Commit graph

680 commits

Author SHA1 Message Date
James R
bef55b818b Add power-up constants 2023-06-27 01:12:01 -07:00
James R
d737387132 Add flickyAttacker and powerupvars_t to player_t, add to netsave 2023-06-27 00:50:40 -07:00
AJ Martinez
c71bb7092e Merge remote-tracking branch 'origin/master' into ringbox 2023-06-26 19:19:21 -07:00
AJ Martinez
f371a21258 Ringbox proto functionality 2023-06-25 23:18:06 -07:00
Oni
8b2b3aaee8 Merge branch 'training-mode' into 'master'
Add bot styles & bot spawn ACS function

Closes #564

See merge request KartKrew/Kart!1288
2023-06-19 03:16:30 +00:00
Sally Coolatta
7842032eee Split ringbox stuff from itembox stuff 2023-06-16 05:55:33 -04:00
Oni
d0bee29f1a Merge branch 'servant-hand' into 'master'
Servant Hand

See merge request KartKrew/Kart!1294
2023-06-15 20:19:32 +00:00
toaster
1fee9f65fb Servant Hand
- Points in the direction of the best waypoint to take
- Vwoops in and out like a drop target squash-n-stretch
- Shows WRONG WAY only on debugwaypoints
- Flexible enough to be used for custom purposes and other gametypes, the only caveat being if those gametypes use GTR_CIRCUIT conflicting with the other purpose of PF_WRONGWAY
2023-06-15 18:46:44 +01:00
AJ Martinez
41540ed9e5 WIP: Ring Box 2023-06-14 23:32:31 -07:00
Sally Coolatta
d936c7aed9 Milky Way terrain
`OutRun 48.0` on Terrain block will make that texture add 48 units to driving top speed.
2023-06-14 10:29:19 -04:00
Sally Coolatta
e6e7056aae Add bot styles & bot spawn ACS function 2023-06-14 09:16:38 -04:00
Oni
1ee6d196aa Merge branch 'ultra-die' into 'master'
When hit at -20 rings, die

See merge request KartKrew/Kart!1261
2023-06-02 04:44:59 +00:00
toaster
f86cf71aca Merge branch 'invalid-settargets' into 'master'
P_InitThinkers: Centralise/tidy global mobj pointer handling

See merge request KartKrew/Kart!1263
2023-06-01 12:37:29 +00:00
Sal
3a1103b7f3 Merge branch 'drop-dash-boost-type' into 'master'
Slower Drop Dash boost type (resolves #548)

Closes #548

See merge request KartKrew/Kart!1255
2023-05-31 16:44:08 +00:00
toaster
1821b4f52d P_InitThinkers: Handle several important mobj cleaning tasks in one place, rather than scattered
- titlecam.mobj cannot have P_SetTarget applied when initially setting to NULL, as its previous occupant is some unknown region in memory, and modifying the reference count could in fact change some random number or address ANYWHERE IN THE ENTIRE PROGRAM.
- So we straight up wipe it rather than referenced-unset it in one place, always, for general tidiness.
- Also move skyboxcenterpnts, skyboxviewpnts, and iquetail/iquehead so it's all centralised.
2023-05-31 12:49:51 +01:00
AJ Martinez
04e3a9f4b9 Death tumble 2023-05-30 04:08:45 -07:00
Oni
3f8ca964c7 Merge branch 'instashield' into 'master'
Instashield (and Guard!)

