]> 4ch.mooo.com Git - 16.git/commitdiff
not done making demohp.c. i gotta get the files to the other lappy4
authorsparky4 <sparky4@cock.li>
Wed, 12 Sep 2018 16:51:17 +0000 (11:51 -0500)
committersparky4 <sparky4@cock.li>
Wed, 12 Sep 2018 16:51:17 +0000 (11:51 -0500)
61 files changed:
_gamesta.txt [new file with mode: 0755]
src/lib/16_ca.c
src/lib/doslib
src/lib/hb/demo16.c [deleted file]
src/lib/hp/act/c3_act1.c [moved from src/lib/hb/act/c3_act1.c with 100% similarity]
src/lib/hp/act/c6_act1.c [moved from src/lib/hb/act/c6_act1.c with 100% similarity]
src/lib/hp/act/c6_act2.c [moved from src/lib/hb/act/c6_act2.c with 100% similarity]
src/lib/hp/act/c6_act3.c [moved from src/lib/hb/act/c6_act3.c with 100% similarity]
src/lib/hp/act/c6_act4.c [moved from src/lib/hb/act/c6_act4.c with 100% similarity]
src/lib/hp/act/kd_act1.c [moved from src/lib/hb/act/kd_act1.c with 100% similarity]
src/lib/hp/act/kd_act2.c [moved from src/lib/hb/act/kd_act2.c with 100% similarity]
src/lib/hp/act/wl_act1.c [moved from src/lib/hb/act/wl_act1.c with 100% similarity]
src/lib/hp/act/wl_act2.c [moved from src/lib/hb/act/wl_act2.c with 100% similarity]
src/lib/hp/asm/c3_asm.asm [moved from src/lib/hb/asm/c3_asm.asm with 100% similarity]
src/lib/hp/asm/c6_asm.asm [moved from src/lib/hb/asm/c6_asm.asm with 100% similarity]
src/lib/hp/asm/wl_asm.asm [moved from src/lib/hb/asm/wl_asm.asm with 100% similarity]
src/lib/hp/c3_trace.c [moved from src/lib/hb/c3_trace.c with 100% similarity]
src/lib/hp/c3_wiz.c [moved from src/lib/hb/c3_wiz.c with 100% similarity]
src/lib/hp/c6_trace.c [moved from src/lib/hb/c6_trace.c with 100% similarity]
src/lib/hp/c6_wiz.c [moved from src/lib/hb/c6_wiz.c with 100% similarity]
src/lib/hp/debug/c3_debug.c [moved from src/lib/hb/debug/c3_debug.c with 100% similarity]
src/lib/hp/debug/c6_debug.c [moved from src/lib/hb/debug/c6_debug.c with 100% similarity]
src/lib/hp/debug/wl_debug.c [moved from src/lib/hb/debug/wl_debug.c with 100% similarity]
src/lib/hp/def/c3_def.h [moved from src/lib/hb/def/c3_def.h with 100% similarity]
src/lib/hp/def/kd_def.h [moved from src/lib/hb/def/kd_def.h with 100% similarity]
src/lib/hp/def/wl_def.h [moved from src/lib/hb/def/wl_def.h with 100% similarity]
src/lib/hp/democ3.c [moved from src/lib/hb/democ3.c with 100% similarity]
src/lib/hp/democ6.c [moved from src/lib/hb/democ6.c with 100% similarity]
src/lib/hp/demohp.c [new file with mode: 0755]
src/lib/hp/demokd.c [moved from src/lib/hb/demokd.c with 100% similarity]
src/lib/hp/demowl.c [moved from src/lib/hb/demowl.c with 100% similarity]
src/lib/hp/draw/c3_draw.c [moved from src/lib/hb/draw/c3_draw.c with 100% similarity]
src/lib/hp/draw/c6_draw.c [moved from src/lib/hb/draw/c6_draw.c with 100% similarity]
src/lib/hp/draw/wl_draw.c [moved from src/lib/hb/draw/wl_draw.c with 100% similarity]
src/lib/hp/game/c3_game.c [moved from src/lib/hb/game/c3_game.c with 100% similarity]
src/lib/hp/game/c6_game.c [moved from src/lib/hb/game/c6_game.c with 100% similarity]
src/lib/hp/game/wl_game.c [moved from src/lib/hb/game/wl_game.c with 100% similarity]
src/lib/hp/inter/wl_inter.c [moved from src/lib/hb/inter/wl_inter.c with 100% similarity]
src/lib/hp/kd_demo.c [moved from src/lib/hb/kd_demo.c with 100% similarity]
src/lib/hp/kd_keen.c [moved from src/lib/hb/kd_keen.c with 100% similarity]
src/lib/hp/main/c3_main.c [moved from src/lib/hb/main/c3_main.c with 100% similarity]
src/lib/hp/main/c6_main.c [moved from src/lib/hb/main/c6_main.c with 100% similarity]
src/lib/hp/main/kd_main.c [moved from src/lib/hb/main/kd_main.c with 100% similarity]
src/lib/hp/main/wl_main.c [moved from src/lib/hb/main/wl_main.c with 100% similarity]
src/lib/hp/menu/wl_menu.c [moved from src/lib/hb/menu/wl_menu.c with 100% similarity]
src/lib/hp/menu/wl_menu.h [moved from src/lib/hb/menu/wl_menu.h with 100% similarity]
src/lib/hp/play/c3_play.c [moved from src/lib/hb/play/c3_play.c with 100% similarity]
src/lib/hp/play/c6_play.c [moved from src/lib/hb/play/c6_play.c with 100% similarity]
src/lib/hp/play/kd_play.c [moved from src/lib/hb/play/kd_play.c with 100% similarity]
src/lib/hp/play/wl_play.c [moved from src/lib/hb/play/wl_play.c with 100% similarity]
src/lib/hp/scale/c3_sca_a.asm [moved from src/lib/hb/c3_sca_a.asm with 100% similarity]
src/lib/hp/scale/c3_scale.c [moved from src/lib/hb/scale/c3_scale.c with 100% similarity]
src/lib/hp/scale/c6_sca_a.asm [moved from src/lib/hb/c6_sca_a.asm with 100% similarity]
src/lib/hp/scale/c6_scale.c [moved from src/lib/hb/scale/c6_scale.c with 100% similarity]
src/lib/hp/scale/wl_scale.c [moved from src/lib/hb/scale/wl_scale.c with 100% similarity]
src/lib/hp/state/c3_state.c [moved from src/lib/hb/state/c3_state.c with 100% similarity]
src/lib/hp/state/c6_state.c [moved from src/lib/hb/state/c6_state.c with 100% similarity]
src/lib/hp/state/wl_state.c [moved from src/lib/hb/state/wl_state.c with 100% similarity]
src/lib/hp/wl_agent.c [moved from src/lib/hb/wl_agent.c with 100% similarity]
src/lib/hp/wl_dr_a.asm [moved from src/lib/hb/wl_dr_a.asm with 100% similarity]
src/lib/hp/wl_text.c [moved from src/lib/hb/wl_text.c with 100% similarity]

diff --git a/_gamesta.txt b/_gamesta.txt
new file mode 100755 (executable)
index 0000000..87ab522
--- /dev/null
@@ -0,0 +1,649 @@
+-------------------------------------------------------------------------------
+                                       ./qkeen.sh start
+-------------------------------------------------------------------------------
+16/keen/id_us.c://     US_CheckHighScore() - Checks gamestate to see if the just-ended game\r
+16/keen/kd_act1.c:     if ( (ob->temp3+=tics) >= flowertime[gamestate.difficulty])\r
+16/keen/kd_demo.c:     gamestate.worldx = 0;           // spawn keen at starting spot\r
+16/keen/kd_demo.c:     gamestate.mapon = 0;\r
+16/keen/kd_demo.c:     gamestate.score = 0;\r
+16/keen/kd_demo.c:     gamestate.nextextra = 20000;\r
+16/keen/kd_demo.c:     gamestate.lives = 3;\r
+16/keen/kd_demo.c:     gamestate.flowerpowers = gamestate.boobusbombs = 0;\r
+16/keen/kd_demo.c:             gamestate.leveldone[i] = false;\r
+16/keen/kd_demo.c:     US_PrintUnsigned(gamestate.lives);\r
+16/keen/kd_demo.c:     US_PrintUnsigned(gamestate.boobusbombs);\r
+16/keen/kd_demo.c:     US_PrintUnsigned(gamestate.nextextra);\r
+16/keen/kd_demo.c:     US_PrintUnsigned(gamestate.keys);\r
+16/keen/kd_demo.c:     if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))\r
+16/keen/kd_demo.c:     if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))\r
