1 -------------------------------------------------------------------------------
3 -------------------------------------------------------------------------------
4 16/keen/id_us.c:// US_CheckHighScore() - Checks gamestate to see if the just-ended game
\r
5 16/keen/kd_act1.c: if ( (ob->temp3+=tics) >= flowertime[gamestate.difficulty])
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6 16/keen/kd_demo.c: gamestate.worldx = 0; // spawn keen at starting spot
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7 16/keen/kd_demo.c: gamestate.mapon = 0;
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8 16/keen/kd_demo.c: gamestate.score = 0;
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9 16/keen/kd_demo.c: gamestate.nextextra = 20000;
\r
10 16/keen/kd_demo.c: gamestate.lives = 3;
\r
11 16/keen/kd_demo.c: gamestate.flowerpowers = gamestate.boobusbombs = 0;
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12 16/keen/kd_demo.c: gamestate.leveldone[i] = false;
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13 16/keen/kd_demo.c: US_PrintUnsigned(gamestate.lives);
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14 16/keen/kd_demo.c: US_PrintUnsigned(gamestate.boobusbombs);
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15 16/keen/kd_demo.c: US_PrintUnsigned(gamestate.nextextra);
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16 16/keen/kd_demo.c: US_PrintUnsigned(gamestate.keys);
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17 16/keen/kd_demo.c: if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))
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18 16/keen/kd_demo.c: if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))
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19 16/keen/kd_demo.c: gamestate.mapon = tedlevelnum;
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20 16/keen/kd_keen.c: if ((gamestate.score>>16) != ob->temp1
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21 16/keen/kd_keen.c: || (unsigned)gamestate.score != ob->temp2 )
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22 16/keen/kd_keen.c: ltoa (gamestate.score,str,10);
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23 16/keen/kd_keen.c: ob->temp1 = gamestate.score>>16;
\r
24 16/keen/kd_keen.c: ob->temp2 = gamestate.score;
\r
25 16/keen/kd_keen.c: number = gamestate.boobusbombs;
\r
26 16/keen/kd_keen.c: number = gamestate.flowerpowers;
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27 16/keen/kd_keen.c: ob->temp3 = gamestate.flowerpowers;
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28 16/keen/kd_keen.c: if (gamestate.lives != ob->temp4)
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29 16/keen/kd_keen.c: if (gamestate.lives>9)
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30 16/keen/kd_keen.c: MemDrawChar (gamestate.lives +1,dest,width,planesize);
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31 16/keen/kd_keen.c: ob->temp4 = gamestate.lives;
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32 16/keen/kd_keen.c: if (!gamestate.boobusbombs)
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33 16/keen/kd_keen.c: gamestate.bombsthislevel--;
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34 16/keen/kd_keen.c: gamestate.boobusbombs--;
\r
35 16/keen/kd_keen.c: if (!gamestate.flowerpowers)
\r
36 16/keen/kd_keen.c: gamestate.flowerpowers--;
\r
37 16/keen/kd_keen.c: if (!gamestate.worldx)
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38 16/keen/kd_keen.c: player->x = gamestate.worldx;
\r
39 16/keen/kd_keen.c: player->y = gamestate.worldy;
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40 16/keen/kd_keen.c: if (gamestate.boobusbombs < 12)
\r
41 16/keen/kd_keen.c: gamestate.worldx = ob->x;
\r
42 16/keen/kd_keen.c: gamestate.worldy = ob->y;
\r
43 16/keen/kd_keen.c: gamestate.mapon = tile-2;
\r
44 16/keen/kd_keen.c: gamestate.lives++;
\r
45 16/keen/kd_keen.c: gamestate.lives+=3;
\r
46 16/keen/kd_keen.c: gamestate.flowerpowers+=8;
\r
47 16/keen/kd_keen.c: gamestate.flowerpowers++;
\r
48 16/keen/kd_keen.c: gamestate.flowerpowers+=5;
\r
49 16/keen/kd_keen.c: gamestate.boobusbombs++;
\r
50 16/keen/kd_keen.c: gamestate.bombsthislevel++;
\r
51 16/keen/kd_keen.c: gamestate.keys++;
\r
52 16/keen/kd_keen.c: if (gamestate.keys)
\r
53 16/keen/kd_keen.c: gamestate.keys--;
\r
54 16/keen/kd_main.c: gamestate.boobusbombs=99;
\r
55 16/keen/kd_main.c: gamestate.flowerpowers=99;
\r
56 16/keen/kd_main.c: gamestate.keys=99;
\r
57 16/keen/kd_main.c: gamestate.mapon = level;
\r
58 16/keen/kd_play.c:gametype gamestate;
\r
59 16/keen/kd_play.c: if (info>=3 && info<=18 && gamestate.leveldone[info-2])
\r
60 16/keen/kd_play.c: CA_CacheMap (gamestate.mapon);
\r
61 16/keen/kd_play.c: gamestate.score += points;
\r
62 16/keen/kd_play.c: if (gamestate.score >= gamestate.nextextra)
\r
63 16/keen/kd_play.c: gamestate.lives++;
\r
64 16/keen/kd_play.c: gamestate.nextextra*=2;
\r
65 16/keen/kd_play.c: gamestate.keys = 0;
\r
66 16/keen/kd_play.c: gamestate.boobusbombs -= gamestate.bombsthislevel;
\r
67 16/keen/kd_play.c: gamestate.lives--;
\r
68 16/keen/kd_play.c: if (gamestate.lives < 0)
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69 16/keen/kd_play.c: gamestate.mapon = 0; // exit to tuberia
\r
70 16/keen/kd_play.c: gamestate.mapon = 0; // exit to tuberia
\r
71 16/keen/kd_play.c: gamestate.difficulty = restartgame;
\r
72 16/keen/kd_play.c: gamestate.bombsthislevel = 0;
\r
73 16/keen/kd_play.c: gamestate.leveldone[mapon] = true; // finished the level
\r
74 16/keen/kd_play.c: gamestate.mapon = 0;
\r
