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1 h266 1
/*
2
--------------------------------------------------------------------------------
3
Duke Caribbean: Life's A Beach
4
By Joris Weimar
5
© 1997 Sunstorm Interactive
6
--------------------------------------------------------------------------------
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
include VacaDefs.con
17
include VacaUser.con
18
include VSounds.con
19
include VBeachBall.con
20
 
21
spritenoshade GROWAMMO
22
 
23
setgamename Duke Caribbean: Life's A Beach
24
 
73 h266 25
gamevar vaca_temp 0 2
26
gamevar vaca_x 0 2
27
gamevar vaca_y 0 2
28
gamevar vaca_picnum 0 2
10 h266 29
 
73 h266 30
gamevar vaca_temp2 0 2
31
gamevar vaca_temp3 0 2
32
gamevar vaca_x2 0 2
33
gamevar vaca_y2 0 2
34
gamevar vaca_pose 0 0
1 h266 35
 
61 h266 36
// disable hardcoded Polymer dynamic lighting muzzle flashes
1 h266 37
gamevar WEAPON1_FLASHCOLOR 0 1
38
gamevar WEAPON2_FLASHCOLOR 0 1
39
gamevar WEAPON3_FLASHCOLOR 0 1
40
gamevar WEAPON4_FLASHCOLOR 0 1
41
gamevar WEAPON7_FLASHCOLOR 0 1
42
gamevar WEAPON9_FLASHCOLOR 0 1
43
 
25 h266 44
// disable voodoo ring glowing flag
45
// even though only the crystals are supposed to glow, bugs in EDuke32 have caused the frames to glow too
17 h266 46
gamevar WEAPON6_FLAGS 0 1
47
gamevar WEAPON11_FLAGS 0 1
48
 
25 h266 49
// disable visibility clearing
50
gamevar WEAPON1_FLAGS 33024 1
51
gamevar WEAPON2_FLAGS 1280 1
52
gamevar WEAPON3_FLAGS 74068 1
53
gamevar WEAPON4_FLAGS 256 1
54
gamevar WEAPON7_FLAGS 328 1
55
gamevar WEAPON9_FLAGS 65792 1
56
 
1 h266 57
onevent EVENT_GETMENUTILE
58
 setvar RETURN 3281
59
endevent
60
 
61
/*
62
onevent EVENT_GETLOADTILE
63
 ifvare VOLUME 2
64
   {
65
     ifvare LEVEL 2 setvar RETURN 19665
66
     ifvare LEVEL 3 setvar RETURN 19665
67
   }
68
endevent
69
 
70
onevent EVENT_DISPLAYLOADINGSCREEN
71
 ifvare VOLUME 2
72
   {
73
     ifvare LEVEL 2 rotatesprite 160 100 65536 0 3706 0 0 2 0 0 xdim ydim
74
     ifvare LEVEL 3 rotatesprite 160 95 65536 0 3639 0 0 2 0 0 xdim ydim
75
   }
76
endevent
77
*/
78
 
79
state cutsceneambience
73 h266 80
  getactor[THISACTOR].lotag vaca_temp
1 h266 81
 
73 h266 82
  switch vaca_temp
1 h266 83
 
84
    case WIND_AMBIENCE
85
    case WIND_REPEAT
86
     setactor[THISACTOR].lotag WIND2
87
    break
88
 
89
  endswitch
90
ends
91
 
92
onevent EVENT_LOADACTOR
73 h266 93
  getactor[THISACTOR].picnum vaca_picnum
94
  switch vaca_picnum
1 h266 95
 
96
   case DRAGON sizeat 42 50 break
97
   case BEACHBABE1 sizeat 40 40 break
98
   case BEACHBALL sizeat 30 30 break
99
   case BEACHBATHER1 sizeat 42 40 break
100
   case SEAGULL sizeat 20 20 break
101
 
102
   case GROWSPRITEICON sizeat 28 28 break
103
 
104
   case 681 case 682 case 683 case 684 cactor CHAIR3 break
105
 
106
   case CAMERA1
73 h266 107
    getactor[THISACTOR].cstat vaca_temp
108
    setvar vaca_temp2 0
109
    ifvarand vaca_temp 4 addvar vaca_temp2 4
110
    ifvarand vaca_temp 8 addvar vaca_temp2 8
111
    setactor[THISACTOR].cstat vaca_temp2
1 h266 112
   break
113
 
