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https://github.com/id-Software/wolf3d-browser.git
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Wolfenstein 3D browser version
This is the code for the browser version of Wolfenstein 3D which is playable on http://www.wolfenstein.com/game_NA.php
This commit is contained in:
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js/powerups.js
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309
js/powerups.js
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/*
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* ===========================================================================
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*
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* Wolf3D Browser Version GPL Source Code
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* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
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*
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* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
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*
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* Wolf3D Browser Source Code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* Wolf3D Browser Source Code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License version 2
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* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
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*
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* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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*
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* ===========================================================================
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*/
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Wolf.Powerups = (function() {
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Wolf.setConsts({
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pow_gibs : 0, // 1% if <=10%; SLURPIESND
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pow_gibs2 : 1, // 1% if <=10%; SLURPIESND
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pow_alpo : 2, // 4% if <100%; HEALTH1SND
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pow_firstaid : 3, // 25% if <100%; HEALTH2SND
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pow_key1 : 4, // gold key; GETKEYSND
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pow_key2 : 5, // silver key; GETKEYSND
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pow_key3 : 6, // not used
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pow_key4 : 7, // not used
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pow_cross : 8, // 100pts; BONUS1SND
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pow_chalice : 9, // 500pts; BONUS2SND
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pow_bible : 10, // 1000pts; BONUS3SND
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pow_crown : 11, // 5000pts; BONUS4SND
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pow_clip : 12, // 8bul if <99bul; GETAMMOSND
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pow_clip2 : 13, // 4bul if <99bul; GETAMMOSND
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pow_machinegun : 14, // machine gun; GETMACHINESND
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pow_chaingun : 15, // gatling gun; GETGATLINGSND
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pow_food : 16, // 10% if <100%; HEALTH1SND
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pow_fullheal : 17, // 99%, 25bul; BONUS1UPSND
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pow_25clip : 18, // 25bul if <99bul; GETAMMOBOXSND
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pow_spear : 19, // spear of destiny!
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pow_last : 20
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// add new types <!only!> here (after last)
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});
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var texture = [
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Wolf.SPR_STAT_34, // pow_gibs
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Wolf.SPR_STAT_38, // pow_gibs2
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Wolf.SPR_STAT_6, // pow_alpo
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Wolf.SPR_STAT_25, // pow_firstaid
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Wolf.SPR_STAT_20, // pow_key1
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Wolf.SPR_STAT_21, // pow_key2
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// not used
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Wolf.SPR_STAT_20, // pow_key3
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Wolf.SPR_STAT_20, // pow_key4
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Wolf.SPR_STAT_29, // pow_cross
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Wolf.SPR_STAT_30, // pow_chalice
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Wolf.SPR_STAT_31, // pow_bible
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Wolf.SPR_STAT_32, // pow_crown
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Wolf.SPR_STAT_26, // pow_clip
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Wolf.SPR_STAT_26, // pow_clip2
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Wolf.SPR_STAT_27, // pow_machinegun
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Wolf.SPR_STAT_28, // pow_chaingun
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Wolf.SPR_STAT_24, // pow_food
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Wolf.SPR_STAT_33, // pow_fullheal
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// spear
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Wolf.SPR_STAT_49, // pow_25clip
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Wolf.SPR_STAT_51 // pow_spear
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];
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function remove(level, powerup) {
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powerup.x = -1;
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powerup.y = -1;
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}
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function addNew(level) {
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/*
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for (var i = 0;i < level.state.numPowerups; i++ ) {
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if (level.state.powerups[i].x == -1 ) {
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return level.state.powerups[i];
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}
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}
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*/
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/*
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if (level.state.numPowerups == Wolf.MAX_POWERUPS ) {
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return level.state.powerups[0];
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}
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*/
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level.state.numPowerups++;
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var newp = {
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x : -1,
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y : -1,
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type : 0,
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sprite : null
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};
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level.state.powerups[level.state.numPowerups-1] = newp;
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return newp;
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}
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function reset(level) {
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level.state.numPowerups = 0;
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level.state.powerups = [];
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}
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// x,y are in TILES.
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function spawn(level, x, y, type) {
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var newp = addNew(level);
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newp.sprite = Wolf.Sprites.getNewSprite(level);
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newp.type = type;
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Wolf.Sprites.setPos(level, newp.sprite, Wolf.TILE2POS(newp.x = x), Wolf.TILE2POS(newp.y = y), 0);
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Wolf.Sprites.setTex(level, newp.sprite, -1, texture[type]);
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level.tileMap[x][y] |= Wolf.POWERUP_TILE;
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// good place to update total treasure count!
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}
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function give(level, player, type) {
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var keynames = ["Gold", "Silver", "?", "?"];
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switch (type) {
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// Keys
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case Wolf.pow_key1:
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case Wolf.pow_key2:
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case Wolf.pow_key3:
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case Wolf.pow_key4:
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type -= Wolf.pow_key1;
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Wolf.Player.giveKey(player, type);
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/012.wav", 1, Wolf.ATTN_NORM, 0);
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Wolf.Game.notify(keynames[type] + " key");
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break;
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// Treasure
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case Wolf.pow_cross:
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Wolf.Player.givePoints(player, 100);
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/035.wav", 1, Wolf.ATTN_NORM, 0);
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if ( ++level.state.foundTreasure == level.state.totalTreasure ) {
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Wolf.Game.notify("You found the last treasure!");
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}
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break;
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case Wolf.pow_chalice:
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Wolf.Player.givePoints(player, 500);
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/036.wav", 1, Wolf.ATTN_NORM, 0);
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if (++level.state.foundTreasure == level.state.totalTreasure) {
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Wolf.Game.notify("You found the last treasure!");
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}
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break;
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case Wolf.pow_bible:
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Wolf.Player.givePoints(player, 1000);
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/037.wav", 1, Wolf.ATTN_NORM, 0);
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if (++level.state.foundTreasure == level.state.totalTreasure) {
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Wolf.Game.notify("You found the last treasure!");
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}
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break;
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case Wolf.pow_crown:
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Wolf.Player.givePoints(player, 5000);
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/045.wav", 1, Wolf.ATTN_NORM, 0);
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if (++level.state.foundTreasure == level.state.totalTreasure) {
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Wolf.Game.notify("You found the last treasure!");
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}
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break;
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// Health
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case Wolf.pow_gibs:
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if (!Wolf.Player.giveHealth(player, 1, 11)) {
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return false;
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}
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/061.wav", 1, Wolf.ATTN_NORM, 0);
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break;
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case Wolf.pow_alpo:
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if (!Wolf.Player.giveHealth(player, 4, 0)) {
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return false;
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}
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/033.wav", 1, Wolf.ATTN_NORM, 0);
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break;
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case Wolf.pow_food:
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if (!Wolf.Player.giveHealth(player, 10, 0)) {
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return false;
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}
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/033.wav", 1, Wolf.ATTN_NORM, 0);
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break;
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case Wolf.pow_firstaid:
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if (!Wolf.Player.giveHealth(player, 25, 0)) {
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return false;
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}
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/034.wav", 1, Wolf.ATTN_NORM, 0);
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break;
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// Weapon & Ammo
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case Wolf.pow_clip:
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if (!Wolf.Player.giveAmmo(player, Wolf.AMMO_BULLETS, 8)) {
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return false;
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}
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/031.wav", 1, Wolf.ATTN_NORM, 0);
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break;
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case Wolf.pow_clip2:
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if (!Wolf.Player.giveAmmo(player, Wolf.AMMO_BULLETS, 4)) {
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return false;
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}
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/031.wav", 1, Wolf.ATTN_NORM, 0);
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break;
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case Wolf.pow_25clip:
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if (!Wolf.Player.giveAmmo(player, Wolf.AMMO_BULLETS, 25)) {
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return false;
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}
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/031.wav", 1, Wolf.ATTN_NORM, 0);
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break;
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case Wolf.pow_machinegun:
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Wolf.Player.giveWeapon(player, Wolf.WEAPON_AUTO );
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/030.wav", 1, Wolf.ATTN_NORM, 0);
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Wolf.Game.notify("Machinegun");
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break;
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case Wolf.pow_chaingun:
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Wolf.Player.giveWeapon(player, Wolf.WEAPON_CHAIN );
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/038.wav", 1, Wolf.ATTN_NORM, 0);
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Wolf.Game.notify("Chaingun");
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player.faceCount = -100;
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player.faceGotGun = true;
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break;
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// Artifacts
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case Wolf.pow_fullheal:
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// go to 150 health
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Wolf.Player.giveHealth(player, 99, 99 );
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Wolf.Player.giveAmmo(player, Wolf.AMMO_BULLETS, 25 );
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Wolf.Player.giveLife(player);
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if (++level.state.foundTreasure == level.state.totalTreasure) {
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Wolf.Game.notify("You found the last treasure!");
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} else {
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Wolf.Game.notify("Full Heal");
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}
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Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/034.wav", 1, Wolf.ATTN_NORM, 0);
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Wolf.log("Extra life!");
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break;
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default:
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Wolf.log("Warning: Unknown item type: " + type);
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break;
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}
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Wolf.Game.startBonusFlash();
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return true;
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}
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// x,y are in TILES.
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function pickUp(level, player, x, y) {
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var i, pow,
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p_left = false,
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p_pick = false;
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for (i=0; i<level.state.numPowerups; i++) {
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pow = level.state.powerups[i];
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if (pow.x == x && pow.y == y) {
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// got a powerup here
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if (give(level, player, pow.type)) { //FIXME script
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// picked up this stuff, remove it!
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p_pick = true;
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Wolf.Sprites.remove(level, pow.sprite);
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remove(level, pow);
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} else {
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// player do not need it, so may be next time!
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p_left = true;
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}
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}
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}
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if(p_left) {
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level.tileMap[x][y] |= Wolf.POWERUP_TILE;
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} else {
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level.tileMap[x][y] &= ~Wolf.POWERUP_TILE;
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}
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}
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return {
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spawn : spawn,
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reset : reset,
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pickUp : pickUp
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};
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})();
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