75 16/keen/kd_play.c: } while (gamestate.lives>-1 && playstate!=victorious);
\r
76 16/keen/kd_play.c: if (gamestate.leveldone[i])
\r
77 16/keen/kd_play.c: US_CheckHighScore (gamestate.score,cities);
\r
78 16/keen/kd_def.h:extern gametype gamestate;
\r
79 =============== ./qkeen.sh end ===============
80 -------------------------------------------------------------------------------
82 -------------------------------------------------------------------------------
84 16/wf3d8086/wl_act1.c: gamestate.treasuretotal++;
\r
85 16/wf3d8086/wl_act1.c: if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
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86 16/wf3d8086/wl_act1.c: if (gamestate.victoryflag) // don't move door during victory sequence
\r
87 16/wf3d8086/wl_act1.c: gamestate.secretcount++;
\r
88 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
89 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
90 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
91 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
92 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][which];
\r
93 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
\r
94 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
95 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
\r
96 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
97 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
98 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
99 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
100 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
101 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
102 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][which];
\r
103 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
\r
104 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
105 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
\r
106 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
107 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
\r
108 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
109 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
\r
110 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
111 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
\r
112 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
113 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
\r
114 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
115 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
116 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
\r
117 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
118 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
\r
119 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
120 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
\r
121 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
122 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
\r
123 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
124 16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
\r
125 16/wf3d8086/wl_act2.c: gamestate.killtotal++;
\r
126 16/wf3d8086/wl_act2.c: new->hitpoints = hitpoints[gamestate.difficulty];
\r
127 16/wf3d8086/wl_act2.c: if (gamestate.victoryflag)
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128 16/wf3d8086/wl_act2.c: if (gamestate.victoryflag)
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129 16/wf3d8086/wl_act2.c: gamestate.victoryflag = true;
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130 16/wf3d8086/wl_act2.c: player->x = gamestate.killx;
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131 16/wf3d8086/wl_act2.c: player->y = gamestate.killy;
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132 16/wf3d8086/wl_agent.c: if (!gamestate.ammo) // must use knife with no ammo
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133 16/wf3d8086/wl_agent.c: for (i=wp_knife ; i<=gamestate.bestweapon ; i++)
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134 16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon = i;
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135 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
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136 16/wf3d8086/wl_agent.c: if (gamestate.health)
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137 16/wf3d8086/wl_agent.c: StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);
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138 16/wf3d8086/wl_agent.c: StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
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139 16/wf3d8086/wl_agent.c: gamestate.faceframe = (US_RndT()>>6);
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140 16/wf3d8086/wl_agent.c: if (gamestate.faceframe==3)
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141 16/wf3d8086/wl_agent.c: gamestate.faceframe = 1;
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142 16/wf3d8086/wl_agent.c: LatchNumber (21,16,3,gamestate.health);
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143 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)
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144 16/wf3d8086/wl_agent.c: if (gamestate.difficulty==gd_baby)
\r
145 16/wf3d8086/wl_agent.c: gamestate.health -= points;
\r
146 16/wf3d8086/wl_agent.c: if (gamestate.health<=0)
\r
147 16/wf3d8086/wl_agent.c: gamestate.health = 0;
\r
148 16/wf3d8086/wl_agent.c: if (points > 30 && gamestate.health!=0 && !godmode)
\r
149 16/wf3d8086/wl_agent.c: gamestate.health += points;
\r
150 16/wf3d8086/wl_agent.c: if (gamestate.health>100)
\r
151 16/wf3d8086/wl_agent.c: gamestate.health = 100;
\r
