raze-gles/polymer/eduke32/samples/splitscr.con

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/*
--------------------------------------------------------------------------------
Duke Nukem 3D SplitScreen mod
Beta 1
By Bloodclaw
--------------------------------------------------------------------------------
*/
include GAME.CON
// Those are inventory parts
definequote 160 ON
definequote 161 OFF
definequote 162 %
definequote 163 AUTO
// Key name definitions
definegamefuncname 11 P2_Move_Forward
definegamefuncname 12 P2_Move_Backward
definegamefuncname 13 P2_Turn_Left
definegamefuncname 14 P2_Turn_Right
definegamefuncname 17 P2_Aim_Up
definegamefuncname 18 P2_Aim_Down
definegamefuncname 19 P2_Fire
definegamefuncname 20 P2_Open
definegamefuncname 21 P2_Jump
definegamefuncname 22 P2_Crouch
definegamefuncname 23 P2_Inventory
definegamefuncname 24 P2_Inventory_Left
definegamefuncname 25 P2_Inventory_Right
definegamefuncname 26 P2_Quick_Kick
definegamefuncname 27 P2_Previous_Weapon
definegamefuncname 28 P2_Next_Weapon
gamevar pid 1 1 // This hold player 2 id
gamevar pnum 0 1 // This is set to player 2 sprite number
gamevar px 0 1 // Player (both 1 and 2) X coordinate
gamevar py 0 1 // Player Y coordinate
gamevar pz 0 1 // Player Z coordinate
gamevar psect 0 1 // Player sector number
gamevar pang 0 1 // Player angle
gamevar phoriz 0 1 // Player vertical angle
gamevar phorizoff 0 1 // Something similar
gamevar pangcos 0 1 // Cosinus of player angle (used for player 2 movements)
gamevar pangsin 0 1 // Sinus of player angle
gamevar pinput 0 1 // Set to input, used in the PROCESSINPUT event
gamevar pcrosshair 0 1 // Do you like crosshairs? Game options will tell.
gamevar phealth 0 1 // Player health
gamevar pweapon 0 1 // Player weapon
gamevar pammo 0 1 // Player ammo
gamevar pinv 0 1 // Player inventory
gamevar pinvv 0 1 // Item amount
gamevar pinva 0 1 // Item activated?
gamevar pinvvx 0 1 // Sometimes, item icons must be realigned
gamevar pfta 0 1 // Both used for quotes
gamevar pftq 0 1
gamevar pcolor 0 1 // Used to display quotes with player color
gamevar p1heat 0 1 // Common night vision googles
gamevar p2heat 0 1
gamevar pcard 0 1 // Access cards
// Following states are used in the hud
state dispinvamount
ifvare pinvv 100
setvar pinvvx 98
else ifvarg pinvv 9
setvar pinvvx 100
else ifvarl pinvv 10
setvar pinvvx 102
minitext 104 190 162 0 6
digitalnumber THREEBYFIVE pinvvx 190 pinvv 0 0 26 0 0 xdim ydim
ends
state dispinvonoff
ifvarg pinva 0
minitext 100 180 160 0 0 // ON
else
minitext 96 180 161 0 21 // OFF
ends
state dispinvamount2
ifvare pinvv 100
setvar pinvvx 258
else ifvarg pinvv 9
setvar pinvvx 260
else ifvarl pinvv 10
setvar pinvvx 262
minitext 264 190 162 0 6
digitalnumber THREEBYFIVE pinvvx 190 pinvv 0 0 26 0 0 xdim ydim
ends
state dispinvonoff2
ifvarg pinva 0
minitext 260 180 160 0 0 // ON
else
minitext 256 180 161 0 21 // OFF
ends
// Crosshair need to be redone for two players
onevent EVENT_DISPLAYCROSSHAIR
setvar RETURN -1
endevent
// For some reasons, next and previous weapon actions will never pick expander or foot
onevent EVENT_NEXTWEAPON
getplayer[THISACTOR].curr_weapon pweapon
ifvare pweapon 11
{
setplayer[THISACTOR].curr_weapon 7
setvar RETURN -1
}
else ifvare pweapon 9
{
setplayer[THISACTOR].curr_weapon 0
setvar RETURN -1
}
else ifvare pweapon 6
{
setplayer[THISACTOR].curr_weapon 11
setvar RETURN -1
}
endevent
onevent EVENT_PREVIOUSWEAPON
getplayer[THISACTOR].curr_weapon pweapon
ifvare pweapon 11
{
setplayer[THISACTOR].curr_weapon 6
setvar RETURN -1
}
else ifvare pweapon 1
{
setplayer[THISACTOR].curr_weapon 0
setvar RETURN -1
}
else ifvare pweapon 7
{
setplayer[THISACTOR].curr_weapon 11
setvar RETURN -1
}
endevent
// Disable all the following keys, need room for player 2
onevent EVENT_LOOKUP // Move Forward
setvar RETURN -1
endevent
onevent EVENT_LOOKDOWN // Move Backward
setvar RETURN -1
endevent
