mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'fortnite' into 'master'
Battle sudden death See merge request KartKrew/Kart!166
This commit is contained in:
commit
8338d3e71c
17 changed files with 831 additions and 331 deletions
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@ -409,7 +409,8 @@ consvar_t cv_itemfinder = {"itemfinder", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff,
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// Scoring type options
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consvar_t cv_match_scoring = {"matchscoring", "Normal", CV_NETVAR|CV_CHEAT|CV_NOSHOWHELP, match_scoring_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_overtime = {"overtime", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t overtime_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Super"}, {0, NULL}};
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consvar_t cv_overtime = {"overtime", "Yes", CV_NETVAR|CV_CHEAT, overtime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_rollingdemos = {"rollingdemos", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -4743,8 +4744,8 @@ static void TimeLimit_OnChange(void)
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if (cv_timelimit.value != 0)
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{
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CONS_Printf(M_GetText("Levels will end after %d minute%s.\n"),cv_timelimit.value,cv_timelimit.value == 1 ? "" : "s"); // Graue 11-17-2003
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timelimitintics = cv_timelimit.value * 60 * TICRATE;
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CONS_Printf(M_GetText("Levels will end after %d second%s.\n"),cv_timelimit.value,cv_timelimit.value == 1 ? "" : "s"); // Graue 11-17-2003
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timelimitintics = cv_timelimit.value * TICRATE;
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//add hidetime for tag too!
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if (G_TagGametype())
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@ -4794,9 +4795,9 @@ void D_GameTypeChanged(INT32 lastgametype)
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case GT_TEAMMATCH:
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if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
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{
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// default settings for match: no timelimit, no pointlimit
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CV_SetValue(&cv_pointlimit, 0);
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CV_SetValue(&cv_timelimit, 0);
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// default settings for match: 2 mins, no pointlimit
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CV_SetValue(&cv_pointlimit, 0);
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CV_SetValue(&cv_timelimit, 120);
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}
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if (!cv_itemrespawntime.changed)
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CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
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@ -5102,7 +5103,7 @@ static void Hidetime_OnChange(void)
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//uh oh, gotta change timelimitintics now too
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if (G_TagGametype())
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timelimitintics = (cv_timelimit.value * 60 * TICRATE) + (hidetime * TICRATE);
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timelimitintics = (cv_timelimit.value * TICRATE) + (hidetime * TICRATE);
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}
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static void Command_Showmap_f(void)
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@ -330,6 +330,7 @@ typedef enum
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k_tiregrease, // Reduced friction timer after hitting a horizontal spring
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k_springstars, // Spawn stars around a player when they hit a spring
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k_springcolor, // Color of spring stars
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k_killfield, // How long have you been in the kill field, stay in too long and lose a bumper
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NUMKARTSTUFF
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} kartstufftype_t;
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@ -7201,6 +7201,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_TIREGREASE",
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"S_OVERTIMEFOG",
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"S_OVERTIMEORB",
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"S_OVERTIMEBEAM",
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#ifdef SEENAMES
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"S_NAMECHECK",
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#endif
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@ -7995,6 +7999,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_DRAFTDUST",
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"MT_TIREGREASE",
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"MT_OVERTIMEFOG",
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"MT_OVERTIMEORB",
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"MT_OVERTIMEBEAM",
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#ifdef SEENAMES
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"MT_NAMECHECK",
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#endif
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@ -8483,7 +8491,8 @@ static const char *const KARTSTUFF_LIST[] = {
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"GROWCANCEL",
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"TIREGREASE",
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"SPRINGSTARS",
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"SPRINGCOLOR"
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"SPRINGCOLOR",
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"KILLFIELD"
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};
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#endif
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@ -487,6 +487,15 @@ extern INT16 votelevels[5][2];
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extern SINT8 votes[MAXPLAYERS];
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extern SINT8 pickedvote;
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/** Battle overtime information
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*/
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extern struct battleovertime
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{
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UINT16 enabled; ///< Has this been initalized yet?
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fixed_t radius, minradius; ///< Radius of kill field
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fixed_t x, y, z; ///< Position to center on
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} battleovertime;
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extern tic_t hidetime;
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extern UINT32 timesBeaten; // # of times the game has been beaten.
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@ -261,6 +261,9 @@ INT16 votelevels[5][2]; // Levels that were rolled by the host
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SINT8 votes[MAXPLAYERS]; // Each player's vote
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SINT8 pickedvote; // What vote the host rolls
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// Battle overtime system
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struct battleovertime battleovertime;
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// Server-sided, synched variables
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SINT8 battlewanted[4]; // WANTED players in battle, worth x2 points
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tic_t wantedcalcdelay; // Time before it recalculates WANTED
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94
src/info.c
94
src/info.c
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@ -70,7 +70,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"DUCK","GTRE","CHES","CHIM","DRGN","LZMN","PGSS","ZTCH","MKMA","MKMP",
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"RTCH","BOWL","BOWH","BRRL","BRRR","HRSE","TOAH","BFRT","OFRT","RFRT",
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"PFRT","ASPK","HBST","HBSO","HBSF","WBLZ","WBLN","FWRK","MXCL","RGSP",
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"DRAF","GRES","XMS4","XMS5","VIEW"
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"DRAF","GRES","OTFG","XMS4","XMS5","VIEW"
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};
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// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
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@ -3454,6 +3454,10 @@ state_t states[NUMSTATES] =
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{SPR_GRES, FF_ANIMATE|FF_PAPERSPRITE, -1, {NULL}, 2, 4, S_NULL}, // S_TIREGREASE
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{SPR_OTFG, FF_FULLBRIGHT|FF_TRANS50, TICRATE, {NULL}, 0, 0, S_NULL}, // S_OVERTIMEFOG
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{SPR_OTFG, 2|FF_FULLBRIGHT|FF_PAPERSPRITE, 1, {NULL}, 0, 0, S_NULL}, // S_OVERTIMEORB
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{SPR_OTFG, 1|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_NULL}, // S_OVERTIMEBEAM
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#ifdef SEENAMES
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{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
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#endif
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@ -20300,6 +20304,94 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_OVERTIMEFOG
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-1, // doomednum
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S_OVERTIMEFOG, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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16<<FRACBITS, // radius
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32<<FRACBITS, // height
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-1, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_OVERTIMEORB
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-1, // doomednum
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S_OVERTIMEORB, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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16<<FRACBITS, // radius
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48<<FRACBITS, // height
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-1, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_OVERTIMEBEAM
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-1, // doomednum
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S_OVERTIMEBEAM, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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48<<FRACBITS, // radius
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48<<FRACBITS, // height
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-1, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
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8<<FRACBITS, // radius
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16<<FRACBITS, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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// ============================================================================================================================//