+16/keen/kd_demo.c:             gamestate.mapon = tedlevelnum;\r
+16/keen/kd_keen.c:     if ((gamestate.score>>16) != ob->temp1\r
+16/keen/kd_keen.c:             || (unsigned)gamestate.score != ob->temp2 )\r
+16/keen/kd_keen.c:             ltoa (gamestate.score,str,10);\r
+16/keen/kd_keen.c:             ob->temp1 = gamestate.score>>16;\r
+16/keen/kd_keen.c:             ob->temp2 = gamestate.score;\r
+16/keen/kd_keen.c:             number = gamestate.boobusbombs;\r
+16/keen/kd_keen.c:             number = gamestate.flowerpowers;\r
+16/keen/kd_keen.c:             ob->temp3 = gamestate.flowerpowers;\r
+16/keen/kd_keen.c:     if (gamestate.lives != ob->temp4)\r
+16/keen/kd_keen.c:             if (gamestate.lives>9)\r
+16/keen/kd_keen.c:                     MemDrawChar (gamestate.lives +1,dest,width,planesize);\r
+16/keen/kd_keen.c:             ob->temp4 = gamestate.lives;\r
+16/keen/kd_keen.c:             if (!gamestate.boobusbombs)\r
+16/keen/kd_keen.c:             gamestate.bombsthislevel--;\r
+16/keen/kd_keen.c:             gamestate.boobusbombs--;\r
+16/keen/kd_keen.c:             if (!gamestate.flowerpowers)\r
+16/keen/kd_keen.c:             gamestate.flowerpowers--;\r
+16/keen/kd_keen.c:     if (!gamestate.worldx)\r
+16/keen/kd_keen.c:             player->x = gamestate.worldx;\r
+16/keen/kd_keen.c:             player->y = gamestate.worldy;\r
+16/keen/kd_keen.c:                                     if (gamestate.boobusbombs < 12)\r
+16/keen/kd_keen.c:                             gamestate.worldx = ob->x;\r
+16/keen/kd_keen.c:                             gamestate.worldy = ob->y;\r
+16/keen/kd_keen.c:                             gamestate.mapon = tile-2;\r
+16/keen/kd_keen.c:                     gamestate.lives++;\r
+16/keen/kd_keen.c:                     gamestate.lives+=3;\r
+16/keen/kd_keen.c:                     gamestate.flowerpowers+=8;\r
+16/keen/kd_keen.c:                     gamestate.flowerpowers++;\r
+16/keen/kd_keen.c:                     gamestate.flowerpowers+=5;\r
+16/keen/kd_keen.c:                     gamestate.boobusbombs++;\r
+16/keen/kd_keen.c:                     gamestate.bombsthislevel++;\r
+16/keen/kd_keen.c:                     gamestate.keys++;\r
+16/keen/kd_keen.c:             if (gamestate.keys)\r
+16/keen/kd_keen.c:                             gamestate.keys--;\r
+16/keen/kd_main.c:             gamestate.boobusbombs=99;\r
+16/keen/kd_main.c:             gamestate.flowerpowers=99;\r
+16/keen/kd_main.c:             gamestate.keys=99;\r
+16/keen/kd_main.c:                             gamestate.mapon = level;\r
+16/keen/kd_play.c:gametype     gamestate;\r
+16/keen/kd_play.c:             if (info>=3 && info<=18 && gamestate.leveldone[info-2])\r
+16/keen/kd_play.c:     CA_CacheMap (gamestate.mapon);\r
+16/keen/kd_play.c:     gamestate.score += points;\r
+16/keen/kd_play.c:     if (gamestate.score >= gamestate.nextextra)\r
+16/keen/kd_play.c:             gamestate.lives++;\r
+16/keen/kd_play.c:             gamestate.nextextra*=2;\r
+16/keen/kd_play.c:     gamestate.keys = 0;\r
+16/keen/kd_play.c:     gamestate.boobusbombs -= gamestate.bombsthislevel;\r
+16/keen/kd_play.c:     gamestate.lives--;\r
+16/keen/kd_play.c:     if (gamestate.lives < 0)\r
+16/keen/kd_play.c:                     gamestate.mapon = 0;            // exit to tuberia\r
+16/keen/kd_play.c:                             gamestate.mapon = 0;            // exit to tuberia\r
+16/keen/kd_play.c:     gamestate.difficulty = restartgame;\r
+16/keen/kd_play.c:                     gamestate.bombsthislevel = 0;\r
+16/keen/kd_play.c:                     gamestate.leveldone[mapon] = true;      // finished the level\r
+16/keen/kd_play.c:                             gamestate.mapon = 0;\r
+16/keen/kd_play.c:     } while (gamestate.lives>-1 && playstate!=victorious);\r
+16/keen/kd_play.c:             if (gamestate.leveldone[i])\r
+16/keen/kd_play.c:     US_CheckHighScore (gamestate.score,cities);\r
+16/keen/kd_def.h:extern        gametype        gamestate;\r
+===============                ./qkeen.sh end          ===============
+-------------------------------------------------------------------------------
+                                       ./qwolf.sh start
+-------------------------------------------------------------------------------
+==== 16/wf3d8086 ====
+16/wf3d8086/wl_act1.c:           gamestate.treasuretotal++;\r
+16/wf3d8086/wl_act1.c:         if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )\r
+16/wf3d8086/wl_act1.c: if (gamestate.victoryflag)              // don't move door during victory sequence\r
+16/wf3d8086/wl_act1.c: gamestate.secretcount++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:           gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_will];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_death];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];\r
+16/wf3d8086/wl_act2.c:   gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = hitpoints[gamestate.difficulty];\r
+16/wf3d8086/wl_act2.c: if (gamestate.victoryflag)\r
+16/wf3d8086/wl_act2.c: if (gamestate.victoryflag)\r
+16/wf3d8086/wl_act2.c: gamestate.victoryflag = true;\r
+16/wf3d8086/wl_act2.c: player->x = gamestate.killx;\r
+16/wf3d8086/wl_act2.c: player->y = gamestate.killy;\r
+16/wf3d8086/wl_agent.c:        if (!gamestate.ammo)            // must use knife with no ammo\r
+16/wf3d8086/wl_agent.c:        for (i=wp_knife ; i<=gamestate.bestweapon ; i++)\r
+16/wf3d8086/wl_agent.c:                        gamestate.weapon = gamestate.chosenweapon = i;\r
+16/wf3d8086/wl_agent.c:        if (gamestate.victoryflag)              // watching the BJ actor\r
+16/wf3d8086/wl_agent.c:        if (gamestate.health)\r
+16/wf3d8086/wl_agent.c:                        StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);\r
+16/wf3d8086/wl_agent.c:                StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);\r
+16/wf3d8086/wl_agent.c:                gamestate.faceframe = (US_RndT()>>6);\r
+16/wf3d8086/wl_agent.c:                if (gamestate.faceframe==3)\r
+16/wf3d8086/wl_agent.c:                        gamestate.faceframe = 1;\r
+16/wf3d8086/wl_agent.c:        LatchNumber (21,16,3,gamestate.health);\r
+16/wf3d8086/wl_agent.c:        if (gamestate.victoryflag)\r
+16/wf3d8086/wl_agent.c:        if (gamestate.difficulty==gd_baby)\r
+16/wf3d8086/wl_agent.c:                gamestate.health -= points;\r
+16/wf3d8086/wl_agent.c:        if (gamestate.health<=0)\r