onevent EVENT_LOOKLEFT // Turn Left
setvar RETURN -1
endevent
onevent EVENT_LOOKRIGHT // Turn Right
setvar RETURN -1
endevent
onevent EVENT_AIMUP // Aim Up
setvar RETURN -1
endevent
onevent EVENT_AIMDOWN // Aim Down
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY1 // Fire
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY2 // Open
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY3 // Jump
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY4 // Crouch
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY5 // Inventory
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY6 // Inventory Left
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY7 // Inventory Right
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY8 // Quick Kick
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY9 // Previous Weapon
setvar RETURN -1
endevent
onevent EVENT_WEAPKEY10 // Next Weapon
setvar RETURN -1
endevent
// Controls for player 2
onevent EVENT_PROCESSINPUT // I had to use this event in case player 1 die
getinput[THISACTOR].bits pinput
ifvarand pinput 8
{
setinput[pid].bits 8
ifvarl phoriz 199 addvar phoriz 14
setplayer[pid].horiz phoriz // For some reasons, only setting the bits won't work
}
ifvarand pinput 16
{
setinput[pid].bits 16
ifvarg phoriz 1 subvar phoriz 14
setplayer[pid].horiz phoriz
}
ifvarand pinput 64
{
setinput[pid].avel -20
}
ifvarand pinput 128
{
setinput[pid].avel 20
}
ifvarand pinput 8192 // This block and the following one are for moving forward and backward, with X and Y speeds set with help of sinus and cosinus
{
setvar RETURN -1
getplayer[pid].i pnum
getactor[pnum].ang pang
cos pangcos pang
mulvar pangcos 10
divvar pangcos 64
sin pangsin pang
mulvar pangsin 10
divvar pangsin 64
setinput[pid].fvel pangcos
setinput[pid].svel pangsin
}
ifvarand pinput 16384
{
setvar RETURN -1
getplayer[pid].i pnum
getactor[pnum].ang pang
cos pangcos pang
mulvar pangcos -10
divvar pangcos 64
sin pangsin pang
mulvar pangsin -10
divvar pangsin 64
setinput[pid].fvel pangcos
setinput[pid].svel pangsin
}
// Following code come from Eduke32 wiki
shiftvarr pinput 8
andvar pinput 0xF
switch pinput
case 1:
setinput[pid].bits 4
break
case 2:
setinput[pid].bits 536870912
break
case 3:
setinput[pid].bits 1
break
case 4:
setinput[pid].bits 2
break
case 5:
setinput[pid].bits 1073741824
break
case 6:
setinput[pid].bits 1048576
break
case 7:
setinput[pid].bits 134217728
break
case 8:
setinput[pid].bits 4194304
break
case 9:
setinput[pid].bits 2816
break
case 10:
setinput[pid].bits 3072
break
endswitch
endevent
onevent EVENT_DISPLAYREST
setplayer[THISACTOR].rotscrnang 0 // (almost) Prevent the screen rotation when player 1 die
// This part just add a background
rotatesprite 0 0 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 64 0 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 128 0 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 192 0 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 256 0 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 0 64 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 64 64 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 128 64 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 192 64 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 256 64 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 0 128 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 64 128 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 128 128 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 192 128 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 256 128 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 0 192 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 64 192 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 128 192 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 192 192 32768 0 1141 0 4 26 0 0 xdim ydim
rotatesprite 256 192 32768 0 1141 0 4 26 0 0 xdim ydim