152 16/wf3d8086/wl_agent.c: if (gamestate.mapon == 20)
\r
153 16/wf3d8086/wl_agent.c: LatchNumber (2,16,2,gamestate.mapon+1);
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154 16/wf3d8086/wl_agent.c: LatchNumber (14,16,1,gamestate.lives);
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155 16/wf3d8086/wl_agent.c: if (gamestate.lives<9)
\r
156 16/wf3d8086/wl_agent.c: gamestate.lives++;
\r
157 16/wf3d8086/wl_agent.c: LatchNumber (6,16,6,gamestate.score);
\r
158 16/wf3d8086/wl_agent.c: gamestate.score += points;
\r
159 16/wf3d8086/wl_agent.c: while (gamestate.score >= gamestate.nextextra)
\r
160 16/wf3d8086/wl_agent.c: gamestate.nextextra += EXTRAPOINTS;
\r
161 16/wf3d8086/wl_agent.c: StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
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162 16/wf3d8086/wl_agent.c: if (gamestate.keys & 1)
\r
163 16/wf3d8086/wl_agent.c: if (gamestate.keys & 2)
\r
164 16/wf3d8086/wl_agent.c: if (gamestate.bestweapon<weapon)
\r
165 16/wf3d8086/wl_agent.c: gamestate.bestweapon = gamestate.weapon
\r
166 16/wf3d8086/wl_agent.c: = gamestate.chosenweapon = weapon;
\r
167 16/wf3d8086/wl_agent.c: LatchNumber (27,16,2,gamestate.ammo);
\r
168 16/wf3d8086/wl_agent.c: if (!gamestate.ammo) // knife was out
\r
169 16/wf3d8086/wl_agent.c: if (!gamestate.attackframe)
\r
170 16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon;
\r
171 16/wf3d8086/wl_agent.c: gamestate.ammo += ammo;
\r
172 16/wf3d8086/wl_agent.c: if (gamestate.ammo > 99)
\r
173 16/wf3d8086/wl_agent.c: gamestate.ammo = 99;
\r
174 16/wf3d8086/wl_agent.c: gamestate.keys |= (1<<key);
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175 16/wf3d8086/wl_agent.c: if (gamestate.health == 100)
\r
176 16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
\r
177 16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
\r
178 16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
\r
179 16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
\r
180 16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)
\r
181 16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)
\r
182 16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)
\r
183 16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
\r
184 16/wf3d8086/wl_agent.c: if (gamestate.health == 100)
\r
185 16/wf3d8086/wl_agent.c: if (gamestate.health == 100)
\r
186 16/wf3d8086/wl_agent.c: if (gamestate.health >10)
\r
187 16/wf3d8086/wl_agent.c: gamestate.victoryflag = true;
\r
188 16/wf3d8086/wl_agent.c: gamestate.weaponframe = 0;
\r
189 16/wf3d8086/wl_agent.c: gamestate.attackframe = 0;
\r
190 16/wf3d8086/wl_agent.c: gamestate.attackcount =
\r
191 16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].tics;
\r
192 16/wf3d8086/wl_agent.c: gamestate.weaponframe =
\r
193 16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].frame;
\r
194 16/wf3d8086/wl_agent.c: switch (gamestate.weapon)
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195 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
\r
196 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
\r
197 16/wf3d8086/wl_agent.c: gamestate.attackcount -= tics;
\r
198 16/wf3d8086/wl_agent.c: while (gamestate.attackcount <= 0)
\r
199 16/wf3d8086/wl_agent.c: cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
\r
200 16/wf3d8086/wl_agent.c: if (!gamestate.ammo)
\r
201 16/wf3d8086/wl_agent.c: gamestate.weapon = wp_knife;
\r
202 16/wf3d8086/wl_agent.c: if (gamestate.weapon != gamestate.chosenweapon)
\r
203 16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon;
\r
204 16/wf3d8086/wl_agent.c: gamestate.attackframe = gamestate.weaponframe = 0;
\r
205 16/wf3d8086/wl_agent.c: if (!gamestate.ammo)
\r
206 16/wf3d8086/wl_agent.c: gamestate.attackframe -= 2;
\r
207 16/wf3d8086/wl_agent.c: if (!gamestate.ammo)
\r
208 16/wf3d8086/wl_agent.c: gamestate.attackframe++;
\r
209 16/wf3d8086/wl_agent.c: gamestate.ammo--;
\r
210 16/wf3d8086/wl_agent.c: if (gamestate.ammo && buttonstate[bt_attack])
\r
211 16/wf3d8086/wl_agent.c: gamestate.attackframe -= 2;
\r
212 16/wf3d8086/wl_agent.c: gamestate.attackcount += cur->tics;
\r
213 16/wf3d8086/wl_agent.c: gamestate.attackframe++;
\r
214 16/wf3d8086/wl_agent.c: gamestate.weaponframe =
\r
215 16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].frame;
\r
216 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
\r
217 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
\r
218 16/wf3d8086/wl_debug.c:// gamestate.mapon++;
\r
219 16/wf3d8086/wl_debug.c: if (gamestate.bestweapon<wp_chaingun)
\r
220 16/wf3d8086/wl_debug.c: GiveWeapon (gamestate.bestweapon+1);
\r
221 16/wf3d8086/wl_debug.c: gamestate.ammo += 50;
\r
222 16/wf3d8086/wl_debug.c: if (gamestate.ammo > 99)
\r
223 16/wf3d8086/wl_debug.c: gamestate.ammo = 99;
\r
224 16/wf3d8086/wl_debug.c: gamestate.mapon = level-1;
\r
225 16/wf3d8086/wl_draw.c: unsigned floor=egaFloor[gamestate.episode*10+mapon],
\r
226 16/wf3d8086/wl_draw.c: ceiling=egaCeiling[gamestate.episode*10+mapon];
\r
227 16/wf3d8086/wl_draw.c: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];
\r
228 16/wf3d8086/wl_draw.c: if (gamestate.victoryflag)
\r
229 16/wf3d8086/wl_draw.c: if (gamestate.weapon != -1)
\r
230 16/wf3d8086/wl_draw.c: shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
\r
231 16/wf3d8086/wl_game.c:gametype gamestate;
\r
232 16/wf3d8086/wl_game.c: gamestate.secrettotal++;
\r
233 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
234 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
235 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
236 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
237 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