+16/wf3d8086/wl_agent.c:                gamestate.health = 0;\r
+16/wf3d8086/wl_agent.c:        if (points > 30 && gamestate.health!=0 && !godmode)\r
+16/wf3d8086/wl_agent.c:        gamestate.health += points;\r
+16/wf3d8086/wl_agent.c:        if (gamestate.health>100)\r
+16/wf3d8086/wl_agent.c:                gamestate.health = 100;\r
+16/wf3d8086/wl_agent.c:        if (gamestate.mapon == 20)\r
+16/wf3d8086/wl_agent.c:        LatchNumber (2,16,2,gamestate.mapon+1);\r
+16/wf3d8086/wl_agent.c:        LatchNumber (14,16,1,gamestate.lives);\r
+16/wf3d8086/wl_agent.c:        if (gamestate.lives<9)\r
+16/wf3d8086/wl_agent.c:                gamestate.lives++;\r
+16/wf3d8086/wl_agent.c:        LatchNumber (6,16,6,gamestate.score);\r
+16/wf3d8086/wl_agent.c:        gamestate.score += points;\r
+16/wf3d8086/wl_agent.c:        while (gamestate.score >= gamestate.nextextra)\r
+16/wf3d8086/wl_agent.c:                gamestate.nextextra += EXTRAPOINTS;\r
+16/wf3d8086/wl_agent.c:        StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);\r
+16/wf3d8086/wl_agent.c:        if (gamestate.keys & 1)\r
+16/wf3d8086/wl_agent.c:        if (gamestate.keys & 2)\r
+16/wf3d8086/wl_agent.c:        if (gamestate.bestweapon<weapon)\r
+16/wf3d8086/wl_agent.c:                gamestate.bestweapon = gamestate.weapon\r
+16/wf3d8086/wl_agent.c:                = gamestate.chosenweapon = weapon;\r
+16/wf3d8086/wl_agent.c:        LatchNumber (27,16,2,gamestate.ammo);\r
+16/wf3d8086/wl_agent.c:        if (!gamestate.ammo)                            // knife was out\r
+16/wf3d8086/wl_agent.c:                if (!gamestate.attackframe)\r
+16/wf3d8086/wl_agent.c:                        gamestate.weapon = gamestate.chosenweapon;\r
+16/wf3d8086/wl_agent.c:        gamestate.ammo += ammo;\r
+16/wf3d8086/wl_agent.c:        if (gamestate.ammo > 99)\r
+16/wf3d8086/wl_agent.c:                gamestate.ammo = 99;\r
+16/wf3d8086/wl_agent.c:        gamestate.keys |= (1<<key);\r
+16/wf3d8086/wl_agent.c:                if (gamestate.health == 100)\r
+16/wf3d8086/wl_agent.c:                gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c:                gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c:                gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c:                gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c:                if (gamestate.ammo == 99)\r
+16/wf3d8086/wl_agent.c:                if (gamestate.ammo == 99)\r
+16/wf3d8086/wl_agent.c:                if (gamestate.ammo == 99)\r
+16/wf3d8086/wl_agent.c:                gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c:                if (gamestate.health == 100)\r
+16/wf3d8086/wl_agent.c:                if (gamestate.health == 100)\r
+16/wf3d8086/wl_agent.c:                if (gamestate.health >10)\r
+16/wf3d8086/wl_agent.c:        gamestate.victoryflag = true;\r
+16/wf3d8086/wl_agent.c:        gamestate.weaponframe = 0;\r
+16/wf3d8086/wl_agent.c:        gamestate.attackframe = 0;\r
+16/wf3d8086/wl_agent.c:        gamestate.attackcount =\r
+16/wf3d8086/wl_agent.c:                attackinfo[gamestate.weapon][gamestate.attackframe].tics;\r
+16/wf3d8086/wl_agent.c:        gamestate.weaponframe =\r
+16/wf3d8086/wl_agent.c:                attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
+16/wf3d8086/wl_agent.c:        switch (gamestate.weapon)\r
+16/wf3d8086/wl_agent.c:        if (gamestate.victoryflag)              // watching the BJ actor\r
+16/wf3d8086/wl_agent.c:        if (gamestate.victoryflag)              // watching the BJ actor\r
+16/wf3d8086/wl_agent.c:        gamestate.attackcount -= tics;\r
+16/wf3d8086/wl_agent.c:        while (gamestate.attackcount <= 0)\r
+16/wf3d8086/wl_agent.c:                cur = &attackinfo[gamestate.weapon][gamestate.attackframe];\r
+16/wf3d8086/wl_agent.c:                        if (!gamestate.ammo)\r
+16/wf3d8086/wl_agent.c:                                gamestate.weapon = wp_knife;\r
+16/wf3d8086/wl_agent.c:                                if (gamestate.weapon != gamestate.chosenweapon)\r
+16/wf3d8086/wl_agent.c:                                        gamestate.weapon = gamestate.chosenweapon;\r
+16/wf3d8086/wl_agent.c:                        gamestate.attackframe = gamestate.weaponframe = 0;\r
+16/wf3d8086/wl_agent.c:                        if (!gamestate.ammo)\r
+16/wf3d8086/wl_agent.c:                                gamestate.attackframe -= 2;\r
+16/wf3d8086/wl_agent.c:                        if (!gamestate.ammo)\r
+16/wf3d8086/wl_agent.c:                                gamestate.attackframe++;\r
+16/wf3d8086/wl_agent.c:                        gamestate.ammo--;\r
+16/wf3d8086/wl_agent.c:                        if (gamestate.ammo && buttonstate[bt_attack])\r
+16/wf3d8086/wl_agent.c:                                gamestate.attackframe -= 2;\r
+16/wf3d8086/wl_agent.c:                gamestate.attackcount += cur->tics;\r
+16/wf3d8086/wl_agent.c:                gamestate.attackframe++;\r
+16/wf3d8086/wl_agent.c:                gamestate.weaponframe =\r
+16/wf3d8086/wl_agent.c:                        attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
+16/wf3d8086/wl_agent.c:        if (gamestate.victoryflag)              // watching the BJ actor\r
+16/wf3d8086/wl_agent.c:        if (gamestate.victoryflag)              // watching the BJ actor\r
+16/wf3d8086/wl_debug.c://              gamestate.mapon++;\r
+16/wf3d8086/wl_debug.c:                if (gamestate.bestweapon<wp_chaingun)\r
+16/wf3d8086/wl_debug.c:                        GiveWeapon (gamestate.bestweapon+1);\r
+16/wf3d8086/wl_debug.c:                gamestate.ammo += 50;\r
+16/wf3d8086/wl_debug.c:                if (gamestate.ammo > 99)\r
+16/wf3d8086/wl_debug.c:                        gamestate.ammo = 99;\r
+16/wf3d8086/wl_debug.c:                                gamestate.mapon = level-1;\r
+16/wf3d8086/wl_draw.c: unsigned floor=egaFloor[gamestate.episode*10+mapon],\r
+16/wf3d8086/wl_draw.c:   ceiling=egaCeiling[gamestate.episode*10+mapon];\r
+16/wf3d8086/wl_draw.c: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];\r
+16/wf3d8086/wl_draw.c: if (gamestate.victoryflag)\r
+16/wf3d8086/wl_draw.c: if (gamestate.weapon != -1)\r
+16/wf3d8086/wl_draw.c:         shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;\r
+16/wf3d8086/wl_game.c:gametype gamestate;\r