114
   case MUSICANDSFX
115
    state cutsceneambience
116
   break
117
 
118
  endswitch
119
endevent
120
 
121
gamevar LOGO_FLAGS 767 0 // default; TEN screen reenabled
122
 
123
onevent EVENT_GAME
73 h266 124
  getactor[THISACTOR].picnum vaca_picnum
125
  switch vaca_picnum
1 h266 126
 
127
   case RPG
128
   case FREEZEBLAST
25 h266 129
     setactor[THISACTOR].htflags 256
130
     break
1 h266 131
 
132
   case FIRELASER
25 h266 133
     spritepal 1
134
     setactor[THISACTOR].htflags 256
135
     break
1 h266 136
 
137
/*
138
   case MUSICANDSFX
25 h266 139
     ifsound WIND_AMBIENCE stopsound WIND_AMBIENCE
140
     ifsound WIND_REPEAT stopsound WIND_REPEAT
141
     break
1 h266 142
*/
143
 
144
   case CHAIR3
73 h266 145
     ifvare vaca_temp3 0
1 h266 146
     {
73 h266 147
       findnearsprite3d 1037 768 vaca_temp
148
       ifvarn vaca_temp -1
1 h266 149
       {
73 h266 150
          getactor[vaca_temp].x vaca_x2
151
          getactor[vaca_temp].y vaca_y2
152
          getactor[THISACTOR].x vaca_x
153
          getactor[THISACTOR].y vaca_y // gets the coordinates of the chair and table
154
          subvarvar vaca_x2 vaca_x
155
          subvarvar vaca_y2 vaca_y
156
          getangle vaca_temp2 vaca_x2 vaca_y2 // calculates the angle to face the table
157
          setactor[THISACTOR].ang vaca_temp2 // sets the angle
158
          setvar vaca_temp3 1
1 h266 159
       }
73 h266 160
       else setvar vaca_temp3 1
1 h266 161
     }
25 h266 162
     break
1 h266 163
 
164
   case SHELL
165
   case SHOTGUNSHELL
25 h266 166
     killit
167
     break
1 h266 168
 
169
   case CAMERA1
73 h266 170
     setactor[THISACTOR].cstat vaca_temp2
25 h266 171
     break
1 h266 172
 
173
   case SMALLSMOKE
25 h266 174
     ifspawnedby RPG killit
175
     break
1 h266 176
 
177
   case SHOTSPARK1
178
     ifspawnedby JIBS6 spritepal 1
179
     ifspawnedby BLOODSPLAT1 spritepal 1
180
     ifspawnedby SHOTSPARK1 spritepal 1
181
     ifspawnedby SHOTGUN spritepal 1
182
     ifspawnedby CHAINGUN spritepal 1
183
     ifspawnedby FIRELASER spritepal 1
184
     ifspawnedby APLAYER spritepal 1
185
     ifspawnedby RPG killit
186
     ifspritepal 1 setactor[THISACTOR].htflags 256 // replace with blue light placement code when available
25 h266 187
     break
1 h266 188
 
25 h266 189
   case GROWAMMO
190
     setactor[THISACTOR].mdflags 16
191
     break
192
 
1 h266 193
  endswitch
194
endevent
195
 
196
onevent EVENT_EGS
73 h266 197
  getactor[THISACTOR].picnum vaca_picnum
198
  switch vaca_picnum
1 h266 199
 
200
   case FREEZEAMMO
201
     spritepal 1
25 h266 202
     spawn BLOODPOOL // spawn a water puddle as an added "cool" effect
1 h266 203
     getlastpal
25 h266 204
     break
1 h266 205
 
206
   case WATERSPLASH2
207
     ifspawnedby SEAGULLSHIT spritepal 19
25 h266 208
     break
1 h266 209
 