238 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
239 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
240 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
241 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
242 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
243 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
244 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
245 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
246 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
247 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
248 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
249 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
250 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
251 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
\r
252 16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
\r
253 16/wf3d8086/wl_game.c: gamestate.TimeCount=
\r
254 16/wf3d8086/wl_game.c: gamestate.secrettotal=
\r
255 16/wf3d8086/wl_game.c: gamestate.killtotal=
\r
256 16/wf3d8086/wl_game.c: gamestate.treasuretotal=
\r
257 16/wf3d8086/wl_game.c: gamestate.secretcount=
\r
258 16/wf3d8086/wl_game.c: gamestate.killcount=
\r
259 16/wf3d8086/wl_game.c: gamestate.treasurecount=0;
\r
260 16/wf3d8086/wl_game.c: CA_CacheMap (gamestate.mapon+10*gamestate.episode);
\r
261 16/wf3d8086/wl_game.c: mapon-=gamestate.episode*10;
\r
262 16/wf3d8086/wl_game.c: gamestate.mapon = level%10;
\r
263 16/wf3d8086/wl_game.c: gamestate.mapon = level;
\r
264 16/wf3d8086/wl_game.c: gamestate.mapon = *demoptr++;
\r
265 16/wf3d8086/wl_game.c: gamestate.difficulty = gd_hard;
\r
266 16/wf3d8086/wl_game.c: gamestate.weapon = -1; // take away weapon
\r
267 16/wf3d8086/wl_game.c: gamestate.lives--;
\r
268 16/wf3d8086/wl_game.c: if (gamestate.lives > -1)
\r
269 16/wf3d8086/wl_game.c: gamestate.health = 100;
\r
270 16/wf3d8086/wl_game.c: gamestate.weapon = gamestate.bestweapon
\r
271 16/wf3d8086/wl_game.c: = gamestate.chosenweapon = wp_pistol;
\r
272 16/wf3d8086/wl_game.c: gamestate.ammo = STARTAMMO;
\r
273 16/wf3d8086/wl_game.c: gamestate.keys = 0;
\r
274 16/wf3d8086/wl_game.c: gamestate.attackframe = gamestate.attackcount =
\r
275 16/wf3d8086/wl_game.c: gamestate.weaponframe = 0;
\r
276 16/wf3d8086/wl_game.c: gamestate.score = gamestate.oldscore;
\r
277 16/wf3d8086/wl_game.c: if (gamestate.mapon == 20) // give them the key allways
\r
278 16/wf3d8086/wl_game.c: gamestate.keys |= 1;
\r
279 16/wf3d8086/wl_game.c: gamestate.oldscore = gamestate.score;
\r
280 16/wf3d8086/wl_game.c: gamestate.mapon = 20;
\r
281 16/wf3d8086/wl_game.c: gamestate.keys = 0;
\r
282 16/wf3d8086/wl_game.c: if (gamestate.mapon == 1)
\r
283 16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);
\r
284 16/wf3d8086/wl_game.c: if (gamestate.mapon == 3)
\r
285 16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);
\r
286 16/wf3d8086/wl_game.c: gamestate.oldscore = gamestate.score;
\r
287 16/wf3d8086/wl_game.c: if (gamestate.mapon == 9)
\r
288 16/wf3d8086/wl_game.c: gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret
\r
289 16/wf3d8086/wl_game.c: gamestate.mapon = 9;
\r
290 16/wf3d8086/wl_game.c: switch(gamestate.mapon)
\r
291 16/wf3d8086/wl_game.c: case FROMSECRET1: gamestate.mapon = 18; break;
\r
292 16/wf3d8086/wl_game.c: case FROMSECRET2: gamestate.mapon = 19; break;
\r
293 16/wf3d8086/wl_game.c: if (gamestate.mapon == 18 || gamestate.mapon == 19)
\r
294 16/wf3d8086/wl_game.c: switch(gamestate.mapon)
\r
295 16/wf3d8086/wl_game.c: case 18: gamestate.mapon = FROMSECRET1+1; break;
\r
296 16/wf3d8086/wl_game.c: case 19: gamestate.mapon = FROMSECRET2+1; break;
\r
297 16/wf3d8086/wl_game.c: gamestate.mapon++;
\r
298 16/wf3d8086/wl_game.c: if (gamestate.lives > -1)
\r
299 16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);
\r
300 16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);
\r
301 16/wf3d8086/wl_inter.c: if (gamestate.difficulty>=gd_medium)
\r
302 16/wf3d8086/wl_inter.c: Write(26,2,itoa(gamestate.mapon+1,tempstr,10));
\r
303 16/wf3d8086/wl_inter.c: Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);
\r
304 16/wf3d8086/wl_inter.c: Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);
\r
305 16/wf3d8086/wl_inter.c: sec=gamestate.TimeCount/70;
\r
306 16/wf3d8086/wl_inter.c: if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)
\r
307 16/wf3d8086/wl_inter.c: timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;
\r
308 16/wf3d8086/wl_inter.c: if (gamestate.killtotal)
\r
309 16/wf3d8086/wl_inter.c: kr=(gamestate.killcount*100)/gamestate.killtotal;
\r
310 16/wf3d8086/wl_inter.c: if (gamestate.secrettotal)
\r
311 16/wf3d8086/wl_inter.c: sr=(gamestate.secretcount*100)/gamestate.secrettotal;
\r
312 16/wf3d8086/wl_inter.c: if (gamestate.treasuretotal)
\r
313 16/wf3d8086/wl_inter.c: tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;
\r
314 16/wf3d8086/wl_inter.c: if (gamestate.mapon == 1)
\r
315 16/wf3d8086/wl_inter.c: if (gamestate.mapon == 3)
\r
316 16/wf3d8086/wl_inter.c: myscore.episode = gamestate.episode;
\r
317 16/wf3d8086/wl_main.c: memset (&gamestate,0,sizeof(gamestate));
\r
318 16/wf3d8086/wl_main.c: gamestate.difficulty = difficulty;
\r
319 16/wf3d8086/wl_main.c: gamestate.weapon = gamestate.bestweapon
\r
320 16/wf3d8086/wl_main.c: = gamestate.chosenweapon = wp_pistol;
\r
321 16/wf3d8086/wl_main.c: gamestate.health = 100;
\r
322 16/wf3d8086/wl_main.c: gamestate.ammo = STARTAMMO;
\r
323 16/wf3d8086/wl_main.c: gamestate.lives = 3;
\r
324 16/wf3d8086/wl_main.c: gamestate.nextextra = EXTRAPOINTS;
\r
325 16/wf3d8086/wl_main.c: gamestate.episode=episode;
