// SONIC ROBO BLAST 2 KART ~ ZarroTsu //----------------------------------------------------------------------------- /// \file k_kart.c /// \brief SRB2kart general. /// All of the SRB2kart-unique stuff. #include "k_kart.h" #include "k_battle.h" #include "k_pwrlv.h" #include "k_color.h" #include "k_respawn.h" #include "doomdef.h" #include "hu_stuff.h" #include "g_game.h" #include "m_random.h" #include "p_local.h" #include "p_slopes.h" #include "p_setup.h" #include "r_draw.h" #include "r_local.h" #include "s_sound.h" #include "st_stuff.h" #include "v_video.h" #include "z_zone.h" #include "m_misc.h" #include "m_cond.h" #include "f_finale.h" #include "lua_hud.h" // For Lua hud checks #include "lua_hook.h" // For MobjDamage and ShouldDamage #include "m_cheat.h" // objectplacing #include "p_spec.h" #include "k_waypoint.h" #include "k_bot.h" #include "k_hud.h" // SOME IMPORTANT VARIABLES DEFINED IN DOOMDEF.H: // gamespeed is cc (0 for easy, 1 for normal, 2 for hard) // franticitems is Frantic Mode items, bool // encoremode is Encore Mode (duh), bool // comeback is Battle Mode's karma comeback, also bool // battlewanted is an array of the WANTED player nums, -1 for no player in that slot // indirectitemcooldown is timer before anyone's allowed another Shrink/SPB // mapreset is set when enough players fill an empty server void K_TimerReset(void) { starttime = introtime = 3; numbulbs = 1; } void K_TimerInit(void) { UINT8 i; UINT8 numPlayers = 0; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) { continue; } if (players[i].spectator == true) { continue; } numPlayers++; } if (numPlayers >= 2) { rainbowstartavailable = true; } else { rainbowstartavailable = false; } if (numPlayers <= 2) { introtime = 0; // No intro in Record Attack / 1v1 } else { introtime = (108) + 5; // 108 for rotation, + 5 for white fade } numbulbs = 5; if (numPlayers > 2) { numbulbs += (numPlayers-2); } starttime = (introtime + (3*TICRATE)) + ((2*TICRATE) + (numbulbs * bulbtime)); // Start countdown time, + buffer time // NOW you can try to spawn in the Battle capsules, if there's not enough players for a match K_SpawnBattleCapsules(); } UINT32 K_GetPlayerDontDrawFlag(player_t *player) { UINT32 flag = 0; if (player == &players[displayplayers[0]]) flag = RF_DONTDRAWP1; else if (r_splitscreen >= 1 && player == &players[displayplayers[1]]) flag = RF_DONTDRAWP2; else if (r_splitscreen >= 2 && player == &players[displayplayers[2]]) flag = RF_DONTDRAWP3; else if (r_splitscreen >= 3 && player == &players[displayplayers[3]]) flag = RF_DONTDRAWP4; return flag; } player_t *K_GetItemBoxPlayer(mobj_t *mobj) { fixed_t closest = INT32_MAX; player_t *player = NULL; UINT8 i; for (i = 0; i < MAXPLAYERS; i++) { if (!(playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo) && !players[i].spectator)) { continue; } // Always use normal item box rules -- could pass in "2" for fakes but they blend in better like this if (P_CanPickupItem(&players[i], 1)) { fixed_t dist = P_AproxDistance(P_AproxDistance( players[i].mo->x - mobj->x, players[i].mo->y - mobj->y), players[i].mo->z - mobj->z ); if (dist > 8192*mobj->scale) { continue; } if (dist < closest) { player = &players[i]; closest = dist; } } } return player; } // Angle reflection used by springs & speed pads angle_t K_ReflectAngle(angle_t yourangle, angle_t