raze-gles/polymer/eduke32/samples/splitscr.con
helixhorned 21ee6fadc0 splitscreen: use updatesector instead of *z.
When shrunk, the player position is below the floor for some weird reason.
Updatesectorz would set the sector to -1, and the view would not be drawn.

git-svn-id: https://svn.eduke32.com/eduke32@2907 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-16 21:48:38 +00:00

349 lines
8.4 KiB
Text

/*
--------------------------------------------------------------------------------
Duke Nukem 3D SplitScreen mod
Beta 1
By Bloodclaw
Modified from original for use with EDuke32 SVN.
Usage: eduke32 splitscr.con -q2
--------------------------------------------------------------------------------
*/
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 0 // This hold player 2 id
gamevar pnum 0 0 // This is set to player 2 sprite number
// Temp variables
gamevar px 0 0 // Player (both 1 and 2) X coordinate
gamevar py 0 0 // Player Y coordinate
gamevar pz 0 0 // Player Z coordinate
gamevar psect 0 0 // Player sector number
gamevar pang 0 0 // Player angle
gamevar phoriz 0 0 // Player vertical angle
gamevar phorizoff 0 0 // Something similar
gamevar pangcos 0 0 // Cosinus of player angle (used for player 2 movements)
gamevar pangsin 0 0 // Sinus of player angle
gamevar pinput 0 0 // Set to input, used in the PROCESSINPUT event
gamevar pcrosshair 0 0 // Do you like crosshairs? Game options will tell.
gamevar pweapon 0 0 // Player weapon
gamevar pfta 0 0 // Both used for quotes
gamevar pftq 0 0
gamevar pcolor 0 0 // Used to display quotes with player color
gamevar p1heat 0 0 // Common night vision googles
gamevar p2heat 0 0
gamevar pcard 0 0 // Access cards
// 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
// NOTE: status bar is displayed for both players (EDuke32 splitscreen hack)
// orientation bits for the crosshairs
define ORIENT 1024 // 26
// gametext args
define P1X 4
define P2X 164
onevent EVENT_DISPLAYROOMS
setvar RETURN 1 // don't draw them
// an EDuke32 hack now:
// setplayer[THISACTOR].rotscrnang 0 // (almost) Prevent the screen rotation when player 1 die
// 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
updatesector px py psect
ifvarg psect -1
showviewunbiased px py pz pang phoriz psect 0 0 160 199
// -------------------------------------
// 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
updatesector px py psect
ifvarg psect -1
showviewunbiased px py pz pang phoriz psect 160 0 319 199
// -------------------------------------
// Draw crosshairs if they are enabled
getuserdef[THISACTOR].crosshair pcrosshair
ifvare pcrosshair 1
{
rotatesprite 80 100 32768 0 CROSSHAIR 0 0 ORIENT 0 0 xdim ydim
rotatesprite 240 100 32768 0 CROSSHAIR 0 0 ORIENT 0 0 xdim ydim
}
// NOTE: weapons are drawn for both players now (EDuke32 hack)
// 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 P1X 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 P2X 2 pftq 0 pcolor 26 0 0 xdim ydim
endevent