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ABUSESRC.ZIP
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AbuseSrc
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abuse
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src
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clisp.c
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C/C++ Source or Header
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1996-04-15
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84KB
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2,308 lines
#include "ant.hpp"
#include "lisp.hpp"
#include "game.hpp"
#include "jrand.hpp"
#include "dev.hpp"
#include "pcxread.hpp"
#include "menu.hpp"
#include "dprint.hpp"
#include "clisp.hpp"
#include "chars.hpp"
#include "lisp_gc.hpp"
#include "cop.hpp"
#include "loadgame.hpp"
#include "nfserver.hpp"
#include "joy.hpp"
#include "demo.hpp"
#include "chat.hpp"
#include "text_gui.hpp"
#include "jdir.hpp"
#include "netcfg.hpp"
#ifdef __WATCOMC__
#include <direct.h>
#endif
extern uchar major_version;
extern uchar minor_version;
extern int has_joystick;
// the following are references to lisp symbols
void *l_difficulty,*l_easy,*l_hard,*l_medium,*l_main_menu,*l_extreme,
*l_logo,*l_state_art,*l_abilities,*l_state_sfx,
*l_song_list,*l_filename,*l_sfx_directory,*l_max_hp,*l_default_font,
*l_morph,*l_max_power,*l_default_abilities,*l_default_ai_function,
*l_tile_files,*l_empty_cache,*l_range,*l_hurt_all,*l_death_handler,
*l_title_screen,*l_console_font,*l_fields,*l_dist,*l_pushx,*l_pushy,
*l_object,*l_tile,*l_fire_object,*l_FIRE,*l_cop_dead_parts,*l_restart_player,
*l_help_screens,*l_player_draw,*l_sneaky_draw,*l_health_image,*l_fly_image,
*l_sneaky_image,*l_draw_fast,*l_player_tints,*l_save_order,*l_next_song,
*l_level_load_start,
*l_level_load_end, *l_cdc_logo,
*l_keep_backup,
*l_switch_to_powerful,
*l_mouse_can_switch,
*l_ask_save_slot,
*l_get_local_input,
*l_post_render,
*l_chat_input,
*l_player_text_color,
*l_level_loaded; // called when a new level is loaded
char game_name[50];
void *sensor_ai();
// variables for the status bar
void *l_statbar_ammo_x,*l_statbar_ammo_y,
*l_statbar_ammo_w,*l_statbar_ammo_h,
*l_statbar_ammo_bg_color,
*l_statbar_health_x,*l_statbar_health_y,
*l_statbar_health_w,*l_statbar_health_h,
*l_statbar_health_bg_color,
*l_statbar_logo_x,*l_statbar_logo_y;
uchar chatting_enabled=0;
extern void scatter_line(int x1, int y1, int x2, int y2, int c, int s);
extern void ascatter_line(int x1, int y1, int x2, int y2, int c1, int c2, int s);
extern void show_end();
extern int registered;
view *lget_view(void *arg, char *msg)
{
game_object *o=(game_object *)lpointer_value(arg);
view *c=o->controller();
if (!c)
{
dprintf("%s : object does not have a view\n",msg);
lbreak("");
exit(0);
}
return c;
}
extern int get_option(char *name);
extern void set_login(char *name);
void clisp_init() // call by lisp_init, defines symbols and functions
// to irnterface with c
{
l_easy=make_find_symbol("easy");
l_medium=make_find_symbol("medium");
l_hard=make_find_symbol("hard");
l_extreme=make_find_symbol("extreme");
l_logo=make_find_symbol("logo");
l_morph=make_find_symbol("morph");
l_pushx=make_find_symbol("pushx");
l_pushy=make_find_symbol("pushy");
l_dist=make_find_symbol("dist");
l_state_art=make_find_symbol("state_art");
l_abilities=make_find_symbol("abilities");
l_default_abilities=make_find_symbol("default_abilities");
l_state_sfx=make_find_symbol("state_sfx");
l_filename=make_find_symbol("filename");
l_sfx_directory=make_find_symbol("sfx_directory");
l_default_font=make_find_symbol("default_font");
l_console_font=make_find_symbol("console_font");
l_default_ai_function=make_find_symbol("default_ai");
l_tile_files=make_find_symbol("tile_files");
l_empty_cache=make_find_symbol("empty_cache");
l_range=make_find_symbol("range");
l_difficulty=make_find_symbol("difficulty");
l_death_handler=make_find_symbol("death_handler");
l_title_screen=make_find_symbol("title_screen");
l_fields=make_find_symbol("fields");
l_FIRE=make_find_symbol("FIRE");
l_fire_object=make_find_symbol("fire_object");
l_fire_object=make_find_symbol("fire_object");
l_cop_dead_parts=make_find_symbol("cop_dead_parts"); set_symbol_value(l_difficulty,l_hard);
l_restart_player=make_find_symbol("restart_player");
l_help_screens=make_find_symbol("help_screens");
l_save_order=make_find_symbol("save_order");
l_next_song=make_find_symbol("next_song");
l_player_draw=make_find_symbol("player_draw");
l_sneaky_draw=make_find_symbol("sneaky_draw");
l_keep_backup=make_find_symbol("keep_backup");
l_level_loaded=make_find_symbol("level_loaded");
l_draw_fast=make_find_symbol("draw_fast");
l_player_tints=make_find_symbol("player_tints");
l_max_hp=make_find_symbol("max_hp");
set_symbol_number(l_max_hp,200);
l_max_power=make_find_symbol("max_power");
l_main_menu=make_find_symbol("main_menu");
set_symbol_number(l_max_power,999);
set_symbol_number(make_find_symbol("run_state"),RUN_STATE);
set_symbol_number(make_find_symbol("pause_state"),PAUSE_STATE);
set_symbol_number(make_find_symbol("menu_state"),MENU_STATE);
set_symbol_number(make_find_symbol("scene_state"),SCENE_STATE);
l_statbar_ammo_x=make_find_symbol("statbar_ammo_x");
l_statbar_ammo_y=make_find_symbol("statbar_ammo_y");
l_statbar_ammo_w=make_find_symbol("statbar_ammo_w");
l_statbar_ammo_h=make_find_symbol("statbar_ammo_h");
l_statbar_ammo_bg_color=make_find_symbol("statbar_ammo_bg_color");
l_statbar_health_x=make_find_symbol("statbar_health_x");
l_statbar_health_y=make_find_symbol("statbar_health_y");
l_statbar_health_w=make_find_symbol("statbar_health_w");
l_statbar_health_h=make_find_symbol("statbar_health_h");
l_statbar_health_bg_color=make_find_symbol("statbar_health_bg_color");
l_statbar_logo_x=make_find_symbol("statbar_logo_x");
l_statbar_logo_y=make_find_symbol("statbar_logo_y");
l_object=make_find_symbol("object");
l_tile=make_find_symbol("tile");
l_cdc_logo=make_find_symbol("logo");
l_switch_to_powerful=make_find_symbol("switch_to_powerful");
l_mouse_can_switch=make_find_symbol("mouse_can_switch");
l_ask_save_slot=make_find_symbol("ask_save_slot");
l_level_load_start=make_find_symbol("level_load_start");
l_level_load_end=make_find_symbol("level_load_end");
l_get_local_input=make_find_symbol("get_local_input");
l_chat_input=make_find_symbol("chat_input");
l_player_text_color=make_find_symbol("player_text_color");
int i;
for (i=0;i<MAX_STATE;i++)
set_symbol_number(make_find_symbol(state_names[i]),i);
for (i=0;i<TOTAL_ABILITIES;i++)
set_symbol_number(make_find_symbol(ability_names[i]),i);
for (i=0;i<TOTAL_CFLAGS;i++)
set_symbol_number(make_find_symbol(cflag_names[i]),i);
l_song_list=make_find_symbol("song_list");
l_post_render=make_find_symbol("post_render");
add_c_function("distx",0,0, 1);
add_c_function("disty",0,0, 2);
add_c_bool_fun("key_pressed",1,1, 3);
add_c_bool_fun("local_key_pressed",1,1, 4);
add_c_function("bg_state",0,0, 5);
add_c_function("aitype",0,0, 6);
add_c_function("aistate",0,0, 7);
add_c_function("set_aistate",1,1, 8);
add_c_function("random",1,1, 9);
add_c_function("state_time",0,0, 10);
add_c_function("state",0,0, 11);
add_c_function("toward",0,0, 12);
add_c_function("move",3,3, 13);
add_c_function("facing",0,0, 14);
add_c_function("otype",0,0, 15);
add_c_bool_fun("next_picture",0,0, 16);
add_c_bool_fun("set_fade_dir",1,1, 17);
add_c_function("mover",3,3, 18);
add_c_bool_fun("set_fade_count",1,1, 19);
add_c_function("fade_count",0,0, 20);
add_c_function("fade_dir",0,0, 21);
add_c_bool_fun("touching_bg",0,0, 22);
add_c_function("add_power",1,1, 23);
add_c_function("add_hp",1,1, 24);
add_c_bool_fun("draw",0,0, 27);
add_c_bool_fun("edit_mode",0,0, 28);
add_c_bool_fun("draw_above",0,0, 29);
add_c_function("x",0,0, 30);
add_c_function("y",0,0, 31);
add_c_bool_fun("set_x",1,1, 32);
add_c_bool_fun("set_y",1,1, 33);
add_c_bool_fun("push_characters",2,2, 34);
add_c_bool_fun("set_state",1,1, 37);
add_c_function("bg_x",0,0, 38);
add_c_function("bg_y",0,0, 39);
add_c_bool_fun("set_aitype",1,1, 40);
add_c_function("xvel",0,0, 42);
add_c_function("yvel",0,0, 43);
add_c_bool_fun("set_xvel",1,1, 44);
add_c_bool_fun("set_yvel",1,1, 45);
add_c_function("away",0,0, 46);
add_c_bool_fun("blocked_left",1,1, 47);
add_c_bool_fun("blocked_right",1,1, 48);
add_c_function("add_palette",1,-1, 50); // name, w,h,x,y,scale, tiles
add_c_bool_fun("screen_shot",1,1, 51); // filename
add_c_bool_fun("set_zoom",1,1, 52);
add_c_function("show_help",1,1, 55); // type, x,y
add_c_function("direction",0,0, 56);
add_c_function("set_direction",1,1, 57);
add_c_bool_fun("freeze_player",1,1, 58); // freeze time
add_c_function("menu",1,-1, 59);
add_c_bool_fun("do_command",1,1, 60); // command string
add_c_bool_fun("set_game_state",1,1, 61);
// scene control functions, game must first be set to scene mode.