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#ifdef SEENAMES
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10
src/info.h
10
src/info.h
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@ -784,6 +784,8 @@ typedef enum sprite
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SPR_DRAF,
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SPR_GRES,
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SPR_OTFG,
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// Xmas-specific sprites that don't fit aboxe
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SPR_XMS4,
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SPR_XMS5,
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@ -4116,6 +4118,10 @@ typedef enum state
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S_TIREGREASE,
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S_OVERTIMEFOG,
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S_OVERTIMEORB,
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S_OVERTIMEBEAM,
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#ifdef SEENAMES
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S_NAMECHECK,
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#endif
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@ -4927,6 +4933,10 @@ typedef enum mobj_type
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MT_DRAFTDUST,
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MT_TIREGREASE,
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MT_OVERTIMEFOG,
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MT_OVERTIMEORB,
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MT_OVERTIMEBEAM,
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#ifdef SEENAMES
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MT_NAMECHECK,
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#endif
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539
src/k_kart.c
539
src/k_kart.c
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@ -5138,6 +5138,25 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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player->mo->colorized = false;
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player->mo->color = player->skincolor;
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}
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}
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else if (player->kartstuff[k_killfield]) // You're gonna REALLY diiiiie
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{
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const INT32 flashtime = 4<<(4-(player->kartstuff[k_killfield]/TICRATE));
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if (player->kartstuff[k_killfield] == 1 || (player->kartstuff[k_killfield] % (flashtime/2) != 0))
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{
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player->mo->colorized = false;
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player->mo->color = player->skincolor;
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}
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else if (player->kartstuff[k_killfield] % flashtime == 0)
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{
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player->mo->colorized = true;
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player->mo->color = SKINCOLOR_BYZANTIUM;
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}
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else
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{
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player->mo->colorized = true;
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player->mo->color = SKINCOLOR_RUBY;
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}
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}
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else if (player->kartstuff[k_ringboost] && (leveltime & 1)) // ring boosting
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{
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@ -5310,8 +5329,28 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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K_KartPlayerHUDUpdate(player);
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if (G_BattleGametype() && player->kartstuff[k_bumper] > 0)
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player->kartstuff[k_wanted]++;
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if (G_BattleGametype() && player->kartstuff[k_bumper] > 0
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&& !player->kartstuff[k_spinouttimer] && !player->kartstuff[k_squishedtimer]
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&& !player->kartstuff[k_respawn] && !player->powers[pw_flashing])
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{
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player->kartstuff[k_wanted]++;
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if (battleovertime.enabled >= 10*TICRATE)
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{
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if (P_AproxDistance(player->mo->x - battleovertime.x, player->mo->y - battleovertime.y) > battleovertime.radius)
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{
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player->kartstuff[k_killfield]++;
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if (player->kartstuff[k_killfield] > 4*TICRATE)
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{
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K_SpinPlayer(player, NULL, 0, NULL, false);
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//player->kartstuff[k_killfield] = 1;
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}
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}
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else if (player->kartstuff[k_killfield] > 0)
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player->kartstuff[k_killfield]--;
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}
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}
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else if (player->kartstuff[k_killfield] > 0)
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player->kartstuff[k_killfield]--;
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if (P_IsObjectOnGround(player->mo))
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player->kartstuff[k_waterskip] = 0;
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@ -7043,7 +7082,8 @@ static patch_t *kp_lapanim_number[10][3];
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static patch_t *kp_lapanim_emblem[2];
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static patch_t *kp_lapanim_hand[3];
|
||||
|
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static patch_t *kp_yougotem;
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static patch_t *kp_yougotem;
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static patch_t *kp_itemminimap;
|
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|
||||
void K_LoadKartHUDGraphics(void)
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{
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@ -7343,7 +7383,8 @@ void K_LoadKartHUDGraphics(void)
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kp_lapanim_hand[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
|
||||
}
|
||||
|
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kp_yougotem = (patch_t *) W_CachePatchName("YOUGOTEM", PU_HUDGFX);
|
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kp_yougotem = (patch_t *) W_CachePatchName("YOUGOTEM", PU_HUDGFX);
|
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kp_itemminimap = (patch_t *) W_CachePatchName("MMAPITEM", PU_HUDGFX);
|
||||
}
|
||||
|
||||
// For the item toggle menu
|
||||
|
|
@ -8867,229 +8908,279 @@ static void K_drawKartPlayerCheck(void)
|
|||
V_DrawMappedPatch(x, CHEK_Y, V_HUDTRANS|splitflags, kp_check[pnum], colormap);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void K_drawKartMinimapHead(mobj_t *mo, INT32 x, INT32 y, INT32 flags, patch_t *AutomapPic)
|
||||
{
|
||||
// amnum xpos & ypos are the icon's speed around the HUD.
|
||||
// The number being divided by is for how fast it moves.
|
||||
// The higher the number, the slower it moves.
|
||||
static void K_drawKartMinimapIcon(fixed_t objx, fixed_t objy, INT32 hudx, INT32 hudy, INT32 flags, patch_t *icon, UINT8 *colormap, patch_t *AutomapPic)
|
||||
{
|
||||
// amnum xpos & ypos are the icon's speed around the HUD.
|
||||
// The number being divided by is for how fast it moves.
|
||||
// The higher the number, the slower it moves.
|
||||
|
||||
// am xpos & ypos are the icon's starting position. Withouht
|
||||
// it, they wouldn't 'spawn' on the top-right side of the HUD.
|
||||
|
||||
fixed_t amnumxpos, amnumypos;
|
||||
INT32 amxpos, amypos;
|
||||
|
||||
node_t *bsp = &nodes[numnodes-1];
|
||||
fixed_t maxx, minx, maxy, miny;
|
||||
|
||||
fixed_t mapwidth, mapheight;
|
||||
fixed_t xoffset, yoffset;
|
||||
fixed_t xscale, yscale, zoom;
|
||||
|
||||
maxx = maxy = INT32_MAX;
|
||||
minx = miny = INT32_MIN;
|
||||
minx = bsp->bbox[0][BOXLEFT];
|
||||
maxx = bsp->bbox[0][BOXRIGHT];
|
||||
miny = bsp->bbox[0][BOXBOTTOM];
|
||||
maxy = bsp->bbox[0][BOXTOP];
|
||||
|
||||
if (bsp->bbox[1][BOXLEFT] < minx)
|
||||
minx = bsp->bbox[1][BOXLEFT];
|
||||
if (bsp->bbox[1][BOXRIGHT] > maxx)
|
||||
maxx = bsp->bbox[1][BOXRIGHT];
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||||
if (bsp->bbox[1][BOXBOTTOM] < miny)
|
||||
miny = bsp->bbox[1][BOXBOTTOM];
|
||||
if (bsp->bbox[1][BOXTOP] > maxy)
|
||||
maxy = bsp->bbox[1][BOXTOP];
|
||||
|
||||
// You might be wondering why these are being bitshift here
|
||||
// it's because mapwidth and height would otherwise overflow for maps larger than half the size possible...
|
||||
// map boundaries and sizes will ALWAYS be whole numbers thankfully
|
||||
// later calculations take into consideration that these are actually not in terms of FRACUNIT though
|
||||
minx >>= FRACBITS;
|
||||
maxx >>= FRACBITS;
|
||||
miny >>= FRACBITS;
|
||||
maxy >>= FRACBITS;
|
||||
|
||||
mapwidth = maxx - minx;
|
||||
mapheight = maxy - miny;
|
||||
|
||||
// These should always be small enough to be bitshift back right now
|
||||
xoffset = (minx + mapwidth/2)<<FRACBITS;
|
||||
yoffset = (miny + mapheight/2)<<FRACBITS;
|
||||
|
||||
xscale = FixedDiv(AutomapPic->width, mapwidth);
|
||||
yscale = FixedDiv(AutomapPic->height, mapheight);
|
||||
zoom = FixedMul(min(xscale, yscale), FRACUNIT-FRACUNIT/20);
|
||||
|
||||
amnumxpos = (FixedMul(objx, zoom) - FixedMul(xoffset, zoom));
|
||||
amnumypos = -(FixedMul(objy, zoom) - FixedMul(yoffset, zoom));
|
||||
|
||||
if (encoremode)
|
||||
amnumxpos = -amnumxpos;
|
||||
|
||||
amxpos = amnumxpos + ((hudx + AutomapPic->width/2 - (icon->width/2))<<FRACBITS);
|
||||
amypos = amnumypos + ((hudy + AutomapPic->height/2 - (icon->height/2))<<FRACBITS);
|
||||
|
||||
// do we want this? it feels unnecessary. easier to just modify the amnumxpos?
|
||||
/*if (encoremode)
|
||||
{
|
||||
flags |= V_FLIP;
|
||||
amxpos = -amnumxpos + ((hudx + AutomapPic->width/2 + (icon->width/2))<<FRACBITS);
|
||||
}*/
|
||||
|
||||
V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, icon, colormap);
|
||||
}
|
||||
|
||||
static void K_drawKartMinimap(void)
|
||||
{
|
||||
INT32 lumpnum;
|
||||
patch_t *AutomapPic;
|
||||
INT32 i = 0;
|
||||
INT32 x, y;
|
||||
INT32 minimaptrans, splitflags = (splitscreen == 3 ? 0 : V_SNAPTORIGHT); // flags should only be 0 when it's centered (4p split)
|
||||
UINT8 skin = 0;
|
||||
UINT8 *colormap = NULL;
|
||||
SINT8 localplayers[4];
|
||||
SINT8 numlocalplayers = 0;
|
||||
|
||||
// Draw the HUD only when playing in a level.