+16/wf3d8086/wl_game.c:                           gamestate.secrettotal++;\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c:                         if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c:  gamestate.TimeCount=\r
+16/wf3d8086/wl_game.c:  gamestate.secrettotal=\r
+16/wf3d8086/wl_game.c:  gamestate.killtotal=\r
+16/wf3d8086/wl_game.c:  gamestate.treasuretotal=\r
+16/wf3d8086/wl_game.c:  gamestate.secretcount=\r
+16/wf3d8086/wl_game.c:  gamestate.killcount=\r
+16/wf3d8086/wl_game.c:  gamestate.treasurecount=0;\r
+16/wf3d8086/wl_game.c: CA_CacheMap (gamestate.mapon+10*gamestate.episode);\r
+16/wf3d8086/wl_game.c: mapon-=gamestate.episode*10;\r
+16/wf3d8086/wl_game.c: gamestate.mapon = level%10;\r
+16/wf3d8086/wl_game.c: gamestate.mapon = level;\r
+16/wf3d8086/wl_game.c: gamestate.mapon = *demoptr++;\r
+16/wf3d8086/wl_game.c: gamestate.difficulty = gd_hard;\r
+16/wf3d8086/wl_game.c: gamestate.weapon = -1;                  // take away weapon\r
+16/wf3d8086/wl_game.c:   gamestate.lives--;\r
+16/wf3d8086/wl_game.c: if (gamestate.lives > -1)\r
+16/wf3d8086/wl_game.c:         gamestate.health = 100;\r
+16/wf3d8086/wl_game.c:         gamestate.weapon = gamestate.bestweapon\r
+16/wf3d8086/wl_game.c:                 = gamestate.chosenweapon = wp_pistol;\r
+16/wf3d8086/wl_game.c:         gamestate.ammo = STARTAMMO;\r
+16/wf3d8086/wl_game.c:         gamestate.keys = 0;\r
+16/wf3d8086/wl_game.c:         gamestate.attackframe = gamestate.attackcount =\r
+16/wf3d8086/wl_game.c:         gamestate.weaponframe = 0;\r
+16/wf3d8086/wl_game.c:           gamestate.score = gamestate.oldscore;\r
+16/wf3d8086/wl_game.c:         if (gamestate.mapon == 20)      // give them the key allways\r
+16/wf3d8086/wl_game.c:                 gamestate.keys |= 1;\r
+16/wf3d8086/wl_game.c:                 gamestate.oldscore = gamestate.score;\r
+16/wf3d8086/wl_game.c:                 gamestate.mapon = 20;\r
+16/wf3d8086/wl_game.c:                 gamestate.keys = 0;\r
+16/wf3d8086/wl_game.c:                 if (gamestate.mapon == 1)\r
+16/wf3d8086/wl_game.c:                         CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+16/wf3d8086/wl_game.c:                 if (gamestate.mapon == 3)\r
+16/wf3d8086/wl_game.c:                         CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+16/wf3d8086/wl_game.c:                 gamestate.oldscore = gamestate.score;\r
+16/wf3d8086/wl_game.c:                 if (gamestate.mapon == 9)\r
+16/wf3d8086/wl_game.c:                         gamestate.mapon = ElevatorBackTo[gamestate.episode];    // back from secret\r
+16/wf3d8086/wl_game.c:                         gamestate.mapon = 9;\r
+16/wf3d8086/wl_game.c:                         switch(gamestate.mapon)\r
+16/wf3d8086/wl_game.c:                          case FROMSECRET1: gamestate.mapon = 18; break;\r
+16/wf3d8086/wl_game.c:                          case FROMSECRET2: gamestate.mapon = 19; break;\r
+16/wf3d8086/wl_game.c:                 if (gamestate.mapon == 18 || gamestate.mapon == 19)\r
+16/wf3d8086/wl_game.c:                         switch(gamestate.mapon)\r
+16/wf3d8086/wl_game.c:                          case 18: gamestate.mapon = FROMSECRET1+1; break;\r
+16/wf3d8086/wl_game.c:                          case 19: gamestate.mapon = FROMSECRET2+1; break;\r
+16/wf3d8086/wl_game.c:                         gamestate.mapon++;\r
+16/wf3d8086/wl_game.c:                 if (gamestate.lives > -1)\r
+16/wf3d8086/wl_game.c:                 CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+16/wf3d8086/wl_game.c:                 CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+16/wf3d8086/wl_inter.c:        if (gamestate.difficulty>=gd_medium)\r
+16/wf3d8086/wl_inter.c:         Write(26,2,itoa(gamestate.mapon+1,tempstr,10));\r
+16/wf3d8086/wl_inter.c:         Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);\r
+16/wf3d8086/wl_inter.c:         Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);\r
+16/wf3d8086/wl_inter.c:         sec=gamestate.TimeCount/70;\r
+16/wf3d8086/wl_inter.c:         if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)\r
+16/wf3d8086/wl_inter.c:                timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;\r
+16/wf3d8086/wl_inter.c:         if (gamestate.killtotal)\r
+16/wf3d8086/wl_inter.c:                kr=(gamestate.killcount*100)/gamestate.killtotal;\r
+16/wf3d8086/wl_inter.c:         if (gamestate.secrettotal)\r
+16/wf3d8086/wl_inter.c:                sr=(gamestate.secretcount*100)/gamestate.secrettotal;\r
+16/wf3d8086/wl_inter.c:         if (gamestate.treasuretotal)\r
+16/wf3d8086/wl_inter.c:                tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;\r
+16/wf3d8086/wl_inter.c:        if (gamestate.mapon == 1)\r
+16/wf3d8086/wl_inter.c:        if (gamestate.mapon == 3)\r
+16/wf3d8086/wl_inter.c:        myscore.episode = gamestate.episode;\r
+16/wf3d8086/wl_main.c: memset (&gamestate,0,sizeof(gamestate));\r
+16/wf3d8086/wl_main.c: gamestate.difficulty = difficulty;\r
+16/wf3d8086/wl_main.c: gamestate.weapon = gamestate.bestweapon\r
+16/wf3d8086/wl_main.c:         = gamestate.chosenweapon = wp_pistol;\r
+16/wf3d8086/wl_main.c: gamestate.health = 100;\r
+16/wf3d8086/wl_main.c: gamestate.ammo = STARTAMMO;\r
+16/wf3d8086/wl_main.c: gamestate.lives = 3;\r
+16/wf3d8086/wl_main.c: gamestate.nextextra = EXTRAPOINTS;\r
+16/wf3d8086/wl_main.c: gamestate.episode=episode;\r
+16/wf3d8086/wl_main.c: size += sizeof(gamestate) +\r
+16/wf3d8086/wl_main.c: CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));\r
+16/wf3d8086/wl_main.c: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
+16/wf3d8086/wl_main.c: CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));\r
+16/wf3d8086/wl_main.c: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
+16/wf3d8086/wl_main.c:  gamestate.score = 0;\r
+16/wf3d8086/wl_main.c:  gamestate.lives = 1;\r
+16/wf3d8086/wl_main.c:  gamestate.weapon =\r
+16/wf3d8086/wl_main.c:    gamestate.chosenweapon =\r
+16/wf3d8086/wl_main.c:    gamestate.bestweapon = wp_pistol;\r
+16/wf3d8086/wl_main.c:  gamestate.ammo = 8;\r
+16/wf3d8086/wl_main.c:                  gamestate.difficulty=level;\r
+16/wf3d8086/wl_main.c:         gamestate.episode = tedlevelnum/10;\r
+16/wf3d8086/wl_main.c:         gamestate.mapon = tedlevelnum%10;\r
+16/wf3d8086/wl_main.c:         gamestate.episode = 0;\r
+16/wf3d8086/wl_main.c:         gamestate.mapon = tedlevelnum;\r
+16/wf3d8086/wl_menu.c:                         pickquick = gamestate.lives = 0;\r
+16/wf3d8086/wl_menu.c: pickquick = gamestate.lives = 0;\r
