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https://github.com/ZDoom/raze-gles.git
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481a986a30
Basically, base palettes with lower indices trump higher ones. For example, when one player is underwater and the other above, the normal palette takes precedence. git-svn-id: https://svn.eduke32.com/eduke32@2955 1a8010ca-5511-0410-912e-c29ae57300e0
370 lines
8.9 KiB
Text
370 lines
8.9 KiB
Text
/*
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--------------------------------------------------------------------------------
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Duke Nukem 3D SplitScreen mod
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Beta 1
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By Bloodclaw
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Modified from original for use with EDuke32 SVN.
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Usage: eduke32 splitscr.con -q2
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--------------------------------------------------------------------------------
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*/
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include GAME.CON
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// Key name definitions
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definegamefuncname 11 P2_Move_Forward
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definegamefuncname 12 P2_Move_Backward
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definegamefuncname 13 P2_Turn_Left
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definegamefuncname 14 P2_Turn_Right
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definegamefuncname 17 P2_Aim_Up
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definegamefuncname 18 P2_Aim_Down
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definegamefuncname 19 P2_Fire
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definegamefuncname 20 P2_Open
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definegamefuncname 21 P2_Jump
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definegamefuncname 22 P2_Crouch
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definegamefuncname 23 P2_Inventory
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definegamefuncname 24 P2_Inventory_Left
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definegamefuncname 25 P2_Inventory_Right
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definegamefuncname 26 P2_Quick_Kick
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definegamefuncname 27 P2_Previous_Weapon
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definegamefuncname 28 P2_Next_Weapon
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gamevar pid 1 0 // This hold player 2 id
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gamevar pnum 0 0 // This is set to player 2 sprite number
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// Temp variables
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gamevar tmp 0 0
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gamevar px 0 0 // Player (both 1 and 2) X coordinate
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gamevar py 0 0 // Player Y coordinate
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gamevar pz 0 0 // Player Z coordinate
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gamevar psect 0 0 // Player sector number
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gamevar pang 0 0 // Player angle
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gamevar phoriz 0 0 // Player vertical angle
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gamevar phorizoff 0 0 // Something similar
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gamevar pangcos 0 0 // Cosinus of player angle (used for player 2 movements)
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gamevar pangsin 0 0 // Sinus of player angle
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gamevar pinput 0 0 // Set to input, used in the PROCESSINPUT event
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gamevar pcrosshair 0 0 // Do you like crosshairs? Game options will tell.
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gamevar crossscale 0 0 // crosshair scale
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gamevar pweapon 0 0 // Player weapon
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gamevar p1heat 0 0 // Common night vision googles
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gamevar p2heat 0 0
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// Crosshair need to be redone for two players
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onevent EVENT_DISPLAYCROSSHAIR
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setvar RETURN -1
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endevent
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define KNEE_WEAPON 0
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define PISTOL_WEAPON 1
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define SHOTGUN_WEAPON 2
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define CHAINGUN_WEAPON 3
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define RPG_WEAPON 4
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define HANDBOMB_WEAPON 5
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define SHRINKER_WEAPON 6
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define DEVISTATOR_WEAPON 7
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define TRIPBOMB_WEAPON 8
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define FREEZE_WEAPON 9
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define HANDREMOTE_WEAPON 10
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define GROW_WEAPON 11
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// Next and previous weapon actions will never pick the expander.
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onevent EVENT_NEXTWEAPON
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getplayer[THISACTOR].curr_weapon pweapon
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ifvare pweapon HANDBOMB_WEAPON // XXX: HANDREMOTE_WEAPON?
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{
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getplayer[THISACTOR].subweapon tmp
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andvar tmp 0xfffff7ff
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setplayer[THISACTOR].subweapon tmp
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}
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else ifvare pweapon SHRINKER_WEAPON
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{
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ifvarg player[THISACTOR].ammo_amount GROW_WEAPON 0
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setvar RETURN SHRINKER_WEAPON // select expander
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// else select next weapon
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}
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endevent
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onevent EVENT_PREVIOUSWEAPON
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getplayer[THISACTOR].curr_weapon pweapon
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ifvare pweapon DEVISTATOR_WEAPON
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{
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ifvarg player[THISACTOR].ammo_amount GROW_WEAPON 0
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{
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getplayer[THISACTOR].subweapon tmp
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orvar tmp 0x800
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setplayer[THISACTOR].subweapon tmp
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// select previous weapon
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}
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}
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ifvare pweapon GROW_WEAPON
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{
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ifvarg player[THISACTOR].ammo_amount SHRINKER_WEAPON 0
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setvar RETURN SHRINKER_WEAPON // select shrinker
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// else select previous weapon
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}
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endevent
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// Disable all the following keys, need room for player 2
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onevent EVENT_LOOKUP // Move Forward
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setvar RETURN -1
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endevent
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onevent EVENT_LOOKDOWN // Move Backward
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setvar RETURN -1
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endevent
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onevent EVENT_LOOKLEFT // Turn Left
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setvar RETURN -1
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endevent
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onevent EVENT_LOOKRIGHT // Turn Right
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setvar RETURN -1
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endevent
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onevent EVENT_AIMUP // Aim Up
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setvar RETURN -1
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endevent
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onevent EVENT_AIMDOWN // Aim Down
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY1 // Fire
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY2 // Open
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY3 // Jump
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY4 // Crouch
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY5 // Inventory
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY6 // Inventory Left
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY7 // Inventory Right
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY8 // Quick Kick
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY9 // Previous Weapon
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setvar RETURN -1
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endevent
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onevent EVENT_WEAPKEY10 // Next Weapon
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setvar RETURN -1
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endevent
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// Controls for player 2
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onevent EVENT_PROCESSINPUT // I had to use this event in case player 1 die
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getinput[THISACTOR].bits pinput
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ifvarand pinput 8
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{
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setinput[pid].bits 8
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ifvarl phoriz 199 addvar phoriz 14
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setplayer[pid].horiz phoriz // For some reasons, only setting the bits won't work
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}
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ifvarand pinput 16
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{
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setinput[pid].bits 16