|
||||
// hu_stuff needs this, unlike st_stuff.
|
||||
if (gamestate != GS_LEVEL)
|
||||
return;
|
||||
|
||||
// am xpos & ypos are the icon's starting position. Withouht
|
||||
// it, they wouldn't 'spawn' on the top-right side of the HUD.
|
||||
// Only draw for the first player
|
||||
// Maybe move this somewhere else where this won't be a concern?
|
||||
if (stplyr != &players[displayplayers[0]])
|
||||
return;
|
||||
|
||||
lumpnum = W_CheckNumForName(va("%sR", G_BuildMapName(gamemap)));
|
||||
|
||||
if (lumpnum != -1)
|
||||
AutomapPic = W_CachePatchName(va("%sR", G_BuildMapName(gamemap)), PU_HUDGFX);
|
||||
else
|
||||
return; // no pic, just get outta here
|
||||
|
||||
x = MINI_X - (AutomapPic->width/2);
|
||||
y = MINI_Y - (AutomapPic->height/2);
|
||||
|
||||
if (timeinmap > 105)
|
||||
{
|
||||
minimaptrans = cv_kartminimap.value;
|
||||
if (timeinmap <= 113)
|
||||
minimaptrans = ((((INT32)timeinmap) - 105)*minimaptrans)/(113-105);
|
||||
if (!minimaptrans)
|
||||
return;
|
||||
}
|
||||
else
|
||||
return;
|
||||
|
||||
minimaptrans = ((10-minimaptrans)<<FF_TRANSSHIFT);
|
||||
splitflags |= minimaptrans;
|
||||
|
||||
if (encoremode)
|
||||
V_DrawScaledPatch(x+(AutomapPic->width), y, splitflags|V_FLIP, AutomapPic);
|
||||
else
|
||||
V_DrawScaledPatch(x, y, splitflags, AutomapPic);
|
||||
|
||||
if (!(splitscreen == 2))
|
||||
{
|
||||
splitflags &= ~minimaptrans;
|
||||
splitflags |= V_HUDTRANSHALF;
|
||||
}
|
||||
|
||||
// let offsets transfer to the heads, too!
|
||||
if (encoremode)
|
||||
x += SHORT(AutomapPic->leftoffset);
|
||||
else
|
||||
x -= SHORT(AutomapPic->leftoffset);
|
||||
y -= SHORT(AutomapPic->topoffset);
|
||||
|
||||
// Draw the super item in Battle
|
||||
if (G_BattleGametype() && battleovertime.enabled)
|
||||
{
|
||||
if (battleovertime.enabled >= 10*TICRATE || (battleovertime.enabled & 1))
|
||||
{
|
||||
const INT32 prevsplitflags = splitflags;
|
||||
splitflags &= ~V_HUDTRANSHALF;
|
||||
splitflags |= V_HUDTRANS;
|
||||
colormap = R_GetTranslationColormap(TC_RAINBOW, (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))), GTC_CACHE);
|
||||
K_drawKartMinimapIcon(battleovertime.x, battleovertime.y, x, y, splitflags, kp_itemminimap, colormap, AutomapPic);
|
||||
splitflags = prevsplitflags;
|
||||
}
|
||||
}
|
||||
|
||||
// initialize
|
||||
for (i = 0; i < 4; i++)
|
||||
localplayers[i] = -1;
|
||||
|
||||
// Player's tiny icons on the Automap. (drawn opposite direction so player 1 is drawn last in splitscreen)
|
||||
if (ghosts)
|
||||
{
|
||||
demoghost *g = ghosts;
|
||||
while (g)
|
||||
{
|
||||
if (g->mo->skin)
|
||||
skin = ((skin_t*)g->mo->skin)-skins;
|
||||
else
|
||||
skin = 0;
|
||||
if (g->mo->color)
|
||||
{
|
||||
if (g->mo->colorized)
|
||||
colormap = R_GetTranslationColormap(TC_RAINBOW, g->mo->color, GTC_CACHE);
|
||||
else
|
||||
colormap = R_GetTranslationColormap(skin, g->mo->color, GTC_CACHE);
|
||||
}
|
||||
else
|
||||
colormap = NULL;
|
||||
K_drawKartMinimapIcon(g->mo->x, g->mo->y, x, y, splitflags, facemmapprefix[skin], colormap, AutomapPic);
|
||||
g = g->next;
|
||||
}
|
||||
|
||||
if (!stplyr->mo || stplyr->spectator) // do we need the latter..?
|
||||
return;
|
||||
|
||||
localplayers[numlocalplayers] = stplyr-players;
|
||||
numlocalplayers++;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = MAXPLAYERS-1; i >= 0; i--)
|
||||
{
|
||||
if (!playeringame[i])
|
||||
continue;
|
||||
if (!players[i].mo || players[i].spectator)
|
||||
continue;
|
||||
|
||||
if (i != displayplayers[0] || splitscreen)
|
||||
{
|
||||
if (G_BattleGametype() && players[i].kartstuff[k_bumper] <= 0)
|
||||
continue;
|
||||
|
||||
if (players[i].kartstuff[k_hyudorotimer] > 0)
|
||||
{
|
||||
if (!((players[i].kartstuff[k_hyudorotimer] < 1*TICRATE/2
|
||||
|| players[i].kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2))
|
||||
&& !(leveltime & 1)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (i == displayplayers[0] || i == displayplayers[1] || i == displayplayers[2] || i == displayplayers[3])
|
||||
{
|
||||
// Draw display players on top of everything else
|
||||
localplayers[numlocalplayers] = i;
|
||||
numlocalplayers++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (players[i].mo->skin)
|
||||
skin = ((skin_t*)players[i].mo->skin)-skins;
|
||||
else
|
||||
skin = 0;
|
||||
|
||||
if (players[i].mo->color)
|
||||
{
|
||||
if (players[i].mo->colorized)
|
||||
colormap = R_GetTranslationColormap(TC_RAINBOW, players[i].mo->color, GTC_CACHE);
|
||||
else
|
||||
colormap = R_GetTranslationColormap(skin, players[i].mo->color, GTC_CACHE);
|
||||
}
|
||||
else
|
||||
colormap = NULL;
|
||||
|
||||
K_drawKartMinimapIcon(players[i].mo->x, players[i].mo->y, x, y, splitflags, facemmapprefix[skin], colormap, AutomapPic);
|
||||
// Target reticule
|
||||
if ((G_RaceGametype() && players[i].kartstuff[k_position] == spbplace)
|
||||
|| (G_BattleGametype() && K_IsPlayerWanted(&players[i])))
|
||||
K_drawKartMinimapIcon(players[i].mo->x, players[i].mo->y, x, y, splitflags, kp_wantedreticle, NULL, AutomapPic);
|
||||
}
|
||||
}
|
||||
|
||||
// draw our local players here, opaque.