+16/wf3d8086/wl_play.c:         gamestate.health = 100;\r
+16/wf3d8086/wl_play.c:         gamestate.ammo = 99;\r
+16/wf3d8086/wl_play.c:         gamestate.keys = 3;\r
+16/wf3d8086/wl_play.c:         gamestate.score = 0;\r
+16/wf3d8086/wl_play.c:         gamestate.TimeCount += 42000L;\r
+16/wf3d8086/wl_play.c: chunk = songs[gamestate.mapon+gamestate.episode*10];\r
+16/wf3d8086/wl_play.c:         gamestate.TimeCount+=tics;\r
+16/wf3d8086/wl_state.c:                if (gamestate.bestweapon < wp_machinegun)\r
+16/wf3d8086/wl_state.c:                gamestate.killx = player->x;\r
+16/wf3d8086/wl_state.c:                gamestate.killy = player->y;\r
+16/wf3d8086/wl_state.c:                gamestate.killx = player->x;\r
+16/wf3d8086/wl_state.c:                gamestate.killy = player->y;\r
+16/wf3d8086/wl_state.c:                gamestate.killx = player->x;\r
+16/wf3d8086/wl_state.c:                gamestate.killy = player->y;\r
+16/wf3d8086/wl_state.c:                gamestate.killx = player->x;\r
+16/wf3d8086/wl_state.c:                gamestate.killy = player->y;\r
+16/wf3d8086/wl_state.c:        gamestate.killcount++;\r
+16/wf3d8086/wl_text.c: ShowArticle(gamestate.episode + 1);\r
+16/wf3d8086/wl_text.c: artnum = endextern+gamestate.episode;\r
+16/wf3d8086/wl_text.c: endfilename[6] = '1'+gamestate.episode;\r
+16/wf3d8086/wl_def.h:// gamestate structure\r
+16/wf3d8086/wl_def.h:extern    gametype        gamestate;\r
+==== 16/wolf3d/WOLFSRC ====
+16/wolf3d/WOLFSRC/WL_ACT1.C:             gamestate.treasuretotal++;
+16/wolf3d/WOLFSRC/WL_ACT1.C:           if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
+16/wolf3d/WOLFSRC/WL_ACT1.C:   if (gamestate.victoryflag)              // don't move door during victory sequence
+16/wolf3d/WOLFSRC/WL_ACT1.C:   gamestate.secretcount++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][which];
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:             gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][which];
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
+16/wolf3d/WOLFSRC/WL_ACT2.C:     gamestate.killtotal++;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   new->hitpoints = hitpoints[gamestate.difficulty];
+16/wolf3d/WOLFSRC/WL_ACT2.C:   if (gamestate.victoryflag)
+16/wolf3d/WOLFSRC/WL_ACT2.C:   if (gamestate.victoryflag)
+16/wolf3d/WOLFSRC/WL_ACT2.C:   gamestate.victoryflag = true;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   player->x = gamestate.killx;
+16/wolf3d/WOLFSRC/WL_ACT2.C:   player->y = gamestate.killy;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (!gamestate.ammo)            // must use knife with no ammo
+16/wolf3d/WOLFSRC/WL_AGENT.C:  for (i=wp_knife ; i<=gamestate.bestweapon ; i++)
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  gamestate.weapon = gamestate.chosenweapon = i;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.victoryflag)              // watching the BJ actor
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.health)
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);
+16/wolf3d/WOLFSRC/WL_AGENT.C:          StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.faceframe = (US_RndT()>>6);
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (gamestate.faceframe==3)
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  gamestate.faceframe = 1;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  LatchNumber (21,16,3,gamestate.health);
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.victoryflag)
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.difficulty==gd_baby)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.health -= points;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.health<=0)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.health = 0;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (points > 30 && gamestate.health!=0 && !godmode)
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.health += points;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.health>100)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.health = 100;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.mapon == 20)
+16/wolf3d/WOLFSRC/WL_AGENT.C:  LatchNumber (2,16,2,gamestate.mapon+1);
+16/wolf3d/WOLFSRC/WL_AGENT.C:  LatchNumber (14,16,1,gamestate.lives);
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.lives<9)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.lives++;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  LatchNumber (6,16,6,gamestate.score);
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.score += points;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  while (gamestate.score >= gamestate.nextextra)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.nextextra += EXTRAPOINTS;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.keys & 1)
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.keys & 2)
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.bestweapon<weapon)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.bestweapon = gamestate.weapon
+16/wolf3d/WOLFSRC/WL_AGENT.C:          = gamestate.chosenweapon = weapon;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  LatchNumber (27,16,2,gamestate.ammo);
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (!gamestate.ammo)                            // knife was out
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (!gamestate.attackframe)
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  gamestate.weapon = gamestate.chosenweapon;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.ammo += ammo;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.ammo > 99)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.ammo = 99;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.keys |= (1<<key);
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (gamestate.health == 100)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (gamestate.ammo == 99)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (gamestate.ammo == 99)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (gamestate.ammo == 99)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (gamestate.health == 100)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (gamestate.health == 100)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          if (gamestate.health >10)
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.victoryflag = true;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.weaponframe = 0;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.attackframe = 0;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.attackcount =