add_c_bool_fun("scene:set_text_region",4,4, 62);
add_c_bool_fun("scene:set_frame_speed",1,1, 63);
add_c_bool_fun("scene:set_scroll_speed",1,1, 64);
add_c_bool_fun("scene:set_pan_speed",1,1, 65);
add_c_bool_fun("scene:scroll_text",1,1, 66);
add_c_bool_fun("scene:pan",3,3, 67);
add_c_bool_fun("scene:wait",1,1, 68);
add_c_bool_fun("level:new",3,3, 74); // width, height, name
add_c_bool_fun("do_damage",2,4, 75); // amount, to_object, [pushx pushy]
add_c_function("hp",0,0, 76);
add_c_bool_fun("set_shift_down",2,2, 77);
add_c_bool_fun("set_shift_right",2,2, 78);
add_c_bool_fun("set_gravity",1,1, 79);
add_c_function("tick",0,0, 80);
add_c_bool_fun("set_xacel",1,1, 81);
add_c_bool_fun("set_yacel",1,1, 82);
add_c_bool_fun("set_local_players",1,1, 84); // set # of players on this machine, unsupported?
add_c_function("local_players",0,0, 85);
add_c_bool_fun("set_light_detail",1,1, 86);
add_c_function("light_detail",0,0, 87);
add_c_bool_fun("set_morph_detail",1,1, 88);
add_c_function("morph_detail",0,0, 89);
add_c_bool_fun("morph_into",3,3, 90); // type aneal frames
add_c_bool_fun("link_object",1,1, 91);
add_c_bool_fun("draw_line",5,5, 92);
add_c_function("dark_color",0,0, 93);
add_c_function("medium_color",0,0, 94);
add_c_function("bright_color",0,0, 95);
add_c_bool_fun("remove_object",1,1, 99);
add_c_bool_fun("link_light",1,1, 100);
add_c_bool_fun("remove_light",1,1, 101);
add_c_function("total_objects",0,0, 102);
add_c_function("total_lights",0,0, 103);
add_c_bool_fun("set_light_r1",2,2, 104);
add_c_bool_fun("set_light_r2",2,2, 105);
add_c_bool_fun("set_light_x",2,2, 106);
add_c_bool_fun("set_light_y",2,2, 107);
add_c_bool_fun("set_light_xshift",2,2, 108);
add_c_bool_fun("set_light_yshift",2,2, 109);
add_c_function("light_r1",1,1, 110);
add_c_function("light_r2",1,1, 111);
add_c_function("light_x",1,1, 112);
add_c_function("light_y",1,1, 113);
add_c_function("light_xshift",1,1, 114);
add_c_function("light_yshift",1,1, 115);
add_c_function("xacel",0,0, 116);
add_c_function("yacel",0,0, 117);
add_c_bool_fun("delete_light",1,1, 118);
add_c_bool_fun("set_fx",1,1, 119);
add_c_bool_fun("set_fy",1,1, 120);
add_c_bool_fun("set_fxvel",1,1, 121);
add_c_bool_fun("set_fyvel",1,1, 122);
add_c_bool_fun("set_fxacel",1,1, 123);
add_c_bool_fun("set_fyacel",1,1, 124);
add_c_function("picture_width",0,0, 125);
add_c_function("picture_height",0,0, 126);
add_c_bool_fun("trap",0,0, 127);
add_c_bool_fun("platform_push",2,2, 128);
add_c_function("def_sound",1,2, 133); // symbol, filename [ or just filenmae]
add_c_bool_fun("play_sound",1,4, 134);
add_c_function("def_particle",2,2, 137); // symbol, filename
add_c_function("add_panim",4,4, 138); // id, x, y, dir
add_c_function("weapon_to_type",1,1, 142); // returns total for type weapon
add_c_bool_fun("hurt_radius",6,6, 143); // x y radius max_damage exclude_object max_push
add_c_bool_fun("add_ammo",2,2, 144); // weapon_type, amount
add_c_function("ammo_total",1,1, 145); // returns total for type weapon
add_c_function("current_weapon",0,0, 146); // weapon_type, amount
add_c_function("current_weapon_type",0,0, 147); // returns total for type weapon
add_c_bool_fun("blocked_up",1,1, 148);
add_c_bool_fun("blocked_down",1,1, 149);
add_c_bool_fun("give_weapon",1,1, 150); // type
add_c_function("get_ability",1,1, 151);
add_c_bool_fun("reset_player",0,0, 152);
add_c_function("site_angle",1,1, 153);
add_c_bool_fun("set_course",2,2, 154); // angle, magnitude
add_c_bool_fun("set_frame_angle",3,3, 155); // ang1,ang2, ang
add_c_bool_fun("jump_state",1,1, 156); // don't reset current_frame
add_c_bool_fun("morphing",0,0, 168);
add_c_bool_fun("damage_fun",6,6, 169);
add_c_bool_fun("gravity",0,0, 170);
add_c_bool_fun("make_view_solid",1,1, 171);
add_c_function("find_rgb",3,3, 172);
add_c_function("player_x_suggest",0,0, 173); // return player "joystick" x
add_c_function("player_y_suggest",0,0, 174);
add_c_function("player_b1_suggest",0,0, 175);
add_c_function("player_b2_suggest",0,0, 176);
add_c_function("player_b3_suggest",0,0, 177);
add_c_bool_fun("set_bg_scroll",4,4, 178); // xmul xdiv ymul ydiv
add_c_bool_fun("set_ambient_light",2,2, 179); // player, 0..63 (out of bounds ignored)
add_c_function("ambient_light",1,1, 180); // player
add_c_bool_fun("has_object",1,1, 181); // true if linked with object x
add_c_bool_fun("set_otype",1,1, 182); // otype
add_c_function("current_frame",0,0, 184);
add_c_function("fx",0,0, 185);
add_c_function("fy",0,0, 186);
add_c_function("fxvel",0,0, 187);
add_c_function("fyvel",0,0, 188);
add_c_function("fxacel",0,0, 189);
add_c_function("fyacel",0,0, 190);
add_c_bool_fun("set_stat_bar",2,2, 191); // filename, object
add_c_bool_fun("set_fg_tile",3,3, 192); // x,y, tile #
add_c_function("fg_tile",2,2, 193); // x,y
add_c_bool_fun("set_bg_tile",3,3, 194); // x,y, tile #
add_c_function("bg_tile",2,2, 195); // x,y
add_c_bool_fun("load_tiles",1,-1, 196); // filename1, filename2...
add_c_bool_fun("load_palette",1,1, 197); // filename
add_c_bool_fun("load_color_filter",1,1, 198); // filename
add_c_bool_fun("create_players",1,1, 199); // player type, returns true if game is networked
add_c_bool_fun("try_move",2,3, 200); // xv yv (check_top=t) -> returns T if not blocked
add_c_function("sequence_length",1,1, 201); // sequence number
add_c_bool_fun("can_see",5,5, 202); // x1,y1, x2,y2, chars_block
add_c_function("load_big_font",2,2, 203); // filename, name
add_c_function("load_small_font",2,2, 204); // filename, name
add_c_function("load_console_font",2,2, 205); // filename, name
add_c_function("set_current_frame",1,1, 206);
add_c_bool_fun("draw_transparent",2,2, 208); // count, max
add_c_bool_fun("draw_tint",1,1, 209); // tint id number
add_c_bool_fun("draw_predator",0,0, 210); // tint_number
add_c_function("shift_down",1,1, 211); // player
add_c_function("shift_right",1,1, 212); // player
add_c_bool_fun("set_no_scroll_range",5,5, 213); // player, x1,y1,x2,y2
add_c_function("def_image",2,2, 215); // filename,name
add_c_bool_fun("put_image",3,3, 216); // x,y,id
add_c_function("view_x1",0,0, 217);
add_c_function("view_y1",0,0, 218);
add_c_function("view_x2",0,0, 219);
add_c_function("view_y2",0,0, 220);
add_c_function("view_push_down",1,1, 221);
add_c_bool_fun("local_player",0,0, 222);
add_c_bool_fun("save_game",1,1, 223); // filename
add_c_bool_fun("set_hp",1,1, 224);
add_c_bool_fun("request_level_load",1,1, 225); // filename
add_c_bool_fun("set_first_level",1,1, 226); // filename
add_c_function("def_tint",1,1, 227); // filename
add_c_function("tint_palette",3,3, 228); // radd,gadd,badd
add_c_function("player_number",0,0, 229);
add_c_bool_fun("set_current_weapon",1,1, 230); // type
add_c_bool_fun("has_weapon",1,1, 231); // type
add_c_bool_fun("ambient_ramp",1,1, 232);
add_c_function("total_players",0,0, 233);
add_c_bool_fun("scatter_line",6,6, 234); // x1,y1,x2,y2, color, scatter value
add_c_function("game_tick",0,0, 235);
add_c_bool_fun("isa_player",0,0, 236);
add_c_bool_fun("shift_rand_table",1,1, 237); // amount
add_c_function("total_frames",0,0, 238);
add_c_function("raise",0,0, 239); // call only from reload constructor!
add_c_function("lower",0,0, 240); // call only from reload constructor!