|
||||
splitflags &= ~V_HUDTRANSHALF;
|
||||
splitflags |= V_HUDTRANS;
|
||||
|
||||
for (i = 0; i < numlocalplayers; i++)
|
||||
{
|
||||
if (i == -1)
|
||||
continue; // this doesn't interest us
|
||||
|
||||
if (players[localplayers[i]].mo->skin)
|
||||
skin = ((skin_t*)players[localplayers[i]].mo->skin)-skins;
|
||||
else
|
||||
skin = 0;
|
||||
|
||||
if (players[localplayers[i]].mo->color)
|
||||
{
|
||||
if (players[localplayers[i]].mo->colorized)
|
||||
colormap = R_GetTranslationColormap(TC_RAINBOW, players[localplayers[i]].mo->color, GTC_CACHE);
|
||||
else
|
||||
colormap = R_GetTranslationColormap(skin, players[localplayers[i]].mo->color, GTC_CACHE);
|
||||
}
|
||||
else
|
||||
colormap = NULL;
|
||||
|
||||
K_drawKartMinimapIcon(players[localplayers[i]].mo->x, players[localplayers[i]].mo->y, x, y, splitflags, facemmapprefix[skin], colormap, AutomapPic);
|
||||
|
||||
UINT8 skin = 0;
|
||||
|
||||
fixed_t amnumxpos, amnumypos;
|
||||
INT32 amxpos, amypos;
|
||||
|
||||
node_t *bsp = &nodes[numnodes-1];
|
||||
fixed_t maxx, minx, maxy, miny;
|
||||
|
||||
fixed_t mapwidth, mapheight;
|
||||
fixed_t xoffset, yoffset;
|
||||
fixed_t xscale, yscale, zoom;
|
||||
|
||||
if (mo->skin)
|
||||
skin = ((skin_t*)mo->skin)-skins;
|
||||
|
||||
maxx = maxy = INT32_MAX;
|
||||
minx = miny = INT32_MIN;
|
||||
minx = bsp->bbox[0][BOXLEFT];
|
||||
maxx = bsp->bbox[0][BOXRIGHT];
|
||||
miny = bsp->bbox[0][BOXBOTTOM];
|
||||
maxy = bsp->bbox[0][BOXTOP];
|
||||
|
||||
if (bsp->bbox[1][BOXLEFT] < minx)
|
||||
minx = bsp->bbox[1][BOXLEFT];
|
||||
if (bsp->bbox[1][BOXRIGHT] > maxx)
|
||||
maxx = bsp->bbox[1][BOXRIGHT];
|
||||
if (bsp->bbox[1][BOXBOTTOM] < miny)
|
||||
miny = bsp->bbox[1][BOXBOTTOM];
|
||||
if (bsp->bbox[1][BOXTOP] > maxy)
|
||||
maxy = bsp->bbox[1][BOXTOP];
|
||||
|
||||
// You might be wondering why these are being bitshift here
|
||||
// it's because mapwidth and height would otherwise overflow for maps larger than half the size possible...
|
||||
// map boundaries and sizes will ALWAYS be whole numbers thankfully
|
||||
// later calculations take into consideration that these are actually not in terms of FRACUNIT though
|
||||
minx >>= FRACBITS;
|
||||
maxx >>= FRACBITS;
|
||||
miny >>= FRACBITS;
|
||||
maxy >>= FRACBITS;
|
||||
|
||||
mapwidth = maxx - minx;
|
||||
mapheight = maxy - miny;
|
||||
|
||||
// These should always be small enough to be bitshift back right now
|
||||
xoffset = (minx + mapwidth/2)<<FRACBITS;
|
||||
yoffset = (miny + mapheight/2)<<FRACBITS;
|
||||
|
||||
xscale = FixedDiv(AutomapPic->width, mapwidth);
|
||||
yscale = FixedDiv(AutomapPic->height, mapheight);
|
||||
zoom = FixedMul(min(xscale, yscale), FRACUNIT-FRACUNIT/20);
|
||||
|
||||
amnumxpos = (FixedMul(mo->x, zoom) - FixedMul(xoffset, zoom));
|
||||
amnumypos = -(FixedMul(mo->y, zoom) - FixedMul(yoffset, zoom));
|
||||
|
||||
if (encoremode)
|
||||
amnumxpos = -amnumxpos;
|
||||
|
||||
amxpos = amnumxpos + ((x + AutomapPic->width/2 - (facemmapprefix[skin]->width/2))<<FRACBITS);
|
||||
amypos = amnumypos + ((y + AutomapPic->height/2 - (facemmapprefix[skin]->height/2))<<FRACBITS);
|
||||
|
||||
// do we want this? it feels unnecessary. easier to just modify the amnumxpos?
|
||||
/*if (encoremode)
|
||||
{
|
||||
flags |= V_FLIP;
|
||||
amxpos = -amnumxpos + ((x + AutomapPic->width/2 + (facemmapprefix[skin]->width/2))<<FRACBITS);
|
||||
}*/
|
||||
|
||||
if (!mo->color) // 'default' color
|
||||
V_DrawSciencePatch(amxpos, amypos, flags, facemmapprefix[skin], FRACUNIT);
|
||||
else
|
||||
{
|
||||
UINT8 *colormap;
|
||||
if (mo->colorized)
|
||||
colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, GTC_CACHE);
|
||||
else
|
||||
colormap = R_GetTranslationColormap(skin, mo->color, GTC_CACHE);
|
||||
V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, facemmapprefix[skin], colormap);
|
||||
if (mo->player
|
||||
&& ((G_RaceGametype() && mo->player->kartstuff[k_position] == spbplace)
|
||||
|| (G_BattleGametype() && K_IsPlayerWanted(mo->player))))
|
||||
{
|
||||
V_DrawFixedPatch(amxpos - (4<<FRACBITS), amypos - (4<<FRACBITS), FRACUNIT, flags, kp_wantedreticle, NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void K_drawKartMinimap(void)
|
||||
{
|
||||
INT32 lumpnum;
|
||||
patch_t *AutomapPic;
|
||||
INT32 i = 0;
|
||||
INT32 x, y;
|
||||
INT32 minimaptrans, splitflags = (splitscreen == 3 ? 0 : V_SNAPTORIGHT); // flags should only be 0 when it's centered (4p split)
|
||||
SINT8 localplayers[4];
|
||||
SINT8 numlocalplayers = 0;
|
||||
|
||||
// Draw the HUD only when playing in a level.
|
||||
// hu_stuff needs this, unlike st_stuff.
|
||||
if (gamestate != GS_LEVEL)
|
||||
return;
|
||||
|
||||
if (stplyr != &players[displayplayers[0]])
|
||||
return;
|
||||
|
||||
lumpnum = W_CheckNumForName(va("%sR", G_BuildMapName(gamemap)));
|
||||
|
||||
if (lumpnum != -1)
|
||||
AutomapPic = W_CachePatchName(va("%sR", G_BuildMapName(gamemap)), PU_HUDGFX);
|
||||
else
|
||||
return; // no pic, just get outta here
|
||||
|
||||
x = MINI_X - (AutomapPic->width/2);
|
||||
y = MINI_Y - (AutomapPic->height/2);
|
||||
|
||||
if (timeinmap > 105)
|
||||
{
|
||||
minimaptrans = cv_kartminimap.value;
|
||||
if (timeinmap <= 113)
|
||||
minimaptrans = ((((INT32)timeinmap) - 105)*minimaptrans)/(113-105);
|
||||
if (!minimaptrans)
|
||||
return;
|
||||
}
|
||||
else
|
||||
return;
|
||||
|
||||
minimaptrans = ((10-minimaptrans)<<FF_TRANSSHIFT);
|
||||
splitflags |= minimaptrans;
|
||||
|
||||
if (encoremode)
|
||||
V_DrawScaledPatch(x+(AutomapPic->width), y, splitflags|V_FLIP, AutomapPic);
|
||||
else
|
||||
V_DrawScaledPatch(x, y, splitflags, AutomapPic);
|
||||
|
||||
if (!(splitscreen == 2))
|
||||
{
|
||||
splitflags &= ~minimaptrans;
|
||||
splitflags |= V_HUDTRANSHALF;
|
||||
}
|
||||
|
||||
// let offsets transfer to the heads, too!
|
||||
if (encoremode)
|
||||
x += SHORT(AutomapPic->leftoffset);
|
||||
else
|
||||
x -= SHORT(AutomapPic->leftoffset);
|
||||
y -= SHORT(AutomapPic->topoffset);
|
||||
|
||||
// initialize
|
||||
for (i = 0; i < 4; i++)
|
||||
localplayers[i] = -1;
|
||||
|
||||
// Player's tiny icons on the Automap. (drawn opposite direction so player 1 is drawn last in splitscreen)
|
||||
if (ghosts)
|
||||
{
|
||||
demoghost *g = ghosts;
|
||||
while (g)
|
||||
{
|
||||
K_drawKartMinimapHead(g->mo, x, y, splitflags, AutomapPic);
|
||||
g = g->next;
|
||||
}
|
||||
|
||||
if (!stplyr->mo || stplyr->spectator) // do we need the latter..?
