iSet)
{
sector[iSector].ceilingpal=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].ceilingpal,g_i,g_p);
return;
case SECTOR_CEILINGXPANNING:
if (iSet)
{
sector[iSector].ceilingxpanning=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].ceilingxpanning,g_i,g_p);
return;
case SECTOR_CEILINGYPANNING:
if (iSet)
{
sector[iSector].ceilingypanning=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].ceilingypanning,g_i,g_p);
return;
case SECTOR_FLOORPICNUM:
if (iSet)
{
sector[iSector].floorpicnum=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].floorpicnum,g_i,g_p);
return;
case SECTOR_FLOORSLOPE:
if (iSet)
{
sector[iSector].floorheinum=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].floorheinum,g_i,g_p);
return;
case SECTOR_FLOORSHADE:
if (iSet)
{
sector[iSector].floorshade=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].floorshade,g_i,g_p);
return;
case SECTOR_FLOORPAL:
if (iSet)
{
sector[iSector].floorpal=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].floorpal,g_i,g_p);
return;
case SECTOR_FLOORXPANNING:
if (iSet)
{
sector[iSector].floorxpanning=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].floorxpanning,g_i,g_p);
return;
case SECTOR_FLOORYPANNING:
if (iSet)
{
sector[iSector].floorypanning=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].floorypanning,g_i,g_p);
return;
case SECTOR_VISIBILITY:
if (iSet)
{
sector[iSector].visibility=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].visibility,g_i,g_p);
return;
case SECTOR_ALIGNTO:
if (iSet)
{
sector[iSector].filler=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].filler,g_i,g_p);
return;
case SECTOR_LOTAG:
if (iSet)
{
sector[iSector].lotag=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].lotag,g_i,g_p);
return;
case SECTOR_HITAG:
if (iSet)
{
sector[iSector].hitag=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].hitag,g_i,g_p);
return;
case SECTOR_EXTRA:
if (iSet)
{
sector[iSector].extra=lValue;
return;
}
SetGameVarID(lVar2, sector[iSector].extra,g_i,g_p);
return;
default:
return;
}
}
static void DoActor(int iSet, int lVar1, int lLabelID, int lVar2, int lParm2)
{
int lValue;
int lTemp;
int iActor=g_i;
if (lVar1 != g_iThisActorID)
iActor=GetGameVarID(lVar1, g_i, g_p);
if (iActor < 0 || iActor >= MAXSPRITES)
{
OSD_Printf("DoActor(): invalid target sprite (%d) %d %d\n",iActor,g_i,g_sp->picnum);
insptr += (lVar2 == MAXGAMEVARS);
return;
}
lValue=GetGameVarID(lVar2, g_i, g_p);
switch (lLabelID)
{
case ACTOR_X:
if (iSet)
{
sprite[iActor].x=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].x,g_i,g_p);
return;
case ACTOR_Y:
if (iSet)
{
sprite[iActor].y=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].y,g_i,g_p);
return;
case ACTOR_Z:
if (iSet)
{
sprite[iActor].z=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].z,g_i,g_p);
return;
case ACTOR_CSTAT:
if (iSet)
{
sprite[iActor].cstat=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].cstat,g_i,g_p);
return;
case ACTOR_PICNUM:
if (iSet)
{
sprite[iActor].picnum=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].picnum,g_i,g_p);
return;
case ACTOR_SHADE:
if (iSet)
{
sprite[iActor].shade=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].shade,g_i,g_p);
return;
case ACTOR_PAL:
if (iSet)
{
sprite[iActor].pal=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].pal,g_i,g_p);
return;
case ACTOR_CLIPDIST:
if (iSet)
{
sprite[iActor].clipdist=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].clipdist,g_i,g_p);
return;
case ACTOR_DETAIL:
if (iSet)
{
sprite[iActor].filler=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].filler,g_i,g_p);
return;
case ACTOR_XREPEAT:
if (iSet)
{
sprite[iActor].xrepeat=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].xrepeat,g_i,g_p);
return;
case ACTOR_YREPEAT:
if (iSet)
{
sprite[iActor].yrepeat=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].yrepeat,g_i,g_p);
return;
case ACTOR_XOFFSET:
if (iSet)
{
sprite[iActor].xoffset=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].xoffset,g_i,g_p);
return;
case ACTOR_YOFFSET:
if (iSet)
{
sprite[iActor].yoffset=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].yoffset,g_i,g_p);
return;
case ACTOR_SECTNUM:
if (iSet)
{
changespritesect(iActor,lValue);
return;
}
SetGameVarID(lVar2, sprite[iActor].sectnum,g_i,g_p);
return;
case ACTOR_STATNUM:
if (iSet)
{
changespritestat(iActor,lValue);
return;
}
SetGameVarID(lVar2, sprite[iActor].statnum,g_i,g_p);
return;
case ACTOR_ANG:
if (iSet)
{
sprite[iActor].ang=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].ang,g_i,g_p);
return;
case ACTOR_OWNER:
if (iSet)
{
sprite[iActor].owner=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].owner,g_i,g_p);
return;
case ACTOR_XVEL:
if (iSet)
{
sprite[iActor].xvel=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].xvel,g_i,g_p);
return;
case ACTOR_YVEL:
if (iSet)
{
sprite[iActor].yvel=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].yvel,g_i,g_p);
return;
case ACTOR_ZVEL:
if (iSet)
{
sprite[iActor].zvel=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].zvel,g_i,g_p);
return;
case ACTOR_LOTAG:
if (iSet)
{
sprite[iActor].lotag=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].lotag,g_i,g_p);
return;
case ACTOR_HITAG:
if (iSet)
{
sprite[iActor].hitag=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].hitag,g_i,g_p);
return;
case ACTOR_EXTRA:
if (iSet)
{
sprite[iActor].extra=lValue;
return;
}
SetGameVarID(lVar2, sprite[iActor].extra,g_i,g_p);
return;
case ACTOR_HTCGG:
if (iSet)
{
hittype[iActor].cgg=lValue;
return;
}
SetGameVarID(lVar2, hittype[iActor].cgg, g_i, g_p);
return;
case ACTOR_HTPICNUM :
if (iSet)
{
hittype[iActor].picnum=lValue;
return;
}
SetGameVarID(lVar2, hittype[iActor].picnum, g_i, g_p);
return;
case ACTOR_HTANG:
if (iSet)
{
hittype[iActor].ang=lValue;
return;
}
SetGameVarID(lVar2, hittype[iActor].ang, g_i, g_p);
return;
case ACTOR_HTEXTRA:
if (iSet)
{
hittype[iActor].extra=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].extra, g_i, g_p);
return;
case ACTOR_HTOWNER:
if (iSet)
{
hittype[iActor].owner=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].owner, g_i, g_p);
return;
case ACTOR_HTMOVFLAG:
if (iSet)
{
hittype[iActor].movflag=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].movflag, g_i, g_p);
return;
case ACTOR_HTTEMPANG:
if (iSet)
{
hittype[iActor].tempang=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].tempang, g_i, g_p);
return;
case ACTOR_HTACTORSTAYPUT:
if (iSet)
{
hittype[iActor].actorstayput=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].actorstayput, g_i, g_p);
return;
case ACTOR_HTDISPICNUM:
if (iSet)
{
hittype[iActor].dispicnum=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].dispicnum, g_i, g_p);
return;
case ACTOR_HTTIMETOSLEEP:
if (iSet)
{
hittype[iActor].timetosleep=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].timetosleep, g_i, g_p);
return;
case ACTOR_HTFLOORZ:
if (iSet)
{
hittype[iActor].floorz=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].floorz, g_i, g_p);
return;
case ACTOR_HTCEILINGZ:
if (iSet)
{
hittype[iActor].ceilingz=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].ceilingz, g_i, g_p);
return;
case ACTOR_HTLASTVX:
if (iSet)
{
hittype[iActor].lastvx=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].lastvx, g_i, g_p);
return;
case ACTOR_HTLASTVY:
if (iSet)
{
hittype[iActor].lastvy=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].lastvy, g_i, g_p);
return;
case ACTOR_HTBPOSX:
if (iSet)
{
hittype[iActor].bposx=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].bposx, g_i, g_p);
return;
case ACTOR_HTBPOSY:
if (iSet)
{
hittype[iActor].bposy=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].bposy, g_i, g_p);
return;
case ACTOR_HTBPOSZ:
if (iSet)
{
hittype[iActor].bposz=lValue;
return;
}
SetGameVarID(lVar2,hittype[iActor].bposz, g_i, g_p);
return;
case ACTOR_HTG_T:
lTemp=lParm2;
if (iSet)
{
hittype[iActor].temp_data[lTemp]=lValue;
return;
}
SetGameVarID(lVar2, hittype[iActor].temp_data[lTemp], g_i, g_p);
return;
case ACTOR_ANGOFF:
if (iSet)
{
spriteext[iActor].angoff=lValue;
return;
}
SetGameVarID(lVar2,spriteext[iActor].angoff, g_i, g_p);
return;
case ACTOR_PITCH:
if (iSet)
{
spriteext[iActor].pitch=lValue;
return;
}
SetGameVarID(lVar2,spriteext[iActor].pitch, g_i, g_p);
return;
case ACTOR_ROLL:
if (iSet)
{
spriteext[iActor].roll=lValue;
return;
}
SetGameVarID(lVar2,spriteext[iActor].roll, g_i, g_p);
return;
case ACTOR_MDXOFF:
if (iSet)
{
spriteext[iActor].xoff=lValue;
return;
}
SetGameVarID(lVar2,spriteext[iActor].xoff, g_i, g_p);
return;
case ACTOR_MDYOFF:
if (iSet)
{
spriteext[iActor].yoff=lValue;
return;
}
SetGameVarID(lVar2,spriteext[iActor].yoff, g_i, g_p);
return;
case ACTOR_MDZOFF:
if (iSet)
{
spriteext[iActor].zoff=lValue;
return;
}
SetGameVarID(lVar2,spriteext[iActor].zoff, g_i, g_p);
return;
case ACTOR_MDFLAGS:
if (iSet)
{
spriteext[iActor].flags=lValue;
return;
}
SetGameVarID(lVar2,spriteext[iActor].flags, g_i, g_p);
return;
case ACTOR_XPANNING:
if (iSet)
{
spriteext[iActor].xpanning=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].xpanning,g_i,g_p);
return;
case ACTOR_YPANNING:
if (iSet)
{
spriteext[iActor].ypanning=lValue;
return;
}
SetGameVarID(lVar2, spriteext[iActor].ypanning,g_i,g_p);
return;
default:
return;
}
}
static void DoProjectile(int iSet, int lVar1, int lLabelID, int lVar2)
{
int lValue;
if (lVar1 < 0 || lVar1 >= MAXTILES)
{
OSD_Printf("DoProjectile(): invalid tile (%d)\n",lVar1);
insptr += (lVar2 == MAXGAMEVARS);
return;
}
lValue=GetGameVarID(lVar2, g_i, g_p);
switch (lLabelID)
{
case PROJ_WORKSLIKE:
if (iSet)
{
projectile[lVar1].workslike=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].workslike, g_i, g_p);
return;
case PROJ_SPAWNS:
if (iSet)
{
projectile[lVar1].spawns=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].spawns, g_i, g_p);
return;
case PROJ_SXREPEAT:
if (iSet)
{
projectile[lVar1].sxrepeat=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].sxrepeat, g_i, g_p);
return;
case PROJ_SYREPEAT:
if (iSet)
{
projectile[lVar1].syrepeat=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].syrepeat, g_i, g_p);