theirangle, fixed_t yourspeed, fixed_t theirspeed) { INT32 angoffset; boolean subtract = false; angoffset = yourangle - theirangle; if ((angle_t)angoffset > ANGLE_180) { // Flip on wrong side angoffset = InvAngle((angle_t)angoffset); subtract = !subtract; } // Fix going directly against the spring's angle sending you the wrong way if ((angle_t)angoffset > ANGLE_90) { angoffset = ANGLE_180 - angoffset; } // Offset is reduced to cap it (90 / 2 = max of 45 degrees) angoffset /= 2; // Reduce further based on how slow your speed is compared to the spring's speed // (set both to 0 to ignore this) if (theirspeed != 0 && yourspeed != 0) { if (theirspeed > yourspeed) { angoffset = FixedDiv(angoffset, FixedDiv(theirspeed, yourspeed)); } } if (subtract) angoffset = (signed)(theirangle) - angoffset; else angoffset = (signed)(theirangle) + angoffset; return (angle_t)angoffset; } //{ SRB2kart Net Variables void K_RegisterKartStuff(void) { CV_RegisterVar(&cv_sneaker); CV_RegisterVar(&cv_rocketsneaker); CV_RegisterVar(&cv_invincibility); CV_RegisterVar(&cv_banana); CV_RegisterVar(&cv_eggmanmonitor); CV_RegisterVar(&cv_orbinaut); CV_RegisterVar(&cv_jawz); CV_RegisterVar(&cv_mine); CV_RegisterVar(&cv_landmine); CV_RegisterVar(&cv_ballhog); CV_RegisterVar(&cv_selfpropelledbomb); CV_RegisterVar(&cv_grow); CV_RegisterVar(&cv_shrink); CV_RegisterVar(&cv_thundershield); CV_RegisterVar(&cv_bubbleshield); CV_RegisterVar(&cv_flameshield); CV_RegisterVar(&cv_hyudoro); CV_RegisterVar(&cv_pogospring); CV_RegisterVar(&cv_superring); CV_RegisterVar(&cv_kitchensink); CV_RegisterVar(&cv_dualsneaker); CV_RegisterVar(&cv_triplesneaker); CV_RegisterVar(&cv_triplebanana); CV_RegisterVar(&cv_decabanana); CV_RegisterVar(&cv_tripleorbinaut); CV_RegisterVar(&cv_quadorbinaut); CV_RegisterVar(&cv_dualjawz); CV_RegisterVar(&cv_kartminimap); CV_RegisterVar(&cv_kartcheck); CV_RegisterVar(&cv_kartinvinsfx); CV_RegisterVar(&cv_kartspeed); CV_RegisterVar(&cv_kartbumpers); CV_RegisterVar(&cv_kartfrantic); CV_RegisterVar(&cv_kartcomeback); CV_RegisterVar(&cv_kartencore); CV_RegisterVar(&cv_kartvoterulechanges); CV_RegisterVar(&cv_kartspeedometer); CV_RegisterVar(&cv_kartvoices); CV_RegisterVar(&cv_kartbot); CV_RegisterVar(&cv_karteliminatelast); CV_RegisterVar(&cv_kartusepwrlv); CV_RegisterVar(&cv_votetime); CV_RegisterVar(&cv_kartdebugitem); CV_RegisterVar(&cv_kartdebugamount); CV_RegisterVar(&cv_kartdebugshrink); CV_RegisterVar(&cv_kartallowgiveitem); CV_RegisterVar(&cv_kartdebugdistribution); CV_RegisterVar(&cv_kartdebughuddrop); CV_RegisterVar(&cv_kartdebugwaypoints); CV_RegisterVar(&cv_kartdebugbotpredict); CV_RegisterVar(&cv_kartdebugcheckpoint); CV_RegisterVar(&cv_kartdebugnodes); CV_RegisterVar(&cv_kartdebugcolorize); } //} boolean K_IsPlayerLosing(player_t *player) { INT32 winningpos = 1; UINT8 i, pcount = 0; if (battlecapsules && player->bumpers <= 0) return true; // DNF in break the capsules if (player->kartstuff[k_position] == 1) return false; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (players[i].kartstuff[k_position] > pcount) pcount = players[i].kartstuff[k_position]; } if (pcount <= 1) return false; winningpos = pcount/2; if (pcount % 2) // any remainder? winningpos++; return (player->kartstuff[k_position] > winningpos); } fixed_t K_GetKartGameSpeedScalar(SINT8 value) { // Easy = 81.25% // Normal = 100% // Hard = 118.75% // Nightmare = 137.5% ?!?! return ((13 + (3*value)) << FRACBITS) / 16; } //{ SRB2kart Roulette Code - Position Based consvar_t *KartItemCVars[NUMKARTRESULTS-1] = { &cv_sneaker, &cv_rocketsneaker, &cv_invincibility, &cv_banana, &cv_eggmanmonitor, &cv_orbinaut, &cv_jawz, &cv_mine, &cv_landmine, &cv_ballhog, &cv_selfpropelledbomb, &cv_grow, &cv_shrink, &cv_thundershield, &cv_bubbleshield, &cv_flameshield, &cv_hyudoro, &cv_pogospring, &cv_superring, &cv_kitchensink, &cv_dualsneaker, &cv_triplesneaker, &cv_triplebanana, &cv_decabanana, &cv_tripleorbinaut, &cv_quadorbinaut, &cv_dualjawz }; #define NUMKARTODDS 80 // Less ugly 2D arrays static INT32 K_KartItemOddsRace[NUMKARTRESULTS-1][8] = { //P-Odds 0 1 2 3 4 5 6 7 /*Sneaker*/ { 0, 0, 2, 4, 6, 0, 0, 0 }, // Sneaker /*Rocket Sneaker*/ { 0, 0, 0, 0, 0, 2, 4, 6 }, // Rocket Sneaker /*Invincibility*/ { 0, 0, 0, 0, 2, 4, 6, 9 }, // Invincibility /*Banana*/ { 5, 3, 1, 0, 0, 0, 0, 0 }, // Banana /*Eggman Monitor*/ { 1, 2, 0, 0, 0, 0, 0, 0 }, // Eggman Monitor /*Orbinaut*/ { 7, 4, 2, 2, 0, 0, 0, 0 }, // Orbinaut /*Jawz*/ { 0, 3, 2, 1, 1, 0, 0, 0 }, // Jawz /*Mine*/ { 0, 2, 3, 1, 0, 0, 0, 0 }, // Mine /*Land Mine*/ { 4, 0, 0, 0, 0, 0, 0, 0 }, // Land Mine /*Ballhog*/ { 0, 0, 2, 1, 0, 0, 0, 0 }, // Ballhog /*Self-Propelled Bomb*/ { 0, 1, 2, 3, 4, 2, 2, 0 }, // Self-Propelled Bomb /*Grow*/ { 0, 0, 0, 1, 2, 3, 0, 0 }, // Grow /*Shrink*/ { 0, 0, 0, 0, 0, 0, 2, 0 }, // Shrink /*Thunder Shield*/ { 1, 2, 0, 0, 0, 0, 0, 0 }, // Thunder Shield /*Bubble Shield*/ { 0, 1, 2, 1, 0, 0, 0, 0 }, // Bubble Shield /*Flame Shield*/ { 0, 0, 0, 0, 0, 1, 3, 5 }, // Flame Shield /*Hyudoro*/ { 0, 0, 0, 1, 1, 0, 0, 0 }, // Hyudoro /*Pogo Spring*/ { 0, 0, 0, 0, 0, 0, 0, 0 }, // Pogo Spring /*Super Ring*/ { 2, 1, 1, 0, 0, 0, 0, 0 }, // Super Ring /*Kitchen Sink*/ { 0, 0, 0, 0, 0, 0, 0, 0 }, // Kitchen Sink /*Sneaker x2*/ { 0, 0, 2, 2, 1, 0, 0, 0 }, // Sneaker x2 /*Sneaker x3*/ { 0, 0, 0, 2, 6,10, 5, 0 }, // Sneaker x3 /*Banana x3*/ { 0, 1, 1, 0, 0, 0, 0, 0 }, // Banana x3 /*Banana x10*/ { 0, 0, 0, 1, 0, 0, 0, 0 }, // Banana x10 /*Orbinaut x3*/ { 0, 0, 1, 0, 0, 0, 0, 0 }, // Orbinaut x3 /*Orbinaut x4*/ { 0, 0, 0, 1, 1, 0, 0, 0 }, // Orbinaut x4 /*Jawz x2*/ { 0, 0, 1, 2, 0, 0, 0, 0 } // Jawz x2 }; static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][2] = { //P-Odds 0 1 /*Sneaker*/ { 2, 1 }, // Sneaker /*Rocket Sneaker*/ { 0, 0 }, // Rocket Sneaker /*Invincibility*/ { 2, 1 }, // Invincibility /*Banana*/ { 1, 0 }, // Banana /*Eggman Monitor*/ { 1, 0 }, // Eggman Monitor /*Orbinaut*/ { 8, 0 }, // Orbinaut /*Jawz*/ { 8, 1 }, // Jawz /*Mine*/ { 6, 1 }, // Mine /*Land Mine*/ { 0, 0 }, // Land Mine /*Ballhog*/ { 2, 1 }, // Ballhog /*Self-Propelled Bomb*/ { 0, 0 }, // Self-Propelled Bomb /*Grow*/ { 2, 1 }, // Grow /*Shrink*/ { 0, 0 }, // Shrink /*Thunder Shield*/ { 4, 0 }, // Thunder Shield /*Bubble Shield*/ { 1, 0 }, // Bubble Shield /*Flame Shield*/ { 0, 0 }, // Flame Shield /*Hyudoro*/ { 2, 0 }, // Hyudoro /*Pogo Spring*/ { 2, 0 }, // Pogo Spring /*Super Ring*/ { 0, 0 }, // Super Ring /*Kitchen Sink*/ { 0, 0 }, // Kitchen Sink /*Sneaker x2*/ { 0, 0 }, // Sneaker x2 /*Sneaker x3*/ { 1, 1 }, // Sneaker x3 /*Banana x3*/ { 1, 0 }, // Banana x3 /*Banana x10*/ { 1, 1 }, // Banana x10 /*Orbinaut x3*/ { 2, 0 }, // Orbinaut x3 /*Orbinaut x4*/ { 1, 1 }, // Orbinaut x4 /*Jawz x2*/ { 2, 1 } // Jawz x2 }; #define DISTVAR (2048) // Magic number distance for use with item roulette tiers // Array of states to pick the starting point of the animation, based on the actual time left for invincibility. static INT32 K_SparkleTrailStartStates[KART_NUMINVSPARKLESANIM][2] = { {S_KARTINVULN12, S_KARTINVULNB12}, {S_KARTINVULN11, S_KARTINVULNB11}, {S_KARTINVULN10, S_KARTINVULNB10}, {S_KARTINVULN9, S_KARTINVULNB9}, {S_KARTINVULN8, S_KARTINVULNB8}, {S_KARTINVULN7, S_KARTINVULNB7}, {S_KARTINVULN6, S_KARTINVULNB6}, {S_KARTINVULN5, S_KARTINVULNB5}, {S_KARTINVULN4, S_KARTINVULNB4}, {S_KARTINVULN3, S_KARTINVULNB3}, {S_KARTINVULN2, S_KARTINVULNB2}, {S_KARTINVULN1, S_KARTINVULNB1} }; INT32 K_GetShieldFromItem(INT32 item) { switch (item) { case KITEM_THUNDERSHIELD: return KSHIELD_THUNDER; case KITEM_BUBBLESHIELD: return KSHIELD_BUBBLE; case KITEM_FLAMESHIELD: return KSHIELD_FLAME; default: return KSHIELD_NONE; } } /** \brief Item Roulette for Kart \param player player \param getitem what item we're looking for \return void */ static void K_KartGetItemResult(player_t *player, SINT8 getitem) { if (getitem == KITEM_SPB || getitem == KITEM_SHRINK) // Indirect items indirectitemcooldown = 20*TICRATE; if (getitem == KITEM_HYUDORO) // Hyudoro cooldown hyubgone = 5*TICRATE; player->botvars.itemdelay = TICRATE; player->botvars.itemconfirm = 0; switch (getitem) { // Special roulettes first, then the generic ones are handled by default case KRITEM_DUALSNEAKER: // Sneaker x2 player->kartstuff[k_itemtype] = KITEM_SNEAKER; player->kartstuff[k_itemamount] = 2; break; case KRITEM_TRIPLESNEAKER: // Sneaker x3 player->kartstuff[k_itemtype] = KITEM_SNEAKER; player->kartstuff[k_itemamount] = 3; break; case KRITEM_TRIPLEBANANA: // Banana x3 player->kartstuff[k_itemtype] = KITEM_BANANA; player->kartstuff[k_itemamount] = 3; break; case KRITEM_TENFOLDBANANA: // Banana x10 player->kartstuff[k_itemtype] = KITEM_BANANA; player->kartstuff[k_itemamount] = 10; break; case KRITEM_TRIPLEORBINAUT: // Orbinaut x3 player->kartstuff[k_itemtype] = KITEM_ORBINAUT; player->kartstuff[k_itemamount] = 3; break; case KRITEM_QUADORBINAUT: // Orbinaut x4 player->kartstuff[k_itemtype] = KITEM_ORBINAUT; player->kartstuff[k_itemamount] = 4; break; case KRITEM_DUALJAWZ: // Jawz x2 player->kartstuff[k_itemtype] = KITEM_JAWZ; player->kartstuff[k_itemamount] = 2; break; default: if (getitem <= 0 || getitem >= NUMKARTRESULTS) // Sad (Fallback) { if (getitem != 0) CONS_Printf("ERROR: P_KartGetItemResult - Item roulette gave bad item (%d) :(\n", getitem); player->kartstuff[k_itemtype] = KITEM_SAD; } else player->kartstuff[k_itemtype] = getitem; player->kartstuff[k_itemamount] = 1; break; } } /** \brief Item Roulette for Kart \param player player object passed from P_KartPlayerThink \return void */ INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean spbrush, boolean bot, boolean rival) { INT32 newodds; INT32 i; UINT8 pingame = 0, pexiting = 0; SINT8 first = -1, second = -1; INT32 secondist = 0; INT32 shieldtype = KSHIELD_NONE; I_Assert(item > KITEM_NONE); // too many off by one scenarioes. I_Assert(KartItemCVars[NUMKARTRESULTS-2] != NULL); // Make sure this exists if (!KartItemCVars[item-1]->value && !modeattacking) return 0; if (gametype == GT_BATTLE) { I_Assert(pos < 6); // DO NOT allow positions past the bounds of the table newodds = K_KartItemOddsBattle[item-1][pos]; } else { I_Assert(pos < 8); // Ditto newodds = K_KartItemOddsRace[item-1][pos]; } // Base multiplication to ALL item odds to simulate fractional precision newodds *= 4; shieldtype = K_GetShieldFromItem(item); for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!