|
||||
return;
|
||||
|
||||
localplayers[numlocalplayers] = stplyr-players;
|
||||
numlocalplayers++;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = MAXPLAYERS-1; i >= 0; i--)
|
||||
{
|
||||
if (!playeringame[i])
|
||||
continue;
|
||||
if (!players[i].mo || players[i].spectator)
|
||||
continue;
|
||||
|
||||
if (i != displayplayers[0] || splitscreen)
|
||||
{
|
||||
if (G_BattleGametype() && players[i].kartstuff[k_bumper] <= 0)
|
||||
continue;
|
||||
|
||||
if (players[i].kartstuff[k_hyudorotimer] > 0)
|
||||
{
|
||||
if (!((players[i].kartstuff[k_hyudorotimer] < 1*TICRATE/2
|
||||
|| players[i].kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2))
|
||||
&& !(leveltime & 1)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (P_IsDisplayPlayer(&players[i]))
|
||||
{
|
||||
// Draw display players on top of everything else
|
||||
localplayers[numlocalplayers] = i;
|
||||
numlocalplayers++;
|
||||
continue;
|
||||
}
|
||||
|
||||
K_drawKartMinimapHead(players[i].mo, x, y, splitflags, AutomapPic);
|
||||
}
|
||||
}
|
||||
|
||||
// draw our local players here, opaque.
|
||||
splitflags &= ~V_HUDTRANSHALF;
|
||||
splitflags |= V_HUDTRANS;
|
||||
|
||||
for (i = 0; i < numlocalplayers; i++)
|
||||
{
|
||||
if (i == -1)
|
||||
continue; // this doesn't interest us
|
||||
K_drawKartMinimapHead(players[localplayers[i]].mo, x, y, splitflags, AutomapPic);
|
||||
}
|
||||
}
|
||||
// Target reticule
|
||||
if ((G_RaceGametype() && players[localplayers[i]].kartstuff[k_position] == spbplace)
|
||||
|| (G_BattleGametype() && K_IsPlayerWanted(&players[localplayers[i]])))
|
||||
K_drawKartMinimapIcon(players[localplayers[i]].mo->x, players[localplayers[i]].mo->y, x, y, splitflags, kp_wantedreticle, NULL, AutomapPic);
|
||||
}
|
||||
}
|
||||
|
||||
static void K_drawKartStartCountdown(void)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -8299,7 +8299,7 @@ void A_ItemPop(mobj_t *actor)
|
|||
remains->flags = actor->flags; // Transfer flags
|
||||
remains->flags2 = actor->flags2; // Transfer flags2
|
||||
remains->fuse = actor->fuse; // Transfer respawn timer
|
||||
remains->threshold = (actor->threshold == 69 ? 69 : 68);
|
||||
remains->threshold = (actor->threshold == 70 ? 70 : (actor->threshold == 69 ? 69 : 68));
|
||||
remains->skin = NULL;
|
||||
remains->spawnpoint = actor->spawnpoint;
|
||||
|
||||
|
|
@ -8313,7 +8313,7 @@ void A_ItemPop(mobj_t *actor)
|
|||
|
||||
remains->flags2 &= ~MF2_AMBUSH;
|
||||
|
||||
if (G_BattleGametype() && actor->threshold != 69)
|
||||
if (G_BattleGametype() && (actor->threshold != 69 && actor->threshold != 70))
|
||||
numgotboxes++;
|
||||
|
||||
P_RemoveMobj(actor);
|
||||
|
|
|
|||
111
src/p_inter.c
111
src/p_inter.c
|
|
@ -1775,6 +1775,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
}
|
||||
}
|
||||
|
||||
// Easily make it so that overtime works offline
|
||||
//#define TESTOVERTIMEINFREEPLAY
|
||||
|
||||
/** Checks if the level timer is over the timelimit and the round should end,
|
||||
* unless you are in overtime. In which case leveltime may stretch out beyond
|
||||
* timelimitintics and overtime's status will be checked here each tick.
|
||||
|
|
@ -1785,7 +1788,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
*/
|
||||
void P_CheckTimeLimit(void)
|
||||
{
|
||||
INT32 i, k;
|
||||
INT32 i;
|
||||
|
||||
if (!cv_timelimit.value)
|
||||
return;
|
||||
|
|
@ -1819,71 +1822,76 @@ void P_CheckTimeLimit(void)
|
|||
}
|
||||
}
|
||||
}
|
||||
else*/
|
||||
|
||||
//Optional tie-breaker for Match/CTF
|
||||
else*/ if (cv_overtime.value)
|
||||
if (cv_overtime.value)
|
||||
{
|
||||
INT32 playerarray[MAXPLAYERS];
|
||||
INT32 tempplayer = 0;
|
||||
INT32 spectators = 0;
|
||||
INT32 playercount = 0;
|
||||
|
||||
//Figure out if we have enough participating players to care.
|
||||
#ifndef TESTOVERTIMEINFREEPLAY
|
||||
boolean foundone = false; // Overtime is used for closing off down to a specific item.
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (players[i].exiting)
|
||||
return;
|
||||
if (playeringame[i] && players[i].spectator)
|
||||
spectators++;
|
||||
}
|
||||
|
||||
if ((D_NumPlayers() - spectators) > 1)
|
||||
{
|
||||
// Play the starpost sfx after the first second of overtime.
|
||||
if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE)))
|
||||
S_StartSound(NULL, sfx_strpst);
|
||||
|
||||
// Normal Match
|
||||
if (!G_GametypeHasTeams())
|
||||
if (!playeringame[i] || players[i].spectator)
|
||||
continue;
|
||||
if (foundone)
|
||||
{
|
||||
//Store the nodes of participating players in an array.
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
#endif
|
||||
// Initiate the kill zone
|
||||
if (!battleovertime.enabled)
|
||||
{
|
||||
if (playeringame[i] && !players[i].spectator)
|
||||
INT32 b = 0;
|
||||
thinker_t *th;
|
||||
mobj_t *item = NULL;
|
||||
|
||||
P_RespawnBattleBoxes(); // FORCE THESE TO BE RESPAWNED FOR THIS!!!!!!!
|
||||
|
||||
// Find us an item box to center on.
|
||||
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||||
{
|
||||
playerarray[playercount] = i;
|
||||
playercount++;
|
||||
mobj_t *thismo;
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
thismo = (mobj_t *)th;
|
||||
|
||||
if (thismo->type != MT_RANDOMITEM)
|
||||
continue;
|
||||
if (thismo->threshold == 69) // Disappears
|
||||
continue;
|
||||
|
||||
b++;
|
||||
|
||||
// Only select items that are on the ground, ignore ones in the air. Ambush flag inverts this rule.
|
||||
if ((!P_IsObjectOnGround(thismo)) != (thismo->flags2 & MF2_AMBUSH))
|
||||
continue;
|
||||
|
||||
if (item == NULL || (b < nummapboxes && P_RandomChance(((nummapboxes-b)*FRACUNIT)/nummapboxes))) // This is to throw off the RNG some
|
||||
item = thismo;
|
||||
if (b >= nummapboxes) // end early if we've found them all already
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (playercount > MAXPLAYERS)
|
||||
playercount = MAXPLAYERS;
|
||||
|
||||
//Sort 'em.
|
||||
for (i = 1; i < playercount; i++)
|
||||
{
|
||||
for (k = i; k < playercount; k++)
|
||||
if (item == NULL) // no item found, could happen if every item is in the air or has ambush flag, or the map has none
|
||||
{
|
||||
if (players[playerarray[i-1]].marescore < players[playerarray[k]].marescore)
|
||||
{
|
||||
tempplayer = playerarray[i-1];
|
||||
playerarray[i-1] = playerarray[k];
|
||||
playerarray[k] = tempplayer;
|
||||
}
|
||||
CONS_Alert(CONS_WARNING, "No usuable items for Battle overtime!\n");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//End the round if the top players aren't tied.