return;
case PROJ_SOUND:
if (iSet)
{
projectile[lVar1].sound=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].sound, g_i, g_p);
return;
case PROJ_ISOUND:
if (iSet)
{
projectile[lVar1].isound=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].isound, g_i, g_p);
return;
case PROJ_VEL:
if (iSet)
{
projectile[lVar1].vel=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].vel, g_i, g_p);
return;
case PROJ_EXTRA:
if (iSet)
{
projectile[lVar1].extra=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].extra, g_i, g_p);
return;
case PROJ_DECAL:
if (iSet)
{
projectile[lVar1].decal=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].decal, g_i, g_p);
return;
case PROJ_TRAIL:
if (iSet)
{
projectile[lVar1].trail=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].trail, g_i, g_p);
return;
case PROJ_TXREPEAT:
if (iSet)
{
projectile[lVar1].txrepeat=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].txrepeat, g_i, g_p);
return;
case PROJ_TYREPEAT:
if (iSet)
{
projectile[lVar1].tyrepeat=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].tyrepeat, g_i, g_p);
return;
case PROJ_TOFFSET:
if (iSet)
{
projectile[lVar1].toffset=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].toffset, g_i, g_p);
return;
case PROJ_TNUM:
if (iSet)
{
projectile[lVar1].tnum=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].tnum, g_i, g_p);
return;
case PROJ_DROP:
if (iSet)
{
projectile[lVar1].drop=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].drop, g_i, g_p);
return;
case PROJ_CSTAT:
if (iSet)
{
projectile[lVar1].cstat=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].cstat, g_i, g_p);
return;
case PROJ_CLIPDIST:
if (iSet)
{
projectile[lVar1].clipdist=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].clipdist, g_i, g_p);
return;
case PROJ_SHADE:
if (iSet)
{
projectile[lVar1].shade=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].shade, g_i, g_p);
return;
case PROJ_XREPEAT:
if (iSet)
{
projectile[lVar1].xrepeat=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].xrepeat, g_i, g_p);
return;
case PROJ_YREPEAT:
if (iSet)
{
projectile[lVar1].yrepeat=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].yrepeat, g_i, g_p);
return;
case PROJ_PAL:
if (iSet)
{
projectile[lVar1].pal=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].pal, g_i, g_p);
return;
case PROJ_EXTRA_RAND:
if (iSet)
{
projectile[lVar1].extra_rand=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].extra_rand, g_i, g_p);
return;
case PROJ_HITRADIUS:
if (iSet)
{
projectile[lVar1].hitradius=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].hitradius, g_i, g_p);
return;
case PROJ_VEL_MULT:
if (iSet)
{
projectile[lVar1].velmult=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].velmult, g_i, g_p);
return;
case PROJ_OFFSET:
if (iSet)
{
projectile[lVar1].offset=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].offset, g_i, g_p);
return;
case PROJ_BOUNCES:
if (iSet)
{
projectile[lVar1].bounces=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].bounces, g_i, g_p);
return;
case PROJ_BSOUND:
if (iSet)
{
projectile[lVar1].bsound=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].bsound, g_i, g_p);
return;
case PROJ_RANGE:
if (iSet)
{
projectile[lVar1].range=lValue;
return;
}
SetGameVarID(lVar2, projectile[lVar1].range, g_i, g_p);
return;
default:
return;
}
}
void OnEvent(int iEventID, int iActor, int iPlayer, int lDist)
{
if (iEventID >= MAXGAMEEVENTS)
{
OSD_Printf("OnEvent(): invalid event ID");
return;
}
if (apScriptGameEvent[iEventID] == 0)
{
//Bsprintf(g_szBuf,"No event found for %d",iEventID);
//AddLog(g_szBuf);
return;
}
{
int og_i=g_i, og_p=g_p, okillit_flag=killit_flag;
int og_x=g_x;// *og_t=g_t;
intptr_t *oinsptr=insptr, *og_t=g_t;
spritetype *og_sp=g_sp;
g_i = iActor; // current sprite ID
g_p = iPlayer; // 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;
while (1) if (parse()) break;
if (killit_flag == 1)
{
// if player was set to squish, first stop that...
if (g_p >= 0)
{
if (g_player[g_p].ps->actorsqu == g_i)
g_player[g_p].ps->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");
}
}
static int ifsquished(int i, int p)
{
sectortype *sc = &sector[SECT];
int squishme;
if (PN == APLAYER && ud.clipping)
return 0;
if (sc->lotag != 23)
{
squishme = (sc->floorz - sc->ceilingz < (12<<8)); // && (sc->lotag&32768) == 0;
if (sprite[i].pal == 1)
squishme = (sc->floorz - sc->ceilingz < (32<<8) && (sc->lotag&32768) == 0);
}
else squishme = 0;
if (squishme)
{
FTA(10,g_player[p].ps);
if (badguy(&sprite[i])) sprite[i].xvel = 0;
if (sprite[i].pal == 1)
{
hittype[i].picnum = SHOTSPARK1;
hittype[i].extra = 1;
return 0;
}
return 1;
}
return 0;
}
static void forceplayerangle(player_struct *p)
{
int n = 128-(TRAND&255);
p->horiz += 64;
p->return_to_center = 9;
p->look_ang = n>>1;
p->rotscrnang = n>>1;
}
static char dodge(spritetype *s)
{
int bx,by,bxvect,byvect,d,i;
int mx = s->x, my = s->y;
int mxvect = sintable[(s->ang+512)&2047];
int 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;
}
int furthestangle(int iActor,int angs)
{
short hitsect,hitwall,hitspr,furthest_angle=0;
int hx, hy, hz, d;
spritetype *s = &sprite[iActor];
int greatestd = -(1<<30);
int angincs = 2048/angs,j;
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);
}
int furthestcanseepoint(int iActor,spritetype *ts,int *dax,int *day)
{
short hitsect,hitwall,hitspr, angincs;
int hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy;
int j;
spritetype *s = &sprite[iActor];
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 && hitsect > -1)
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(int iActor)
{
spritetype *s = &sprite[iActor];
if (s->statnum == 10 || s->statnum == 6 || s->statnum == 2 || s->statnum == 1 || s->statnum == 4)
{
int hz,lz,zr = 127L;
if (s->statnum == 4)
zr = 4L;
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[iActor].ceilingz,&hz,&hittype[iActor].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[iActor].dispicnum = -4; // No shadows on actors
s->xvel = -256;
ssp(iActor,CLIPMASK0);
}
}
else if (sprite[lz].picnum == APLAYER && badguy(s))
{
hittype[iActor].dispicnum = -4; // No shadows on actors
s->xvel = -256;
ssp(iActor,CLIPMASK0);
}
else if (s->statnum == 4 && sprite[lz].picnum == APLAYER)
if (s->owner == lz)
{
hittype[iActor].ceilingz = sector[s->sectnum].ceilingz;
hittype[iActor].floorz = sector[s->sectnum].floorz;
}
}
}
else
{
hittype[iActor].ceilingz = sector[s->sectnum].ceilingz;
hittype[iActor].floorz = sector[s->sectnum].floorz;
}
}
void makeitfall(int iActor)
{
spritetype *s = &sprite[iActor];
int hz,lz,c = gc;
if (floorspace(s->sectnum))
c = 0;
else
{
if (ceilingspace(s->sectnum) || sector[s->sectnum].lotag == 2)
c = gc/6;
}
if ((s->statnum == 1 || s->statnum == 10 || s->statnum == 2 || s->statnum == 6))
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[iActor].ceilingz,&hz,&hittype[iActor].floorz,&lz,127L,CLIPMASK0);
else
{
hittype[iActor].ceilingz = sector[s->sectnum].ceilingz;
hittype[iActor].floorz = sector[s->sectnum].floorz;
}
if (s->z < hittype[iActor].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[iActor].floorz-(FOURSLEIGHT))
{
s->z = hittype[iActor].floorz - FOURSLEIGHT;
s->zvel = 0;
}
}
int getincangle(int a,int na)
{
a &= 2047;
na &= 2047;
if (klabs(a-na) < 1024)
{
// OSD_Printf("getincangle() returning %d\n",na-a);
return (na-a);
}
if (na > 1024) na -= 2048;
if (a > 1024) a -= 2048;
na -= 2048;
a -= 2048;
// OSD_Printf("getincangle() returning %d\n",na-a);
return (na-a);
}
static void alterang(int a)
{
int aang = g_sp->ang, angdif, goalang;
int ticselapsed = (g_t[0])&31;
intptr_t *moveptr = (intptr_t *)g_t[1];
int j = g_player[g_p].ps->holoduke_on;
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)
{
// 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 = g_player[g_p].ps->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 = g_player[g_p].ps->i;
}
if (a&fleeenemy)
{
goalang = furthestangle(g_i,j);
g_sp->ang = goalang; // += angdif; // = getincangle(aang,goalang)>>1;
}
}
}
static void move(void)
{
int l;
intptr_t *moveptr;
int a = g_sp->hitag, goalang, angdif;
int daxvel;
if (a == -1) a = 0;
g_t[0]++;
if (a&face_player)
{
if (g_player[g_p].ps->newowner >= 0)
goalang = getangle(g_player[g_p].ps->oposx-g_sp->x,g_player[g_p].ps->oposy-g_sp->y);
else goalang = getangle(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y);
angdif = getincangle(g_sp->ang,goalang)>>2;
if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0))
angdif *= 2;
g_sp->ang += angdif;
}
if (a&spin)
g_sp->ang += sintable[((g_t[0]<<3)&2047)]>>6;
if (a&face_player_slow)
{
if (g_player[g_p].ps->newowner >= 0)
goalang = getangle(g_player[g_p].ps->oposx-g_sp->x,g_player[g_p].ps->oposy-g_sp->y);
else goalang = getangle(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y);
angdif = getincangle(g_sp->ang,goalang)>>4;
if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0))
angdif *= 2;
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)
{
int newx = g_player[g_p].ps->posx+(g_player[g_p].ps->posxv/768);
int newy = g_player[g_p].ps->posy+(g_player[g_p].ps->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 < 8 && angdif > 0))
angdif *= 2;
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 = (intptr_t *)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(g_player[g_p].ps->posx-g_sp->x,g_player[g_p].ps->posy-g_sp->y);
if (g_x < 512)
{
g_player[g_p].ps->posxv = 0;
g_player[g_p].ps->posyv = 0;
}
else
{
g_player[g_p].ps->posxv = mulscale(g_player[g_p].ps->posxv,g_player[g_p].ps->runspeed-0x2000,16);
g_player[g_p].ps->posyv = mulscale(g_player[g_p].ps->posyv,g_player[g_p].ps->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) || g_player[g_p].ps->actorsqu == g_i) return;
else daxvel <<= 1;
}
else
{
if ((g_t[0]&3) || g_player[g_p].ps->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);
}
}
static inline void parseifelse(int condition)
{
if (condition)
{
// skip 'else' pointer.. and...
insptr+=2;
parse();
return;
}
insptr = (intptr_t *) *(insptr+1);
if (*insptr == CON_ELSE)
{
// else...
