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1 h266 1
/*
2
--------------------------------------------------------------------------------
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Duke Caribbean: Life's A Beach
4
By Joris Weimar
5
© 1997 Sunstorm Interactive
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--------------------------------------------------------------------------------
7
Duke Caribbean: Life's A Beach Plus
8
By Hendricks266
9
--------------------------------------------------------------------------------
10
*/
11
 
12
definegamefuncname 34 Sunglasses
13
definegamefuncname 35 Crate_of_Bananas
14
definegamefuncname 48 Hot_Sauce
15
 
16
definecheat 14 endepisode
17
definecheat 15 endlevel
18
// definecheat 23 creditcards
19
// keys
20
definecheat 25 endvolume
21
 
22
include VacaDefs.con
23
include VacaUser.con
24
include VSounds.con
25
include VBeachBall.con
26
 
27
spritenoshade GROWAMMO
28
 
29
setgamename Duke Caribbean: Life's A Beach
30
 
10 h266 31
gamevar temp 0 2
32
gamevar x 0 2
33
gamevar y 0 2
34
gamevar picnum 0 2
35
 
1 h266 36
gamevar temp2 0 2
37
gamevar temp3 0 2
38
gamevar x2 0 2
39
gamevar y2 0 2
40
gamevar pose 0 0
41
 
61 h266 42
// disable hardcoded Polymer dynamic lighting muzzle flashes
1 h266 43
gamevar WEAPON1_FLASHCOLOR 0 1
44
gamevar WEAPON2_FLASHCOLOR 0 1
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gamevar WEAPON3_FLASHCOLOR 0 1
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gamevar WEAPON4_FLASHCOLOR 0 1
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gamevar WEAPON7_FLASHCOLOR 0 1
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gamevar WEAPON9_FLASHCOLOR 0 1
49
 
25 h266 50
// disable voodoo ring glowing flag
51
// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too
17 h266 52
gamevar WEAPON6_FLAGS 0 1
53
gamevar WEAPON11_FLAGS 0 1
54
 
25 h266 55
// disable visibility clearing
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gamevar WEAPON1_FLAGS 33024 1
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gamevar WEAPON2_FLAGS 1280 1
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gamevar WEAPON3_FLAGS 74068 1
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gamevar WEAPON4_FLAGS 256 1
60
gamevar WEAPON7_FLAGS 328 1
61
gamevar WEAPON9_FLAGS 65792 1
62
 
1 h266 63
onevent EVENT_GETMENUTILE
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 setvar RETURN 3281
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endevent
66
 
67
/*
68
onevent EVENT_GETLOADTILE
69
 ifvare VOLUME 2
70
   {
71
     ifvare LEVEL 2 setvar RETURN 19665
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     ifvare LEVEL 3 setvar RETURN 19665
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   }
74
endevent
75
 
76
onevent EVENT_DISPLAYLOADINGSCREEN
77
 ifvare VOLUME 2
78
   {
79
     ifvare LEVEL 2 rotatesprite 160 100 65536 0 3706 0 0 2 0 0 xdim ydim
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     ifvare LEVEL 3 rotatesprite 160 95 65536 0 3639 0 0 2 0 0 xdim ydim
81
   }
82
endevent
83
*/
84
 
85
state cutsceneambience
86
  getactor[THISACTOR].lotag temp
87
 
88
  switch temp
89
 
90
    case WIND_AMBIENCE
91
    case WIND_REPEAT
92
     setactor[THISACTOR].lotag WIND2
93
    break
94
 
95
  endswitch
96
ends
97
 
98
onevent EVENT_LOADACTOR
99
  getactor[THISACTOR].picnum picnum
100
  switch picnum
101
 
102
   case DRAGON sizeat 42 50 break
103
   case BEACHBABE1 sizeat 40 40 break
104
   case BEACHBALL sizeat 30 30 break
105
   case BEACHBATHER1 sizeat 42 40 break
106
   case SEAGULL sizeat 20 20 break
107
 
108
   case GROWSPRITEICON sizeat 28 28 break
109
 
110
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
111
 
112
   case CAMERA1
113
    getactor[THISACTOR].cstat temp
114
    setvar temp2 0
115
    ifvarand temp 4 addvar temp2 4
116
    ifvarand temp 8 addvar temp2 8
117
    setactor[THISACTOR].cstat temp2
118
   break
119
 
120
   case MUSICANDSFX
121
    state cutsceneambience
122
   break
123
 
124
  endswitch
125
endevent
126
 
127
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
128
 
129
onevent EVENT_GAME
130
  getactor[THISACTOR].picnum picnum
131
  switch picnum
132
 
133
   case RPG
134
   case FREEZEBLAST
25 h266 135
     setactor[THISACTOR].htflags 256
136
     break
1 h266 137
 
138
   case FIRELASER
25 h266 139
     spritepal 1
140
     setactor[THISACTOR].htflags 256
141
     break
1 h266 142
 