// Took this code from the wiki
// It show player 1 view
getplayer[THISACTOR].posx px
getplayer[THISACTOR].posy py
getplayer[THISACTOR].posz pz
getplayer[THISACTOR].ang pang
getplayer[THISACTOR].horiz phoriz
getplayer[THISACTOR].horizoff phorizoff
addvarvar phoriz phorizoff
updatesectorz px py pz psect
showview px py pz pang phoriz psect 1 1 160 199
// -------------------------------------
// Player 2 view
getplayer[pid].posx px
getplayer[pid].posy py
getplayer[pid].posz pz
getplayer[pid].ang pang
getplayer[pid].horiz phoriz
getplayer[pid].horizoff phorizoff
addvarvar phoriz phorizoff
updatesectorz px py pz psect
showview px py pz pang phoriz psect 160 1 319 199
// -------------------------------------
// Draw crosshairs if they are enabled
getuserdef[THISACTOR].crosshair pcrosshair
ifvare pcrosshair 1
{
rotatesprite 80 100 32768 0 CROSSHAIR 0 0 26 0 0 xdim ydim
rotatesprite 240 100 32768 0 CROSSHAIR 0 0 26 0 0 xdim ydim
}
// Draw weapon icons
getplayer[THISACTOR].curr_weapon pweapon
ifvare pweapon 1
rotatesprite 80 165 32768 0 FIRSTGUNSPRITE 0 0 10 0 0 xdim ydim // Pistol
ifvare pweapon 2
rotatesprite 80 165 32768 0 SHOTGUNSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 3
rotatesprite 80 165 32768 0 CHAINGUNSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 4
rotatesprite 80 165 32768 0 RPGSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 5
rotatesprite 80 165 16384 0 HEAVYHBOMB 0 0 10 0 0 xdim ydim
ifvare pweapon 6
rotatesprite 80 165 32768 0 SHRINKERSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 7
rotatesprite 80 165 32768 0 DEVISTATORSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 8
rotatesprite 80 165 32768 0 TRIPBOMBSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 9
rotatesprite 80 165 32768 0 FREEZESPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 10
rotatesprite 80 165 16384 0 HEAVYHBOMB 0 0 10 0 0 xdim ydim // Pipebomb detonator
ifvare pweapon 11
rotatesprite 80 165 32768 0 GROWSPRITEICON 0 0 10 0 0 xdim ydim
getplayer[pid].curr_weapon pweapon
ifvare pweapon 1
rotatesprite 240 165 32768 0 FIRSTGUNSPRITE 0 0 10 0 0 xdim ydim // Pistol
ifvare pweapon 2
rotatesprite 240 165 32768 0 SHOTGUNSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 3
rotatesprite 240 165 32768 0 CHAINGUNSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 4
rotatesprite 240 165 32768 0 RPGSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 5
rotatesprite 240 165 16384 0 HEAVYHBOMB 0 0 10 0 0 xdim ydim
ifvare pweapon 6
rotatesprite 240 165 32768 0 SHRINKERSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 7
rotatesprite 240 165 32768 0 DEVISTATORSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 8
rotatesprite 240 165 32768 0 TRIPBOMBSPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 9
rotatesprite 240 165 32768 0 FREEZESPRITE 0 0 10 0 0 xdim ydim
ifvare pweapon 10
rotatesprite 240 165 16384 0 HEAVYHBOMB 0 0 10 0 0 xdim ydim // Pipebomb detonator
ifvare pweapon 11
rotatesprite 240 165 32768 0 GROWSPRITEICON 0 0 10 0 0 xdim ydim
// Draw hud boxes
getactor[THISACTOR].extra phealth
getplayer[THISACTOR].curr_weapon pweapon
ifvare pweapon 10 setvar pweapon 5 // for pipebombs
getplayer[THISACTOR].ammo_amount pweapon pammo
rotatesprite 20 185 65536 0 HEALTHBOX 0 0 10 0 0 xdim ydim
digitalnumber DIGITALNUM 20 183 phealth 0 0 26 0 0 xdim ydim
rotatesprite 52 185 65536 0 AMMOBOX 0 0 10 0 0 xdim ydim
digitalnumber DIGITALNUM 53 183 pammo 0 0 26 0 0 xdim ydim
rotatesprite 90 184 65536 0 33 0 0 10 0 0 xdim ydim // Inventory box
getplayer[pid].i pnum
getactor[pnum].extra phealth
getplayer[pid].curr_weapon pweapon
ifvare pweapon 10 setvar pweapon 5
getplayer[pid].ammo_amount pweapon pammo
rotatesprite 180 185 65536 0 HEALTHBOX 0 0 10 0 0 xdim ydim
digitalnumber DIGITALNUM 180 183 phealth 0 0 26 0 0 xdim ydim
rotatesprite 212 185 65536 0 AMMOBOX 0 0 10 0 0 xdim ydim
digitalnumber DIGITALNUM 213 183 pammo 0 0 26 0 0 xdim ydim