\r
326 16/wf3d8086/wl_main.c: size += sizeof(gamestate) +
\r
327 16/wf3d8086/wl_main.c: CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));
\r
328 16/wf3d8086/wl_main.c: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
\r
329 16/wf3d8086/wl_main.c: CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));
\r
330 16/wf3d8086/wl_main.c: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
\r
331 16/wf3d8086/wl_main.c: gamestate.score = 0;
\r
332 16/wf3d8086/wl_main.c: gamestate.lives = 1;
\r
333 16/wf3d8086/wl_main.c: gamestate.weapon =
\r
334 16/wf3d8086/wl_main.c: gamestate.chosenweapon =
\r
335 16/wf3d8086/wl_main.c: gamestate.bestweapon = wp_pistol;
\r
336 16/wf3d8086/wl_main.c: gamestate.ammo = 8;
\r
337 16/wf3d8086/wl_main.c: gamestate.difficulty=level;
\r
338 16/wf3d8086/wl_main.c: gamestate.episode = tedlevelnum/10;
\r
339 16/wf3d8086/wl_main.c: gamestate.mapon = tedlevelnum%10;
\r
340 16/wf3d8086/wl_main.c: gamestate.episode = 0;
\r
341 16/wf3d8086/wl_main.c: gamestate.mapon = tedlevelnum;
\r
342 16/wf3d8086/wl_menu.c: pickquick = gamestate.lives = 0;
\r
343 16/wf3d8086/wl_menu.c: pickquick = gamestate.lives = 0;
\r
344 16/wf3d8086/wl_play.c: gamestate.health = 100;
\r
345 16/wf3d8086/wl_play.c: gamestate.ammo = 99;
\r
346 16/wf3d8086/wl_play.c: gamestate.keys = 3;
\r
347 16/wf3d8086/wl_play.c: gamestate.score = 0;
\r
348 16/wf3d8086/wl_play.c: gamestate.TimeCount += 42000L;
\r
349 16/wf3d8086/wl_play.c: chunk = songs[gamestate.mapon+gamestate.episode*10];
\r
350 16/wf3d8086/wl_play.c: gamestate.TimeCount+=tics;
\r
351 16/wf3d8086/wl_state.c: if (gamestate.bestweapon < wp_machinegun)
\r
352 16/wf3d8086/wl_state.c: gamestate.killx = player->x;
\r
353 16/wf3d8086/wl_state.c: gamestate.killy = player->y;
\r
354 16/wf3d8086/wl_state.c: gamestate.killx = player->x;
\r
355 16/wf3d8086/wl_state.c: gamestate.killy = player->y;
\r
356 16/wf3d8086/wl_state.c: gamestate.killx = player->x;
\r
357 16/wf3d8086/wl_state.c: gamestate.killy = player->y;
\r
358 16/wf3d8086/wl_state.c: gamestate.killx = player->x;
\r
359 16/wf3d8086/wl_state.c: gamestate.killy = player->y;
\r
360 16/wf3d8086/wl_state.c: gamestate.killcount++;
\r
361 16/wf3d8086/wl_text.c: ShowArticle(gamestate.episode + 1);
\r
362 16/wf3d8086/wl_text.c: artnum = endextern+gamestate.episode;
\r
363 16/wf3d8086/wl_text.c: endfilename[6] = '1'+gamestate.episode;
\r
364 16/wf3d8086/wl_def.h:// gamestate structure
\r
365 16/wf3d8086/wl_def.h:extern gametype gamestate;
\r
366 ==== 16/wolf3d/WOLFSRC ====
367 16/wolf3d/WOLFSRC/WL_ACT1.C: gamestate.treasuretotal++;
368 16/wolf3d/WOLFSRC/WL_ACT1.C: if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
369 16/wolf3d/WOLFSRC/WL_ACT1.C: if (gamestate.victoryflag) // don't move door during victory sequence
370 16/wolf3d/WOLFSRC/WL_ACT1.C: gamestate.secretcount++;
371 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
372 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
373 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
374 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
375 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][which];
376 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
377 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
378 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
379 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
380 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
381 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
382 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
383 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
384 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
385 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][which];
386 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
387 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
388 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
389 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
390 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
391 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
392 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
393 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
394 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
395 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
396 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
397 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
398 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
399 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
400 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
401 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
402 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
403 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
404 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
405 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
406 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
407 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
408 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
409 16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = hitpoints[gamestate.difficulty];
410 16/wolf3d/WOLFSRC/WL_ACT2.C: if (gamestate.victoryflag)
411 16/wolf3d/WOLFSRC/WL_ACT2.C: if (gamestate.victoryflag)
412 16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.victoryflag = true;
413 16/wolf3d/WOLFSRC/WL_ACT2.C: player->x = gamestate.killx;
414 16/wolf3d/WOLFSRC/WL_ACT2.C: player->y = gamestate.killy;
415 16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo) // must use knife with no ammo
416 16/wolf3d/WOLFSRC/WL_AGENT.C: for (i=wp_knife ; i<=gamestate.bestweapon ; i++)