143
/*
144
   case MUSICANDSFX
25 h266 145
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
146
     ifsound WIND_REPEAT stopsound WIND_REPEAT
147
     break
1 h266 148
*/
149
 
150
   case CHAIR3
151
     ifvare temp3 0
152
     {
25 h266 153
       findnearsprite3d 1037 768 temp
154
       ifvarn temp -1
1 h266 155
       {
156
          getactor[temp].x x2
157
          getactor[temp].y y2
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          getactor[THISACTOR].x x
159
          getactor[THISACTOR].y y // gets the coordinates of the chair and table
160
          subvarvar x2 x
161
          subvarvar y2 y
162
          getangle temp2 x2 y2 // calculates the angle to face the table
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          setactor[THISACTOR].ang temp2 // sets the angle
164
          setvar temp3 1
165
       }
25 h266 166
       else setvar temp3 1
1 h266 167
     }
25 h266 168
     break
1 h266 169
 
170
   case SHELL
171
   case SHOTGUNSHELL
25 h266 172
     killit
173
     break
1 h266 174
 
175
   case CAMERA1
25 h266 176
     setactor[THISACTOR].cstat temp2
177
     break
1 h266 178
 
179
   case SMALLSMOKE
25 h266 180
     ifspawnedby RPG killit
181
     break
1 h266 182
 
183
   case SHOTSPARK1
184
     ifspawnedby JIBS6 spritepal 1
185
     ifspawnedby BLOODSPLAT1 spritepal 1
186
     ifspawnedby SHOTSPARK1 spritepal 1
187
     ifspawnedby SHOTGUN spritepal 1
188
     ifspawnedby CHAINGUN spritepal 1
189
     ifspawnedby FIRELASER spritepal 1
190
     ifspawnedby APLAYER spritepal 1
191
     ifspawnedby RPG killit
192
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
25 h266 193
     break
1 h266 194
 
25 h266 195
   case GROWAMMO
196
     setactor[THISACTOR].mdflags 16
197
     break
198
 
1 h266 199
  endswitch
200
endevent
201
 
202
onevent EVENT_EGS
203
  getactor[THISACTOR].picnum picnum
204
  switch picnum
205
 
206
   case FREEZEAMMO
207
     spritepal 1
25 h266 208
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
1 h266 209
     getlastpal
25 h266 210
     break
1 h266 211
 
212
   case WATERSPLASH2
213
     ifspawnedby SEAGULLSHIT spritepal 19
25 h266 214
     break
1 h266 215
 
216
  endswitch
217
endevent
218
 
219
state scrap3_colorchange
220
        ifspritepal 10 spritepal 2
221
   else ifspritepal 11 spritepal 8
222
   else ifspritepal 12 spritepal 0
223
   else ifspritepal 13 spritepal 0 // needs work
224
   else ifspritepal 14 spritepal 8
225
   else ifspritepal 15 spritepal 7 // needs work
226
   else ifspritepal 16 spritepal 1
227
   else ifspritepal 18 spritepal 0
228
   else ifspritepal 21 spritepal 2
229
   else ifspritepal 22 spritepal 8
230
   else ifspritepal 23 spritepal 7
231
   else spritepal 1 // This is so that the white SCRAP3 will turn the color of the object (chair, dragon) (approximately).
232
ends
233
 
234
onevent EVENT_KILLIT
235
 ifactor CHAIR3
236
   {
237
        state scrap3_colorchange
238
        debris SCRAP3 12
239
        getlastpal
240
        sound GLASS_HEAVYBREAK
241
        sound VENT_BUST
242
   }
243
endevent
244
 
245
// -----------------------------------------------------------------------------
246
 
247
state standard_bjibs
248
  guts JIBS2 1
249
  guts JIBS3 2
250
  guts JIBS4 3
251
  guts JIBS5 2
252
  guts JIBS6 3
253
  ifrnd 6
254
  {
255
    guts JIBS1 1
256
    spawn BLOODPOOL
257
  }         // a badly drawn spine
258
ends
259
 
260
state randgetweapsnds
261
    setvar temp2 0
262
    randvar temp2 2
263
    switch temp2
264
     case 0 globalsound DUKE_GETWEAPON1 break
265
     case 1 globalsound DUKE_GETWEAPON2 break
266
     case 2 globalsound DUKE_GETWEAPON4 break
267
    endswitch
268
ends
269
 
270
actor FIRSTGUNSPRITE
271
  fall
272
  ifmove RESPAWN_ACTOR_FLAG
273
    state respawnit
274
  else
275
    ifp pshrunk nullop
276
    else
277
      ifp palive
278
        ifpdistl RETRIEVEDISTANCE
279
          ifcount 6
280
            ifcanseetarget
281
      {
282
        ifgotweaponce 0
283
          break
284
        addweapon PISTOL_WEAPON 48
285
        quote 1118
286
        ifspawnedby FIRSTGUNSPRITE
287
          state getweaponcode
288
        else
289
          state quikweaponget
290
      }
291
enda
292
 