rotatesprite 250 184 65536 0 33 0 0 10 0 0 xdim ydim
// Draw inventory icons
getplayer[THISACTOR].inven_icon pinv
ifvare pinv 1
{
rotatesprite 81 185 65536 0 FIRSTAID_ICON 0 0 10 0 0 xdim ydim // Medkit
getplayer[THISACTOR].firstaid_amount pinvv
state dispinvamount
}
ifvare pinv 2
{
rotatesprite 79 186 65536 0 STEROIDS_ICON 0 0 10 0 0 xdim ydim // Steroids
getplayer[THISACTOR].steroids_amount pinvv
divvar pinvv 4 // Each item amount need to be divided, to have 100% instead of 6400%
state dispinvamount
}
ifvare pinv 3
{
rotatesprite 78 188 65536 0 HOLODUKE_ICON 0 0 10 0 0 xdim ydim // HoloDuke
getplayer[THISACTOR].holoduke_amount pinvv
getplayer[THISACTOR].holoduke_on pinva
divvar pinvv 24
state dispinvamount
state dispinvonoff
}
ifvare pinv 4
{
rotatesprite 80 186 65536 0 JETPACK_ICON 0 0 10 0 0 xdim ydim // Jetpack
getplayer[THISACTOR].jetpack_amount pinvv
getplayer[THISACTOR].jetpack_on pinva
divvar pinvv 16
state dispinvamount
state dispinvonoff
}
ifvare pinv 5
{
rotatesprite 81 185 65536 0 HEAT_ICON 0 0 10 0 0 xdim ydim // Night Vision Googles
getplayer[THISACTOR].heat_amount pinvv
getplayer[THISACTOR].heat_on pinva
divvar pinvv 12
state dispinvamount
state dispinvonoff
}
ifvare pinv 6
{
rotatesprite 81 187 65536 0 AIRTANK_ICON 0 0 10 0 0 xdim ydim // Scuba Gear
getplayer[THISACTOR].scuba_amount pinvv
divvar pinvv 64
state dispinvamount
minitext 91 180 163 0 21 // AUTO
}
ifvare pinv 7
{
rotatesprite 81 186 65536 0 BOOT_ICON 0 0 10 0 0 xdim ydim // Boots
getplayer[THISACTOR].boot_amount pinvv
divvar pinvv 2
state dispinvamount
minitext 91 180 163 0 21 // AUTO
}
getplayer[pid].inven_icon pinv
ifvare pinv 1
{
rotatesprite 241 185 65536 0 FIRSTAID_ICON 0 0 10 0 0 xdim ydim // Medkit
getplayer[pid].firstaid_amount pinvv
state dispinvamount2
}
ifvare pinv 2
{
rotatesprite 239 186 65536 0 STEROIDS_ICON 0 0 10 0 0 xdim ydim // Steroids
getplayer[pid].steroids_amount pinvv
divvar pinvv 4
state dispinvamount2
}
ifvare pinv 3
{
rotatesprite 238 188 65536 0 HOLODUKE_ICON 0 0 10 0 0 xdim ydim // HoloDuke
getplayer[pid].holoduke_amount pinvv
getplayer[pid].holoduke_on pinva
divvar pinvv 24
state dispinvamount2
state dispinvonoff2
}
ifvare pinv 4
{
rotatesprite 240 186 65536 0 JETPACK_ICON 0 0 10 0 0 xdim ydim // Jetpack
getplayer[pid].jetpack_amount pinvv
getplayer[pid].jetpack_on pinva
divvar pinvv 16
state dispinvamount2
state dispinvonoff2
}
ifvare pinv 5
{
rotatesprite 241 185 65536 0 HEAT_ICON 0 0 10 0 0 xdim ydim // Night Vision Googles
getplayer[pid].heat_amount pinvv
getplayer[pid].heat_on pinva
divvar pinvv 12
state dispinvamount2
state dispinvonoff2
}
ifvare pinv 6
{
rotatesprite 241 187 65536 0 AIRTANK_ICON 0 0 10 0 0 xdim ydim // Scuba Gear
getplayer[pid].scuba_amount pinvv
divvar pinvv 64
state dispinvamount2
minitext 251 180 163 0 21 // AUTO
}
ifvare pinv 7
{
rotatesprite 241 186 65536 0 BOOT_ICON 0 0 10 0 0 xdim ydim // Boots
getplayer[pid].boot_amount pinvv
divvar pinvv 2
state dispinvamount2
minitext 251 180 163 0 21 // AUTO
}
// Common night vision googles
getplayer[THISACTOR].heat_on p1heat
getplayer[pid].heat_on p2heat
ifvarn p1heat 1
ifvarn p2heat 1
setgamepalette 0
else
setgamepalette 2
// This part was for showing keycards, but I don't know how to check if player has a keycard
/*
getplayer[THISACTOR].got_access pcard
ifvare pcard 1 rotatesprite 150 178 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
ifvare pcard 2 rotatesprite 150 185 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
ifvare pcard 3 rotatesprite 150 192 65536 0 ACCESS_ICON 0 0 10 0 0 xdim ydim
*/
getactor[THISACTOR].pal pcolor
getplayer[THISACTOR].ftq pftq
getplayer[THISACTOR].fta pfta
ifvarn pfta 0
gametext STARTALPHANUM 4 2 pftq 0 pcolor 26 0 0 xdim ydim
getactor[pnum].pal pcolor
getplayer[pid].ftq pftq
getplayer[pid].fta pfta
ifvarn pfta 0
gametext STARTALPHANUM 4 10 pftq 0 pcolor 26 0 0 xdim ydim
endevent