// skip 'else' and...
insptr+=2;
parse();
}
}
// int *it = 0x00589a04;
static int parse(void)
{
int j, l, s, tw = *insptr;
if (killit_flag) return 1;
// if(*it == 1668249134L) gameexit("\nERR");
// Bsprintf(g_szBuf,"Parsing: %d",*insptr);
// AddLog(g_szBuf);
switch (tw)
{
case CON_REDEFINEQUOTE:
insptr++;
{
int 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);
break;
}
Bstrcpy(fta_quotes[q],redefined_quotes[i]);
break;
}
case CON_GETTHISPROJECTILE:
case CON_SETTHISPROJECTILE:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
DoThisProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2);
break;
}
case CON_IFRND:
insptr++;
parseifelse(rnd(*insptr));
break;
case CON_IFCANSHOOTTARGET:
if (g_x > 1024)
{
short temphit, sclip = 768, angdif = 16;
if (badguy(g_sp) && g_sp->xrepeat > 56)
{
sclip = 3084;
angdif = 48;
}
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,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->posz/*-((TRAND&41)<<8)*/,sprite[g_player[g_p].ps->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 (g_player[g_p].ps->holoduke_on >= 0)
{
s = &sprite[g_player[g_p].ps->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[g_player[g_p].ps->i];
}
}
else s = &sprite[g_player[g_p].ps->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++;
//Following changed to use pointersizes
g_t[5] = *insptr++; // Ai
g_t[4] = *(intptr_t *)(g_t[5]); // Action
g_t[1] = *(((intptr_t *)g_t[5])+1); // move
g_sp->hitag = *(((intptr_t *)g_t[5])+2); // 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 = (intptr_t *) *(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 < g_player[g_p].ps->weapreccnt;j++)
if (g_player[g_p].ps->weaprecs[j] == g_sp->picnum)
break;
parseifelse(j < g_player[g_p].ps->weapreccnt && g_sp->owner == g_i);
}
else if (g_player[g_p].ps->weapreccnt < 16)
{
g_player[g_p].ps->weaprecs[g_player[g_p].ps->weapreccnt++] = g_sp->picnum;
parseifelse(g_sp->owner == g_i);
}
else parseifelse(0);
}
else parseifelse(0);
break;
case CON_GETLASTPAL:
insptr++;
if (g_sp->picnum == APLAYER)
g_sp->pal = g_player[g_sp->yvel].ps->palookup;
else g_sp->pal = hittype[g_i].tempang;
hittype[g_i].tempang = 0;
break;
case CON_TOSSWEAPON:
insptr++;
checkweapons(g_player[g_sp->yvel].ps);
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 (g_player[otherp].ps->quick_kick == 0)
g_player[otherp].ps->quick_kick = 14;
}
else if (g_sp->picnum != APLAYER && g_player[g_p].ps->quick_kick == 0)
g_player[g_p].ps->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,g_player[screenpeek].ps->i);
insptr++;
break;
case CON_SOUND:
insptr++;
spritesound((short) *insptr++,g_i);
break;
case CON_TIP:
insptr++;
g_player[g_p].ps->tipincs = 26;
break;
case CON_FALL:
insptr++;
g_sp->xoffset = 0;
g_sp->yoffset = 0;
j = gc;
if (ceilingspace(g_sp->sectnum) || sector[g_sp->sectnum].lotag == 2)
j = gc/6;
else if (floorspace(g_sp->sectnum))
j = 0;
if (hittype[g_i].cgg <= 0 || (sector[g_sp->sectnum].floorstat&2))
{
getglobalz(g_i);
hittype[g_i].cgg = 3;
}
else hittype[g_i].cgg --;
if (g_sp->z < (hittype[g_i].floorz-FOURSLEIGHT))
{
g_sp->zvel += j;
g_sp->z+=g_sp->zvel;
if (g_sp->zvel > 6144) g_sp->zvel = 6144;
if (g_sp->z > (hittype[g_i].floorz - FOURSLEIGHT))
g_sp->z = (hittype[g_i].floorz - FOURSLEIGHT);
}
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))
{
guts(g_i,JIBS6,15);
spritesound(SQUISHED,g_i);
spawn(g_i,BLOODPOOL);
}
}
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 (g_sp->z > (hittype[g_i].floorz - FOURSLEIGHT))
{
getglobalz(g_i);
if (hittype[g_i].floorz != sector[g_sp->sectnum].floorz)
g_sp->z = (hittype[g_i].floorz - FOURSLEIGHT);
}
else 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 (g_player[g_p].ps->ammo_amount[*insptr] >= g_player[g_p].ps->max_ammo_amount[*insptr])
{
killit_flag = 2;
break;
}
addammo(*insptr, g_player[g_p].ps, *(insptr+1));
if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON)
if (g_player[g_p].ps->gotweapon[*insptr])
{
if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, *insptr);
else addweapon(g_player[g_p].ps, *insptr);
}
insptr += 2;
break;
case CON_MONEY:
insptr++;
lotsofmoneymailpaper(g_i,*insptr++,MONEY);
break;
case CON_MAIL:
insptr++;
lotsofmoneymailpaper(g_i,*insptr++,MAIL);
break;
case CON_SLEEPTIME:
insptr++;
hittype[g_i].timetosleep = (short)*insptr++;
break;
case CON_PAPER:
insptr++;
lotsofmoneymailpaper(g_i,*insptr++,PAPER);
break;
case CON_ADDKILLS:
insptr++;
g_player[g_p].ps->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 (g_player[g_p].ps->gotweapon[*insptr] == 0)
{
if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, *insptr);
else addweapon(g_player[g_p].ps, *insptr);
}
else if (g_player[g_p].ps->ammo_amount[*insptr] >= g_player[g_p].ps->max_ammo_amount[*insptr])
{
killit_flag = 2;
break;
}
addammo(*insptr, g_player[g_p].ps, *(insptr+1));
if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON)
if (g_player[g_p].ps->gotweapon[*insptr])
{
if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, *insptr);
else addweapon(g_player[g_p].ps, *insptr);
}
insptr+=2;
break;
case CON_DEBUG:
insptr++;
initprintf("%d\n",*insptr++);
break;
case CON_ENDOFGAME:
insptr++;
g_player[g_p].ps->timebeforeexit = *insptr++;
g_player[g_p].ps->customexitsound = -1;
ud.eog = 1;
break;
case CON_ADDPHEALTH:
insptr++;
if (g_player[g_p].ps->newowner >= 0)
{
g_player[g_p].ps->newowner = -1;
g_player[g_p].ps->posx = g_player[g_p].ps->oposx;
g_player[g_p].ps->posy = g_player[g_p].ps->oposy;
g_player[g_p].ps->posz = g_player[g_p].ps->oposz;
g_player[g_p].ps->ang = g_player[g_p].ps->oang;
updatesector(g_player[g_p].ps->posx,g_player[g_p].ps->posy,&g_player[g_p].ps->cursectnum);
setpal(g_player[g_p].ps);
j = headspritestat[1];
while (j >= 0)
{
if (sprite[j].picnum==CAMERA1)
sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
j = sprite[g_player[g_p].ps->i].extra;
if (g_sp->picnum != ATOMICHEALTH)
{
if (j > g_player[g_p].ps->max_player_health && *insptr > 0)
{
insptr++;
break;
}
else
{
if (j > 0)
j += *insptr;
if (j > g_player[g_p].ps->max_player_health && *insptr > 0)
j = g_player[g_p].ps->max_player_health;
}
}
else
{
if (j > 0)
j += *insptr;
if (j > (g_player[g_p].ps->max_player_health<<1))
j = (g_player[g_p].ps->max_player_health<<1);
}
if (j < 0) j = 0;
if (ud.god == 0)
{
if (*insptr > 0)
{
if ((j - *insptr) < (g_player[g_p].ps->max_player_health>>2) &&
j >= (g_player[g_p].ps->max_player_health>>2))
spritesound(DUKE_GOTHEALTHATLOW,g_player[g_p].ps->i);
g_player[g_p].ps->last_extra = j;
}
sprite[g_player[g_p].ps->i].extra = j;
}
insptr++;
break;
case CON_STATE:
{
intptr_t *tempscrptr=insptr+2;
insptr = (intptr_t *) *(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 (g_player[g_p].ps->gotweapon[GetGameVarID(*(insptr),g_i,g_p)] == 0)
{
if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, GetGameVarID(*(insptr),g_i,g_p));
else addweapon(g_player[g_p].ps, GetGameVarID(*(insptr),g_i,g_p));
}
else if (g_player[g_p].ps->ammo_amount[GetGameVarID(*(insptr),g_i,g_p)] >= g_player[g_p].ps->max_ammo_amount[GetGameVarID(*(insptr),g_i,g_p)])
{
killit_flag = 2;
break;
}
addammo(GetGameVarID(*(insptr),g_i,g_p), g_player[g_p].ps, GetGameVarID(*(insptr+1),g_i,g_p));
if (g_player[g_p].ps->curr_weapon == KNEE_WEAPON)
if (g_player[g_p].ps->gotweapon[GetGameVarID(*(insptr),g_i,g_p)])
{
if (!(g_player[g_p].ps->weaponswitch & 1)) addweaponnoswitch(g_player[g_p].ps, GetGameVarID(*(insptr),g_i,g_p));
else addweapon(g_player[g_p].ps, GetGameVarID(*(insptr),g_i,g_p));
}
insptr+=2;
break;
case CON_ACTIVATEBYSECTOR:
case CON_OPERATESECTORS:
case CON_OPERATEACTIVATORS:
case CON_SETASPECT:
case CON_SSP:
insptr++;
{
int var1 = GetGameVarID(*insptr++,g_i,g_p), var2;
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:
insptr++;
{
int lVar1 = GetGameVarID(*insptr++,g_i,g_p), lVar2 = GetGameVarID(*insptr++,g_i,g_p);
SetGameVarID(*insptr++, 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:
insptr++;
{
int 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:
insptr++;
{
int i=*insptr++;
j=GetGameVarID(*insptr++, g_i, g_p);
if (fta_quotes[j] == NULL)
{
SetGameVarID(i,-1,g_i,g_p);
break;
}
SetGameVarID(i,Bstrlen(fta_quotes[j]),g_i,g_p);
break;
}
case CON_HEADSPRITESTAT:
case CON_PREVSPRITESTAT:
case CON_NEXTSPRITESTAT:
case CON_HEADSPRITESECT:
case CON_PREVSPRITESECT:
case CON_NEXTSPRITESECT:
insptr++;
{
int i=*insptr++;
j=GetGameVarID(*insptr++, g_i, g_p);
switch (tw)
{
case CON_HEADSPRITESTAT:
if (j < MAXSTATUS)
SetGameVarID(i,headspritestat[j],g_i,g_p);
break;
case CON_PREVSPRITESTAT:
if (j < MAXSPRITES)
SetGameVarID(i,prevspritestat[j],g_i,g_p);
break;
case CON_NEXTSPRITESTAT:
if (j < MAXSPRITES)
SetGameVarID(i,nextspritestat[j],g_i,g_p);
break;
case CON_HEADSPRITESECT:
if (j < MAXSECTORS)
SetGameVarID(i,headspritesect[j],g_i,g_p);
break;
case CON_PREVSPRITESECT:
if (j < MAXSPRITES)
SetGameVarID(i,prevspritesect[j],g_i,g_p);
break;
case CON_NEXTSPRITESECT:
if (j < MAXSPRITES)
SetGameVarID(i,nextspritesect[j],g_i,g_p);
break;
}
break;
}
case CON_GETKEYNAME:
insptr++;
{
int i = GetGameVarID(*insptr++, g_i, g_p),
f=GetGameVarID(*insptr++, g_i, g_p);
j=GetGameVarID(*insptr++, g_i, g_p);
if (i<MAXQUOTES&&fta_quotes[i] != NULL&&f<NUMGAMEFUNCTIONS)
{
if (j<2)
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][j]));
else
{
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][0]));
if (!*tempbuf)
Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][1]));
}
}
if (*tempbuf)
Bstrcpy(fta_quotes[i],tempbuf);
break;
}
case CON_QSUBSTR:
insptr++;
{
char *s1,*s2;
int q1,q2,st,ln;
q1 = GetGameVarID(*insptr++, g_i, g_p),
q2 = GetGameVarID(*insptr++, g_i, g_p);
st = GetGameVarID(*insptr++, g_i, g_p);
ln = GetGameVarID(*insptr++, g_i, g_p);
if (q1<MAXQUOTES&&fta_quotes[q1] != NULL&&q2<MAXQUOTES&&fta_quotes[q2] != NULL)
{
s1=fta_quotes[q1];
s2=fta_quotes[q2];
while (*s2&&st--)s2++;
while ((*s1=*s2)&&ln--) {s1++;s2++;}
*s1=0;
}
break;
}
case CON_GETPNAME:
case CON_QSTRCAT:
case CON_QSTRCPY:
case CON_QGETSYSSTR:
case CON_CHANGESPRITESTAT:
case CON_CHANGESPRITESECT:
insptr++;
{
int i = GetGameVarID(*insptr++, g_i, g_p), j;
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 (g_player[j].user_name[0])
Bstrcpy(fta_quotes[i],g_player[j].user_name);
else Bsprintf(fta_quotes[i],"%d",j);
}
else OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,i);
break;
case CON_QGETSYSSTR:
if (fta_quotes[i] != NULL)
switch (j)
{
case STR_MAPNAME:
Bstrcpy(fta_quotes[i],map[ud.volume_number*MAXLEVELS + ud.level_number].name);
break;
case STR_MAPFILENAME:
Bstrcpy(fta_quotes[i],map[ud.volume_number*MAXLEVELS + ud.level_number].filename);
break;
case STR_PLAYERNAME:
Bstrcpy(fta_quotes[i],g_player[g_p].user_name);
break;
case STR_VERSION:
Bstrcpy(fta_quotes[i],HEAD2);
break;
case STR_GAMETYPE:
Bstrcpy(fta_quotes[i],gametype_names[ud.coop]);
break;
default:
OSD_Printf("%s %d unknown str ID %d %d\n",__FILE__,__LINE__,i,j);
}
else OSD_Printf("%s %d null quote %d %d\n",__FILE__,__LINE__,i,j);
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:
insptr++; // skip command
{
// from 'level' cheat in game.c (about line 6250)
int volnume=GetGameVarID(*insptr++,g_i,g_p), levnume=GetGameVarID(*insptr++,g_i,g_p);
if (volnume > MAXVOLUMES-1 || volnume < 0)
{
OSD_Printf("parse():CON_STARTLEVEL: invalid volume (%d)\n",volnume);
break;
}
if (levnume > MAXLEVELS-1 || levnume < 0)
{
OSD_Printf("parse():CON_STARTLEVEL: invalid level (%d)\n",levnume);
break;
}
ud.m_volume_number = ud.volume_number = volnume;
ud.m_level_number = ud.level_number = levnume;
if (numplayers > 1 && myconnectindex == connecthead)
mpchangemap(volnume,levnume);
else
{
g_player[myconnectindex].ps->gm |= MODE_EOL;
display_bonus_screen = 0;
} // MODE_RESTART;
break;
}
case CON_MYOSX:
case CON_MYOSPALX:
case CON_MYOS:
case CON_MYOSPAL:
insptr++;
{
int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), tilenum=GetGameVarID(*insptr++,g_i,g_p);
int 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:
{
int 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:
{
int pal=GetGameVarID(*insptr++,g_i,g_p);
myospalx(x,y,tilenum,shade,orientation,pal);
break;
}
}
break;
}
case CON_SWITCH:
insptr++; // p-code
{
// 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...");
int lValue=GetGameVarID(*insptr++, g_i, g_p), lEnd=*insptr++, lCases=*insptr++;
intptr_t *lpDefault=insptr++, *lpCases=insptr, *lTempInsPtr;
int bMatched=0, lCheckCase;
int left,right;
insptr+=lCases*2;
lTempInsPtr=insptr;
//Bsprintf(g_szBuf,"lEnd= %d *lpDefault=%d",lEnd,*lpDefault);
//AddLog(g_szBuf);
//Bsprintf(g_szBuf,"Checking %d cases for %d",lCases, lValue);
//AddLog(g_szBuf);
left=0;right=lCases-1;
while (!bMatched)
{
//Bsprintf(g_szBuf,"Checking #%d Value= %d",lCheckCase, lpCases[lCheckCase*2]);
//AddLog(g_szBuf);
lCheckCase=(left+right)/2;
// initprintf("(%2d..%2d..%2d) [%2d..%2d..%2d]==%2d\n",left,lCheckCase,right,lpCases[left*2],lpCases[lCheckCase*2],lpCases[right*2],lValue);
if (lpCases[lCheckCase*2] > lValue) right=lCheckCase-1; else
if (lpCases[lCheckCase*2] < lValue) left =lCheckCase+1; else
if (lpCases[lCheckCase*2] == lValue)
{
//AddLog("Found Case Match");
//Bsprintf(g_szBuf,"insptr=%d. lCheckCase=%d, offset=%d, &script[0]=%d",
// (int)insptr,(int)lCheckCase,lpCases[lCheckCase*2+1],(int)&script[0]);
//AddLog(g_szBuf);
// fake a 2-d Array
insptr=(intptr_t*)(lpCases[lCheckCase*2+1] + &script[0]);
//Bsprintf(g_szBuf,"insptr=%d. ", (int)insptr);
//AddLog(g_szBuf);
while (1)
{
if (parse())
break;
}
//AddLog("Done Executing Case");
bMatched=1;
}
if (right-left<0)break;
}
if (!bMatched)
{
if (*lpDefault)
{
//AddLog("No Matching Case: Using Default");
insptr=(intptr_t*)(*lpDefault + &script[0]);
while (1) if (parse()) break;
}
else
{
//AddLog("No Matching Case: No Default to use");
}
}
insptr=(intptr_t *)(lEnd + (intptr_t)&script[0]);
//Bsprintf(g_szBuf,"insptr=%d. ", (int)insptr);
//AddLog(g_szBuf);
//AddLog("Done Processing Switch");
break;
}
case CON_ENDSWITCH:
case CON_ENDEVENT:
insptr++;
return 1;
break;
case CON_DISPLAYRAND:
insptr++;
SetGameVarID(*insptr++, rand(), g_i, g_p);
break;
case CON_DRAGPOINT:
insptr++;
{
int 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:
insptr++;
{
int distvar = *insptr++, xvar = GetGameVarID(*insptr++, g_i, g_p), yvar = GetGameVarID(*insptr++, g_i, g_p), distx=0;
if (xvar > -1 && xvar < MAXSPRITES && yvar > -1 && yvar < MAXSPRITES)
{
switch (tw)
{
case CON_DIST:
distx = dist(&sprite[xvar],&sprite[yvar]);
break;
case CON_LDIST:
distx = ldist(&sprite[xvar],&sprite[yvar]);
break;
}
}
else OSD_Printf("error: invalid sprite\n");
SetGameVarID(distvar, distx, g_i, g_p);
break;
}
case CON_GETINCANGLE:
case CON_GETANGLE:
insptr++;
{
int angvar = *insptr++;
int xvar = GetGameVarID(*insptr++, g_i, g_p);
int yvar = GetGameVarID(*insptr++, g_i, g_p);
if (tw==CON_GETANGLE)
{
SetGameVarID(angvar, getangle(xvar,yvar), g_i, g_p);
break;
}
SetGameVarID(angvar, getincangle(xvar,yvar), g_i, g_p);
break;
}
case CON_MULSCALE:
insptr++;
{
int var1 = *insptr++, var2 = GetGameVarID(*insptr++, g_i, g_p);
int var3 = GetGameVarID(*insptr++, g_i, g_p), var4 = GetGameVarID(*insptr++, g_i, g_p);
SetGameVarID(var1, mulscale(var2, var3, var4), g_i, g_p);
break;
}
case CON_INITTIMER:
insptr++;
j = GetGameVarID(*insptr++, g_i, g_p);
if (timer != j)
{
uninittimer();
inittimer(j);
timer = j;
}
break;
case CON_TIME:
insptr += 2;
break;
case CON_ESPAWNVAR:
case CON_EQSPAWNVAR:
case CON_QSPAWNVAR:
insptr++;
{
int lIn=GetGameVarID(*insptr++, g_i, g_p);
j = -1;
if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
j = spawn(g_i, lIn);
switch (tw)
{
case CON_EQSPAWNVAR:
if (j != -1)
insertspriteq(j);
case CON_ESPAWNVAR:
SetGameVarID(g_iReturnVarID, j, g_i, g_p);
break;
case CON_QSPAWNVAR:
if (j != -1)
insertspriteq(j);
break;
}
break;
}
case CON_ESPAWN:
case CON_EQSPAWN:
case CON_QSPAWN:
insptr++;
j=-1;
if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
j = spawn(g_i,*insptr++);
else insptr++;
switch (tw)
{
case CON_EQSPAWN:
if (j != -1)
insertspriteq(j);
case CON_ESPAWN:
SetGameVarID(g_iReturnVarID, j, g_i, g_p);
break;
case CON_QSPAWN:
if (j != -1)
insertspriteq(j);
break;
}
break;
case CON_ESHOOT:
case CON_EZSHOOT:
case CON_ZSHOOT:
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)
{
if (tw == CON_EZSHOOT || tw == CON_ESHOOT)
SetGameVarID(g_iReturnVarID, shoot(g_i,*insptr++), g_i, g_p);
else shoot(g_i,*insptr++);
}
else insptr++;
hittype[g_i].temp_data[9]=0;