+16/wolf3d/WOLFSRC/WL_AGENT.C:          attackinfo[gamestate.weapon][gamestate.attackframe].tics;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.weaponframe =
+16/wolf3d/WOLFSRC/WL_AGENT.C:          attackinfo[gamestate.weapon][gamestate.attackframe].frame;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  switch (gamestate.weapon)
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.victoryflag)              // watching the BJ actor
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.victoryflag)              // watching the BJ actor
+16/wolf3d/WOLFSRC/WL_AGENT.C:  gamestate.attackcount -= tics;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  while (gamestate.attackcount <= 0)
+16/wolf3d/WOLFSRC/WL_AGENT.C:          cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  if (!gamestate.ammo)
+16/wolf3d/WOLFSRC/WL_AGENT.C:                          gamestate.weapon = wp_knife;
+16/wolf3d/WOLFSRC/WL_AGENT.C:                          if (gamestate.weapon != gamestate.chosenweapon)
+16/wolf3d/WOLFSRC/WL_AGENT.C:                                  gamestate.weapon = gamestate.chosenweapon;
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  gamestate.attackframe = gamestate.weaponframe = 0;
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  if (!gamestate.ammo)
+16/wolf3d/WOLFSRC/WL_AGENT.C:                          gamestate.attackframe -= 2;
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  if (!gamestate.ammo)
+16/wolf3d/WOLFSRC/WL_AGENT.C:                          gamestate.attackframe++;
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  gamestate.ammo--;
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  if (gamestate.ammo && buttonstate[bt_attack])
+16/wolf3d/WOLFSRC/WL_AGENT.C:                          gamestate.attackframe -= 2;
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.attackcount += cur->tics;
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.attackframe++;
+16/wolf3d/WOLFSRC/WL_AGENT.C:          gamestate.weaponframe =
+16/wolf3d/WOLFSRC/WL_AGENT.C:                  attackinfo[gamestate.weapon][gamestate.attackframe].frame;
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.victoryflag)              // watching the BJ actor
+16/wolf3d/WOLFSRC/WL_AGENT.C:  if (gamestate.victoryflag)              // watching the BJ actor
+16/wolf3d/WOLFSRC/WL_DEBUG.C://                gamestate.mapon++;
+16/wolf3d/WOLFSRC/WL_DEBUG.C:          if (gamestate.bestweapon<wp_chaingun)
+16/wolf3d/WOLFSRC/WL_DEBUG.C:                  GiveWeapon (gamestate.bestweapon+1);
+16/wolf3d/WOLFSRC/WL_DEBUG.C:          gamestate.ammo += 50;
+16/wolf3d/WOLFSRC/WL_DEBUG.C:          if (gamestate.ammo > 99)
+16/wolf3d/WOLFSRC/WL_DEBUG.C:                  gamestate.ammo = 99;
+16/wolf3d/WOLFSRC/WL_DEBUG.C:                          gamestate.mapon = level-1;
+16/wolf3d/WOLFSRC/WL_DRAW.C: unsigned floor=egaFloor[gamestate.episode*10+mapon],
+16/wolf3d/WOLFSRC/WL_DRAW.C:     ceiling=egaCeiling[gamestate.episode*10+mapon];
+16/wolf3d/WOLFSRC/WL_DRAW.C: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];
+16/wolf3d/WOLFSRC/WL_DRAW.C:   if (gamestate.victoryflag)
+16/wolf3d/WOLFSRC/WL_DRAW.C:   if (gamestate.weapon != -1)
+16/wolf3d/WOLFSRC/WL_DRAW.C:           shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
+16/wolf3d/WOLFSRC/WL_GAME.C:gametype   gamestate;
+16/wolf3d/WOLFSRC/WL_GAME.C:                             gamestate.secrettotal++;
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.TimeCount=
+16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.secrettotal=
+16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.killtotal=
+16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.treasuretotal=
+16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.secretcount=
+16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.killcount=
+16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.treasurecount=0;
+16/wolf3d/WOLFSRC/WL_GAME.C:   CA_CacheMap (gamestate.mapon+10*gamestate.episode);
+16/wolf3d/WOLFSRC/WL_GAME.C:   mapon-=gamestate.episode*10;
+16/wolf3d/WOLFSRC/WL_GAME.C:   gamestate.mapon = level%10;
+16/wolf3d/WOLFSRC/WL_GAME.C:   gamestate.mapon = level;
+16/wolf3d/WOLFSRC/WL_GAME.C:   gamestate.mapon = *demoptr++;
+16/wolf3d/WOLFSRC/WL_GAME.C:   gamestate.difficulty = gd_hard;
+16/wolf3d/WOLFSRC/WL_GAME.C:   gamestate.weapon = -1;                  // take away weapon
+16/wolf3d/WOLFSRC/WL_GAME.C:     gamestate.lives--;
+16/wolf3d/WOLFSRC/WL_GAME.C:   if (gamestate.lives > -1)
+16/wolf3d/WOLFSRC/WL_GAME.C:           gamestate.health = 100;
+16/wolf3d/WOLFSRC/WL_GAME.C:           gamestate.weapon = gamestate.bestweapon
+16/wolf3d/WOLFSRC/WL_GAME.C:                   = gamestate.chosenweapon = wp_pistol;
+16/wolf3d/WOLFSRC/WL_GAME.C:           gamestate.ammo = STARTAMMO;
+16/wolf3d/WOLFSRC/WL_GAME.C:           gamestate.keys = 0;
+16/wolf3d/WOLFSRC/WL_GAME.C:           gamestate.attackframe = gamestate.attackcount =
+16/wolf3d/WOLFSRC/WL_GAME.C:           gamestate.weaponframe = 0;
+16/wolf3d/WOLFSRC/WL_GAME.C:             gamestate.score = gamestate.oldscore;
+16/wolf3d/WOLFSRC/WL_GAME.C:           if (gamestate.mapon == 20)      // give them the key allways
+16/wolf3d/WOLFSRC/WL_GAME.C:                   gamestate.keys |= 1;
+16/wolf3d/WOLFSRC/WL_GAME.C:                   gamestate.oldscore = gamestate.score;
+16/wolf3d/WOLFSRC/WL_GAME.C:                   gamestate.mapon = 20;
+16/wolf3d/WOLFSRC/WL_GAME.C:                   gamestate.keys = 0;
+16/wolf3d/WOLFSRC/WL_GAME.C:                   if (gamestate.mapon == 1)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           CheckHighScore (gamestate.score,gamestate.mapon+1);
+16/wolf3d/WOLFSRC/WL_GAME.C:                   if (gamestate.mapon == 3)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           CheckHighScore (gamestate.score,gamestate.mapon+1);
+16/wolf3d/WOLFSRC/WL_GAME.C:                   gamestate.oldscore = gamestate.score;
+16/wolf3d/WOLFSRC/WL_GAME.C:                   if (gamestate.mapon == 9)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           gamestate.mapon = ElevatorBackTo[gamestate.episode];    // back from secret
+16/wolf3d/WOLFSRC/WL_GAME.C:                           gamestate.mapon = 9;
+16/wolf3d/WOLFSRC/WL_GAME.C:                           switch(gamestate.mapon)