add_c_function("player_pointer_x",0,0, 241);
add_c_function("player_pointer_y",0,0, 242);
add_c_bool_fun("frame_panic",0,0, 243);
add_c_bool_fun("ascatter_line",7,7, 244); // x1,y1,x2,y2, color1, color2, scatter value
add_c_function("rand_on",0,0, 245);
add_c_function("set_rand_on",1,1, 246);
add_c_function("bar",5,5, 247);
add_c_function("argc",0,0, 248);
add_c_bool_fun("play_song",1,1, 249); // filename
add_c_bool_fun("stop_song",0,0, 250);
add_c_bool_fun("targetable",0,0, 251);
add_c_bool_fun("set_targetable",1,1, 252); // T or nil
add_c_bool_fun("show_stats",0,0, 253);
add_c_function("kills",0,0, 254);
add_c_function("tkills",0,0, 255);
add_c_function("secrets",0,0, 256);
add_c_function("tsecrets",0,0, 257);
add_c_bool_fun("set_kills",1,1, 258);
add_c_bool_fun("set_tkills",1,1, 259);
add_c_bool_fun("set_secrets",1,1, 260);
add_c_bool_fun("set_tsecrets",1,1, 261);
add_c_bool_fun("request_end_game",0,0, 262);
add_c_function("get_save_slot",0,0, 263);
add_c_bool_fun("mem_report",0,0, 264);
add_c_function("major_version",0,0, 265);
add_c_function("minor_version",0,0, 266);
add_c_bool_fun("draw_double_tint",2,2, 267); // tint1 id number, tint 2 id number
add_c_function("image_width",1,1, 268); // image number
add_c_function("image_height",1,1, 269); // image number
add_c_function("foreground_width",0,0, 270);
add_c_function("foreground_height",0,0, 271);
add_c_function("background_width",0,0, 272);
add_c_function("background_height",0,0, 273);
add_c_function("get_key_code",1,1, 274); // name of key, returns code that can be used with keypressed
add_c_bool_fun("set_cursor_shape",3,3, 275); // image id, x hot, y hot
add_c_bool_fun("start_server",0,0, 276);
add_c_bool_fun("put_string",4,5, 277); // font,x,y,string, [color]
add_c_function("font_width",1,1, 278); // font
add_c_function("font_height",1,1, 279); // font
add_c_bool_fun("chat_print",1,1, 280); // chat string
add_c_bool_fun("set_player_name",1,1, 281); // name
add_c_bool_fun("draw_bar",5,5, 282); // x1,y1,x2,y2,color
add_c_bool_fun("draw_rect",5,5, 283); // x1,y1,x2,y2,color
add_c_bool_fun("get_option",1,1, 284);
add_c_bool_fun("dir_exsist",1,1, 285);
add_c_bool_fun("chdir",1,1, 286);
add_c_bool_fun("nice_copy",3,3, 287); // source file, dest file
add_c_bool_fun("set_delay_on",1,1, 288); // T or nil
add_c_bool_fun("set_login",1,1, 289); // name
add_c_bool_fun("enable_chatting",0,0, 290);
add_c_bool_fun("demo_break_enable",0,0, 291);
add_c_bool_fun("am_a_client",0,0, 292);
add_c_bool_fun("time_for_next_level",0,0, 293);
add_c_bool_fun("reset_kills",0,0, 294);
add_c_bool_fun("set_game_name",1,1, 295); // name
add_c_bool_fun("set_net_min_players",1,1, 296);
add_lisp_function("go_state",1,1, 0);
add_lisp_function("with_object",2,-1, 1);
add_lisp_function("bmove",0,1, 2); // returns true=unblocked, nil=block, or object
add_lisp_function("me",0,0, 3);
add_lisp_function("bg",0,0, 4);
add_lisp_function("find_closest",1,1, 5);
add_lisp_function("find_xclosest",1,1, 6);
add_lisp_function("find_xrange",2,2, 7);
add_lisp_function("add_object",3,4, 8); // type, x,y (type)
add_lisp_function("first_focus",0,0, 9);
add_lisp_function("next_focus",1,1, 10);
add_lisp_function("get_object",1,1, 11);
add_lisp_function("get_light",1,1, 12);
add_lisp_function("with_objects",1,1, 13);
add_lisp_function("add_light",7,7, 14); // type, x, y, r1, r2, xshift, yshift
add_lisp_function("find_enemy",1,1, 15); // exclude
add_lisp_function("user_fun",0,-1, 16); // calls anobject's user function
add_lisp_function("time",2,2, 17); // returns a fixed point (times and operation)
add_lisp_function("name",0,0, 18); // returns current object's name (for debugin)
add_lisp_function("float_tick",0,0, 19);
add_lisp_function("find_object_in_area",5,5, 20); // x1, y1, x2, y2 type_list
add_lisp_function("find_object_in_angle",3,3, 21); // start_angle end_angle type_list
add_lisp_function("add_object_after",3,4, 22); // type, x,y (type)
add_lisp_function("def_char",2,-1, 23); // needs at least 2 parms
add_lisp_function("see_dist",4,4, 24); // returns longest unblocked path from x1,y1,x2,y2
add_lisp_function("platform",0,0, 25);
add_lisp_function("level_name",0,0, 26);
add_lisp_function("ant_ai",0,0, 27);
add_lisp_function("sensor_ai",0,0, 28);
add_lisp_function("dev_draw",0,0, 29);
add_lisp_function("top_ai",0,0, 30);
add_lisp_function("laser_ufun",2,2, 31);
add_lisp_function("top_ufun",2,2, 32);
add_lisp_function("player_rocket_ufun",2,2, 34);
if (registered)
{
add_lisp_function("plaser_ufun",2,2, 33);
add_lisp_function("lsaber_ufun",2,2, 35);
}
add_lisp_function("cop_mover",3,3, 36);
add_lisp_function("latter_ai",0,0, 37);
add_lisp_function("with_obj0",-1,-1, 38);
add_lisp_function("activated",0,0, 39);
add_lisp_function("top_draw",0,0, 40);
add_lisp_function("bottom_draw",0,0, 41);
add_lisp_function("mover_ai",0,0, 42);
add_lisp_function("sgun_ai",0,0, 43);
add_lisp_function("last_savegame_name",0,0, 44);
add_lisp_function("next_savegame_name",0,0, 45);
add_lisp_function("argv",1,1, 46);
add_lisp_function("joy_stat",0,0, 47); // xm ym b1 b2 b3
add_lisp_function("mouse_stat",0,0, 48); // mx my b1 b2 b3
add_lisp_function("mouse_to_game",2,2, 49); // pass in x,y -> x,y
add_lisp_function("game_to_mouse",2,2, 50); // pass in x,y -> x,y
add_lisp_function("get_main_font",0,0, 51);
add_lisp_function("player_name",0,0, 52);
add_lisp_function("nice_input",3,3, 53); // title, prompt, default -> returns input
add_lisp_function("get_cwd",0,0, 54);
add_lisp_function("system",1,1, 55);
add_lisp_function("convert_slashes",2,2, 56);
add_lisp_function("show_yes_no",4,4, 57);
add_lisp_function("get_directory",1,1, 58); // path
add_lisp_function("nice_menu",3,3, 59); // title, menu_title, list -> return selection number
add_lisp_function("respawn_ai",0,0, 60);
add_lisp_function("score_draw",0,0, 61);
add_lisp_function("show_kills",0,0, 62);
add_lisp_function("mkptr",1,1, 63);
add_lisp_function("seq",3,3, 64);
}
// Note : args for l_caller have not been evaluated yet!
void *l_caller(long number, void *args)
{
p_ref r1(args);
switch (number)
{
case 0 :
{
current_object->set_aistate(lnumber_value(eval(CAR(args))));
current_object->set_aistate_time(0);
void *ai=figures[current_object->otype]->get_fun(OFUN_AI);
if (!ai)
{
lbreak("hrump... call to go_state, and no ai function defined?\n"
"Are you calling from move function (not mover)?\n");
exit(0);
}
return eval_function((lisp_symbol *)ai,NULL);
} break;
case 1 :
{
game_object *old_cur=current_object;
current_object=(game_object *)lpointer_value(eval(CAR(args)));
void *ret=eval_block(CDR(args));
current_object=old_cur;
return ret;
} break;
case 2 :
{
int whit;
game_object *o;
if (args)
o=(game_object *)lpointer_value(eval(CAR(args)));
else o=current_object;
game_object *hit=current_object->bmove(whit,o);
if (hit)
return new_lisp_pointer(hit);
else if (whit) return NULL;
else return true_symbol;
} break;
case 3 : return new_lisp_pointer(current_object); break;
case 4 :
{ if (player_list->next)
return new_lisp_pointer(current_level->attacker(current_object));
else return new_lisp_pointer(player_list->focus); } break;
case 5 : return new_lisp_pointer(current_level->find_closest(current_object->x,
current_object->y,
lnumber_value(eval(CAR(args))),
current_object)); break;
case 6 : return new_lisp_pointer(current_level->find_xclosest(current_object->x,
current_object->y,
lnumber_value(eval(CAR(args))),
current_object
)); break;
case 7 :
{
long n1=lnumber_value(eval(CAR(args)));
long n2=lnumber_value(eval(CAR(CDR(args))));
return new_lisp_pointer(current_level->find_xrange(current_object->x,
current_object->y,
n1,
n2
));
} break;
case 8 :
{
int type=lnumber_value(eval(CAR(args))); args=CDR(args);
long x=lnumber_value(eval(CAR(args))); args=CDR(args);
long y=lnumber_value(eval(CAR(args))); args=CDR(args);
game_object *o;
if (args)
o=create(type,x,y,0,lnumber_value(eval(CAR(args))));
else
o=create(type,x,y);
if (current_level)
current_level->add_object(o);
return new_lisp_pointer(o);
} break;
case 22 :
{
int type=lnumber_value(eval(CAR(args))); args=CDR(args);
long x=lnumber_value(eval(CAR(args))); args=CDR(args);
long y=lnumber_value(eval(CAR(args))); args=CDR(args);
game_object *o;
if (args)
o=create(type,x,y,0,lnumber_value(eval(CAR(args))));
else
o=create(type,x,y);
if (current_level)
current_level->add_object_after(o,current_object);
return new_lisp_pointer(o);
} break;
case 9 : return new_lisp_pointer(the_game->first_view->focus); break;
case 10 :
{
view *v=((game_object *)lpointer_value(eval(CAR(args))))->controller()->next;
if (v)
return new_lisp_pointer(v->focus);
else return NULL;
} break;
case 11 :
{
return new_lisp_pointer
((void *)current_object->get_object(lnumber_value(eval(CAR(args)))));
} break;
case 12 :
{
return new_lisp_pointer
((void *)current_object->get_light(lnumber_value(eval(CAR(args)))));
} break;
case 13 :
{
game_object *old_cur=current_object;