break;
case CON_SHOOTVAR:
case CON_ESHOOTVAR:
case CON_EZSHOOTVAR:
case CON_ZSHOOTVAR:
{
int 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;
}
j=GetGameVarID(*insptr++, g_i, g_p);
if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
{
lReturn = shoot(g_i, j);
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:
insptr++;
j=GetGameVarID(*insptr++, g_i, g_p);
switch (tw)
{
case CON_SOUNDONCEVAR:
if (!isspritemakingsound(g_i,j))
spritesound((short)j,g_i);
break;
case CON_GLOBALSOUNDVAR:
spritesound((short)j,g_player[screenpeek].ps->i);
break;
case CON_STOPSOUNDVAR:
if (isspritemakingsound(g_i,j))
stopspritesound((short)j,g_i);
break;
case CON_SOUNDVAR:
spritesound((short)j,g_i);
break;
}
break;
case CON_GUNIQHUDID:
insptr++;
{
j=GetGameVarID(*insptr++, g_i, g_p);
if (j < MAXUNIQHUDID-1)
guniqhudid = j;
break;
}
case CON_SAVEGAMEVAR:
case CON_READGAMEVAR:
{
int32 i=0;
insptr++;
if (ud.config.scripthandle < 0)
{
insptr++;
break;
}
switch (tw)
{
case CON_SAVEGAMEVAR:
i=GetGameVarID(*insptr, g_i, g_p);
SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr++].szLabel,i,false,false);
break;
case CON_READGAMEVAR:
SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr].szLabel,&i);
SetGameVarID(*insptr++, i, g_i, g_p);
break;
}
break;
}
case CON_SHOWVIEW:
insptr++;
{
int x=GetGameVarID(*insptr++,g_i,g_p);
int y=GetGameVarID(*insptr++,g_i,g_p);
int z=GetGameVarID(*insptr++,g_i,g_p);
int a=GetGameVarID(*insptr++,g_i,g_p);
int horiz=GetGameVarID(*insptr++,g_i,g_p);
int sect=GetGameVarID(*insptr++,g_i,g_p);
int x1=scale(GetGameVarID(*insptr++,g_i,g_p),xdim,320);
int y1=scale(GetGameVarID(*insptr++,g_i,g_p),ydim,200);
int x2=scale(GetGameVarID(*insptr++,g_i,g_p),xdim,320);
int y2=scale(GetGameVarID(*insptr++,g_i,g_p),ydim,200);
int smoothratio = 65536;
if (x1 > x2) swaplong(&x1,&x2);
if (y1 > y2) swaplong(&y1,&y2);
if (x1 < 0 || y1 < 0 || x2 > xdim-1 || y2 > ydim-1 || x2-x1 < 2 || y2-y1 < 2)
break;
#if defined(USE_OPENGL) && defined(POLYMOST)
j = glprojectionhacks;
glprojectionhacks = 0;
#endif
setview(x1,y1,x2,y2);
#if 0
if (!ud.pause_on && ((ud.show_help == 0 && ud.multimode < 2 && !(g_player[myconnectindex].ps->gm&MODE_MENU)) || ud.multimode > 1 || ud.recstat == 2))
smoothratio = min(max((totalclock-ototalclock)*(65536L/TICSPERFRAME),0),65536);
#endif
dointerpolations(smoothratio);
#define SE40
#ifdef SE40
se40code(x,y,z,a,horiz,smoothratio);
#endif
if (((gotpic[MIRROR>>3]&(1<<(MIRROR&7))) > 0) && (rendmode != 4))
{
int j, i = 0, k, dst = 0x7fffffff;
for (k=0;k<mirrorcnt;k++)
{
j = klabs(wall[mirrorwall[k]].x-x);
j += klabs(wall[mirrorwall[k]].y-y);
if (j < dst) dst = j, i = k;
}
if (wall[mirrorwall[i]].overpicnum == MIRROR)
{
int tposx,tposy;
short tang;
preparemirror(x,y,z,a,horiz,mirrorwall[i],mirrorsector[i],&tposx,&tposy,&tang);
j = visibility;
visibility = (j>>1) + (j>>2);
drawrooms(tposx,tposy,z,tang,horiz,mirrorsector[i]+MAXSECTORS);
display_mirror = 1;
animatesprites(tposx,tposy,tang,smoothratio);
display_mirror = 0;
drawmasks();
completemirror(); //Reverse screen x-wise in this function
visibility = j;
}
gotpic[MIRROR>>3] &= ~(1<<(MIRROR&7));
}
#ifdef POLYMER
if (rendmode == 4)
polymer_setanimatesprites(animatesprites, x,y,a,smoothratio);
#endif
drawrooms(x,y,z,a,horiz,sect);
display_mirror = 2;
animatesprites(x,y,a,smoothratio);
display_mirror = 0;
drawmasks();
restoreinterpolations();
vscrn();
#if defined(USE_OPENGL) && defined(POLYMOST)
glprojectionhacks = j;
#endif
break;
}
case CON_ROTATESPRITE16:
case CON_ROTATESPRITE:
insptr++;
{
int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), z=GetGameVarID(*insptr++,g_i,g_p);
int a=GetGameVarID(*insptr++,g_i,g_p), tilenum=GetGameVarID(*insptr++,g_i,g_p), shade=GetGameVarID(*insptr++,g_i,g_p);
int pal=GetGameVarID(*insptr++,g_i,g_p), orientation=GetGameVarID(*insptr++,g_i,g_p);
int x1=GetGameVarID(*insptr++,g_i,g_p), y1=GetGameVarID(*insptr++,g_i,g_p);
int x2=GetGameVarID(*insptr++,g_i,g_p), y2=GetGameVarID(*insptr++,g_i,g_p);
if (tw == CON_ROTATESPRITE) {x<<=16;y<<=16;}
rotatesprite(x,y,z,a,tilenum,shade,pal,2|orientation,x1,y1,x2,y2);
break;
}
case CON_MINITEXT:
case CON_GAMETEXT:
case CON_GAMETEXTZ:
case CON_DIGITALNUMBER:
case CON_DIGITALNUMBERZ:
insptr++;
{
int tilenum = (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ || tw == CON_DIGITALNUMBER || tw == CON_DIGITALNUMBERZ)?GetGameVarID(*insptr++,g_i,g_p):0;
int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), q=GetGameVarID(*insptr++,g_i,g_p);
int shade=GetGameVarID(*insptr++,g_i,g_p), pal=GetGameVarID(*insptr++,g_i,g_p);
if (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ || tw == CON_DIGITALNUMBER || tw == CON_DIGITALNUMBERZ)
{
int orientation=GetGameVarID(*insptr++,g_i,g_p);
int x1=GetGameVarID(*insptr++,g_i,g_p), y1=GetGameVarID(*insptr++,g_i,g_p);
int x2=GetGameVarID(*insptr++,g_i,g_p), y2=GetGameVarID(*insptr++,g_i,g_p);
int z=65536;
if (tw == CON_GAMETEXT || tw == CON_GAMETEXTZ)
{
int z=65536;
if (fta_quotes[q] == NULL)
{
OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,q);
break;
}
if (tw == CON_GAMETEXTZ)z=GetGameVarID(*insptr++,g_i,g_p);
gametext_z(0,tilenum,x>>1,y,fta_quotes[q],shade,pal,orientation,x1,y1,x2,y2,z);
break;
}
if (tw == CON_DIGITALNUMBERZ)z=GetGameVarID(*insptr++,g_i,g_p);
txdigitalnumberz(tilenum,x,y,q,shade,pal,orientation,x1,y1,x2,y2,z);
break;
}
if (fta_quotes[q] == NULL)
{
OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,q);
break;
}
minitextshade(x,y,fta_quotes[q],shade,pal,26);
break;
}
case CON_ANGOFF:
insptr++;
spriteext[g_i].angoff=*insptr++;
break;
case CON_GETZRANGE:
insptr++;
{
int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), z=GetGameVarID(*insptr++,g_i,g_p);
int sectnum=GetGameVarID(*insptr++,g_i,g_p);
int ceilzvar=*insptr++, ceilhitvar=*insptr++, florzvar=*insptr++, florhitvar=*insptr++;
int walldist=GetGameVarID(*insptr++,g_i,g_p), clipmask=GetGameVarID(*insptr++,g_i,g_p);
int ceilz, ceilhit, florz, florhit;
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:
insptr++;
{
int xs=GetGameVarID(*insptr++,g_i,g_p), ys=GetGameVarID(*insptr++,g_i,g_p), zs=GetGameVarID(*insptr++,g_i,g_p);
int sectnum=GetGameVarID(*insptr++,g_i,g_p);
int vx=GetGameVarID(*insptr++,g_i,g_p), vy=GetGameVarID(*insptr++,g_i,g_p), vz=GetGameVarID(*insptr++,g_i,g_p);
int hitsectvar=*insptr++, hitwallvar=*insptr++, hitspritevar=*insptr++;
int hitxvar=*insptr++, hityvar=*insptr++, hitzvar=*insptr++, cliptype=GetGameVarID(*insptr++,g_i,g_p);
short hitsect, hitwall, hitsprite;
int hitx, hity, hitz;
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:
insptr++;
{
int x1=GetGameVarID(*insptr++,g_i,g_p), y1=GetGameVarID(*insptr++,g_i,g_p), z1=GetGameVarID(*insptr++,g_i,g_p);
int sect1=GetGameVarID(*insptr++,g_i,g_p);
int x2=GetGameVarID(*insptr++,g_i,g_p), y2=GetGameVarID(*insptr++,g_i,g_p), z2=GetGameVarID(*insptr++,g_i,g_p);
int sect2=GetGameVarID(*insptr++,g_i,g_p), rvar=*insptr++;
SetGameVarID(rvar, cansee(x1,y1,z1,sect1,x2,y2,z2,sect2), g_i, g_p);
break;
}
case CON_ROTATEPOINT:
insptr++;
{
int xpivot=GetGameVarID(*insptr++,g_i,g_p), ypivot=GetGameVarID(*insptr++,g_i,g_p);
int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), daang=GetGameVarID(*insptr++,g_i,g_p);
int x2var=*insptr++, y2var=*insptr++;
int x2, y2;
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:
insptr++;
{
// neartag(int x, int y, int 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
// int *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size)
// int neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size)
// char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag
int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p), z=GetGameVarID(*insptr++,g_i,g_p);
int sectnum=GetGameVarID(*insptr++,g_i,g_p), ang=GetGameVarID(*insptr++,g_i,g_p);
int neartagsectorvar=*insptr++, neartagwallvar=*insptr++, neartagspritevar=*insptr++, neartaghitdistvar=*insptr++;
int 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:
insptr++;
{
int spritenum = GetGameVarID(*insptr++,g_i,g_p);
int x = GetGameVarID(*insptr++,g_i,g_p), y = GetGameVarID(*insptr++,g_i,g_p), z = GetGameVarID(*insptr++,g_i,g_p);
if (tw == CON_SETSPRITE)
{