210
  endswitch
211
endevent
212
 
213
state scrap3_colorchange
214
        ifspritepal 10 spritepal 2
215
   else ifspritepal 11 spritepal 8
216
   else ifspritepal 12 spritepal 0
217
   else ifspritepal 13 spritepal 0 // needs work
218
   else ifspritepal 14 spritepal 8
219
   else ifspritepal 15 spritepal 7 // needs work
220
   else ifspritepal 16 spritepal 1
221
   else ifspritepal 18 spritepal 0
222
   else ifspritepal 21 spritepal 2
223
   else ifspritepal 22 spritepal 8
224
   else ifspritepal 23 spritepal 7
225
   else spritepal 1 // This is so that the white SCRAP3 will turn the color of the object (chair, dragon) (approximately).
226
ends
227
 
228
onevent EVENT_KILLIT
229
 ifactor CHAIR3
230
   {
231
        state scrap3_colorchange
232
        debris SCRAP3 12
233
        getlastpal
234
        sound GLASS_HEAVYBREAK
235
        sound VENT_BUST
236
   }
237
endevent
238
 
239
// -----------------------------------------------------------------------------
240
 
241
state standard_bjibs
242
  guts JIBS2 1
243
  guts JIBS3 2
244
  guts JIBS4 3
245
  guts JIBS5 2
246
  guts JIBS6 3
247
  ifrnd 6
248
  {
249
    guts JIBS1 1
250
    spawn BLOODPOOL
251
  }         // a badly drawn spine
252
ends
253
 
254
state randgetweapsnds
73 h266 255
    setvar vaca_temp2 0
256
    randvar vaca_temp2 2
257
    switch vaca_temp2
1 h266 258
     case 0 globalsound DUKE_GETWEAPON1 break
259
     case 1 globalsound DUKE_GETWEAPON2 break
260
     case 2 globalsound DUKE_GETWEAPON4 break
261
    endswitch
262
ends
263
 
264
actor FIRSTGUNSPRITE
265
  fall
266
  ifmove RESPAWN_ACTOR_FLAG
267
    state respawnit
268
  else
269
    ifp pshrunk nullop
270
    else
271
      ifp palive
272
        ifpdistl RETRIEVEDISTANCE
273
          ifcount 6
274
            ifcanseetarget
275
      {
276
        ifgotweaponce 0
277
          break
278
        addweapon PISTOL_WEAPON 48
279
        quote 1118
280
        ifspawnedby FIRSTGUNSPRITE
281
          state getweaponcode
282
        else
283
          state quikweaponget
284
      }
285
enda
286
 
287
actor CRYSTALAMMO
288
  fall
289
  ifmove RESPAWN_ACTOR_FLAG
290
    state respawnit
291
  else
292
    ifp pshrunk nullop
293
    else
294
      ifp palive
295
        ifpdistl RETRIEVEDISTANCE
296
          ifcount 6
297
            ifcanseetarget
298
      {
73 h266 299
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp2
300
        getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
1 h266 301
        addammo SHRINKER_WEAPON CRYSTALAMMOAMOUNT
73 h266 302
        ifvare vaca_temp2 0 ifvare vaca_temp 1 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 1
1 h266 303
 
304
        quote 78
305
        ifspawnedby CRYSTALAMMO
306
          state getcode
307
        else
308
          state quikget
309
      }
310
enda
311
 
312
actor GROWAMMO
313
  fall
314
  ifmove RESPAWN_ACTOR_FLAG
315
    state respawnit
316
  else
317
    ifp pshrunk nullop
318
    else
319
      ifp palive
320
        ifpdistl RETRIEVEDISTANCE
321
          ifcount 6
322
            ifcanseetarget
323
      {
73 h266 324
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp2
325
        getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
1 h266 326
        addammo GROW_WEAPON GROWCRYSTALAMMOAMOUNT
73 h266 327
        ifvare vaca_temp 0 ifvare vaca_temp2 1 setplayer[THISACTOR].gotweapon GROW_WEAPON 1
1 h266 328
 
329
        quote 123
330
        ifspawnedby GROWAMMO
331
          state getcode
332
        else
333
          state quikget
334
      }
335
 