+16/wolf3d/WOLFSRC/WL_GAME.C:                            case FROMSECRET1: gamestate.mapon = 18; break;
+16/wolf3d/WOLFSRC/WL_GAME.C:                            case FROMSECRET2: gamestate.mapon = 19; break;
+16/wolf3d/WOLFSRC/WL_GAME.C:                   if (gamestate.mapon == 18 || gamestate.mapon == 19)
+16/wolf3d/WOLFSRC/WL_GAME.C:                           switch(gamestate.mapon)
+16/wolf3d/WOLFSRC/WL_GAME.C:                            case 18: gamestate.mapon = FROMSECRET1+1; break;
+16/wolf3d/WOLFSRC/WL_GAME.C:                            case 19: gamestate.mapon = FROMSECRET2+1; break;
+16/wolf3d/WOLFSRC/WL_GAME.C:                           gamestate.mapon++;
+16/wolf3d/WOLFSRC/WL_GAME.C:                   if (gamestate.lives > -1)
+16/wolf3d/WOLFSRC/WL_GAME.C:                   CheckHighScore (gamestate.score,gamestate.mapon+1);
+16/wolf3d/WOLFSRC/WL_GAME.C:                   CheckHighScore (gamestate.score,gamestate.mapon+1);
+16/wolf3d/WOLFSRC/WL_INTER.C:  if (gamestate.difficulty>=gd_medium)
+16/wolf3d/WOLFSRC/WL_INTER.C:   Write(26,2,itoa(gamestate.mapon+1,tempstr,10));
+16/wolf3d/WOLFSRC/WL_INTER.C:   Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);
+16/wolf3d/WOLFSRC/WL_INTER.C:   Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);
+16/wolf3d/WOLFSRC/WL_INTER.C:   sec=gamestate.TimeCount/70;
+16/wolf3d/WOLFSRC/WL_INTER.C:   if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)
+16/wolf3d/WOLFSRC/WL_INTER.C:          timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;
+16/wolf3d/WOLFSRC/WL_INTER.C:   if (gamestate.killtotal)
+16/wolf3d/WOLFSRC/WL_INTER.C:          kr=(gamestate.killcount*100)/gamestate.killtotal;
+16/wolf3d/WOLFSRC/WL_INTER.C:   if (gamestate.secrettotal)
+16/wolf3d/WOLFSRC/WL_INTER.C:          sr=(gamestate.secretcount*100)/gamestate.secrettotal;
+16/wolf3d/WOLFSRC/WL_INTER.C:   if (gamestate.treasuretotal)
+16/wolf3d/WOLFSRC/WL_INTER.C:          tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;
+16/wolf3d/WOLFSRC/WL_INTER.C:  if (gamestate.mapon == 1)
+16/wolf3d/WOLFSRC/WL_INTER.C:  if (gamestate.mapon == 3)
+16/wolf3d/WOLFSRC/WL_INTER.C:  myscore.episode = gamestate.episode;
+16/wolf3d/WOLFSRC/WL_MAIN.C:   memset (&gamestate,0,sizeof(gamestate));
+16/wolf3d/WOLFSRC/WL_MAIN.C:   gamestate.difficulty = difficulty;
+16/wolf3d/WOLFSRC/WL_MAIN.C:   gamestate.weapon = gamestate.bestweapon
+16/wolf3d/WOLFSRC/WL_MAIN.C:           = gamestate.chosenweapon = wp_pistol;
+16/wolf3d/WOLFSRC/WL_MAIN.C:   gamestate.health = 100;
+16/wolf3d/WOLFSRC/WL_MAIN.C:   gamestate.ammo = STARTAMMO;
+16/wolf3d/WOLFSRC/WL_MAIN.C:   gamestate.lives = 3;
+16/wolf3d/WOLFSRC/WL_MAIN.C:   gamestate.nextextra = EXTRAPOINTS;
+16/wolf3d/WOLFSRC/WL_MAIN.C:   gamestate.episode=episode;
+16/wolf3d/WOLFSRC/WL_MAIN.C:   size += sizeof(gamestate) +
+16/wolf3d/WOLFSRC/WL_MAIN.C:   CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));
+16/wolf3d/WOLFSRC/WL_MAIN.C:   checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
+16/wolf3d/WOLFSRC/WL_MAIN.C:   CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));
+16/wolf3d/WOLFSRC/WL_MAIN.C:   checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
+16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.score = 0;
+16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.lives = 1;
+16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.weapon =
+16/wolf3d/WOLFSRC/WL_MAIN.C:      gamestate.chosenweapon =
+16/wolf3d/WOLFSRC/WL_MAIN.C:      gamestate.bestweapon = wp_pistol;
+16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.ammo = 8;
+16/wolf3d/WOLFSRC/WL_MAIN.C:                    gamestate.difficulty=level;
+16/wolf3d/WOLFSRC/WL_MAIN.C:           gamestate.episode = tedlevelnum/10;
+16/wolf3d/WOLFSRC/WL_MAIN.C:           gamestate.mapon = tedlevelnum%10;
+16/wolf3d/WOLFSRC/WL_MAIN.C:           gamestate.episode = 0;
+16/wolf3d/WOLFSRC/WL_MAIN.C:           gamestate.mapon = tedlevelnum;
+16/wolf3d/WOLFSRC/WL_MENU.C:                           pickquick = gamestate.lives = 0;
+16/wolf3d/WOLFSRC/WL_MENU.C:   pickquick = gamestate.lives = 0;
+16/wolf3d/WOLFSRC/WL_PLAY.C:           gamestate.health = 100;
+16/wolf3d/WOLFSRC/WL_PLAY.C:           gamestate.ammo = 99;
+16/wolf3d/WOLFSRC/WL_PLAY.C:           gamestate.keys = 3;
+16/wolf3d/WOLFSRC/WL_PLAY.C:           gamestate.score = 0;
+16/wolf3d/WOLFSRC/WL_PLAY.C:           gamestate.TimeCount += 42000L;
+16/wolf3d/WOLFSRC/WL_PLAY.C:   chunk = songs[gamestate.mapon+gamestate.episode*10];
+16/wolf3d/WOLFSRC/WL_PLAY.C:           gamestate.TimeCount+=tics;
+16/wolf3d/WOLFSRC/WL_STATE.C:          if (gamestate.bestweapon < wp_machinegun)
+16/wolf3d/WOLFSRC/WL_STATE.C:          gamestate.killx = player->x;
+16/wolf3d/WOLFSRC/WL_STATE.C:          gamestate.killy = player->y;
+16/wolf3d/WOLFSRC/WL_STATE.C:          gamestate.killx = player->x;
+16/wolf3d/WOLFSRC/WL_STATE.C:          gamestate.killy = player->y;
+16/wolf3d/WOLFSRC/WL_STATE.C:          gamestate.killx = player->x;
+16/wolf3d/WOLFSRC/WL_STATE.C:          gamestate.killy = player->y;
+16/wolf3d/WOLFSRC/WL_STATE.C:          gamestate.killx = player->x;
+16/wolf3d/WOLFSRC/WL_STATE.C:          gamestate.killy = player->y;
+16/wolf3d/WOLFSRC/WL_STATE.C:  gamestate.killcount++;
+16/wolf3d/WOLFSRC/WL_TEXT.C:   ShowArticle(gamestate.episode + 1);
+16/wolf3d/WOLFSRC/WL_TEXT.C:   artnum = endextern+gamestate.episode;
+16/wolf3d/WOLFSRC/WL_TEXT.C:   endfilename[6] = '1'+gamestate.episode;
+16/wolf3d/WOLFSRC/WL_DEF.H:// gamestate structure
+16/wolf3d/WOLFSRC/WL_DEF.H:extern      gametype        gamestate;
+===============                ./qwolf.sh end          ===============
index 2ed42cd88e713061eab42f57ad006bf47f0007f6..af7ac72cce2cd57ee16842ab43c28a90aba223a8 100755 (executable)
@@ -167,7 +167,7 @@ CASVT GRFILEPOS(int c, global_game_variables_t *gvar)
 }\r
 #endif\r
 \r
-//#define EXTENSION    "hb1"\r
+//#define EXTENSION    "hp1"\r
 \r
 /*\r
 =============================================================================\r
@@ -1045,7 +1045,7 @@ void CAL_SetupGrFile (global_game_variables_t *gvar)
 //\r
 \r
        strcpy(fname,GDICTNAME);\r
-       strcat(fname,"hb1");\r
+       strcat(fname,"hp1");\r
 \r
        if ((handle = open(fname,\r
                 O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
@@ -1060,7 +1060,7 @@ void CAL_SetupGrFile (global_game_variables_t *gvar)
        MM_GetPtr (MEMPTRCONV gvar->ca.grstarts,(NUMCHUNKS+1)*FILEPOSSIZE, gvar);\r
 \r
        strcpy(fname,GHEADNAME);\r
-       strcat(fname,"hb1");\r
