Esempio n. 1
0
void DUD_FireDGun(void)
{
   int *count = &DakkaCount[ACS_PlayerNumber()];

   int damage =  1 * DUD_GetDamageFactor(ACS_PlayerNumber(), AMMO_CLIP);
   int pspeed = 80 * DUD_GetPSpeedFactor(ACS_PlayerNumber(), AMMO_CLIP);

   accum angle = ACS_GetActorAngle(0) + ACS_RandomFixed(-1.0k/256, 1.0k/256);
   accum pitch = ACS_GetActorPitch(0) + ACS_RandomFixed(-1.0k/256, 1.0k/256);

   int tid = DU_FireMissile(0, s"DUD_Dakka", damage, angle, pitch, pspeed);

   switch((*count)++)
   {
   default:
   case 0: case 1: ACS_SetActorState(tid, s"SpawnD"); break;
   case 2: case 3: ACS_SetActorState(tid, s"SpawnA"); break;
   case 4: case 5: ACS_SetActorState(tid, s"SpawnK"); break;
   case 6: case 7: ACS_SetActorState(tid, s"SpawnK"); break;
   case 8: case 9: ACS_SetActorState(tid, s"SpawnA"); break;
   }

   if(*count == 10) *count = 0;

   if(*count & 1)
      ACS_TakeInventory(s"Clip", 1);
}
Esempio n. 2
0
void DUH_HellstaffStorm(void)
{
   accum basex = ACS_GetActorX(0);
   accum basey = ACS_GetActorY(0);
   accum basez = ACS_GetActorCeilingZ(0) - 12;

   int shooter = ACS_GetUserVariable(0, s"user_shooter");
   int tics    = ACS_GetUserVariable(0, s"user_stormTics");

   while(tics)
   {
      accum x = basex + ACS_RandomFixed(-64, 64);
      accum y = basey + ACS_RandomFixed(-64, 64);
      accum z = basez;

      int tid = DU_MakeTID();

      // Hack to not kill projectile if shooting from water.
      accum shooterx = ACS_GetActorX(shooter);
      accum shootery = ACS_GetActorY(shooter);
      accum shooterz = ACS_GetActorZ(shooter);

      ACS_SetActorPosition(shooter, shooterx, shootery, shooterz+16, false);

      ACS_SpawnProjectile(shooter, s"DUH_HellstaffMissile3", 0, 0, 0, 0, tid);
      if(ACS_SetActorPosition(tid, x, y, z, false))
      {
         ACS_SetActorVelocity(tid, 0, 0, -5, false, false);
         --tics;
      }
      else
         ACS_Thing_Remove(tid);

      ACS_SetActorPosition(shooter, shooterx, shootery, shooterz, false);

      ACS_Delay(1);
   }

   ACS_Delay(23);

   ACS_Thing_Remove(ACS_ActivatorTID());
}
Esempio n. 3
0
void DUD_FireAlphagun(int n, int ammoUse)
{
   int damage  =  1;
   int pellets =  n * DUD_GetDamageFactor(ACS_PlayerNumber(), AMMO_SHEL);
   int pspeed  = 80 * DUD_GetPSpeedFactor(ACS_PlayerNumber(), AMMO_SHEL);

   for(; pellets; --pellets)
   {
      accum offA = ACS_RandomFixed(0, 1);
      accum offD = ACS_RandomFixed(0, 6/256k);

      accum angle = ACS_GetActorAngle(0) + ACS_Cos(offA) * offD;
      accum pitch = ACS_GetActorPitch(0) + ACS_Sin(offA) * offD * 0.75k;

      DU_FireMissile(0, s"DUD_Alphapellet", damage, angle, pitch, pspeed);
   }

   if(ammoUse)
      ACS_TakeInventory(s"Shell", ammoUse);
}
Esempio n. 4
0
script
static void UpdateMagicUI(struct player *p, struct upgrade *upgr)
{
   struct gui_state *g = &UData.gst;

   G_Begin(g, 320, 240);
   G_UpdateState(g, p);

   PrintSprite(sp_UI_MagicSelectBack, 0,1, 0,1);

   bool any = false;

   for(i32 i = 0; i < countof(minf); i++)
   {
      struct magic_info const *m = &minf[i];

      if(m->st != -1 && !world.cbiupgr[m->st]) continue;

      char gfx[32] = ":UI:"; strcat(gfx, m->name);
      char hot[32] = ":UI:"; strcat(hot, m->name); strcat(hot, "Sel");

      struct gui_pre_btn pre = {
         .gfx      = gfx,
         .hot      = hot,
         .cdef     = "d",
         .cact     = "r",
         .chot     = "k",
         .cdis     = "m",
         .font     = s"cbifont",
         .snd      = s"player/cbi/buttonpress",
         .external = true,
         .w        = 64,
         .h        = 64
      };

      char name[128]; LanguageCV(name, LANG "INFO_SHORT_%s", m->name);

      if(G_Button_FId(g, i + 1, name, m->x, m->y, .preset = &pre))
         GiveMagic(m);
   }

   G_End(g, gui_curs_outline);
}

script
static void GivePlayerZ(i32 tid, struct player *p)
{
   while(ACS_ThingCount(T_NONE, tid)) {
      SetMembI(tid, sm_UserZ, p->z);
      ACS_Delay(1);
   }
}

static void SetMagicUI(struct player *p, bool on)
{
   if(p->dead) return;

   struct upgrade *upgr = p->getUpgr(UPGR_Magic);

   if(on)
   {
      UData.ui = true;
      p->semifrozen++;

      UData.gst.gfxprefix = ":UI:";
      UData.gst.cx = 320/2;
      UData.gst.cy = 240/2;

      G_Init(&UData.gst);
   }
   else if(!on && UData.ui)
   {
      if(UData.gst.hot) GiveMagic(&minf[UData.gst.hot - 1]);

      UData.ui = false;
      p->semifrozen--;

      memset(&UData.gst, 0, sizeof UData.gst);
   }
}

// Extern Functions ----------------------------------------------------------|

script
void Upgr_Magic_Update(struct player *p, struct upgrade *upgr)
{
   StrEntON
   k32 manaperc = p->mana / (k32)p->manamax;

   if(UData.manaperc < 1 && manaperc == 1)
      ACS_LocalAmbientSound(ss_player_manafull, 127);

   UData.manaperc = manaperc;

   if(p->buttons & BT_USER4 && !(p->old.buttons & BT_USER4))
      SetMagicUI(p, true);
   else if(!(p->buttons & BT_USER4) && p->old.buttons & BT_USER4)
      SetMagicUI(p, false);

   if(UData.ui)
      UpdateMagicUI(p, upgr);

   if(manaperc >= 0.7)
      for(i32 i = 0; i < 5 * manaperc; i++)
   {
      k32 dst = ACS_RandomFixed(32, 56);
      k32 ang = ACS_RandomFixed(0, 1);
      i32 tid = ACS_UniqueTID();
      i32 x   = ACS_Cos(ang) * dst;
      i32 y   = ACS_Sin(ang) * dst;
      i32 z   = ACS_Random(8, 48);
      ACS_Spawn(so_ManaLeak, p->x + x, p->y + y, p->z + z, tid);
      SetMembI(tid, sm_UserX, x);
      SetMembI(tid, sm_UserY, y);
      SetPropK(tid, APROP_Alpha, manaperc / 2);
      PtrSet(tid, AAPTR_DEFAULT, AAPTR_MASTER, p->tid);
      GivePlayerZ(tid, p);
   }
}