setsprite(spritenum, x, y, z);
break;
}
{
int cliptype = GetGameVarID(*insptr++,g_i,g_p);
SetGameVarID(*insptr++, movesprite(spritenum, x, y, z, cliptype), g_i, g_p);
break;
}
}
case CON_GETFLORZOFSLOPE:
case CON_GETCEILZOFSLOPE:
insptr++;
{
int sectnum = GetGameVarID(*insptr++,g_i,g_p), x = GetGameVarID(*insptr++,g_i,g_p), y = GetGameVarID(*insptr++,g_i,g_p);
if (tw == CON_GETFLORZOFSLOPE)
{
SetGameVarID(*insptr++, getflorzofslope(sectnum,x,y), g_i, g_p);
break;
}
SetGameVarID(*insptr++, getceilzofslope(sectnum,x,y), g_i, g_p);
break;
}
case CON_UPDATESECTOR:
case CON_UPDATESECTORZ:
insptr++;
{
int x=GetGameVarID(*insptr++,g_i,g_p), y=GetGameVarID(*insptr++,g_i,g_p);
int z=(tw==CON_UPDATESECTORZ)?GetGameVarID(*insptr++,g_i,g_p):0;
int var=*insptr++;
short w=sprite[g_i].sectnum;
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:
insptr++;
{
int 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:
insptr++;
{
time_t curtime;
lastsavedpos = *insptr++;
if ((movesperpacket == 4 && connecthead != myconnectindex) || lastsavedpos > 9)
break;
curtime = time(NULL);
Bstrcpy(tempbuf,asctime(localtime(&curtime)));
clearbuf(ud.savegame[lastsavedpos],sizeof(ud.savegame[lastsavedpos]),0);
Bsprintf(ud.savegame[lastsavedpos],"Auto");
// for (j=0;j<13;j++)
// Bmemcpy(&ud.savegame[lastsavedpos][j+4],&tempbuf[j+3],sizeof(tempbuf[j+3]));
// ud.savegame[lastsavedpos][j+4] = '\0';
Bmemcpy(&ud.savegame[lastsavedpos][4],&tempbuf[3],sizeof(tempbuf[0])*13);
ud.savegame[lastsavedpos][17] = '\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_QUAKE:
insptr++;
earthquaketime = (char)GetGameVarID(*insptr++,g_i,g_p);
spritesound(EARTHQUAKE,g_player[screenpeek].ps->i);
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)
{
g_player[g_p].ps->gm = MODE_MENU;
KB_ClearKeyDown(sc_Space);
cmenu(15000);
}
else g_player[g_p].ps->gm = MODE_RESTART;
killit_flag = 2;
}
else
{
pickrandomspot(g_p);
g_sp->x = hittype[g_i].bposx = g_player[g_p].ps->bobposx = g_player[g_p].ps->oposx = g_player[g_p].ps->posx;
g_sp->y = hittype[g_i].bposy = g_player[g_p].ps->bobposy = g_player[g_p].ps->oposy =g_player[g_p].ps->posy;
g_sp->z = hittype[g_i].bposy = g_player[g_p].ps->oposz =g_player[g_p].ps->posz;
updatesector(g_player[g_p].ps->posx,g_player[g_p].ps->posy,&g_player[g_p].ps->cursectnum);
setsprite(g_player[g_p].ps->i,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->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 = g_player[g_p].ps->palookup;
g_player[g_p].ps->last_extra = g_sp->extra = g_player[g_p].ps->max_player_health;
g_player[g_p].ps->wantweaponfire = -1;
g_player[g_p].ps->horiz = 100;
g_player[g_p].ps->on_crane = -1;
g_player[g_p].ps->frag_ps = g_p;
g_player[g_p].ps->horizoff = 0;
g_player[g_p].ps->opyoff = 0;
g_player[g_p].ps->wackedbyactor = -1;
g_player[g_p].ps->shield_amount = start_armour_amount;
g_player[g_p].ps->dead_flag = 0;
g_player[g_p].ps->pals_time = 0;
g_player[g_p].ps->footprintcount = 0;
g_player[g_p].ps->weapreccnt = 0;
g_player[g_p].ps->fta = 0;
g_player[g_p].ps->ftq = 0;
g_player[g_p].ps->posxv = g_player[g_p].ps->posyv = 0;
g_player[g_p].ps->rotscrnang = 0;
g_player[g_p].ps->runspeed = dukefriction;
g_player[g_p].ps->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 = g_player[g_p].ps->i;
resetinventory(g_p);
resetweapons(g_p);
g_player[g_p].ps->reloading = 0;
g_player[g_p].ps->movement_lock = 0;
OnEvent(EVENT_RESETPLAYER, g_player[g_p].ps->i, g_p, -1);
cameradist = 0;
cameraclock = totalclock;
}
setpal(g_player[g_p].ps);
//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:
g_player[g_p].ps->steroids_amount = *insptr;
g_player[g_p].ps->inven_icon = 2;
break;
case GET_SHIELD:
g_player[g_p].ps->shield_amount += *insptr;// 100;
if (g_player[g_p].ps->shield_amount > g_player[g_p].ps->max_shield_amount)
g_player[g_p].ps->shield_amount = g_player[g_p].ps->max_shield_amount;
break;
case GET_SCUBA:
g_player[g_p].ps->scuba_amount = *insptr;// 1600;
g_player[g_p].ps->inven_icon = 6;
break;
case GET_HOLODUKE:
g_player[g_p].ps->holoduke_amount = *insptr;// 1600;
g_player[g_p].ps->inven_icon = 3;
break;
case GET_JETPACK:
g_player[g_p].ps->jetpack_amount = *insptr;// 1600;
g_player[g_p].ps->inven_icon = 4;
break;
case GET_ACCESS:
switch (g_sp->pal)
{
case 0:
g_player[g_p].ps->got_access |= 1;
break;
case 21:
g_player[g_p].ps->got_access |= 2;
break;
case 23:
g_player[g_p].ps->got_access |= 4;
break;
}
break;
case GET_HEATS:
g_player[g_p].ps->heat_amount = *insptr;
g_player[g_p].ps->inven_icon = 5;
break;
case GET_FIRSTAID:
g_player[g_p].ps->inven_icon = 1;
g_player[g_p].ps->firstaid_amount = *insptr;
break;
case GET_BOOTS:
g_player[g_p].ps->inven_icon = 7;
g_player[g_p].ps->boot_amount = *insptr;
break;
}
insptr++;
break;
case CON_HITRADIUSVAR:
insptr++;
{
int v1=GetGameVarID(*insptr++,g_i,g_p),v2=GetGameVarID(*insptr++,g_i,g_p),v3=GetGameVarID(*insptr++,g_i,g_p);
int v4=GetGameVarID(*insptr++,g_i,g_p),v5=GetGameVarID(*insptr++,g_i,g_p);
hitradius(g_i,v1,v2,v3,v4,v5);
}
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[g_player[g_p].ps->i].xvel;
if ((l&8) && g_player[g_p].ps->on_ground && (g_player[g_p].sync->bits&2))
j = 1;
else if ((l&16) && g_player[g_p].ps->jumping_counter == 0 && !g_player[g_p].ps->on_ground &&
g_player[g_p].ps->poszv > 2048)
j = 1;
else if ((l&32) && g_player[g_p].ps->jumping_counter > 348)
j = 1;
else if ((l&1) && s >= 0 && s < 8)
j = 1;
else if ((l&2) && s >= 8 && !(g_player[g_p].sync->bits&(1<<5)))
j = 1;
else if ((l&4) && s >= 8 && g_player[g_p].sync->bits&(1<<5))
j = 1;
else if ((l&64) && g_player[g_p].ps->posz < (g_sp->z-(48<<8)))
j = 1;
else if ((l&128) && s <= -8 && !(g_player[g_p].sync->bits&(1<<5)))
j = 1;
else if ((l&256) && s <= -8 && (g_player[g_p].sync->bits&(1<<5)))
j = 1;
else if ((l&512) && (g_player[g_p].ps->quick_kick > 0 || (g_player[g_p].ps->curr_weapon == KNEE_WEAPON && g_player[g_p].ps->kickback_pic > 0)))
j = 1;
else if ((l&1024) && sprite[g_player[g_p].ps->i].xrepeat < 32)
j = 1;
else if ((l&2048) && g_player[g_p].ps->jetpack_on)
j = 1;
else if ((l&4096) && g_player[g_p].ps->steroids_amount > 0 && g_player[g_p].ps->steroids_amount < 400)
j = 1;
else if ((l&8192) && g_player[g_p].ps->on_ground)
j = 1;
else if ((l&16384) && sprite[g_player[g_p].ps->i].xrepeat > 32 && sprite[g_player[g_p].ps->i].extra > 0 && g_player[g_p].ps->timebeforeexit == 0)
j = 1;
else if ((l&32768) && sprite[g_player[g_p].ps->i].extra <= 0)
j = 1;
else if ((l&65536L))
{
if (g_sp->picnum == APLAYER && ud.multimode > 1)
j = getincangle(g_player[otherp].ps->ang,getangle(g_player[g_p].ps->posx-g_player[otherp].ps->posx,g_player[g_p].ps->posy-g_player[otherp].ps->posy));
else
j = getincangle(g_player[g_p].ps->ang,getangle(g_sp->x-g_player[g_p].ps->posx,g_sp->y-g_player[g_p].ps->posy));
if (j > -128 && j < 128)
j = 1;
else
j = 0;
}
parseifelse((intptr_t) j);
}
break;
case CON_IFSTRENGTH:
insptr++;
parseifelse(g_sp->extra <= *insptr);
break;
case CON_GUTS:
insptr += 2;
guts(g_i,*(insptr-1),*insptr);
insptr++;
break;
case CON_IFSPAWNEDBY:
insptr++;
parseifelse(hittype[g_i].picnum == *insptr);
break;
case CON_WACKPLAYER:
insptr++;
forceplayerangle(g_player[g_p].ps);
return 0;
case CON_FLASH:
insptr++;
sprite[g_i].shade = -127;
g_player[g_p].ps->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(g_player[g_p].sync->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++;
g_player[g_p].ps->pals_time = *insptr++;
for (j=0;j<3;j++)
g_player[g_p].ps->pals[j] = *insptr++;
break;
case CON_QSPRINTF:
insptr++;
{
int dq = *insptr++, sq = *insptr++;
if (fta_quotes[sq] != NULL && fta_quotes[dq] != NULL)
{
int var1 = GetGameVarID(*insptr++, g_i, g_p), var2 = GetGameVarID(*insptr++, g_i, g_p);
int var3 = GetGameVarID(*insptr++, g_i, g_p), var4 = GetGameVarID(*insptr++, g_i, g_p);
Bstrcpy(tempbuf,fta_quotes[sq]);
Bsprintf(fta_quotes[dq],tempbuf,var1,var2,var3,var4);
break;
}
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 += 4;
break;
}
case CON_ADDLOG:
{
insptr++;
OSD_Printf("CONLOG: L=%d\n",*insptr++);
break;
}
case CON_ADDLOGVAR:
insptr++;
{
int m=1;
char szBuf[256];
int l=*insptr++, lVarID = *insptr;
if ((lVarID >= iGameVarCount) || lVarID < 0)
{
if (*insptr==MAXGAMEVARS) // addlogvar for a constant? Har.