|
||||
if (players[playerarray[0]].marescore == players[playerarray[1]].marescore)
|
||||
return;
|
||||
item->threshold = 70; // Set constant respawn
|
||||
battleovertime.x = item->x;
|
||||
battleovertime.y = item->y;
|
||||
battleovertime.z = item->z;
|
||||
battleovertime.radius = 4096*mapobjectscale;
|
||||
battleovertime.minradius = (cv_overtime.value == 2 ? 40 : 512) * mapobjectscale;
|
||||
battleovertime.enabled = 1;
|
||||
S_StartSound(NULL, sfx_kc47);
|
||||
}
|
||||
return;
|
||||
#ifndef TESTOVERTIMEINFREEPLAY
|
||||
}
|
||||
else
|
||||
{
|
||||
//In team match and CTF, determining a tie is much simpler. =P
|
||||
if (redscore == bluescore)
|
||||
return;
|
||||
}
|
||||
foundone = true;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
|
@ -1894,9 +1902,6 @@ void P_CheckTimeLimit(void)
|
|||
return;
|
||||
P_DoPlayerExit(&players[i]);
|
||||
}
|
||||
|
||||
/*if (server)
|
||||
SendNetXCmd(XD_EXITLEVEL, NULL, 0);*/
|
||||
}
|
||||
|
||||
/** Checks if a player's score is over the pointlimit and the round should end.
|
||||
|
|
|
|||
|
|
@ -211,6 +211,7 @@ extern tic_t itemrespawntime[ITEMQUESIZE];
|
|||
extern size_t iquehead, iquetail;
|
||||
extern consvar_t cv_gravity/*, cv_viewheight*/;
|
||||
|
||||
void P_RespawnBattleBoxes(void);
|
||||
void P_RespawnSpecials(void);
|
||||
|
||||
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
|
||||
|
|
@ -229,6 +230,7 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
|
|||
void P_RunOverlays(void);
|
||||
fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player);
|
||||
void P_RunShadows(void);
|
||||
void P_RunBattleOvertime(void);
|
||||
void P_MobjThinker(mobj_t *mobj);
|
||||
boolean P_RailThinker(mobj_t *mobj);
|
||||
void P_PushableThinker(mobj_t *mobj);
|
||||
|
|
|
|||
335
src/p_mobj.c
335
src/p_mobj.c
|
|
@ -6486,6 +6486,216 @@ static void P_RemoveShadow(mobj_t *thing)
|
|||
}
|
||||
}
|
||||
|
||||
// SAL'S KART BATTLE MODE OVERTIME HANDLER
|
||||
#define MAXPLANESPERSECTOR (MAXFFLOORS+1)*2
|
||||
static void P_SpawnOvertimeParticles(fixed_t x, fixed_t y, fixed_t scale, mobjtype_t type, boolean ceiling)
|
||||
{
|
||||
UINT8 i;
|
||||
fixed_t flatz[MAXPLANESPERSECTOR];
|
||||
boolean flip[MAXPLANESPERSECTOR];
|
||||
UINT8 numflats = 0;
|
||||
mobj_t *mo;
|
||||
subsector_t *ss = R_IsPointInSubsector(x, y);
|
||||
sector_t *sec;
|
||||
|
||||
if (!ss)
|
||||
return;
|
||||
sec = ss->sector;
|
||||
|
||||
// convoluted stuff JUST to get all of the planes we need to draw orbs on :V
|
||||
|
||||
for (i = 0; i < MAXPLANESPERSECTOR; i++)
|
||||
flip[i] = false;
|
||||
|
||||
if (sec->floorpic != skyflatnum)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
flatz[numflats] = (sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : sec->floorheight);
|
||||
#else
|
||||
flatz[numflats] = (sec->floorheight);
|
||||
#endif
|
||||
numflats++;
|
||||
}
|
||||
if (sec->ceilingpic != skyflatnum && ceiling)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
flatz[numflats] = (sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : sec->ceilingheight) - FixedMul(mobjinfo[type].height, scale);
|
||||
#else
|
||||
flatz[numflats] = (sec->ceilingheight) - FixedMul(mobjinfo[type].height, scale);
|
||||
#endif
|
||||
flip[numflats] = true;
|
||||
numflats++;
|
||||
}
|
||||
|
||||
if (sec->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER))
|
||||
continue;
|
||||
if (*rover->toppic != skyflatnum)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
flatz[numflats] = (*rover->t_slope ? P_GetZAt(*rover->t_slope, x, y) : *rover->topheight);
|
||||
#else
|
||||
flatz[numflats] = (*rover->topheight);
|
||||
#endif
|
||||
numflats++;
|
||||
}
|
||||
if (*rover->bottompic != skyflatnum && ceiling)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
flatz[numflats] = (*rover->b_slope ? P_GetZAt(*rover->b_slope, x, y) : *rover->bottomheight) - FixedMul(mobjinfo[type].height, scale);
|
||||
#else
|
||||
flatz[numflats] = (*rover->bottomheight) - FixedMul(mobjinfo[type].height, scale);
|
||||
#endif
|
||||
flip[numflats] = true;
|
||||
numflats++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (numflats <= 0) // no flats
|
||||
return;
|
||||
|
||||
for (i = 0; i < numflats; i++)
|
||||
{
|
||||
mo = P_SpawnMobj(x, y, flatz[i], type);
|
||||
|
||||
// Lastly, if this can see the skybox mobj, then... we just wasted our time :V
|
||||
if (skyboxmo[0] && !P_MobjWasRemoved(skyboxmo[0]))
|
||||
{
|
||||
const fixed_t sbz = skyboxmo[0]->z;
|
||||
fixed_t checkz = sec->floorheight;
|
||||
|
||||
while (checkz < sec->ceilingheight)
|
||||
{
|
||||
P_TeleportMove(skyboxmo[0], skyboxmo[0]->x, skyboxmo[0]->y, checkz);
|
||||
if (P_CheckSight(skyboxmo[0], mo))
|
||||
{
|
||||
P_RemoveMobj(mo);
|
||||
break;
|
||||
}
|
||||
else
|
||||
checkz += 32*mapobjectscale;
|
||||
}
|
||||
|
||||
P_TeleportMove(skyboxmo[0], skyboxmo[0]->x, skyboxmo[0]->y, sbz);
|
||||
|
||||
if (P_MobjWasRemoved(mo))
|
||||
continue;
|
||||
}
|
||||
|
||||
P_SetScale(mo, scale);
|
||||
|
||||
if (flip[i])
|
||||
{
|
||||
mo->flags2 |= MF2_OBJECTFLIP;
|
||||
mo->eflags |= MFE_VERTICALFLIP;
|
||||
}
|
||||
|
||||
switch(type)
|
||||
{
|
||||
case MT_OVERTIMEFOG:
|
||||
mo->destscale = 8*mo->scale;
|
||||
mo->momz = P_RandomRange(1,8)*mo->scale;
|
||||
break;
|
||||
case MT_OVERTIMEORB:
|
||||
//mo->destscale = mo->scale/4;
|
||||
mo->frame += ((leveltime/4) % 8);
|
||||
/*if (battleovertime.enabled < 10*TICRATE)
|
||||
mo->flags2 |= MF2_SHADOW;*/
|
||||
mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90;
|
||||
mo->z += P_RandomRange(0,48) * mo->scale;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#undef MAXPLANESPERSECTOR
|
||||
|
||||
void P_RunBattleOvertime(void)
|
||||
{
|
||||
UINT16 i, j;
|
||||
|
||||
if (battleovertime.enabled < 10*TICRATE)
|
||||
{
|
||||
battleovertime.enabled++;
|
||||
if (battleovertime.enabled == TICRATE)
|
||||
S_StartSound(NULL, sfx_bhurry);
|
||||
if (battleovertime.enabled == 10*TICRATE)
|
||||