293
actor CRYSTALAMMO
294
  fall
295
  ifmove RESPAWN_ACTOR_FLAG
296
    state respawnit
297
  else
298
    ifp pshrunk nullop
299
    else
300
      ifp palive
301
        ifpdistl RETRIEVEDISTANCE
302
          ifcount 6
303
            ifcanseetarget
304
      {
305
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
306
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
307
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
308
        ifvare temp2 0 ifvare temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
309
 
310
        quote 78
311
        ifspawnedby CRYSTALAMMO
312
          state getcode
313
        else
314
          state quikget
315
      }
316
enda
317
 
318
actor GROWAMMO
319
  fall
320
  ifmove RESPAWN_ACTOR_FLAG
321
    state respawnit
322
  else
323
    ifp pshrunk nullop
324
    else
325
      ifp palive
326
        ifpdistl RETRIEVEDISTANCE
327
          ifcount 6
328
            ifcanseetarget
329
      {
330
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp2
331
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
332
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
333
        ifvare temp 0 ifvare temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
334
 
335
        quote 123
336
        ifspawnedby GROWAMMO
337
          state getcode
338
        else
339
          state quikget
340
      }
341
 
342
 
343
enda
344
 
345
actor SHRINKERSPRITE
346
  fall
347
  ifmove RESPAWN_ACTOR_FLAG
348
    state respawnit
349
  else
350
    ifp pshrunk nullop
351
    else
352
      ifp palive
353
        ifpdistl RETRIEVEDISTANCE
354
          ifcount 6
355
            ifcanseetarget
356
      {
357
        ifgotweaponce 0
358
          break
359
        getplayer[THISACTOR].gotweapon GROW_WEAPON temp
360
        addweapon SHRINKER_WEAPON 10
361
        ifvare temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
362
 
363
        quote 60
364
        ifspawnedby SHRINKERSPRITE
365
          state getweaponcode
366
        else
367
          state quikweaponget
368
      }
369
enda
370
 
371
useractor notenemy GROWSPRITEICON 0
372
  fall
373
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
374
 
375
  ifmove RESPAWN_ACTOR_FLAG
376
    state respawnit
377
  else
378
    ifp pshrunk nullop
379
    else
380
      ifp palive
381
        ifpdistl RETRIEVEDISTANCE
382
          ifcount 6
383
            ifcanseetarget
384
      {
385
        ifgotweaponce 0
386
          break
387
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON temp
388
        addweapon GROW_WEAPON 10
389
        ifvare temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
390
 
391
        quote 999
392
        ifspawnedby GROWSPRITEICON
393
          state getweaponcode
394
        else
395
          state quikweaponget
396
      }
397
enda
398
 
399
state babechecksquished
400
  ifsquished
401
  {
402
    sound SQUISHED
403
    state standard_bjibs
404
    state random_ooz
405
    killit
406
  }
407
ends
408
 
409
include VSeagull.con
410
include VDragon.con
411
include VBeachBather.con
412
include VBeachBabe.con
413
 
414
// -----------------------------------------------------------------------------
415
 
416
useractor notenemy 3831 0
417
// cstat 32768
418
 sizeat 12 13
419
 getactor[THISACTOR].sectnum temp
420
 getplayer[THISACTOR].cursectnum temp2
421
 ifvarvare temp temp2
422
   {
423
     setuserdef[THISACTOR].volume_number 2
424
     endofgame 13
425
   }
426
enda
427
 
428
 
429
useractor notenemy TIKIGOD 0 
430
     getactor[THISACTOR].cstat temp
431
     ifvarand temp 16 setactor[THISACTOR].mdflags 1
432
enda
433
 
434
 
435
onevent EVENT_ANIMATESPRITES
25 h266 436
  switch picnum
437
 
438
    case GROWAMMO
439
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
440
      setvarvar temp totalclock
441
      shiftvarl temp 4
442
      andvar temp 2047
443
      sin temp temp
444
      shiftvarr temp 10
445
      settspr[THISACTOR].tsprshade temp
446
      break
447
 
448
    case DRAGON
449
    case DRAGONDEATH
450
      ifvarn temp3 -1
451
        settspr[THISACTOR].tsprang temp3
452
      break
453
 
454
  endswitch
1 h266 455
endevent
456
 
457
define title_x1 54
458
define title_x2 306
459
define title_y1 186
460
define title_y2 194
461
define title_zoom 32768
462
 
463
onevent EVENT_DISPLAYMENU
464
//  getplayer[THISACTOR].gm temp
465
//  ifvarand temp 4 nullop else
466
// {
467
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
468
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
469
// }
470
endevent
471
 
472
/*
473
onevent EVENT_DISPLAYTITLE
474
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 0 0 0 xdim ydim
475
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 0 0 0 xdim ydim
476
endevent
477
*/