417 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = gamestate.chosenweapon = i;
418 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
419 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health)
420 16/wolf3d/WOLFSRC/WL_AGENT.C: StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);
421 16/wolf3d/WOLFSRC/WL_AGENT.C: StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
422 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.faceframe = (US_RndT()>>6);
423 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.faceframe==3)
424 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.faceframe = 1;
425 16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (21,16,3,gamestate.health);
426 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag)
427 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.difficulty==gd_baby)
428 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.health -= points;
429 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health<=0)
430 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.health = 0;
431 16/wolf3d/WOLFSRC/WL_AGENT.C: if (points > 30 && gamestate.health!=0 && !godmode)
432 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.health += points;
433 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health>100)
434 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.health = 100;
435 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.mapon == 20)
436 16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (2,16,2,gamestate.mapon+1);
437 16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (14,16,1,gamestate.lives);
438 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.lives<9)
439 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.lives++;
440 16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (6,16,6,gamestate.score);
441 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.score += points;
442 16/wolf3d/WOLFSRC/WL_AGENT.C: while (gamestate.score >= gamestate.nextextra)
443 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.nextextra += EXTRAPOINTS;
444 16/wolf3d/WOLFSRC/WL_AGENT.C: StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
445 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.keys & 1)
446 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.keys & 2)
447 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.bestweapon<weapon)
448 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.bestweapon = gamestate.weapon
449 16/wolf3d/WOLFSRC/WL_AGENT.C: = gamestate.chosenweapon = weapon;
450 16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (27,16,2,gamestate.ammo);
451 16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo) // knife was out
452 16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.attackframe)
453 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = gamestate.chosenweapon;
454 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo += ammo;
455 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo > 99)
456 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo = 99;
457 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.keys |= (1<<key);
458 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
459 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
460 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
461 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
462 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
463 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
464 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
465 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
466 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
467 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
468 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
469 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health >10)
470 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.victoryflag = true;
471 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weaponframe = 0;
472 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe = 0;
473 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackcount =
474 16/wolf3d/WOLFSRC/WL_AGENT.C: attackinfo[gamestate.weapon][gamestate.attackframe].tics;
475 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weaponframe =
476 16/wolf3d/WOLFSRC/WL_AGENT.C: attackinfo[gamestate.weapon][gamestate.attackframe].frame;
477 16/wolf3d/WOLFSRC/WL_AGENT.C: switch (gamestate.weapon)
478 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
479 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
480 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackcount -= tics;
481 16/wolf3d/WOLFSRC/WL_AGENT.C: while (gamestate.attackcount <= 0)
482 16/wolf3d/WOLFSRC/WL_AGENT.C: cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
483 16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo)
484 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = wp_knife;
485 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.weapon != gamestate.chosenweapon)
486 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = gamestate.chosenweapon;
487 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe = gamestate.weaponframe = 0;
488 16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo)
489 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe -= 2;
490 16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo)
491 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe++;
492 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo--;
493 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo && buttonstate[bt_attack])