See merge request KartKrew/Kart!1242
2023-05-30 01:36:45 +00:00
AJ Martinez
4c927b09d1 Review fixup 2023-05-28 15:12:08 -07:00
AJ Martinez
4875311ac9 Slower Drop Dash boost type 2023-05-27 21:55:26 -07:00
toaster
8240dbe4e6 pflags_t, PF_NOFASTFALL: Compilation fix -- 1<<31 is not a valid enum value because it's all signed 2023-05-27 16:47:33 +01:00
AJ Martinez
c7bae4a06b Also prevent fastfall on ebrake ground-to-air 2023-05-26 06:47:22 -07:00
AJ Martinez
1871cad1d9 Require new input to fastfall after bouncing 2023-05-25 23:21:19 -07:00
AJ Martinez
20f57d7efa Don't drop emeralds unless it's a new hit 2023-05-25 22:49:14 -07:00
AJ Martinez
3b947ebf85 Instawhip: On mutual contact, clash! 2023-05-20 02:39:05 -07:00
AJ Martinez
de8f4812cf Split instashield and guard cooldown 2023-05-19 23:30:20 -07:00
AJ Martinez
18c45d8a8a WIP: Insta-"whip" 2023-05-16 23:36:38 -07:00
Sally Coolatta
d367bacc39 Bots: Decide what item they want without using RNG
Makes Lv.1 a lot less aggressive, and Lv.MAX slightly more aggressive. But the main advantage is simply that they are deterministic again and I can  :D
2023-05-15 03:05:28 -04:00
Sally Coolatta
d55c9038cc Bots: Can now use Ring Shooter
Reuses most of the anti-grief code, but with a very low timer (5sec) and they simply hold Y when reaching it until they eventually respawn from the ring shooter.
2023-05-14 19:32:51 -04:00
toaster
ab68be49e1 cv_antigrief
- Increments a timer on human players who aren't making progress, does it even faster if they're going backwards.
    - Only applies in:
        - Netgames
        - GTR_CIRCUIT after the timer starts
        - If there's no timelimit, pointlimit, or K_Cooperative (because unproductive behaviour there will be punished by other rules)
    - The rate at which this changes needs trial and error, but getting the feature functional is more important to start out with.
- If this timer reaches cv_antigrief's value in seconds , the player gets a "Grief Strike"
    - This doesn't happen if:
        - There's only one active player in the server, so FREE PLAY permits mappers to test what increments/decrements the counter
            - Turn `debugwaypoints` on to observe this
        - The cvar is set to 0
    - Less than 3 grief strikes is a forced spectate
    - Anything more is a kick via "automatic grief detection"
        - Unless your node is the host (or an admin)
    - Remove grief strike strike for finishing normally

# Conflicts:
#	src/d_clisrv.h
2023-05-01 16:57:35 +01:00
toaster
15b0141700 Spectator re-entry timer
- On becoming a spectator in a netgame, there is a delay before you can de-spectate.
    - 30 seconds by default.
        - This can be changed using the cvar `spectatorreentry`.
    - ...unless there's only two people left including you, in which case it's three minutes!!
        - This can be changed using the cvar `duelspectatorreentry`.
        - If spectatorreentry is set to greater than duelspectatorrentry, the former is used instead.
    - This timer is wiped on mapload and intermission, so NEW CHALLENGER APPROACHING !! and level changes in general allow people in.
- General purpose cleanup of K_CheckSpectateStatus
2023-05-01 16:57:34 +01:00
Sally Coolatta
3b7ac38d9f Ring Shooter: E-Brake + adjust distance
- Y is now additionally another macro for HOLD!
- Disable HOLD! drop from respawning when done with Ring Shooter.
- Immediate release Ring Shooter now goes back a waypoint, and does not have a minimum distance to go forward anymore.
2023-04-17 00:23:11 -04:00
Sally Coolatta
4e7b6f0cc3 Add ring shooter tire grabbers + more player logic 2023-04-17 00:23:08 -04:00
Sally Coolatta
319cee4afa Move ring shooter to its own file 2023-04-17 00:23:07 -04:00
James R
3b67f99d0d RRID: correct remaining instances of hardcoded sizes to defines 2023-03-28 03:54:29 -07:00
AJ Martinez
33760dec51 I don't even know, unfuck everything 2023-03-28 01:20:44 -07:00
AJ Martinez
f2c66a2171 Expose public_key to Lua 2023-03-28 01:20:43 -07:00
AJ Martinez
66c6ba125d Final fixup for profile-level keys and passing to player_t 2023-03-28 01:20:41 -07:00
AJ Martinez
138663bf5a Literally, unironically, draw the rest of the owl 2023-03-28 01:19:43 -07:00
AJ Martinez
9b77d95357 Pass key into player_t for other stuff to work with it 2023-03-28 01:19:43 -07:00
James R
022e6ed5fa player_t: change pflags type to UINT32
Avoids invalid conversion compiler errors when using
bitwise operators on pflags from C++ code.
2023-03-27 04:43:20 -07:00
toaster
4c0077e07c Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into conditions-cascading 2023-03-19 13:01:06 +00:00
Gunla
b8f3c7e357 Merge branch 'fastfall-with-speed' into 'master'
Scale fast fall momentum with speed at time of trigger