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ifvarg phoriz 1 subvar phoriz 14
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setplayer[pid].horiz phoriz
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}
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ifvarand pinput 64
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{
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setinput[pid].avel -20
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}
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ifvarand pinput 128
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{
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setinput[pid].avel 20
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}
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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
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{
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setvar RETURN -1
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getplayer[pid].i pnum
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getactor[pnum].ang pang
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cos pangcos pang
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mulvar pangcos 10
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divvar pangcos 64
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sin pangsin pang
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mulvar pangsin 10
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divvar pangsin 64
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setinput[pid].fvel pangcos
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setinput[pid].svel pangsin
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}
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ifvarand pinput 16384
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{
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setvar RETURN -1
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getplayer[pid].i pnum
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getactor[pnum].ang pang
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cos pangcos pang
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mulvar pangcos -10
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divvar pangcos 64
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sin pangsin pang
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mulvar pangsin -10
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divvar pangsin 64
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setinput[pid].fvel pangcos
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setinput[pid].svel pangsin
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}
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// Following code come from Eduke32 wiki
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shiftvarr pinput 8
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andvar pinput 0xF
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switch pinput
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case 1:
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setinput[pid].bits 4
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break
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case 2:
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setinput[pid].bits 536870912
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break
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case 3:
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setinput[pid].bits 1
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break
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case 4:
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setinput[pid].bits 2
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break
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case 5:
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setinput[pid].bits 1073741824
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break
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case 6:
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setinput[pid].bits 1048576
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break
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case 7:
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setinput[pid].bits 134217728
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break
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case 8:
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setinput[pid].bits 4194304
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break
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case 9:
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setinput[pid].bits 2816
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break
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case 10:
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setinput[pid].bits 3072
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break
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endswitch
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endevent
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// NOTE: status bar is displayed for both players (EDuke32 splitscreen hack)
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// orientation bits for the crosshairs for left/right split
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define ORIENT 1032 // 26
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// gametext args
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define P1X 4
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define P2X 164
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gamevar arg_player_id 0 0
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state show_player_view
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getplayer[arg_player_id].posx px
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getplayer[arg_player_id].posy py
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getplayer[arg_player_id].posz pz
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getplayer[arg_player_id].ang pang
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getplayer[arg_player_id].horiz phoriz
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getplayer[arg_player_id].horizoff phorizoff
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addvarvar phoriz phorizoff
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// simulate corresponding part in G_DrawRooms (almost)
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ifvarvare player[arg_player_id].spritebridge 0
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{
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setvarvar tmp player[arg_player_id].truecz
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addvar tmp 1024
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ifvarvarl pz tmp
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setvarvar pz tmp
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else
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{
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setvarvar tmp player[arg_player_id].truefz
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subvar tmp 1024
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ifvarvarg pz tmp
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setvarvar pz tmp
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}
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}
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getplayer[arg_player_id].cursectnum psect
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ifvarg psect -1
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{
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getuserdef .screen_size tmp
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ifvare tmp 0
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{
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// above/below split: first player is above
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ifvare arg_player_id 0
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showviewunbiased px py pz pang phoriz psect 0 0 319 100
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else
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showviewunbiased px py pz pang phoriz psect 0 100 319 199
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}
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else
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{
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// side by side split: first player is left
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ifvare arg_player_id 0
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showviewunbiased px py pz pang phoriz psect 0 0 160 199
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else
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showviewunbiased px py pz pang phoriz psect 160 0 319 199
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}
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}
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ends
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onevent EVENT_DISPLAYROOMS
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setvar RETURN 1 // don't draw them
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// an EDuke32 hack now:
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// setplayer[THISACTOR].rotscrnang 0 // (almost) Prevent the screen rotation when player 1 die
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// DRAW THE PLAYER VIEWS!
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setvar arg_player_id 0
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state show_player_view
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setvar arg_player_id 1
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state show_player_view
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// Draw crosshairs if they are enabled
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getuserdef[THISACTOR].crosshair pcrosshair
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ifvare pcrosshair 1
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{
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getuserdef .crosshairscale crossscale
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shiftvarl crossscale 16, divvar crossscale 100
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getuserdef .screen_size tmp
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ifvarn tmp 0
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{
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// left/right
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rotatesprite 80 100 crossscale 0 CROSSHAIR 0 0 ORIENT 0 0 xdim ydim
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rotatesprite 240 100 crossscale 0 CROSSHAIR 0 0 ORIENT 0 0 xdim ydim
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}
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else
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{
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// above/below
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setvar tmp 8
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rotatesprite 160 50 crossscale 0 CROSSHAIR 0 0 tmp 0 0 xdim ydim
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rotatesprite 160 150 crossscale 0 CROSSHAIR 0 0 tmp 0 0 xdim ydim
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}
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}
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// NOTE: weapons are drawn for both players now (EDuke32 hack)
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endevent
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