336
 
337
enda
338
 
339
actor SHRINKERSPRITE
340
  fall
341
  ifmove RESPAWN_ACTOR_FLAG
342
    state respawnit
343
  else
344
    ifp pshrunk nullop
345
    else
346
      ifp palive
347
        ifpdistl RETRIEVEDISTANCE
348
          ifcount 6
349
            ifcanseetarget
350
      {
351
        ifgotweaponce 0
352
          break
73 h266 353
        getplayer[THISACTOR].gotweapon GROW_WEAPON vaca_temp
1 h266 354
        addweapon SHRINKER_WEAPON 10
73 h266 355
        ifvare vaca_temp 0 setplayer[THISACTOR].gotweapon GROW_WEAPON 0
1 h266 356
 
357
        quote 60
358
        ifspawnedby SHRINKERSPRITE
359
          state getweaponcode
360
        else
361
          state quikweaponget
362
      }
363
enda
364
 
365
useractor notenemy GROWSPRITEICON 0
366
  fall
367
  ifspritepal 1 ifmultiplayer spritepal 0 else killit
368
 
369
  ifmove RESPAWN_ACTOR_FLAG
370
    state respawnit
371
  else
372
    ifp pshrunk nullop
373
    else
374
      ifp palive
375
        ifpdistl RETRIEVEDISTANCE
376
          ifcount 6
377
            ifcanseetarget
378
      {
379
        ifgotweaponce 0
380
          break
73 h266 381
        getplayer[THISACTOR].gotweapon SHRINKER_WEAPON vaca_temp
1 h266 382
        addweapon GROW_WEAPON 10
73 h266 383
        ifvare vaca_temp 0 setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
1 h266 384
 
385
        quote 999
386
        ifspawnedby GROWSPRITEICON
387
          state getweaponcode
388
        else
389
          state quikweaponget
390
      }
391
enda
392
 
393
state babechecksquished
394
  ifsquished
395
  {
396
    sound SQUISHED
397
    state standard_bjibs
398
    state random_ooz
399
    killit
400
  }
401
ends
402
 
403
include VSeagull.con
404
include VDragon.con
405
include VBeachBather.con
406
include VBeachBabe.con
407
 
408
// -----------------------------------------------------------------------------
409
 
410
useractor notenemy 3831 0
411
// cstat 32768
412
 sizeat 12 13
73 h266 413
 getactor[THISACTOR].sectnum vaca_temp
414
 getplayer[THISACTOR].cursectnum vaca_temp2
415
 ifvarvare vaca_temp vaca_temp2
1 h266 416
   {
417
     setuserdef[THISACTOR].volume_number 2
418
     endofgame 13
419
   }
420
enda
421
 
422
 
423
useractor notenemy TIKIGOD 0 
73 h266 424
     getactor[THISACTOR].cstat vaca_temp
425
     ifvarand vaca_temp 16 setactor[THISACTOR].mdflags 1
1 h266 426
enda
427
 
428
 
429
onevent EVENT_ANIMATESPRITES
73 h266 430
  switch vaca_picnum
25 h266 431
 
432
    case GROWAMMO
433
    // t->shade = (sintable[(totalclock<<4)&2047]>>10);
73 h266 434
      setvarvar vaca_temp totalclock
435
      shiftvarl vaca_temp 4
436
      andvar vaca_temp 2047
437
      sin vaca_temp vaca_temp
438
      shiftvarr vaca_temp 10
439
      settspr[THISACTOR].tsprshade vaca_temp
25 h266 440
      break
441
 
442
    case DRAGON
443
    case DRAGONDEATH
73 h266 444
      ifvarn vaca_temp3 -1
445
        settspr[THISACTOR].tsprang vaca_temp3
25 h266 446
      break
447
 
448
  endswitch
1 h266 449
endevent
450
 
451
define title_x1 54
452
define title_x2 306
453
define title_y1 186
454
define title_y2 194
455
define title_zoom 32768
456
 
457
onevent EVENT_DISPLAYMENU
73 h266 458
//  getplayer[THISACTOR].gm vaca_temp
459
//  ifvarand vaca_temp 4 nullop else
1 h266 460
// {
81 h266 461
  rotatesprite title_x1 title_y1 title_zoom 0 3838 0 0 256 0 0 xdim ydim
462
  rotatesprite title_x2 title_y2 title_zoom 0 3839 0 0 512 0 0 xdim ydim
1 h266 463
// }
464
endevent