void *ret=NULL;
for (int i=0;i<old_cur->total_objects();i++)
{
current_object=old_cur->get_object(i);
ret=eval(CAR(args));
}
current_object=old_cur;
return ret;
} break;
case 14 :
{
int t=lnumber_value(eval(CAR(args))); args=lcdr(args);
int x=lnumber_value(eval(CAR(args))); args=lcdr(args);
int y=lnumber_value(eval(CAR(args))); args=lcdr(args);
int r1=lnumber_value(eval(CAR(args))); args=lcdr(args);
int r2=lnumber_value(eval(CAR(args))); args=lcdr(args);
int xs=lnumber_value(eval(CAR(args))); args=lcdr(args);
int ys=lnumber_value(eval(CAR(args)));
return new_lisp_pointer(add_light_source(t,x,y,r1,r2,xs,ys));
} break;
case 15 :
{
// return current_lev shit
} break;
case 16 :
{
void *f=figures[current_object->otype]->get_fun(OFUN_USER_FUN);
if (!f) return NULL;
return eval_function((lisp_symbol *)f,args);
} break;
case 17 :
{
long trials=lnumber_value(eval(CAR(args)));
args=CDR(args);
time_marker start;
for (int x=0;x<trials;x++)
{
clear_tmp();
eval(CAR(args));
}
time_marker end;
return new_lisp_fixed_point((long)(end.diff_time(&start)*(1<<16)));
} break;
case 18 :
{ return new_lisp_string(object_names[current_object->otype]); } break;
case 19 :
{ return current_object->float_tick(); } break;
case 20 :
{
long x1=lnumber_value(eval(CAR(args))); args=CDR(args);
long y1=lnumber_value(eval(CAR(args))); args=CDR(args);
long x2=lnumber_value(eval(CAR(args))); args=CDR(args);
long y2=lnumber_value(eval(CAR(args))); args=CDR(args);
void *list=eval(CAR(args));
game_object *find=current_level->find_object_in_area(current_object->x,
current_object->y,
x1,y1,x2,y2,list,current_object);
if (find) return new_lisp_pointer(find);
else return NULL;
} break;
case 21 :
{
long a1=lnumber_value(eval(CAR(args))); args=CDR(args);
long a2=lnumber_value(eval(CAR(args))); args=CDR(args);
void *list=eval(CAR(args));
p_ref r1(list);
game_object *find=current_level->find_object_in_angle(current_object->x,
current_object->y,
a1,a2,list,current_object);
if (find) return new_lisp_pointer(find);
else return NULL;
} break;
case 23 : // def_character
{
lisp_symbol *sym=(lisp_symbol *)lcar(args);
if (item_type(sym)!=L_SYMBOL)
{
lbreak("expecting first arg to def-character to be a symbol!\n");
exit(0);
}
int sp=current_space;
current_space=PERM_SPACE;
set_symbol_number(sym,total_objects); // set the symbol value to the object number
current_space=sp;
if (!total_objects)
{
object_names=(char **)jmalloc(sizeof(char *)*(total_objects+1),"object name list");
figures=(character_type **)jmalloc(sizeof(character_type *)*(total_objects+1),"character types");
}
else
{
object_names=(char **)jrealloc(object_names,sizeof(char *)*(total_objects+1),
"object name list");
figures=(character_type **)jrealloc(figures,sizeof(character_type *)*(total_objects+1),
"character types");
}
object_names[total_objects]=strcpy(
(char *)jmalloc(strlen(lstring_value(symbol_name(sym)))+1,"object name"),
lstring_value(symbol_name(sym)));
figures[total_objects]=new character_type(CDR(args),sym);
total_objects++;
return new_lisp_number(total_objects-1);
} break;
case 24 :
{
long x1=lnumber_value(eval(CAR(args))); args=CDR(args);
long y1=lnumber_value(eval(CAR(args))); args=CDR(args);
long x2=lnumber_value(eval(CAR(args))); args=CDR(args);
long y2=lnumber_value(eval(CAR(args)));
current_level->foreground_intersect(x1,y1,x2,y2);
void *ret=NULL;
push_onto_list(new_lisp_number(y2),ret);
push_onto_list(new_lisp_number(x2),ret);
return ret;
} break;
case 25 :
{
#ifdef __WATCOMC__
return make_find_symbol("WATCOM");
#endif
#ifdef __linux__
return make_find_symbol("LINUX");
#endif
#ifdef __sgi
return make_find_symbol("IRIX");
#endif
} break;
case 26 :
{
return new_lisp_string(current_level->name());
} break;
case 27 : return ant_ai(); break;
case 28 : return sensor_ai(); break;
case 29 : if (dev&EDIT_MODE) current_object->drawer(); break;
case 30 : return top_ai(); break;
case 31 : return laser_ufun(args); break;
case 32 : return top_ufun(args); break;
case 33 : return plaser_ufun(args); break;
case 34 : return player_rocket_ufun(args); break;
case 35 : return lsaber_ufun(args); break;
case 36 :
{
long xm,ym,but;
xm=lnumber_value(CAR(args)); args=CDR(args);
ym=lnumber_value(CAR(args)); args=CDR(args);
but=lnumber_value(CAR(args));
return cop_mover(xm,ym,but);
} break;
case 37 : return ladder_ai(); break;
case 38 :
{
game_object *old_cur=current_object;
current_object=current_object->get_object(0);
void *ret=eval_block(args);
current_object=old_cur;
return ret;
} break;
case 39 :
{
if (current_object->total_objects()==0)
return true_symbol;
else if (current_object->get_object(0)->aistate())
return true_symbol;
else return NULL;
} break;
case 40 : top_draw(); break;
case 41 : bottom_draw(); break;
case 42 : return mover_ai(); break;
case 43 : return sgun_ai();
case 44 :
{
char nm[50];
last_savegame_name(nm);
return new_lisp_string(nm);
} break;
case 45 :
{
char nm[50];
sprintf(nm,"save%04d.pcx",load_game(1,symbol_str("LOAD")));
// get_savegame_name(nm);
the_game->reset_keymap();
return new_lisp_string(nm);
} break;
case 46 :
{
return new_lisp_string(start_argv[lnumber_value(eval(CAR(args)))]);
} break;
case 47 :
{
int xv,yv,b1,b2,b3;
if (has_joystick)
joy_status(b1,b2,b3,xv,yv);
else b1=b2=b3=xv=yv=0;
void *ret=NULL;
p_ref r1(ret);
push_onto_list(new_lisp_number(b3),ret);
push_onto_list(new_lisp_number(b2),ret);
push_onto_list(new_lisp_number(b1),ret);
push_onto_list(new_lisp_number(yv),ret);
push_onto_list(new_lisp_number(xv),ret);
return ret;
} break;
case 48 :
{
void *ret=NULL;
{
p_ref r1(ret);
push_onto_list(new_lisp_number((last_demo_mbut&4)==4),ret);
push_onto_list(new_lisp_number((last_demo_mbut&2)==2),ret);
push_onto_list(new_lisp_number((last_demo_mbut&1)==1),ret);
push_onto_list(new_lisp_number(last_demo_my),ret);
push_onto_list(new_lisp_number(last_demo_mx),ret);
}
return ret;
} break;
case 49 :
{
long x=lnumber_value(eval(CAR(args))); args=CDR(args);
long y=lnumber_value(eval(CAR(args))); args=CDR(args);
long rx,ry;
the_game->mouse_to_game(x,y,rx,ry);
void *ret=NULL;
{
p_ref r1(ret);
push_onto_list(new_lisp_number(ry),ret);
push_onto_list(new_lisp_number(rx),ret);
}
return ret;
} break;
case 50 :
{
long x=lnumber_value(eval(CAR(args))); args=CDR(args);
long y=lnumber_value(eval(CAR(args))); args=CDR(args);
long rx,ry;
the_game->game_to_mouse(x,y,current_view,rx,ry);
void *ret=NULL;
{
p_ref r1(ret);
push_onto_list(new_lisp_number(ry),ret);
push_onto_list(new_lisp_number(rx),ret);
}
return ret;
} break;
case 51 : return new_lisp_pointer(eh->font()); break;
case 52 :
{
view *c=current_object->controller();
if (!c)
lbreak("object is not a player, cannot return name");
else
return new_lisp_string(c->name);
} break;
case 53 :
{
char tit[100],prompt[100],def[100];
strcpy(tit,lstring_value(eval(CAR(args)))); args=CDR(args);
strcpy(prompt,lstring_value(eval(CAR(args)))); args=CDR(args);
strcpy(def,lstring_value(eval(CAR(args)))); args=CDR(args);
return nice_input(tit,prompt,def);
} break;
case 54 :
{
char cd[150];
getcwd(cd,100);
return new_lisp_string(cd);
} break;
case 55 :
{ system(lstring_value(eval(CAR(args)))); } break;
case 56 :
{
void *fn=eval(CAR(args)); args=CDR(args);
char tmp[200];
{
p_ref r1(fn);
char *slash=lstring_value(eval(CAR(args)));
char *filename=lstring_value(fn);
char *s=filename,*tp;
for (tp=tmp;*s;s++,tp++)
{
if (*s=='/' || *s=='\\')
*tp=*slash;
else *tp=*s;
}
*tp=0;
}
return new_lisp_string(tmp);
} break;
case 57 :
{
return show_yes_no(CAR(args),CAR(CDR(args)),CAR(CDR(CDR(args))),CAR(CDR(CDR(CDR(args)))));
} break;
case 58 :
{
char **files,**dirs;
int tfiles,tdirs,i;
get_directory(lstring_value(eval(CAR(args))),files,tfiles,dirs,tdirs);
void *fl=NULL,*dl=NULL,*rl=NULL;
{
p_ref r1(fl),r2(dl);
for (i=tfiles-1;i>=0;i--) { push_onto_list(new_lisp_string(files[i]),fl); jfree(files[i]); }
jfree(files);
for (i=tdirs-1;i>=0;i--) { push_onto_list(new_lisp_string(dirs[i]),dl); jfree(dirs[i]); }
jfree(dirs);
push_onto_list(dl,rl);
push_onto_list(fl,rl);
}
return rl;
} break;
case 59 :
{
return nice_menu(CAR(args),CAR(CDR(args)),CAR(CDR(CDR(args))));
} break;
case 60 : return respawn_ai(); break;
case 61 : return score_draw(); break;
case 62 : return show_kills(); break;
case 63 :
{
long x;
sscanf(lstring_value(eval(CAR(args))),"%x",&x);
return new_lisp_pointer((void *)x);
} break;
case 64 :
{
char name[256],name2[256];
strcpy(name,lstring_value(eval(CAR(args)))); args=CDR(args);
long first=lnumber_value(eval(CAR(args))); args=CDR(args);
long last=lnumber_value(eval(CAR(args)));
long i;
void *ret=NULL;
p_ref r1(ret);
if (last>=first)
{
for (i=last;i>=first;i--)
{
sprintf(name2,"%s%04d.pcx",name,i);
push_onto_list(new_lisp_string(name2),ret);
}
} else
{
for (i=last;i<=first;i++)
{
sprintf(name2,"%s%04d.pcx",name,i);
push_onto_list(new_lisp_string(name2),ret);
}
}
return ret;
}
}
return NULL;
}
//extern bFILE *rcheck,*rcheck_lp;
// arguments have already been evaled..