insptr++;
// else if (*insptr > iGameVarCount && (*insptr < (MAXGAMEVARS<<1)+MAXGAMEVARS+1+MAXGAMEARRAYS))
else if (*insptr&(MAXGAMEVARS<<2))
{
int index;
lVarID ^= (MAXGAMEVARS<<2);
if (lVarID&(MAXGAMEVARS<<1))
{
m = -1;
lVarID ^= (MAXGAMEVARS<<1);
}
insptr++;
index=GetGameVarID(*insptr++,g_i,g_p);
if ((index < aGameArrays[lVarID].size)&&(index>=0))
{
OSD_Printf("CONLOGVAR: L=%d %s[%d] =%d\n",l, aGameArrays[lVarID].szLabel,index,m*aGameArrays[lVarID].plValues[index]);
break;
}
else
{
OSD_Printf("CONLOGVAR: L=%d INVALID ARRAY INDEX\n",l);
break;
}
}
else if (*insptr&(MAXGAMEVARS<<1))
{
m = -1;
lVarID ^= (MAXGAMEVARS<<1);
}
else
{
// invalid varID
insptr++;
OSD_Printf("CONLOGVAR: L=%d INVALID VARIABLE\n",l);
break; // out of switch
}
}
Bsprintf(szBuf,"CONLOGVAR: L=%d %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)");
}
Bstrcat(g_szBuf,szBuf);
Bsprintf(szBuf," =%d\n", GetGameVarID(lVarID, g_i, g_p)*m);
Bstrcat(g_szBuf,szBuf);
OSD_Printf(g_szBuf);
insptr++;
break;
}
case CON_SETSECTOR:
case CON_GETSECTOR:
insptr++;
{
// syntax [gs]etsector[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
DoSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2);
break;
}
case CON_SQRT:
insptr++;
{
// syntax sqrt <invar> <outvar>
int lInVarID=*insptr++, lOutVarID=*insptr++;
SetGameVarID(lOutVarID, ksqrt(GetGameVarID(lInVarID, g_i, g_p)), g_i, g_p);
break;
}
case CON_FINDNEARACTOR:
case CON_FINDNEARSPRITE:
case CON_FINDNEARACTOR3D:
case CON_FINDNEARSPRITE3D:
insptr++;
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int lType=*insptr++, lMaxDist=*insptr++, lVarID=*insptr++;
int lFound=-1, lTemp, j, k;
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:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int lType=*insptr++, lMaxDist=GetGameVarID(*insptr++, g_i, g_p), lVarID=*insptr++;
int lFound=-1, lTemp, j, k;
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:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int lType=*insptr++, lMaxDist=GetGameVarID(*insptr++, g_i, g_p), lMaxZDist=GetGameVarID(*insptr++, g_i, g_p);
int lVarID=*insptr++, lFound=-1, lTemp, lTemp2, j, k;
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:
insptr++;
{
// syntax findnearactorvar <type> <maxdist> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdist> <varid>
int lType=*insptr++, lMaxDist=*insptr++, lMaxZDist=*insptr++, lVarID=*insptr++;
int lTemp, lTemp2, lFound=-1, j, k;
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:
insptr++;
{
// syntax findnearactorvar <type> <maxdistvar> <getvar>
// gets the sprite ID of the nearest actor within max dist
// that is of <type> into <getvar>
// -1 for none found
// <type> <maxdistvarid> <varid>
int var1 = *insptr++, d;
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:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2;
// HACK: need to have access to labels structure at run-time...
if (playerlabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=GetGameVarID(*insptr++, g_i, g_p);
lVar2=*insptr++;
DoPlayer(tw==CON_SETPLAYER, lVar1, lLabelID, lVar2, lParm2);
break;
}
case CON_SETINPUT:
case CON_GETINPUT:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
DoInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2);
break;
}
case CON_GETUSERDEF:
case CON_SETUSERDEF:
insptr++;
{
// syntax [gs]etuserdef.xxx <VAR>
// <xxxid> <varid>
int lLabelID=*insptr++, lVar2=*insptr++;
DoUserDef(tw==CON_SETUSERDEF, lLabelID, lVar2);
break;
}
case CON_GETPROJECTILE:
case CON_SETPROJECTILE:
insptr++;
{
// syntax [gs]etplayer[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lVar1=GetGameVarID(*insptr++, g_i, g_p), lLabelID=*insptr++, lVar2=*insptr++;
DoProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2);
break;
}
case CON_SETWALL:
case CON_GETWALL:
insptr++;
{
// syntax [gs]etwall[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++;
DoWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2);
break;
}
case CON_SETACTORVAR:
case CON_GETACTORVAR:
insptr++;
{
// syntax [gs]etactorvar[<var>].<varx> <VAR>
// gets the value of the per-actor variable varx into VAR
// <var> <varx> <VAR>
int lSprite=GetGameVarID(*insptr++, g_i, g_p), lVar1=*insptr++;
j=*insptr++;
if (tw == CON_SETACTORVAR)
{
SetGameVarID(lVar1, GetGameVarID(j, g_i, g_p), lSprite, g_p);
break;
}
SetGameVarID(j, GetGameVarID(lVar1, lSprite, g_p), g_i, g_p);
break;
}
case CON_SETPLAYERVAR:
case CON_GETPLAYERVAR:
insptr++;
{
int iPlayer;
if (*insptr != g_iThisActorID)
iPlayer=GetGameVarID(*insptr, g_i, g_p);
else iPlayer = g_p;
insptr++;
{
int lVar1=*insptr++, lVar2=*insptr++;
if (tw == CON_SETPLAYERVAR)
{
SetGameVarID(lVar1, GetGameVarID(lVar2, g_i, g_p), g_i, iPlayer);
break;
}
SetGameVarID(lVar2, GetGameVarID(lVar1, g_i, iPlayer), g_i, g_p);
break;
}
}
case CON_SETACTOR:
case CON_GETACTOR:
insptr++;
{
// syntax [gs]etactor[<var>].x <VAR>
// <varid> <xxxid> <varid>
int lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2;
if (actorlabels[lLabelID].flags & LABEL_HASPARM2)
lParm2=GetGameVarID(*insptr++, g_i, g_p);
lVar2=*insptr++;
DoActor(tw==CON_SETACTOR, lVar1, lLabelID, lVar2, lParm2);
break;
}
case CON_GETANGLETOTARGET:
insptr++;
// hittype[g_i].lastvx and lastvy are last known location of target.
SetGameVarID(*insptr++, getangle(hittype[g_i].lastvx-g_sp->x,hittype[g_i].lastvy-g_sp->y), g_i, g_p);
break;
case CON_ANGOFFVAR:
insptr++;
spriteext[g_i].angoff=GetGameVarID(*insptr++, g_i, g_p);
break;
case CON_LOCKPLAYER:
insptr++;
g_player[g_p].ps->transporter_hold=GetGameVarID(*insptr++, g_i, g_p);
break;
case CON_CHECKAVAILWEAPON:
case CON_CHECKAVAILINVEN:
insptr++;
j = g_p;
if (*insptr != g_iThisActorID)
j=GetGameVarID(*insptr, g_i, g_p);
insptr++;
if (j < ud.multimode)
{
if (tw == CON_CHECKAVAILWEAPON)
checkavailweapon(g_player[j].ps);
else checkavailinven(g_player[j].ps);
}
break;
case CON_GETPLAYERANGLE:
insptr++;
SetGameVarID(*insptr++, g_player[g_p].ps->ang, g_i, g_p);
break;
case CON_SETPLAYERANGLE:
insptr++;
g_player[g_p].ps->ang=GetGameVarID(*insptr++, g_i, g_p);
g_player[g_p].ps->ang &= 2047;
break;
case CON_GETACTORANGLE:
insptr++;
SetGameVarID(*insptr++, g_sp->ang, g_i, g_p);
break;
case CON_SETACTORANGLE:
insptr++;
g_sp->ang=GetGameVarID(*insptr++, g_i, g_p);
g_sp->ang &= 2047;
break;
case CON_SETVAR:
insptr++;
SetGameVarID(*insptr, *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_SETARRAY:
insptr++;
j=*insptr++;
{
int index = GetGameVarID(*insptr++, g_i, g_p);
int value = GetGameVarID(*insptr++, g_i, g_p);
SetGameArrayID(j,index,value);
break;
}
case CON_RESIZEARRAY:
insptr++;
j=*insptr++;
{
int asize = GetGameVarID(*insptr++, g_i, g_p);
if (asize > 0)
{
OSD_Printf("resizing array %s, old size %d new size %d\n", aGameArrays[j].szLabel, aGameArrays[j].size, asize);
aGameArrays[j].plValues=Brealloc(aGameArrays[j].plValues, sizeof(int) * asize);
aGameArrays[j].size = asize;
}
break;
}
case CON_RANDVAR:
insptr++;
SetGameVarID(*insptr, mulscale(krand(), *(insptr+1)+1, 16), g_i, g_p);
insptr += 2;
break;
case CON_DISPLAYRANDVAR:
insptr++;
SetGameVarID(*insptr, mulscale(rand(), *(insptr+1)+1, 15), g_i, g_p);
insptr += 2;
break;
case CON_MULVAR:
insptr++;
SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) * *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_DIVVAR:
insptr++;
if (*(insptr+1) == 0)
gameexit("CON_DIVVAR: Divide by zero.");
SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) / *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_MODVAR:
insptr++;
if (*(insptr+1) == 0)
gameexit("CON_MODVAR: Mod by zero.");
SetGameVarID(*insptr,GetGameVarID(*insptr, g_i, g_p)%*(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_ANDVAR:
insptr++;
SetGameVarID(*insptr,GetGameVarID(*insptr, g_i, g_p) & *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_ORVAR:
insptr++;
SetGameVarID(*insptr,GetGameVarID(*insptr, g_i, g_p) | *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_XORVAR:
insptr++;
SetGameVarID(*insptr,GetGameVarID(*insptr, g_i, g_p) ^ *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_SETVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j, GetGameVarID(*insptr++, g_i, g_p), g_i, g_p);
break;
case CON_RANDVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j,mulscale(krand(), GetGameVarID(*insptr++, g_i, g_p)+1, 16), g_i, g_p);
break;
case CON_DISPLAYRANDVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j,mulscale(rand(), GetGameVarID(*insptr++, g_i, g_p)+1, 15), g_i, g_p);
break;
case CON_GMAXAMMO:
insptr++;
j=GetGameVarID(*insptr++, g_i, g_p);
SetGameVarID(*insptr++, g_player[g_p].ps->max_ammo_amount[j], g_i, g_p);
break;
case CON_SMAXAMMO:
insptr++;
j=GetGameVarID(*insptr++, g_i, g_p);
g_player[g_p].ps->max_ammo_amount[j]=GetGameVarID(*insptr++, g_i, g_p);
break;
case CON_MULVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j, GetGameVarID(j, g_i, g_p)*GetGameVarID(*insptr++, g_i, g_p), g_i, g_p);
break;
case CON_DIVVARVAR:
insptr++;
j=*insptr++;
{
int l2=GetGameVarID(*insptr++, g_i, g_p);
if (l2==0)
gameexit("CON_DIVVARVAR: Divide by zero.");
SetGameVarID(j, GetGameVarID(j, g_i, g_p)/l2 , g_i, g_p);