494 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe -= 2;
495 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackcount += cur->tics;
496 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe++;
497 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weaponframe =
498 16/wolf3d/WOLFSRC/WL_AGENT.C: attackinfo[gamestate.weapon][gamestate.attackframe].frame;
499 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
500 16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
501 16/wolf3d/WOLFSRC/WL_DEBUG.C:// gamestate.mapon++;
502 16/wolf3d/WOLFSRC/WL_DEBUG.C: if (gamestate.bestweapon<wp_chaingun)
503 16/wolf3d/WOLFSRC/WL_DEBUG.C: GiveWeapon (gamestate.bestweapon+1);
504 16/wolf3d/WOLFSRC/WL_DEBUG.C: gamestate.ammo += 50;
505 16/wolf3d/WOLFSRC/WL_DEBUG.C: if (gamestate.ammo > 99)
506 16/wolf3d/WOLFSRC/WL_DEBUG.C: gamestate.ammo = 99;
507 16/wolf3d/WOLFSRC/WL_DEBUG.C: gamestate.mapon = level-1;
508 16/wolf3d/WOLFSRC/WL_DRAW.C: unsigned floor=egaFloor[gamestate.episode*10+mapon],
509 16/wolf3d/WOLFSRC/WL_DRAW.C: ceiling=egaCeiling[gamestate.episode*10+mapon];
510 16/wolf3d/WOLFSRC/WL_DRAW.C: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];
511 16/wolf3d/WOLFSRC/WL_DRAW.C: if (gamestate.victoryflag)
512 16/wolf3d/WOLFSRC/WL_DRAW.C: if (gamestate.weapon != -1)
513 16/wolf3d/WOLFSRC/WL_DRAW.C: shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
514 16/wolf3d/WOLFSRC/WL_GAME.C:gametype gamestate;
515 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.secrettotal++;
516 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
517 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
518 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
519 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
520 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
521 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
522 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
523 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
524 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
525 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
526 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
527 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
528 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
529 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
530 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
531 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
532 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
533 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
534 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
535 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
536 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.TimeCount=
537 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.secrettotal=
538 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.killtotal=
539 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.treasuretotal=
540 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.secretcount=
541 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.killcount=
542 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.treasurecount=0;
543 16/wolf3d/WOLFSRC/WL_GAME.C: CA_CacheMap (gamestate.mapon+10*gamestate.episode);
544 16/wolf3d/WOLFSRC/WL_GAME.C: mapon-=gamestate.episode*10;
545 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = level%10;
546 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = level;
547 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = *demoptr++;
548 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.difficulty = gd_hard;
549 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.weapon = -1; // take away weapon
550 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.lives--;
551 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.lives > -1)
552 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.health = 100;
553 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.weapon = gamestate.bestweapon
554 16/wolf3d/WOLFSRC/WL_GAME.C: = gamestate.chosenweapon = wp_pistol;
555 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.ammo = STARTAMMO;
556 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.keys = 0;
557 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.attackframe = gamestate.attackcount =
558 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.weaponframe = 0;
559 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.score = gamestate.oldscore;
560 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 20) // give them the key allways
561 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.keys |= 1;
562 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.oldscore = gamestate.score;
563 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = 20;
564 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.keys = 0;
565 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 1)
566 16/wolf3d/WOLFSRC/WL_GAME.C: CheckHighScore (gamestate.score,gamestate.mapon+1);
567 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 3)
568 16/wolf3d/WOLFSRC/WL_GAME.C: CheckHighScore (gamestate.score,gamestate.mapon+1);
569 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.oldscore = gamestate.score;
570 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 9)
571 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret
572 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = 9;
573 16/wolf3d/WOLFSRC/WL_GAME.C: switch(gamestate.mapon)
574 16/wolf3d/WOLFSRC/WL_GAME.C: case FROMSECRET1: gamestate.mapon = 18; break;
575 16/wolf3d/WOLFSRC/WL_GAME.C: case FROMSECRET2: gamestate.mapon = 19; break;