+       strcat(fname,"hp1");\r
 \r
        if ((handle = open(fname,\r
                 O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
@@ -1077,7 +1077,7 @@ void CAL_SetupGrFile (global_game_variables_t *gvar)
 // Open the graphics file, leaving it open until the game is finished\r
 //\r
        strcpy(fname,GFILENAME);\r
-       strcat(fname,"hb1");\r
+       strcat(fname,"hp1");\r
 \r
        gvar->ca.file.grhandle = open(fname, O_RDONLY | O_BINARY);\r
        if (gvar->ca.file.grhandle == -1)\r
index 63a377675e5ba1f2627d1568fe234880eb9da4b2..9ec29ff23b3799c243609097b407bea9fb45b731 160000 (submodule)
@@ -1 +1 @@
-Subproject commit 63a377675e5ba1f2627d1568fe234880eb9da4b2
+Subproject commit 9ec29ff23b3799c243609097b407bea9fb45b731
diff --git a/src/lib/hb/demo16.c b/src/lib/hb/demo16.c
deleted file mode 100755 (executable)
index e69de29..0000000
similarity index 100%
rename from src/lib/hb/c3_trace.c
rename to src/lib/hp/c3_trace.c
similarity index 100%
rename from src/lib/hb/c3_wiz.c
rename to src/lib/hp/c3_wiz.c
similarity index 100%
rename from src/lib/hb/c6_trace.c
rename to src/lib/hp/c6_trace.c
similarity index 100%
rename from src/lib/hb/c6_wiz.c
rename to src/lib/hp/c6_wiz.c
similarity index 100%
rename from src/lib/hb/democ3.c
rename to src/lib/hp/democ3.c
similarity index 100%
rename from src/lib/hb/democ6.c
rename to src/lib/hp/democ6.c
diff --git a/src/lib/hp/demohp.c b/src/lib/hp/demohp.c
new file mode 100755 (executable)
index 0000000..9221598
--- /dev/null
@@ -0,0 +1,169 @@
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+//static  char *ParmStrings[] = {"baby","easy","normal","hard",""};\r
+\r
+void    DemoLoop (void)\r
+{\r
+       int     i,level;\r
+       long nsize;\r
+       memptr  nullblock;\r
+\r
+//\r
+// check for launch from ted\r
+//\r
+       if (tedlevel)\r
+       {\r
+               NoWait = true;\r
+               NewGame(1,0);\r
+\r
+               for (i = 1;i < _argc;i++)\r
+               {\r
+                       if ( (level = US_CheckParm(_argv[i],ParmStrings)) != -1)\r
+                       {\r
+                        gamestate.difficulty=level;\r
+                        break;\r
+                       }\r
+               }\r
+\r
+#ifndef SPEAR\r
+               gamestate.episode = tedlevelnum/10;\r
+               gamestate.mapon = tedlevelnum%10;\r
+#else\r
+               gamestate.episode = 0;\r
+               gamestate.mapon = tedlevelnum;\r
+#endif\r
+               GameLoop();\r
+               Quit (NULL);\r
+       }\r
+\r
+\r
+//\r
+// main game cycle\r
+//\r
+\r
+\r
+//     nsize = (long)40*1024;\r
+//     MM_GetPtr(&nullblock,nsize);\r
+\r
+#ifndef DEMOTEST\r
+\r
+       #ifndef UPLOAD\r
+\r
+               #ifndef GOODTIMES\r
+               #ifndef SPEAR\r
+               #ifndef JAPAN\r
+               if (!NoWait)\r
+                       NonShareware();\r
+               #endif\r
+               #else\r
+\r
+                       #ifndef GOODTIMES\r
+                       #ifndef SPEARDEMO\r
+                       CopyProtection();\r
+                       #endif\r
+                       #endif\r
+\r
+               #endif\r
+               #endif\r
+       #endif\r
+\r
+       StartCPMusic(INTROSONG);\r
+\r
+#ifndef JAPAN\r
+       if (!NoWait)\r
+               PG13 ();\r
+#endif\r
+\r
+#endif\r
+\r
+       while (1)\r
+       {\r
+               while (!NoWait)\r
+               {\r
+//\r
+// title page\r
+//\r
+                       MM_SortMem ();\r
+#ifndef DEMOTEST\r
+\r
+#ifdef SPEAR\r
+                       CA_CacheGrChunk (TITLEPALETTE);\r
+\r
+                       CA_CacheGrChunk (TITLE1PIC);\r
+                       VWB_DrawPic (0,0,TITLE1PIC);\r
+                       UNCACHEGRCHUNK (TITLE1PIC);\r
+\r
+                       CA_CacheGrChunk (TITLE2PIC);\r
+                       VWB_DrawPic (0,80,TITLE2PIC);\r
+                       UNCACHEGRCHUNK (TITLE2PIC);\r
+                       VW_UpdateScreen ();\r
+                       VL_FadeIn(0,255,grsegs[TITLEPALETTE],30);\r
+\r
+                       UNCACHEGRCHUNK (TITLEPALETTE);\r
+#else\r
+                       CA_CacheScreen (TITLEPIC);\r
+                       VW_UpdateScreen ();\r
+                       VW_FadeIn();\r
+#endif\r
+                       if (IN_UserInput(TickBase*15))\r
+                               break;\r
+                       VW_FadeOut();\r
+//\r
+// credits page\r
+//\r
+                       CA_CacheScreen (CREDITSPIC);\r
+                       VW_UpdateScreen();\r
+                       VW_FadeIn ();\r
+                       if (IN_UserInput(TickBase*10))\r
+                               break;\r
+                       VW_FadeOut ();\r
+//\r
+// high scores\r
+//\r
+                       DrawHighScores ();\r
+                       VW_UpdateScreen ();\r
+                       VW_FadeIn ();\r
+\r
+                       if (IN_UserInput(TickBase*10))\r
+                               break;\r
+#endif\r
+//\r
+// demo\r
+//\r
+\r
+                       #ifndef SPEARDEMO\r
+                       PlayDemo (LastDemo++%4);\r
+                       #else\r
+                       PlayDemo (0);\r
+                       #endif\r
+\r
+                       if (playstate == ex_abort)\r
+                               break;\r
+                       StartCPMusic(INTROSONG);\r
+               }\r
+\r
+               VW_FadeOut ();\r
+\r
+#ifndef SPEAR\r
+               if (Keyboard[sc_Tab] && MS_CheckParm("goobers"))\r
+#else\r
+               if (Keyboard[sc_Tab] && MS_CheckParm("debugmode"))\r
+#endif\r
+                       RecordDemo ();\r
+               else\r
+                       US_ControlPanel (0);\r
+\r
+               if (startgame || loadedgame)\r
+               {\r
+                       GameLoop ();\r
+                       VW_FadeOut();\r
+                       StartCPMusic(INTROSONG);\r
+               }\r
+       }\r
+}\r
similarity index 100%
rename from src/lib/hb/demokd.c
rename to src/lib/hp/demokd.c
similarity index 100%
rename from src/lib/hb/demowl.c
rename to src/lib/hp/demowl.c
similarity index 100%
rename from src/lib/hb/kd_demo.c
rename to src/lib/hp/kd_demo.c
similarity index 100%
rename from src/lib/hb/kd_keen.c
rename to src/lib/hp/kd_keen.c
similarity index 100%
rename from src/lib/hb/wl_agent.c
rename to src/lib/hp/wl_agent.c
similarity index 100%
rename from src/lib/hb/wl_text.c
rename to src/lib/hp/wl_text.c