S_StartSound(NULL, sfx_kc40);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (battleovertime.radius > battleovertime.minradius)
|
||||
battleovertime.radius -= mapobjectscale;
|
||||
else
|
||||
battleovertime.radius = battleovertime.minradius;
|
||||
}
|
||||
|
||||
if (leveltime & 1)
|
||||
{
|
||||
UINT8 transparency = tr_trans50;
|
||||
|
||||
if (!splitscreen && players[displayplayers[0]].mo)
|
||||
{
|
||||
INT32 dist = P_AproxDistance(battleovertime.x-players[displayplayers[0]].mo->x, battleovertime.y-players[displayplayers[0]].mo->y);
|
||||
transparency = max(0, NUMTRANSMAPS - ((256 + (dist>>FRACBITS)) / 256));
|
||||
}
|
||||
|
||||
if (transparency < NUMTRANSMAPS)
|
||||
{
|
||||
mobj_t *beam = P_SpawnMobj(battleovertime.x, battleovertime.y, battleovertime.z + (mobjinfo[MT_RANDOMITEM].height/2), MT_OVERTIMEBEAM);
|
||||
P_SetScale(beam, beam->scale*2);
|
||||
if (transparency > 0)
|
||||
beam->frame |= transparency<<FF_TRANSSHIFT;
|
||||
}
|
||||
}
|
||||
|
||||
// 16 orbs at the normal minimum size of 512
|
||||
{
|
||||
const fixed_t pi = (22<<FRACBITS) / 7; // loose approximation, this doesn't need to be incredibly precise
|
||||
fixed_t scale = mapobjectscale + (battleovertime.radius/2048);
|
||||
fixed_t sprwidth = 32*scale;
|
||||
fixed_t circumference = FixedMul(pi, battleovertime.radius<<1);
|
||||
UINT16 orbs = circumference / sprwidth;
|
||||
angle_t angoff = ANGLE_MAX / orbs;
|
||||
|
||||
for (i = 0; i < orbs; i++)
|
||||
{
|
||||
angle_t ang = (i * angoff) + FixedAngle((leveltime/2)<<FRACBITS);
|
||||
fixed_t x = battleovertime.x + P_ReturnThrustX(NULL, ang, battleovertime.radius - FixedMul(mobjinfo[MT_OVERTIMEORB].radius, scale));
|
||||
fixed_t y = battleovertime.y + P_ReturnThrustY(NULL, ang, battleovertime.radius - FixedMul(mobjinfo[MT_OVERTIMEORB].radius, scale));
|
||||
P_SpawnOvertimeParticles(x, y, scale, MT_OVERTIMEORB, false);
|
||||
}
|
||||
}
|
||||
|
||||
if (battleovertime.enabled < 10*TICRATE)
|
||||
return;
|
||||
|
||||
/*if (!S_IdPlaying(sfx_s3kd4s)) // global ambience
|
||||
S_StartSoundAtVolume(NULL, sfx_s3kd4s, min(255, ((4096*mapobjectscale) - battleovertime.radius)>>FRACBITS / 2));*/
|
||||
|
||||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
j = 0;
|
||||
while (j < 32) // max attempts
|
||||
{
|
||||
fixed_t x = battleovertime.x + ((P_RandomRange(-64,64) * 128)<<FRACBITS);
|
||||
fixed_t y = battleovertime.y + ((P_RandomRange(-64,64) * 128)<<FRACBITS);
|
||||
fixed_t closestdist = battleovertime.radius + (8*mobjinfo[MT_OVERTIMEFOG].radius);
|
||||
j++;
|
||||
if (P_AproxDistance(x-battleovertime.x, y-battleovertime.y) < closestdist)
|
||||
continue;
|
||||
P_SpawnOvertimeParticles(x, y, 4*mapobjectscale, MT_OVERTIMEFOG, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void A_BossDeath(mobj_t *mo);
|
||||
// AI for the Koopa boss.
|
||||
static void P_KoopaThinker(mobj_t *koopa)
|
||||
|
|
@ -7097,7 +7307,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
mobj->x = mobj->target->x;
|
||||
mobj->y = mobj->target->y;
|
||||
|
||||
if (!splitscreen)
|
||||
if (!splitscreen && players[displayplayers[0]].mo)
|
||||
{
|
||||
scale = mobj->target->scale + FixedMul(FixedDiv(abs(P_AproxDistance(players[displayplayers[0]].mo->x-mobj->target->x,
|
||||
players[displayplayers[0]].mo->y-mobj->target->y)), RING_DIST), mobj->target->scale);
|
||||
|
|
@ -9317,6 +9527,40 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
trail->color = mobj->color;
|
||||
}
|
||||
break;
|
||||
case MT_RANDOMITEM:
|
||||
if (G_BattleGametype() && mobj->threshold == 70)
|
||||
{
|
||||
mobj->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
|
||||
mobj->colorized = true;
|
||||
|
||||
if (battleovertime.enabled)
|
||||
{
|
||||
angle_t ang = FixedAngle((leveltime % 360) << FRACBITS);
|
||||
fixed_t z = battleovertime.z;
|
||||
fixed_t dist;
|
||||
mobj_t *ghost;
|
||||
|
||||
/*if (z < mobj->subsector->sector->floorheight)
|
||||
z = mobj->subsector->sector->floorheight;*/
|
||||
|
||||
if (mobj->extravalue1 < 512)
|
||||
mobj->extravalue1++;
|
||||
dist = mobj->extravalue1 * mapobjectscale;
|
||||
|
||||
P_TeleportMove(mobj, battleovertime.x + P_ReturnThrustX(NULL, ang, dist),
|
||||
battleovertime.y + P_ReturnThrustY(NULL, ang, dist), z);
|
||||
|
||||
ghost = P_SpawnGhostMobj(mobj);
|
||||
ghost->fuse = 4;
|
||||
ghost->frame |= FF_FULLBRIGHT;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
mobj->color = SKINCOLOR_NONE;
|
||||
mobj->colorized = false;
|
||||
}
|
||||
break;
|
||||
//}
|
||||
case MT_TURRET:
|
||||
P_MobjCheckWater(mobj);
|
||||
|
|
@ -9581,7 +9825,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
|
|||
P_RemoveMobj(mobj); // make sure they disappear
|
||||
return;
|
||||
case MT_RANDOMITEM:
|
||||
if (G_BattleGametype())
|
||||
if (G_BattleGametype() && (mobj->threshold != 70))
|
||||
{
|
||||
if (mobj->threshold != 69)
|
||||
break;
|
||||
|
|
@ -9597,8 +9841,11 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
|
|||
else
|
||||
newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type);
|
||||
|
||||
P_SpawnMobj(newmobj->x, newmobj->y, newmobj->z, MT_EXPLODE); // poof into existance
|
||||
// Transfer flags2 (strongbox, objectflip)
|
||||
newmobj->flags2 = mobj->flags2 & ~MF2_DONTDRAW;
|
||||
if (mobj->threshold == 70)
|
||||
newmobj->threshold = 70;
|
||||
}
|
||||
P_RemoveMobj(mobj); // make sure they disappear
|
||||
return;
|
||||
|
|
@ -10958,6 +11205,50 @@ void P_PrecipitationEffects(void)
|
|||
}
|
||||
}
|
||||
|
||||
void P_RespawnBattleBoxes(void)
|
||||
{
|
||||
thinker_t *th;
|
||||
|
||||
if (!G_BattleGametype())
|
||||
return;
|
||||
|
||||
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||||
{
|
||||
mobj_t *box;
|
||||
mobj_t *newmobj;
|
||||
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // not a mobj
|
||||
continue;
|
||||
|
||||
box = (mobj_t *)th;
|
||||
|
||||
if (box->type != MT_RANDOMITEM || box->threshold != 68 || box->fuse) // only popped items
|
||||
continue;
|
||||
|
||||
// Respawn from mapthing if you have one!