576 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 18 || gamestate.mapon == 19)
577 16/wolf3d/WOLFSRC/WL_GAME.C: switch(gamestate.mapon)
578 16/wolf3d/WOLFSRC/WL_GAME.C: case 18: gamestate.mapon = FROMSECRET1+1; break;
579 16/wolf3d/WOLFSRC/WL_GAME.C: case 19: gamestate.mapon = FROMSECRET2+1; break;
580 16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon++;
581 16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.lives > -1)
582 16/wolf3d/WOLFSRC/WL_GAME.C: CheckHighScore (gamestate.score,gamestate.mapon+1);
583 16/wolf3d/WOLFSRC/WL_GAME.C: CheckHighScore (gamestate.score,gamestate.mapon+1);
584 16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.difficulty>=gd_medium)
585 16/wolf3d/WOLFSRC/WL_INTER.C: Write(26,2,itoa(gamestate.mapon+1,tempstr,10));
586 16/wolf3d/WOLFSRC/WL_INTER.C: Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);
587 16/wolf3d/WOLFSRC/WL_INTER.C: Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);
588 16/wolf3d/WOLFSRC/WL_INTER.C: sec=gamestate.TimeCount/70;
589 16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)
590 16/wolf3d/WOLFSRC/WL_INTER.C: timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;
591 16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.killtotal)
592 16/wolf3d/WOLFSRC/WL_INTER.C: kr=(gamestate.killcount*100)/gamestate.killtotal;
593 16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.secrettotal)
594 16/wolf3d/WOLFSRC/WL_INTER.C: sr=(gamestate.secretcount*100)/gamestate.secrettotal;
595 16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.treasuretotal)
596 16/wolf3d/WOLFSRC/WL_INTER.C: tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;
597 16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.mapon == 1)
598 16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.mapon == 3)
599 16/wolf3d/WOLFSRC/WL_INTER.C: myscore.episode = gamestate.episode;
600 16/wolf3d/WOLFSRC/WL_MAIN.C: memset (&gamestate,0,sizeof(gamestate));
601 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.difficulty = difficulty;
602 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.weapon = gamestate.bestweapon
603 16/wolf3d/WOLFSRC/WL_MAIN.C: = gamestate.chosenweapon = wp_pistol;
604 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.health = 100;
605 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.ammo = STARTAMMO;
606 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.lives = 3;
607 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.nextextra = EXTRAPOINTS;
608 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode=episode;
609 16/wolf3d/WOLFSRC/WL_MAIN.C: size += sizeof(gamestate) +
610 16/wolf3d/WOLFSRC/WL_MAIN.C: CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));
611 16/wolf3d/WOLFSRC/WL_MAIN.C: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
612 16/wolf3d/WOLFSRC/WL_MAIN.C: CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));
613 16/wolf3d/WOLFSRC/WL_MAIN.C: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
614 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.score = 0;
615 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.lives = 1;
616 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.weapon =
617 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.chosenweapon =
618 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.bestweapon = wp_pistol;
619 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.ammo = 8;
620 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.difficulty=level;
621 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode = tedlevelnum/10;
622 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.mapon = tedlevelnum%10;
623 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode = 0;
624 16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.mapon = tedlevelnum;
625 16/wolf3d/WOLFSRC/WL_MENU.C: pickquick = gamestate.lives = 0;
626 16/wolf3d/WOLFSRC/WL_MENU.C: pickquick = gamestate.lives = 0;
627 16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.health = 100;
628 16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.ammo = 99;
629 16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.keys = 3;
630 16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.score = 0;
631 16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.TimeCount += 42000L;
632 16/wolf3d/WOLFSRC/WL_PLAY.C: chunk = songs[gamestate.mapon+gamestate.episode*10];
633 16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.TimeCount+=tics;
634 16/wolf3d/WOLFSRC/WL_STATE.C: if (gamestate.bestweapon < wp_machinegun)
635 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killx = player->x;
636 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killy = player->y;
637 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killx = player->x;
638 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killy = player->y;
639 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killx = player->x;
640 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killy = player->y;
641 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killx = player->x;
642 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killy = player->y;
643 16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killcount++;
644 16/wolf3d/WOLFSRC/WL_TEXT.C: ShowArticle(gamestate.episode + 1);
645 16/wolf3d/WOLFSRC/WL_TEXT.C: artnum = endextern+gamestate.episode;
646 16/wolf3d/WOLFSRC/WL_TEXT.C: endfilename[6] = '1'+gamestate.episode;
647 16/wolf3d/WOLFSRC/WL_DEF.H:// gamestate structure
648 16/wolf3d/WOLFSRC/WL_DEF.H:extern gametype gamestate;
649 =============== ./qwolf.sh end ===============