break;
}
case CON_MODVARVAR:
insptr++;
j=*insptr++;
{
int l2=GetGameVarID(*insptr++, g_i, g_p);
if (l2==0)
gameexit("CON_MODVARVAR: Mod by zero.");
SetGameVarID(j, GetGameVarID(j, g_i, g_p) % l2, g_i, g_p);
break;
}
case CON_ANDVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j, GetGameVarID(j, g_i, g_p) & GetGameVarID(*insptr++, g_i, g_p), g_i, g_p);
break;
case CON_XORVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j, GetGameVarID(j, g_i, g_p) ^ GetGameVarID(*insptr++, g_i, g_p) , g_i, g_p);
break;
case CON_ORVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j, GetGameVarID(j, g_i, g_p) | GetGameVarID(*insptr++, g_i, g_p) , g_i, g_p);
break;
case CON_SUBVAR:
insptr++;
SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) - *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_SUBVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j, GetGameVarID(j, g_i, g_p) - GetGameVarID(*insptr++, g_i, g_p), g_i, g_p);
break;
case CON_ADDVAR:
insptr++;
SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) + *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_SHIFTVARL:
insptr++;
SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) << *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_SHIFTVARR:
insptr++;
SetGameVarID(*insptr, GetGameVarID(*insptr, g_i, g_p) >> *(insptr+1), g_i, g_p);
insptr += 2;
break;
case CON_SIN:
insptr++;
SetGameVarID(*insptr, sintable[GetGameVarID(*(insptr+1), g_i, g_p)&2047], g_i, g_p);
insptr += 2;
break;
case CON_COS:
insptr++;
SetGameVarID(*insptr, sintable[(GetGameVarID(*(insptr+1), g_i, g_p)+512)&2047], g_i, g_p);
insptr += 2;
break;
case CON_ADDVARVAR:
insptr++;
j=*insptr++;
SetGameVarID(j, GetGameVarID(j, 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=(ud.volume_number*MAXLEVELS)+(*(insptr++));
if (map[(unsigned char)music_select].musicfn != NULL)
playmusic(&map[(unsigned char)music_select].musicfn[0],music_select);
break;
case CON_STARTTRACKVAR:
insptr++;
music_select=(ud.volume_number*MAXLEVELS)+(GetGameVarID(*(insptr++), g_i, g_p));
if (map[(unsigned char)music_select].musicfn != NULL)
playmusic(&map[(unsigned char)music_select].musicfn[0],music_select);
break;
case CON_GETTEXTURECEILING:
insptr++;
SetGameVarID(g_iTextureID, sector[g_sp->sectnum].ceilingpicnum, g_i, g_p);
break;
case CON_IFVARVARAND:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) & GetGameVarID(*(insptr), g_i, g_p));
break;
case CON_IFVARVARN:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) != GetGameVarID(*(insptr), g_i, g_p));
break;
case CON_IFVARVARE:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) == GetGameVarID(*(insptr), g_i, g_p));
break;
case CON_IFVARVARG:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) > GetGameVarID(*(insptr), g_i, g_p));
break;
case CON_IFVARVARL:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) < GetGameVarID(*(insptr), g_i, g_p));
break;
case CON_IFVARE:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) == *insptr);
break;
case CON_IFVARN:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) != *insptr);
break;
case CON_WHILEVARN:
{
int i;
intptr_t *savedinsptr=insptr;
j=1;
while (j)
{
insptr=savedinsptr;
insptr++;
i=*insptr++;
j=0;
if (GetGameVarID(i, g_i, g_p) != *insptr)
j=1;
parseifelse(j);
}
break;
}
case CON_WHILEVARVARN:
{
int i,k;
intptr_t *savedinsptr=insptr;
j=1;
while (j)
{
insptr=savedinsptr;
insptr++;
i=*insptr++;
k=*(insptr);
j=0;
if (GetGameVarID(i, g_i, g_p) != GetGameVarID(k, g_i, g_p))
j=1;
parseifelse(j);
}
break;
}
case CON_IFVARAND:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) & *insptr);
break;
case CON_IFVARG:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) > *insptr);
break;
case CON_IFVARL:
insptr++;
j=*insptr++;
parseifelse(GetGameVarID(j, g_i, g_p) < *insptr);
break;
case CON_IFPHEALTHL:
insptr++;
parseifelse(sprite[g_player[g_p].ps->i].extra < *insptr);
break;
case CON_IFPINVENTORY:
{
insptr++;
j = 0;
switch (*insptr++)
{
case GET_STEROIDS:
if (g_player[g_p].ps->steroids_amount != *insptr)
j = 1;
break;
case GET_SHIELD:
if (g_player[g_p].ps->shield_amount != g_player[g_p].ps->max_shield_amount)
j = 1;
break;
case GET_SCUBA:
if (g_player[g_p].ps->scuba_amount != *insptr) j = 1;
break;
case GET_HOLODUKE:
if (g_player[g_p].ps->holoduke_amount != *insptr) j = 1;
break;
case GET_JETPACK:
if (g_player[g_p].ps->jetpack_amount != *insptr) j = 1;
break;
case GET_ACCESS:
switch (g_sp->pal)
{
case 0:
if (g_player[g_p].ps->got_access&1) j = 1;
break;
case 21:
if (g_player[g_p].ps->got_access&2) j = 1;
break;
case 23:
if (g_player[g_p].ps->got_access&4) j = 1;
break;
}
break;
case GET_HEATS:
if (g_player[g_p].ps->heat_amount != *insptr) j = 1;
break;
case GET_FIRSTAID:
if (g_player[g_p].ps->firstaid_amount != *insptr) j = 1;
break;
case GET_BOOTS:
if (g_player[g_p].ps->boot_amount != *insptr) j = 1;
break;
}
parseifelse(j);
break;
}
case CON_PSTOMP:
insptr++;
if (g_player[g_p].ps->knee_incs == 0 && sprite[g_player[g_p].ps->i].xrepeat >= 40)
if (cansee(g_sp->x,g_sp->y,g_sp->z-(4<<8),g_sp->sectnum,g_player[g_p].ps->posx,g_player[g_p].ps->posy,g_player[g_p].ps->posz+(16<<8),sprite[g_player[g_p].ps->i].sectnum))
{
for (j=0;j<ud.multimode;j++)
{
if (g_player[j].ps->actorsqu == g_i)
break;
}
if (j == ud.multimode)
{
g_player[g_p].ps->knee_incs = 1;
if (g_player[g_p].ps->weapon_pos == 0)
g_player[g_p].ps->weapon_pos = -1;
g_player[g_p].ps->actorsqu = g_i;
}
}
break;
case CON_IFAWAYFROMWALL:
{
short 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)
{
OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,*insptr);
insptr++;
break;
}
FTA(*insptr++,g_player[g_p].ps);
break;
case CON_USERQUOTE:
insptr++;
{
int i=GetGameVarID(*insptr++, g_i, g_p);
if (fta_quotes[i] == NULL)
{
OSD_Printf("%s %d null quote %d\n",__FILE__,__LINE__,i);
break;
}
adduserquote(fta_quotes[i]);
}
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(g_player[g_p].ps->ang,g_sp->ang));
parseifelse(j <= *insptr);
break;
case CON_IFNOSOUNDS:
for (j=1;j<MAXSOUNDS;j++)
if (g_sounds[j].SoundOwner[0].i == g_i)
break;
parseifelse(j == MAXSOUNDS);
break;
case CON_SPRITEFLAGS:
insptr++;
hittype[g_i].flags = GetGameVarID(*insptr++, g_i, g_p);
break;
case CON_GETTICKS:
insptr++;
j=*insptr++;
SetGameVarID(j, getticks(), g_i, g_p);
break;
case CON_GETCURRADDRESS:
insptr++;
j=*insptr++;
SetGameVarID(j, (intptr_t)(insptr-script), g_i, g_p);
break;
case CON_JUMP:
insptr++;
j = GetGameVarID(*insptr++, g_i, g_p);
insptr = (intptr_t *)(j+script);
break;
default:
OSD_Printf("fatal error: default processing: previous five values: %d, %d, %d, %d, %d, currrent opcode: %d, next five values: %d, %d, %d, %d, %d\ncurrent actor: %d (%d)\n",*(insptr-5),*(insptr-4),*(insptr-3),*(insptr-2),*(insptr-1),*insptr,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5),g_i,g_sp->picnum);
gameexit("An error has occurred in the EDuke32 CON executor.\n\n"
"If you are an end user, please e-mail the file eduke32.log\n"
"along with links to any mods you're using to terminx@gmail.com.\n\n"
"If you are a mod developer, please attach all of your CON files\n"
"along with instructions on how to reproduce this error.\n\n"
"Thank you!");
break;
}
return 0;
}
void LoadActor(int iActor)
{
g_i = iActor; // Sprite ID
g_p = -1; // iPlayer; // Player ID
g_x = -1; // 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))
// g_player[g_p].ps->actors_killed++;
deletesprite(g_i);
return;
}
while (1) if (parse()) break;
if (killit_flag == 1)
{
// if player was set to squish, first stop that...
if (g_p >= 0)
{
if (g_player[g_p].ps->actorsqu == g_i)
g_player[g_p].ps->actorsqu = -1;
}
deletesprite(g_i);
}
}
void execute(int iActor,int iPlayer,int lDist)
{
short temp, temp2;
g_i = iActor; // Sprite ID
g_p = iPlayer; // 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))
g_player[g_p].ps->actors_killed++;
deletesprite(g_i);
return;
}
/* Qbix: Changed variables to be aware of the sizeof *insptr
* (wether it is int vs intptr_t), Although it is specificly cast to intptr_t*
* which might be corrected if the code is converted to use offsets */
if (g_t[4])
{
g_sp->lotag += TICSPERFRAME;
if (g_sp->lotag > *(intptr_t *)(g_t[4]+4*sizeof(*insptr)))
{
g_t[2]++;
g_sp->lotag = 0;
g_t[3] += *(intptr_t *)(g_t[4]+3*sizeof(*insptr));
}
if (klabs(g_t[3]) >= klabs(*(intptr_t *)(g_t[4]+sizeof(*insptr)) * *(intptr_t *)(g_t[4]+3*sizeof(*insptr))))
g_t[3] = 0;
}
while (1) if (parse()) break;
if (killit_flag == 1)
{
// if player was set to squish, first stop that...
if (g_player[g_p].ps->actorsqu == g_i)
g_player[g_p].ps->actorsqu = -1;
deletesprite(g_i);
}
else
{
move();
if (ud.angleinterpolation)
{
temp = (g_sp->ang & 2047) - sprpos[g_i].ang;
sprpos[g_i].oldang = sprpos[g_i].ang;
if (temp)
{
temp2 = temp/klabs(temp);
if (klabs(temp) > 1024) temp2 = -(temp2);
sprpos[g_i].angdir = temp2;
sprpos[g_i].angdif = min(ud.angleinterpolation,klabs(temp));
sprpos[g_i].ang += sprpos[g_i].angdif * sprpos[g_i].angdir;
sprpos[g_i].ang &= 2047;
}
}
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;
}
}
}