|
||||
if (box->spawnpoint)
|
||||
{
|
||||
P_SpawnMapThing(box->spawnpoint);
|
||||
newmobj = box->spawnpoint->mobj; // this is set to the new mobj in P_SpawnMapThing
|
||||
P_SpawnMobj(box->spawnpoint->mobj->x, box->spawnpoint->mobj->y, box->spawnpoint->mobj->z, MT_EXPLODE); // poof into existance
|
||||
}
|
||||
else
|
||||
{
|
||||
newmobj = P_SpawnMobj(box->x, box->y, box->z, box->type);
|
||||
P_SpawnMobj(newmobj->x, newmobj->y, newmobj->z, MT_EXPLODE); // poof into existance
|
||||
}
|
||||
|
||||
// Transfer flags2 (strongbox, objectflip)
|
||||
newmobj->flags2 = box->flags2;
|
||||
P_RemoveMobj(box); // make sure they disappear
|
||||
numgotboxes--; // you've restored a box, remove it from the count
|
||||
//continue; -- irrelevant?
|
||||
}
|
||||
|
||||
if (numgotboxes < 0)
|
||||
numgotboxes = 0;
|
||||
}
|
||||
|
||||
//
|
||||
// P_RespawnSpecials
|
||||
//
|
||||
|
|
@ -10971,45 +11262,7 @@ void P_RespawnSpecials(void)
|
|||
mapthing_t *mthing = NULL;
|
||||
|
||||
if (G_BattleGametype() && numgotboxes >= (4*nummapboxes/5)) // Battle Mode respawns all boxes in a different way
|
||||
{
|
||||
thinker_t *th;
|
||||
|
||||
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||||
{
|
||||
mobj_t *box;
|
||||
mobj_t *newmobj;
|
||||
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // not a mobj
|
||||
continue;
|
||||
|
||||
box = (mobj_t *)th;
|
||||
|
||||
if (box->type != MT_RANDOMITEM || box->threshold != 68 || box->fuse) // only popped items
|
||||
continue;
|
||||
|
||||
// Respawn from mapthing if you have one!
|
||||
if (box->spawnpoint)
|
||||
{
|
||||
P_SpawnMapThing(box->spawnpoint);
|
||||
newmobj = box->spawnpoint->mobj; // this is set to the new mobj in P_SpawnMapThing
|
||||
P_SpawnMobj(box->spawnpoint->mobj->x, box->spawnpoint->mobj->y, box->spawnpoint->mobj->z, MT_EXPLODE); // poof into existance
|
||||
}
|
||||
else
|
||||
{
|
||||
newmobj = P_SpawnMobj(box->x, box->y, box->z, box->type);
|
||||
P_SpawnMobj(newmobj->x, newmobj->y, newmobj->z, MT_EXPLODE); // poof into existance
|
||||
}
|
||||
|
||||
// Transfer flags2 (strongbox, objectflip)
|
||||
newmobj->flags2 = box->flags2;
|
||||
P_RemoveMobj(box); // make sure they disappear
|
||||
numgotboxes--; // you've restored a box, remove it from the count
|
||||
//continue; -- irrelevant?
|
||||
}
|
||||
|
||||
if (numgotboxes < 0)
|
||||
numgotboxes = 0;
|
||||
}
|
||||
P_RespawnBattleBoxes();
|
||||
|
||||
// wait time depends on player count
|
||||
for (p = 0; p < MAXPLAYERS; p++)
|
||||
|
|
|
|||
|
|
@ -947,8 +947,8 @@ typedef enum
|
|||
MD2_EXTVAL2 = 1<<6,
|
||||
MD2_HNEXT = 1<<7,
|
||||
MD2_HPREV = 1<<8,
|
||||
MD2_COLORIZED = 1<<9,
|
||||
MD2_WAYPOINTCAP = 1<<10
|
||||
MD2_COLORIZED = 1<<9,
|
||||
MD2_WAYPOINTCAP = 1<<10
|
||||
#ifdef ESLOPE
|
||||
, MD2_SLOPE = 1<<11
|
||||
#endif
|
||||
|
|
@ -3290,6 +3290,14 @@ static void P_NetArchiveMisc(void)
|
|||
for (i = 0; i < 4; i++)
|
||||
WRITESINT8(save_p, battlewanted[i]);
|
||||
|
||||
// battleovertime_t
|
||||
WRITEUINT16(save_p, battleovertime.enabled);
|
||||
WRITEFIXED(save_p, battleovertime.radius);
|
||||
WRITEFIXED(save_p, battleovertime.minradius);
|
||||
WRITEFIXED(save_p, battleovertime.x);
|
||||
WRITEFIXED(save_p, battleovertime.y);
|
||||
WRITEFIXED(save_p, battleovertime.z);
|
||||
|
||||
WRITEUINT32(save_p, wantedcalcdelay);
|
||||
WRITEUINT32(save_p, indirectitemcooldown);
|
||||
WRITEUINT32(save_p, hyubgone);
|
||||
|
|
@ -3399,6 +3407,14 @@ static inline boolean P_NetUnArchiveMisc(void)
|
|||
for (i = 0; i < 4; i++)
|
||||
battlewanted[i] = READSINT8(save_p);
|
||||
|
||||
// battleovertime_t
|
||||
battleovertime.enabled = READUINT16(save_p);
|
||||
battleovertime.radius = READFIXED(save_p);
|
||||
battleovertime.minradius = READFIXED(save_p);
|
||||
battleovertime.x = READFIXED(save_p);
|
||||
battleovertime.y = READFIXED(save_p);
|
||||
battleovertime.z = READFIXED(save_p);
|
||||
|
||||
wantedcalcdelay = READUINT32(save_p);
|
||||
indirectitemcooldown = READUINT32(save_p);
|
||||
hyubgone = READUINT32(save_p);
|
||||
|
|
|
|||
|
|
@ -2403,6 +2403,8 @@ static void P_LevelInitStuff(void)
|
|||
|
||||
for (i = 0; i < 4; i++)
|
||||
battlewanted[i] = -1;
|
||||
|
||||
memset(&battleovertime, 0, sizeof(struct battleovertime));
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
|||
|
|
@ -664,6 +664,8 @@ void P_Ticker(boolean run)
|
|||
if (run)
|
||||
{
|
||||
P_RunThinkers();
|
||||
if (G_BattleGametype() && battleovertime.enabled)
|
||||
P_RunBattleOvertime();
|
||||
|
||||
// Run any "after all the other thinkers" stuff
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
|
@ -821,6 +823,8 @@ void P_PreTicker(INT32 frames)
|
|||
}
|
||||
|
||||
P_RunThinkers();
|
||||
if (G_BattleGametype() && battleovertime.enabled)
|
||||
P_RunBattleOvertime();
|
||||
|
||||
// Run any "after all the other thinkers" stuff
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
|
|
|||
|
|
@ -815,6 +815,7 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"chain", false, 255, 8, -1, NULL, 0, -1, -1, LUMPERROR}, // Mementos Reaper
|
||||
{"mkuma", false, 96, 8, -1, NULL, 0, -1, -1, LUMPERROR}, // Trigger Happy Havoc Monokuma
|
||||
{"toada", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Arid Sands Toad scream
|
||||
{"bhurry", false, 255, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // v1.0.2 Battle overtime
|
||||
{"bsnipe", false, 96, 8, -1, NULL, 0, -1, -1, LUMPERROR}, // Banana sniping
|
||||
{"itfree", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // :shitsfree:
|
||||
{"dbgsal", false, 255, 8, -1, NULL, 0, -1, -1, LUMPERROR}, // Debug notification
|
||||
|
|
|
|||
|
|
@ -890,6 +890,7 @@ typedef enum
|
|||
sfx_chain,
|
||||
sfx_mkuma,
|
||||
sfx_toada,
|
||||
sfx_bhurry,
|
||||
sfx_bsnipe,
|
||||
sfx_itfree,
|
||||
sfx_dbgsal,
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue