Exemplo n.º 1
0
ACS_S_SCRIPT int GetChaseCamPos (int xyz)
{
	int plrNum = -1;
	accum vz, sz, h, ch, d;
	
	// Hacky, but I can't think of another way.
	// Iterate through camera TIDs to find our player number.
	for (int i = 0; i < MAX_PLAYERS; i++)
	{
		if (player[i].camTid == ACS_ActivatorTID())
			plrNum = i;
	}
	
	if (plrNum == -1)
		return 0;
	
	if (xyz == 0)
		return (int)ACS_GetActorX(player[plrNum].wayTid);
		
	if (xyz == 1)
		return (int)ACS_GetActorY(player[plrNum].wayTid);
	
	if (xyz == 2)
	{
		d = ACS_GetCVarFixed(s"chase_dist");
		h = ACS_GetActorPropertyFixed(player[plrNum].tid, APROP_Height);
		ch = ACS_GetCVarFixed(s"chase_height");
		vz = ACS_Sin(player[plrNum].pitch);
		sz = h + ch;

		return (int)(ACS_GetActorZ(player[plrNum].tid) + sz + (vz * d));
	}
}
Exemplo n.º 2
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);
}
Exemplo n.º 3
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);
   }
}