See merge request KartKrew/Kart!1047
2023-03-18 23:00:06 +00:00
toaster
2e1efaff0c Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into conditions-cascading
# Conflicts:
#	src/k_battle.c
#	src/k_hud_track.cpp
#	src/k_kart.c
#	src/p_inter.c
2023-03-14 21:59:19 +00:00
Sally Coolatta
0b622639e0 Fully implement existing script type
Missed in the original merge.
2023-03-14 08:02:56 -04:00
James R
94faf486fd Add player->fastfallBase 2023-03-13 20:09:20 -07:00
toaster
01f6eb71f5 Optimisation: reduce the number of calls to M_CheckUnlockConditions
- For P_Ticker()'s calls to M_UpdateUnlockablesAndExtraEmblems
    - Do not check non-UCRP_REQUIRESPLAYING conditions
        - Controlled by a new `boolean doall` parameter to M_UpdateUnlockablesAndExtraEmblems
        - Most other contexts have this as true
        - Forced true if update is meant to be silent
    - Only check UCRP_REQUIRESPLAYING conditions if a relevant property has been touched
        - Controlled by a new `boolean checkthisframe` property on roundcondition_t
        - Set in all contexts where roundcondition_t is modified
        - Would also be set on lap change, but that case is already covered by the following
- Check all conditions, both UCRP_REQUIRESPLAYING and not, on:
    - local player K_HandleLapIncrement
    - local player P_DoPlayerExit
    - local player P_DoTimeOver
    - Controlled by a new `boolean deferredconditioncheck` property on gamedata_t
2023-03-12 13:52:28 +00:00
James R
622bfa9512 Count nullHitlag for inflictor player too
Cancel hitlag of inflictor player too if the inflictor is
a constant damage source and the target is invincible.
2023-03-11 05:36:24 -08:00
James R
b2a6ffecf9 Refactor player->invulnhitlag -> player->nullHitlag
- Move condition for whether hitlag came from a constant
  damage source into P_DamageMobj directly. Should be more
  accurate if a player is dealt brand new damage, the
  constant damage still won't count.

- player->invulnhitlag renamed to player->nullHitlag
2023-03-11 05:36:24 -08:00
James R
a3c64068e6 Replace bumpers completely with health
Adds some functions:

- K_Bumpers, bumper count for the count, intended for
  where player->bumpers was used in HUD and visual
  contexts.
- K_BumpersToHealth, converts bumper count to health
  points.

player->mo->health replaces player->bumpers where it was
used in health contexts.

Removes some functions:

- K_HandleBumperChanges
- K_DestroyBumpers

Everything K_HandleBumperChanges did has either been
removed or moved elsewhere. P_KillMobj also already called
K_CheckBumpers.

K_DestroyBumpers became pointless after player->bumpers
was removed.
2023-03-07 22:54:33 -08:00
James R
3843f0c3cd Remove more Karma Bomb crap
- remove Karma Bomb boost trail condition
- remove Karma Bomb condition for Eggman Mark
- remove Karma Bomb condition for hiding player name tags
- remove Karma Bomb player translucency
- remove Karma Bomb respawn invincibility
- remove Karma Bomb speed buff
- remove Karma Bomb sphere digestion
- remove Overtime Karma
2023-03-07 22:32:28 -08:00