long c_caller(long number, void *args)
{
p_ref r1(args);
switch (number)
{
case 1 :
{ return abs(current_object->x-current_level->attacker(current_object)->x); } break;
case 2 : return abs(current_object->y-current_level->attacker(current_object)->y); break;
case 3 :
{
if (!current_object->controller())
lbreak("object is not a player, cannot determine keypresses");
else
return current_object->controller()->key_down(lnumber_value(CAR(args)));
} break;
case 4 : return the_game->key_down(lnumber_value(CAR(args))); break;
case 5 : return current_level->attacker(current_object)->state; break;
case 6 : return current_object->aitype(); break;
case 7 :
{
if (!current_object->keep_ai_info())
current_object->set_aistate(0);
return current_object->aistate();
} break;
case 8 :
{
int ns=lnumber_value(CAR(args));
current_object->set_aistate_time(0);
current_object->set_aistate(ns); return 1;
} break;
case 9 :
{
/* if (rcheck_lp)
{
char str[100];
sprintf(str,"\n\nTick %d, Rand_on %d\n",current_level->tick_counter(),rand_on);
rcheck_lp->write(str,strlen(str)+1);
current_print_file=rcheck_lp;
print_trace_stack(6);
current_print_file=NULL;
}*/
return jrandom(lnumber_value(CAR(args)));
} break;
case 10 : return current_object->aistate_time(); break;
case 11 : return current_object->state; break;
case 12 : if (current_level->attacker(current_object)->x>current_object->x) return 1;
else return -1; break;
case 13 : return current_object->move(lnumber_value(CAR(args)),lnumber_value(CAR(CDR(args))),
lnumber_value(CAR(CDR(CDR(args))))); break;
case 14 : if (current_object->direction>0) return 1; else return -1; break;
case 15 : return current_object->otype; break;
case 16 : return current_object->next_picture(); break;
case 17 : current_object->set_fade_dir(lnumber_value(CAR(args))); return 1; break;
case 18 :
{
int cx=lnumber_value(CAR(args));
args=CDR(args);
int cy=lnumber_value(CAR(args));
args=CDR(args);
int but=lnumber_value(CAR(args));
return current_object->mover(cx,cy,but);
} break;
case 19 : current_object->set_fade_count(lnumber_value(CAR(args))); return 1; break;
case 20 : return current_object->fade_count(); break;
case 21 : return current_object->fade_dir(); break;
case 22 :
{
long x1,y1,x2,y2,xp1,yp1,xp2,yp2;
current_level->attacker(current_object)->picture_space(x1,y1,x2,y2);
current_object->picture_space(xp1,yp1,xp2,yp2);
if (xp1>x2 || xp2<x1 || yp1>y2 || yp2<y1) return 0;
else return 1;
} break;
case 23 : current_object->add_power(lnumber_value(CAR(args))); break;
case 24 : current_object->add_hp(lnumber_value(CAR(args))); break;
case 27 :
{ current_object->drawer(); return 1; } break;
case 28 :
{ return (dev & EDIT_MODE); } break;
case 29 :
{ current_object->draw_above(current_view); return 1; } break;
case 30 : return current_object->x; break;
case 31 : return current_object->y; break;
case 32 :
{ long v=lnumber_value(CAR(args));
current_object->x=v;
// current_object->last_x=v;
return 1;
} break;
case 33 :
{ long v=lnumber_value(CAR(args));
current_object->y=v;
// current_object->last_y=v;
return 1;
} break;
case 34 : { return current_level->push_characters(current_object,lnumber_value(CAR(args)),
lnumber_value(CAR(CDR(args))));
} break;
case 37 :
{
long s=lnumber_value(CAR(args));
current_object->set_state((character_state)s);
return (s==current_object->state);
} break;
case 38 : return current_level->attacker(current_object)->x; break;
case 39 : return current_level->attacker(current_object)->y; break;
case 40 : current_object->change_aitype(lnumber_value(CAR(args))); return 1; break;
case 42 : return current_object->xvel(); break;
case 43 : return current_object->yvel(); break;
case 44 : current_object->set_xvel(lnumber_value(CAR(args))); return 1; break;
case 45 : current_object->set_yvel(lnumber_value(CAR(args))); return 1; break;
case 46 : if (current_level->attacker(current_object)->x>current_object->x) return -1;
else return 1; break;
case 47 : return lnumber_value(CAR(args))&BLOCKED_LEFT; break;
case 48 : return lnumber_value(CAR(args))&BLOCKED_RIGHT; break;
case 50 : dev_cont->add_palette(args); break;
case 51 : write_PCX(screen,pal,lstring_value(CAR(args))); break;
case 52 : the_game->zoom=lnumber_value(CAR(args)); the_game->draw(); break;
case 55 : the_game->show_help(lstring_value(CAR(args))); break;
case 56 : return current_object->direction; break;
case 57 : current_object->direction=lnumber_value(CAR(args)); break;
case 58 :
{
int x1=lnumber_value(CAR(args));
if (!current_object->controller())
{ lbreak("set_freeze_time : object is not a focus\n"); }
else current_object->controller()->freeze_time=x1; return 1;
} break;
case 59 : return menu(args,big_font); break;
case 60 :
{ event ev; dev_cont->do_command(lstring_value(CAR(args)),ev); return 1; } break;
case 61 : the_game->set_state(lnumber_value(CAR(args))); break;
case 62 :
{
int x1=lnumber_value(CAR(args)); args=CDR(args);
int y1=lnumber_value(CAR(args)); args=CDR(args);
int x2=lnumber_value(CAR(args)); args=CDR(args);
int y2=lnumber_value(CAR(args));
scene_director.set_text_region(x1,y1,x2,y2);
} break;
case 63 : scene_director.set_frame_speed(lnumber_value(CAR(args))); break;
case 64 : scene_director.set_scroll_speed(lnumber_value(CAR(args))); break;
case 65 : scene_director.set_pan_speed(lnumber_value(CAR(args))); break;
case 66 : scene_director.scroll_text(lstring_value(CAR(args))); break;
case 67 : scene_director.set_pan(lnumber_value(CAR(args)),
lnumber_value(CAR(CDR(args))),
lnumber_value(CAR(CDR(CDR(args))))); break;
case 68 : scene_director.wait(CAR(args)); break;
case 73 : the_game->set_level(new level(lnumber_value(CAR(args)),
lnumber_value(CAR(CDR(args))),
lstring_value(CAR(CDR(CDR(args)))))); break;
case 74 :
{ if (current_level) delete current_level;
current_level=new level(100,100,"new_level");
} break;
case 75 :
{
int amount=lnumber_value(CAR(args)); args=CDR(args);
game_object *o=((game_object *)lpointer_value(CAR(args))); args=CDR(args);
int xv=0,yv=0;
if (args)
{
xv=lnumber_value(CAR(args)); args=CDR(args);
yv=lnumber_value(CAR(args));
}
o->do_damage(amount,current_object,current_object->x,current_object->y,xv,yv);
} break;
case 76 : return current_object->hp(); break;
case 77 :
{
game_object *o=(game_object *)lpointer_value(CAR(args));
if (!o->controller())
printf("set shift : object is not a focus\n");
else o->controller()->shift_down=lnumber_value(CAR(CDR(args))); return 1;
} break;
case 78 :
{
game_object *o=(game_object *)lpointer_value(CAR(args));
if (!o->controller())
printf("set shift : object is not a focus\n");
else o->controller()->shift_right=lnumber_value(CAR(CDR(args))); return 1;
} break;
case 79 : current_object->set_gravity(lnumber_value(CAR(args))); return 1; break;
case 80 : return current_object->tick(); break;
case 81 : current_object->set_xacel((lnumber_value(CAR(args)))); return 1; break;
case 82 : current_object->set_yacel((lnumber_value(CAR(args)))); return 1; break;
case 84 : set_local_players(lnumber_value(CAR(args))); return 1; break;
case 85 : return total_local_players(); break;
case 86 : light_detail=lnumber_value(CAR(args)); return 1; break;
case 87 : return light_detail; break;
case 88 : morph_detail=lnumber_value(CAR(args)); return 1; break;
case 89 : return morph_detail; break;
case 90 : current_object->morph_into(lnumber_value(CAR(args)),NULL,
lnumber_value(CAR(CDR(args))),
lnumber_value(CAR(CDR(CDR(args))))); return 1; break;
case 91 : current_object->add_object((game_object *)lpointer_value(CAR(args))); return 1; break;
case 92 :
{
long cx1,x1=lnumber_value(CAR(args)); args=lcdr(args);
long cy1,y1=lnumber_value(CAR(args)); args=lcdr(args);
long cx2,x2=lnumber_value(CAR(args)); args=lcdr(args);
long cy2,y2=lnumber_value(CAR(args)); args=lcdr(args);
long c=lnumber_value(CAR(args));
the_game->game_to_mouse(x1,y1,current_view,cx1,cy1);
the_game->game_to_mouse(x2,y2,current_view,cx2,cy2);
screen->line(cx1,cy1,cx2,cy2,c);
return 1;
} break;
case 93 : return eh->dark_color(); break;
case 94 : return eh->medium_color(); break;
case 95 : return eh->bright_color(); break;
case 99 : current_object->remove_object((game_object *)lpointer_value(CAR(args))); return 1; break;
case 100 : current_object->add_light((light_source *)lpointer_value(CAR(args))); return 1; break;
case 101 : current_object->remove_light((light_source *)lpointer_value(CAR(args))); return 1; break;
case 102 : return current_object->total_objects(); break;
case 103 : return current_object->total_lights(); break;
case 104 :
{ light_source *l=(light_source *)lpointer_value(CAR(args));
long x=lnumber_value(CAR(CDR(args)));
if (x>=1)
l->inner_radius=x;
l->calc_range();
return 1;
} break;
case 105 :
{ light_source *l=(light_source *)lpointer_value(CAR(args));
long x=lnumber_value(CAR(CDR(args)));
if (x>l->inner_radius)
l->outer_radius=x;
l->calc_range();
return 1;
} break;
case 106 :
{ light_source *l=(light_source *)lpointer_value(CAR(args));
l->x=lnumber_value(CAR(CDR(args)));
l->calc_range();
return 1;
} break;
case 107 :
{ light_source *l=(light_source *)lpointer_value(CAR(args));
l->y=lnumber_value(CAR(CDR(args)));
l->calc_range();
return 1;
} break;
case 108 :
{ light_source *l=(light_source *)lpointer_value(CAR(args));
l->xshift=lnumber_value(CAR(CDR(args)));
l->calc_range();
return 1;
} break;
case 109 :
{ light_source *l=(light_source *)lpointer_value(CAR(args));
l->yshift=lnumber_value(CAR(CDR(args)));
l->calc_range();
return 1;
} break;
case 110 : return ((light_source *)lpointer_value(CAR(args)))->inner_radius; break;
case 111 : return ((light_source *)lpointer_value(CAR(args)))->outer_radius; break;
case 112 : return ((light_source *)lpointer_value(CAR(args)))->x; break;
case 113 : return ((light_source *)lpointer_value(CAR(args)))->y; break;
case 114 : return ((light_source *)lpointer_value(CAR(args)))->xshift; break;
case 115 : return ((light_source *)lpointer_value(CAR(args)))->yshift; break;
case 116 : return current_object->xacel(); break;
case 117 : return current_object->yacel(); break;
case 118 : current_level->remove_light((light_source *)lpointer_value(CAR(args))); break;
case 119 : current_object->set_fx(lnumber_value(CAR(args))); break;
case 120 : current_object->set_fy(lnumber_value(CAR(args))); break;
case 121 : current_object->set_fxvel(lnumber_value(CAR(args))); break;
case 122 : current_object->set_fyvel(lnumber_value(CAR(args))); break;
case 123 : current_object->set_fxacel(lnumber_value(CAR(args))); break;
case 124 : current_object->set_fyacel(lnumber_value(CAR(args))); break;
case 125 : return current_object->picture()->width(); break;
case 126 : return current_object->picture()->height(); break;
case 127 : { dprintf("trap\n"); } break; // I use this to set gdb break points
case 128 : { return current_level->platform_push(current_object,lnumber_value(CAR(args)),
lnumber_value(CAR(CDR(args))));
} break;
case 133 : // def_sound
{
lisp_symbol *sym=NULL;
if (CDR(args))
{
sym=(lisp_symbol *)lcar(args);
if (item_type(sym)!=L_SYMBOL)
{
lbreak("expecting first arg to def-character to be a symbol!\n");
exit(0);
}
args=CDR(args);
}
int sp=current_space;
current_space=PERM_SPACE;
int id=cash.reg(lstring_value(lcar(args)),NULL,SPEC_EXTERN_SFX,1);
if (sym)
set_symbol_number(sym,id); // set the symbol value to sfx id
current_space=sp;
return id;
} break;
case 134 : // play_sound
{
void *a=args;
p_ref r1(a);
int id=lnumber_value(lcar(a));
if (id<0) return 0;
a=CDR(a);
if (!a)
cash.sfx(id)->play(127);
else
{
int vol=lnumber_value(lcar(a)); a=CDR(a);
if (a)
{
long x=lnumber_value(lcar(a)); a=CDR(a);
if (!a)
{
lprint(args);
lbreak("expecting y after x in play_sound\n");
exit(1);
}
long y=lnumber_value(lcar(a));
the_game->play_sound(id,vol,x,y);
} else cash.sfx(id)->play(vol);
}
} break;
case 137 : return defun_pseq(args); break;
case 138 :
{ int id=lnumber_value(CAR(args)); args=CDR(args);
long x=lnumber_value(CAR(args)); args=CDR(args);
long y=lnumber_value(CAR(args)); args=CDR(args);
long dir=lnumber_value(CAR(args));
add_panim(id,x,y,dir);
} break;
case 142 :
{
long x=lnumber_value(CAR(args)); args=CDR(args);
if (x<0 || x>=total_weapons)
{
lbreak("weapon out of range (%d)\n",x);
exit(0);
}
return weapon_types[x];
} break;
case 143 :
{
long x=lnumber_value(CAR(args)); args=CDR(args);
long y=lnumber_value(CAR(args)); args=CDR(args);
long r=lnumber_value(CAR(args)); args=CDR(args);
long m=lnumber_value(CAR(args)); args=CDR(args);
game_object *o=(game_object *)lpointer_value(CAR(args)); args=CDR(args);
long mp=lnumber_value(CAR(args));
current_level->hurt_radius(x,y,r,m,current_object,o,mp);
} break;
case 144 :
{
view *v=current_object->controller();
if (!v) dprintf("Can't add weapons for non-players\n");
else
{
long x=lnumber_value(CAR(args)); args=CDR(args);
long y=lnumber_value(CAR(args)); args=CDR(args);
if (x<0 || x>=total_weapons)
{ lbreak("weapon out of range (%d)\n",x); exit(0); }
v->add_ammo(x,y);
}
} break;
case 145 :
{
view *v=current_object->controller();
if (!v) return 0;
else return v->weapon_total(lnumber_value(CAR(args)));
} break;
case 146 :
{
view *v=current_object->controller();
if (!v) return 0; else return v->current_weapon;
} break;
case 147 :
{
view *v=current_object->controller();
if (!v) { lbreak("current_weapon_type : object cannot hold weapons\n");
return 0; }
else return v->current_weapon;
} break;
case 148 : return lnumber_value(CAR(args))&BLOCKED_UP; break;
case 149 : return lnumber_value(CAR(args))&BLOCKED_DOWN; break;
case 150 :
{
view *v=current_object->controller();
int x=lnumber_value(CAR(args));
if (x<0 || x>=total_weapons)
{ lbreak("weapon out of range (%d)\n",x); exit(0); }
if (v) v->give_weapon(x);
} break;
case 151 :
{
int a=lnumber_value(CAR(args));
if (a<0 || a>=TOTAL_ABILITIES)
{
lprint(args);
lbreak("bad ability number for get_ability, should be 0..%d, not %d\n",
TOTAL_ABILITIES,a);
exit(0);
}
return get_ability(current_object->otype,(ability)a);
} break;
case 152 :
{
view *v=current_object->controller();
if (!v) dprintf("Can't use reset_player on non-players\n");
else
v->reset_player();
} break;
case 153 :
{
game_object *o=(game_object *)lpointer_value(CAR(args));
long x=o->x-current_object->x,
y=-(o->y-o->picture()->height()/2-(current_object->y-(current_object->picture()->height()/2)));
return lisp_atan2(y,x);
} break;
case 154 :
{
long ang=lnumber_value(CAR(args)); args=CDR(args);
long mag=lfixed_point_value(CAR(args));
long xvel=(lisp_cos(ang)>>8)*(mag>>8);
current_object->set_xvel(xvel>>16);
current_object->set_fxvel((xvel&0xffff)>>8);
long yvel=-(lisp_sin(ang)>>8)*(mag>>8);
current_object->set_yvel(yvel>>16);
current_object->set_fyvel((yvel&0xffff)>>8);
} break;
case 155 :
{
int tframes=current_object->total_frames(),f;
long ang1=lnumber_value(CAR(args)); args=CDR(args);
if (ang1<0) ang1=(ang1%360)+360;
else if (ang1>=360) ang1=ang1%360;
long ang2=lnumber_value(CAR(args)); args=CDR(args);
if (ang2<0) ang2=(ang2%360)+360;
else if (ang2>=360) ang2=ang2%360;
long ang=(lnumber_value(CAR(args))+90/tframes)%360;
if (ang1>ang2)
{
if (ang<ang1 && ang>ang2)
return 0;
else if (ang>=ang1)
f=(ang-ang1)*tframes/(359-ang1+ang2+1);
else
f=(359-ang1+ang)*tframes/(359-ang1+ang2+1);
} else if (ang<ang1 || ang>ang2)
return 0;
else f=(ang-ang1)*tframes/(ang2-ang1+1);
if (current_object->direction>0)
current_object->current_frame=f;
else
current_object->current_frame=tframes-f-1;
return 1;
} break;
case 156 :
{
int x=current_object->current_frame;
current_object->set_state((character_state)lnumber_value(CAR(args)));
current_object->current_frame=x;
} break;
case 168 : if (current_object->morph_status()) return 1; else return 0; break;
case 169 :
{
long am=lnumber_value(CAR(args)); args=CDR(args);
game_object *from=(game_object *)lpointer_value(CAR(args)); args=CDR(args);
long hitx=lnumber_value(CAR(args)); args=CDR(args);
long hity=lnumber_value(CAR(args)); args=CDR(args);
long px=lnumber_value(CAR(args)); args=CDR(args);
long py=lnumber_value(CAR(args)); args=CDR(args);
current_object->damage_fun(am,from,hitx,hity,px,py);
} break;
case 170 : return current_object->gravity(); break;
case 171 :
{
view *v=current_object->controller();
if (!v) dprintf("make_view_solid : object has no view\n");
else
v->draw_solid=lnumber_value(CAR(args));
} break;
case 172 :
{
void *a=args;
int r=lnumber_value(CAR(a)); a=CDR(a);
int g=lnumber_value(CAR(a)); a=CDR(a);
int b=lnumber_value(CAR(a));
if (r<0 || b<0 || g<0 || r>255 || g>255 || b>255)
{
lprint(args);
lbreak("color out of range (0..255) in color lookup\n");
exit(0);
}
return color_table->lookup_color(r>>3,g>>3,b>>3);
} break;
case 173 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->x_suggestion;
} break;
case 174 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->y_suggestion;
} break;
case 175 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->b1_suggestion;
} break;
case 176 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->b2_suggestion;
} break;
case 177 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->b3_suggestion;
} break;
case 178 :
{
bg_xmul=lnumber_value(CAR(args)); args=CDR(args);
bg_xdiv=lnumber_value(CAR(args)); args=CDR(args);
bg_ymul=lnumber_value(CAR(args)); args=CDR(args);
bg_ydiv=lnumber_value(CAR(args));
if (bg_xdiv==0) { bg_xdiv=1; lprint(args); dprintf("bg_set_scroll : cannot set xdiv to 0\n"); }
if (bg_ydiv==0) { bg_ydiv=1; lprint(args); dprintf("bg_set_scroll : cannot set ydiv to 0\n"); }
} break;
case 179 :
{
view *v=lget_view(CAR(args),"set_ambient_light"); args=CDR(args);
long x=lnumber_value(CAR(args));
if (x>=0 && x<64) v->ambient=x;
} break;
case 180 : return lget_view(CAR(args),"ambient_light")->ambient; break;
case 181 :
{
int x=current_object->total_objects();
game_object *who=(game_object *)lpointer_value(CAR(args));
for (int i=0;i<x;i++)
if (current_object->get_object(i)==who) return 1;
return 0;
} break;
case 182 : current_object->change_type(lnumber_value(CAR(args))); break;
case 184 : return current_object->current_frame; break;
case 185 : return current_object->fx(); break;
case 186 : return current_object->fy(); break;
case 187 : return current_object->fxvel(); break;
case 188 : return current_object->fyvel(); break;
case 189 : return current_object->fxacel(); break;
case 190 : return current_object->fyacel(); break;
case 191 :
{
char *fn=lstring_value(CAR(args)); args=CDR(args);
// stat_bar=cash.reg_object(fn,CAR(args),SPEC_IMAGE,1);
} break;
case 192 :
{
long x=lnumber_value(CAR(args)); args=CDR(args);
long y=lnumber_value(CAR(args)); args=CDR(args);
long type=lnumber_value(CAR(args));
if (x<0 || y<0 || x>=current_level->foreground_width() || y>=current_level->foreground_width())
lbreak("%d %d is out of range of fg map",x,y);
else
current_level->put_fg(x,y,type);
} break;
case 193 :
{
long x=lnumber_value(CAR(args)); args=CDR(args);
long y=lnumber_value(CAR(args));
if (x<0 || y<0 || x>=current_level->foreground_width() || y>=current_level->foreground_width())
lbreak("%d %d is out of range of fg map",x,y);
else return current_level->get_fg(x,y);
} break;
case 194 :
{
long x=lnumber_value(CAR(args)); args=CDR(args);
long y=lnumber_value(CAR(args)); args=CDR(args);
long type=lnumber_value(CAR(args));
if (x<0 || y<0 || x>=current_level->background_width() || y>=current_level->background_width())
lbreak("%d %d is out of range of fg map",x,y);
else
current_level->put_bg(x,y,type);
} break;
case 195 :
{
long x=lnumber_value(CAR(args)); args=CDR(args);
long y=lnumber_value(CAR(args));
if (x<0 || y<0 || x>=current_level->background_width() || y>=current_level->background_width())
lbreak("%d %d is out of range of fg map",x,y);
else return current_level->get_bg(x,y);
} break;
case 196 : load_tiles(args); break;
case 197 :
{
bFILE *fp=open_file(lstring_value(CAR(args)),"rb");
if (fp->open_failure())
{
delete fp;
lbreak("load_palette : could not open file %s for reading",lstring_value(CAR(args)));
exit(1);
} else
{
spec_directory sd(fp);
spec_entry *se=sd.find(SPEC_PALETTE);
if (!se) lbreak("File %s has no palette!\n",lstring_value(CAR(args)));
else
{
if (pal) delete pal;
pal=new palette(se,fp);
}
delete fp;
}
} break;
case 198 :
{
bFILE *fp=open_file(lstring_value(CAR(args)),"rb");
if (fp->open_failure())
{
delete fp;
lbreak("load_color_filter : could not open file %s for reading",lstring_value(CAR(args)));
exit(1);
} else
{
spec_directory sd(fp);
spec_entry *se=sd.find(SPEC_COLOR_TABLE);
if (!se) lbreak("File %s has no color filter!",lstring_value(CAR(args)));
else
{
if (color_table) delete color_table;
color_table=new color_filter(se,fp);
}
delete fp;
}
} break;
case 199 :
{
current_start_type=lnumber_value(CAR(args));
set_local_players(1);
} break;
case 200 :
{
long xv=lnumber_value(CAR(args)); args=CDR(args);
long yv=lnumber_value(CAR(args)); args=CDR(args);
int top=2;
if (args)
if (!CAR(args)) top=0;
long oxv=xv,oyv=yv;
current_object->try_move(current_object->x,current_object->y,xv,yv,1|top);
current_object->x+=xv;
current_object->y+=yv;
return (oxv==xv && oyv==yv);
} break;
case 201 :
{
long x=lnumber_value(CAR(args));
return figures[current_object->otype]->get_sequence((character_state)x)->length();
} break;
case 202 :
{
long x1=lnumber_value(CAR(args)); args=CDR(args);
long y1=lnumber_value(CAR(args)); args=CDR(args);
long x2=lnumber_value(CAR(args)); args=CDR(args);
long y2=lnumber_value(CAR(args)); args=CDR(args);
void *block_all=CAR(args);
long nx2=x2,ny2=y2;
current_level->foreground_intersect(x1,y1,x2,y2);
if (x2!=nx2 || y2!=ny2) return 0;
if (block_all)
current_level->all_boundary_setback(current_object,x1,y1,x2,y2);
else
current_level->boundary_setback(current_object,x1,y1,x2,y2);
return (x2==nx2 && y2==ny2);
} break;
case 203 :
{
char *fn=lstring_value(CAR(args)); args=CDR(args);
char *name=lstring_value(CAR(args));
big_font_pict=cash.reg(fn,name,SPEC_IMAGE,1);
} break;
case 204 :
{
char *fn=lstring_value(CAR(args)); args=CDR(args);
char *name=lstring_value(CAR(args));
small_font_pict=cash.reg(fn,name,SPEC_IMAGE,1);
} break;
case 205 :
{
char *fn=lstring_value(CAR(args)); args=CDR(args);
char *name=lstring_value(CAR(args));
console_font_pict=cash.reg(fn,name,SPEC_IMAGE,1);
} break;
case 206 :
{
long x=lnumber_value(CAR(args));
if (x<current_object->total_frames())
current_object->current_frame=x;
else
lbreak("%d out of range for set_current_frame",x);
} break;
case 208 :
{
current_object->draw_trans(lnumber_value(CAR(args)),lnumber_value(CAR(CDR(args))));
} break;
case 209 :
{
current_object->draw_tint(lnumber_value(CAR(args)));
} break;
case 210 :
{
current_object->draw_predator();
} break;
case 211:
{ return lget_view(CAR(args),"shift_down")->shift_right; } break;
case 212:
{ return lget_view(CAR(args),"shift_right")->shift_down; } break;
case 213 :
{ view *v=lget_view(CAR(args),"set_no_scroll_range"); args=CDR(args);
v->no_xleft=lnumber_value(CAR(args)); args=CDR(args);
v->no_ytop=lnumber_value(CAR(args)); args=CDR(args);
v->no_xright=lnumber_value(CAR(args)); args=CDR(args);
v->no_ybottom=lnumber_value(CAR(args));
} break;
case 215 :
{
char *fn=lstring_value(CAR(args)); args=CDR(args);
char *name=lstring_value(CAR(args)); args=CDR(args);
return cash.reg(fn,name,SPEC_IMAGE,1);
} break;
case 216 :
{
long x1=lnumber_value(CAR(args)); args=lcdr(args);
long y1=lnumber_value(CAR(args)); args=lcdr(args);
long id=lnumber_value(CAR(args));
cash.img(id)->put_image(screen,x1,y1,1);
} break;
case 217 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : view_x1");
else return v->cx1;
} break;
case 218 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : view_x1");
else return v->cy1;
} break;
case 219 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : view_x1");
else return v->cx2;
} break;
case 220 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : view_x1");
else return v->cy2;
} break;
case 221 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : view_push_down");
else v->last_y-=lnumber_value(CAR(args));
} break;
case 222 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : local_player");
else return v->local_player();
} break;
case 223 :
{
char *fn=lstring_value(CAR(args));
current_level->save(fn,1);
} break;
case 224 :
{
current_object->set_hp(lnumber_value(CAR(args)));
} break;
case 225 :
{
char *fn=lstring_value(CAR(args));
the_game->request_level_load(fn);
} break;
case 226 :
{
strcpy(level_file,lstring_value(CAR(args)));
} break;
case 227 :
{
return cash.reg(lstring_value(CAR(args)),"palette",SPEC_PALETTE,1);
} break;
case 228 :
{
palette *p=pal->copy();
uchar *addr=(uchar *)p->addr();
int r,g,b;
int ra=lnumber_value(CAR(args)); args=CDR(args);
int ga=lnumber_value(CAR(args)); args=CDR(args);
int ba=lnumber_value(CAR(args));
for (int i=0;i<256;i++)
{
r=(int)*addr+ra; if (r>255) r=255; else if (r<0) r=0; *addr=(uchar)r; addr++;
g=(int)*addr+ga; if (g>255) g=255; else if (g<0) g=0; *addr=(uchar)g; addr++;
b=(int)*addr+ba; if (b>255) b=255; else if (b<0) b=0; *addr=(uchar)b; addr++;
}
p->load();
delete p;
} break;
case 229 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : local_player");
else return v->player_number;
} break;
case 230 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : local_player");
else
{
long x=lnumber_value(CAR(args));
if (x<0 || x>=total_weapons)
{ lbreak("weapon out of range (%d)\n",x); exit(0); }
v->current_weapon=x;
}
} break;
case 231 :
{
view *v=current_object->controller();
if (!v) lbreak("object has no view : local_player");
else return v->has_weapon(lnumber_value(CAR(args)));
} break;
case 232 :
{
ambient_ramp+=lnumber_value(CAR(args));
} break;
case 233 :
{ int x=0; view *v=player_list; for (;v;v=v->next,x++); return x; } break;
case 234 :
{
long cx1,x1=lnumber_value(CAR(args)); args=lcdr(args);
long cy1,y1=lnumber_value(CAR(args)); args=lcdr(args);
long cx2,x2=lnumber_value(CAR(args)); args=lcdr(args);
long cy2,y2=lnumber_value(CAR(args)); args=lcdr(args);
long c=lnumber_value(CAR(args)); args=lcdr(args);
long s=lnumber_value(CAR(args));
the_game->game_to_mouse(x1,y1,current_view,cx1,cy1);
the_game->game_to_mouse(x2,y2,current_view,cx2,cy2);
scatter_line(cx1,cy1,cx2,cy2,c,s);
return 1;
} break;
case 235 :
{ if (current_level) return current_level->tick_counter();
else return 0; } break;
case 236 :
{
return current_object->controller()!=NULL;
} break;
case 237 :
{
rand_on+=lnumber_value(CAR(args)); return 1;
} break;
case 238 :
{
return current_object->total_frames();
} break;
case 239 :
{ current_level->to_front(current_object); } break;
case 240 :
{ current_level->to_back(current_object); } break;
case 241 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->pointer_x;
} break;
case 242 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->pointer_y;
} break;
case 243 :
{
if (player_list->next || demo_man.current_state()!=demo_manager::NORMAL)
return 0;
else
return (frame_panic>10);
} break;
case 244 :
{
long cx1,x1=lnumber_value(CAR(args)); args=lcdr(args);
long cy1,y1=lnumber_value(CAR(args)); args=lcdr(args);
long cx2,x2=lnumber_value(CAR(args)); args=lcdr(args);
long cy2,y2=lnumber_value(CAR(args)); args=lcdr(args);
long c1=lnumber_value(CAR(args)); args=lcdr(args);
long c2=lnumber_value(CAR(args)); args=lcdr(args);
long s=lnumber_value(CAR(args));
the_game->game_to_mouse(x1,y1,current_view,cx1,cy1);
the_game->game_to_mouse(x2,y2,current_view,cx2,cy2);
ascatter_line(cx1,cy1,cx2,cy2,c1,c2,s);
return 1;
} break;
case 245 :
{
return rand_on;
} break;
case 246 :
{
rand_on=lnumber_value(CAR(args));
} break;
case 247 :
{
long cx1=lnumber_value(CAR(args)); args=lcdr(args);
long cy1=lnumber_value(CAR(args)); args=lcdr(args);
long cx2=lnumber_value(CAR(args)); args=lcdr(args);
long cy2=lnumber_value(CAR(args)); args=lcdr(args);
long c1=lnumber_value(CAR(args)); args=lcdr(args);
screen->bar(cx1,cy1,cx2,cy2,c1);
} break;
case 248 :
{
return start_argc;
} break;
case 249 :
{
if ((sound_avail&MUSIC_INITIALIZED))
{
char *fn=lstring_value(CAR(args));
if (current_song)
{
if (current_song->playing())
current_song->stop();
delete current_song;
}
current_song=new song(fn);
current_song->play(music_volume);
dprintf("Playing %s at volume %d\n",fn,music_volume);
}
} break;
case 250 :
{
if (current_song && current_song->playing())
current_song->stop();
delete current_song;
current_song=NULL;
} break;
case 251 : return current_object->targetable(); break;
case 252 : current_object->set_targetable( CAR(args)==NULL ? 0 : 1); break;
case 253 : show_stats(); break;
case 254 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->kills;
} break;
case 255 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->tkills;
} break;
case 256 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->secrets;
} break;
case 257 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else return v->tsecrets;
} break;
case 258 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else v->kills=lnumber_value(CAR(args));
} break;
case 259 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else v->tkills=lnumber_value(CAR(args));
} break;
case 260 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else v->secrets=lnumber_value(CAR(args));
} break;
case 261 :
{
view *v=current_object->controller();
if (!v) { lprint(args); printf("get_player_inputs : object has no view!\n"); }
else v->tsecrets=lnumber_value(CAR(args));
} break;
case 262 :
{
the_game->request_end();
} break;
case 263 :
{
the_game->reset_keymap();
return load_game(1,symbol_str("SAVE")); //get_save_spot(); shit
} break;
case 264 :
{
mem_report("mem.rep");
} break;
case 265 :
{
return major_version;
} break;
case 266 :
{
return minor_version;
} break;
case 267 :
{
current_object->draw_double_tint(lnumber_value(CAR(args)),lnumber_value(CAR(CDR(args))));
} break;
case 268 :
{
return cash.img(lnumber_value(CAR(args)))->width();
} break;
case 269 :
{
return cash.img(lnumber_value(CAR(args)))->height();
} break;
case 270 :
{
return current_level->foreground_width();
} break;
case 271 :
{
return current_level->foreground_height();
} break;
case 272 :
{
return current_level->background_width();
} break;
case 273 :
{
return current_level->background_height();
} break;
case 274 :
{
return get_keycode(lstring_value(CAR(args)));
}
case 275 :
{
int id=lnumber_value(CAR(args)); args=CDR(args);
int x=lnumber_value(CAR(args)); args=CDR(args);
int y=lnumber_value(CAR(args));
c_target=id;
if (screen)
eh->set_mouse_shape(cash.img(c_target)->copy(),x,y);
} break;
case 276 :
{
if (!main_net_cfg) return 0;
return become_server(game_name);
} break;
case 277 :
{
JCFont *fnt=(JCFont *)lpointer_value(CAR(args)); args=CDR(args);
long x=lnumber_value(CAR(args)); args=CDR(args);
long y=lnumber_value(CAR(args)); args=CDR(args);
char *st=lstring_value(CAR(args)); args=CDR(args);
int color=-1;
if (args)
color=lnumber_value(CAR(args));
fnt->put_string(screen,x,y,st,color);
} break;
case 278 : return ((JCFont *)lpointer_value(CAR(args)))->width(); break;
case 279 : return ((JCFont *)lpointer_value(CAR(args)))->height(); break;
case 280 : if (chat) chat->put_all(lstring_value(CAR(args))); break;
case 281 :
{
view *v=current_object->controller();
if (!v) { lbreak("get_player_name : object has no view!\n"); }
else strcpy(v->name,lstring_value(CAR(args)));
} break;
case 282 :
{
long x1=lnumber_value(CAR(args)); args=CDR(args);
long y1=lnumber_value(CAR(args)); args=CDR(args);
long x2=lnumber_value(CAR(args)); args=CDR(args);
long y2=lnumber_value(CAR(args)); args=CDR(args);
long c=lnumber_value(CAR(args));
screen->bar(x1,y1,x2,y2,c);
} break;
case 283 :
{
long x1=lnumber_value(CAR(args)); args=CDR(args);
long y1=lnumber_value(CAR(args)); args=CDR(args);
long x2=lnumber_value(CAR(args)); args=CDR(args);
long y2=lnumber_value(CAR(args)); args=CDR(args);
long c=lnumber_value(CAR(args));
screen->rectangle(x1,y1,x2,y2,c);
} break;
case 284 :
{
if (get_option(lstring_value(CAR(args))))
return 1;
else return 0;
} break;
case 285 :
{
char cd[100];
getcwd(cd,100);
int t=change_dir(lstring_value(CAR(args)));
change_dir(cd);
return t;
} break;
case 286 :
{
if (change_dir(lstring_value(CAR(args))))
return 1;
else return 0;
} break;
case 287 :
{
void *title=CAR(args); args=CDR(args);
void *source=CAR(args); args=CDR(args);
void *dest=CAR(args); args=CDR(args);
return nice_copy(lstring_value(title),lstring_value(source),lstring_value(dest));
} break;
case 288 :
{
if (CAR(args)) the_game->set_delay(1); else the_game->set_delay(0);
} break;
case 289 :
{
set_login(lstring_value(CAR(args)));
} break;
case 290 :
{
chatting_enabled=1;
} break;
case 291 :
{
demo_start=1;
} break;
case 292 :
{
if (main_net_cfg && main_net_cfg->state==net_configuration::CLIENT)
return 1;
} break;
case 293 :
{
if (main_net_cfg && (main_net_cfg->state==net_configuration::CLIENT || main_net_cfg->state==net_configuration::SERVER))
{
view *v=player_list;
for (;v;v=v->next)
if (v->kills>=main_net_cfg->kills)
return 1;
} else return 0;
} break;
case 294 :
{
view *v=player_list;
for (;v;v=v->next)
{
v->tkills+=v->kills;
v->kills=0;
game_object *o=current_object;
current_object=v->focus;
eval_function((lisp_symbol *)l_restart_player,NULL);
v->reset_player();
v->focus->set_aistate(0);
current_object=o;
}
} break;
case 295 :
{
strncpy(game_name,lstring_value(CAR(args)),sizeof(game_name));
game_name[sizeof(game_name)-1]=0;
} break;
case 296 :
{
if (main_net_cfg)
main_net_cfg->min_players=lnumber_value(CAR(args));
} break;
default :
printf("Undefined c function %d\n",number);
return 0;
}
return 0;
}
int get_lprop_number(void *symbol, int def) // returns def if symbol undefined or not number type
{
void *v=symbol_value(symbol);
if (v)
{
switch (item_type(v))
{
case L_FIXED_POINT :
case L_NUMBER :
{ return lnumber_value(v); } break;
default : return def;
}
} else return def;
}