(gametyperules & GTR_BUMPERS) || players[i].bumpers) pingame++; if (players[i].exiting) pexiting++; if (shieldtype != KSHIELD_NONE && shieldtype == K_GetShieldFromItem(players[i].kartstuff[k_itemtype])) { // Don't allow more than one of each shield type at a time return 0; } if (players[i].mo && gametype == GT_RACE) { if (players[i].kartstuff[k_position] == 1 && first == -1) first = i; if (players[i].kartstuff[k_position] == 2 && second == -1) second = i; } } if (first != -1 && second != -1) // calculate 2nd's distance from 1st, for SPB { secondist = players[second].distancetofinish - players[first].distancetofinish; if (franticitems) secondist = (15 * secondist) / 14; secondist = ((28 + (8-pingame)) * secondist) / 28; } // POWERITEMODDS handles all of the "frantic item" related functionality, for all of our powerful items. // First, it multiplies it by 2 if franticitems is true; easy-peasy. // Next, it multiplies it again if it's in SPB mode and 2nd needs to apply pressure to 1st. // Then, it multiplies it further if the player count isn't equal to 8. // This is done to make low player count races more interesting and high player count rates more fair. // (2P normal would be about halfway between 8P normal and 8P frantic.) // (This scaling is not done for SPB Rush, so that catchup strength is not weakened.) // Lastly, it *divides* it by your mashed value, which was determined in K_KartItemRoulette, for lesser items needed in a pinch. #define PLAYERSCALING (8 - (spbrush ? 2 : pingame)) #define POWERITEMODDS(odds) {\ if (franticitems) \ odds *= 2; \ if (rival) \ odds *= 2; \ odds = FixedMul(odds * FRACUNIT, FRACUNIT + ((PLAYERSCALING * FRACUNIT) / 25)) / FRACUNIT; \ if (mashed > 0) \ odds = FixedDiv(odds * FRACUNIT, FRACUNIT + mashed) / FRACUNIT; \ } #define COOLDOWNONSTART (leveltime < (30*TICRATE)+starttime) /* if (bot) { // TODO: Item use on bots should all be passed-in functions. // Instead of manually inserting these, it should return 0 // for any items without an item use function supplied switch (item) { case KITEM_SNEAKER: case KITEM_ROCKETSNEAKER: case KITEM_INVINCIBILITY: case KITEM_BANANA: case KITEM_EGGMAN: case KITEM_ORBINAUT: case KITEM_JAWZ: case KITEM_MINE: case KITEM_LANDMINE: case KITEM_BALLHOG: case KITEM_SPB: case KITEM_GROW: case KITEM_SHRINK: case KITEM_HYUDORO: case KITEM_SUPERRING: case KITEM_THUNDERSHIELD: case KITEM_BUBBLESHIELD: case KITEM_FLAMESHIELD: case KRITEM_DUALSNEAKER: case KRITEM_TRIPLESNEAKER: case KRITEM_TRIPLEBANANA: case KRITEM_TENFOLDBANANA: case KRITEM_TRIPLEORBINAUT: case KRITEM_QUADORBINAUT: case KRITEM_DUALJAWZ: break; default: return 0; } } */ (void)bot; switch (item) { case KITEM_ROCKETSNEAKER: case KITEM_JAWZ: case KITEM_LANDMINE: case KITEM_BALLHOG: case KRITEM_TRIPLESNEAKER: case KRITEM_TRIPLEBANANA: case KRITEM_TENFOLDBANANA: case KRITEM_TRIPLEORBINAUT: case KRITEM_QUADORBINAUT: case KRITEM_DUALJAWZ: POWERITEMODDS(newodds); break; case KITEM_INVINCIBILITY: case KITEM_MINE: case KITEM_GROW: case KITEM_BUBBLESHIELD: case KITEM_FLAMESHIELD: if (COOLDOWNONSTART) newodds = 0; else POWERITEMODDS(newodds); break; case KITEM_SPB: if ((indirectitemcooldown > 0) || COOLDOWNONSTART || (first != -1 && players[first].distancetofinish < 8*DISTVAR)) // No SPB near the end of the race { newodds = 0; } else { INT32 multiplier = (secondist - (5*DISTVAR)) / DISTVAR; if (multiplier < 0) multiplier = 0; if (multiplier > 3) multiplier = 3; newodds *= multiplier; } break; case KITEM_SHRINK: if ((indirectitemcooldown > 0) || COOLDOWNONSTART || (pingame-1 <= pexiting)) newodds = 0; else POWERITEMODDS(newodds); break; case KITEM_THUNDERSHIELD: if (spbplace != -1 || COOLDOWNONSTART) newodds = 0; else POWERITEMODDS(newodds); break; case KITEM_HYUDORO: if ((hyubgone > 0) || COOLDOWNONSTART) newodds = 0; break; default: break; } #undef POWERITEMODDS return newodds; } //{ SRB2kart Roulette Code - Distance Based, yes waypoints UINT8 K_FindUseodds(player_t *player, fixed_t mashed, UINT32 pdis, UINT8 bestbumper, boolean spbrush) { UINT8 i; UINT8 useodds = 0; UINT8 disttable[14]; UINT8 distlen = 0; boolean oddsvalid[8]; // Unused now, oops :V (void)bestbumper; for (i = 0; i < 8; i++) { UINT8 j; boolean available = false; if (gametype == GT_BATTLE && i > 1) { oddsvalid[i] = false; break; } for (j = 1; j < NUMKARTRESULTS; j++) { if (K_KartGetItemOdds(i, j, mashed, spbrush, player->bot, (player->bot && player->botvars.rival)) > 0) { available = true; break; } } oddsvalid[i] = available; } #define SETUPDISTTABLE(odds, num) \ if (oddsvalid[odds]) \ for (i = num; i; --i) \ disttable[distlen++] = odds; if (gametype == GT_BATTLE) // Battle Mode { if (player->kartstuff[k_roulettetype] == 1 && oddsvalid[1] == true) { // 1 is the extreme odds of player-controlled "Karma" items useodds = 1; } else { useodds = 0; if (oddsvalid[0] == false && oddsvalid[1] == true) { // try to use karma odds as a fallback useodds = 1; } } } else { SETUPDISTTABLE(0,1); SETUPDISTTABLE(1,1); SETUPDISTTABLE(2,1); SETUPDISTTABLE(3,2); SETUPDISTTABLE(4,2); SETUPDISTTABLE(5,3); SETUPDISTTABLE(6,3); SETUPDISTTABLE(7,1); if (pdis == 0) useodds = disttable[0]; else if (pdis > DISTVAR * ((12 * distlen) / 14)) useodds = disttable[distlen-1]; else { for (i = 1; i < 13; i++) { if (pdis <= DISTVAR * ((i * distlen) / 14)) { useodds = disttable[((i * distlen) / 14)]; break; } } } } #undef SETUPDISTTABLE return useodds; } static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd) { INT32 i; UINT8 pingame = 0; UINT8 roulettestop; UINT32 pdis = 0; UINT8 useodds = 0; INT32 spawnchance[NUMKARTRESULTS]; INT32 totalspawnchance = 0; UINT8 bestbumper = 0; fixed_t mashed = 0; boolean dontforcespb = false; boolean spbrush = false; // This makes the roulette cycle through items - if this is 0, you shouldn't be here. if (player->kartstuff[k_itemroulette]) player->kartstuff[k_itemroulette]++; else return; // Gotta check how many players are active at this moment. for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; pingame++; if (players[i].exiting) dontforcespb = true; if (players[i].bumpers > bestbumper) bestbumper = players[i].bumpers; } // No forced SPB in 1v1s, it has to be randomly rolled if (pingame <= 2) dontforcespb = true; // This makes the roulette produce the random noises. if ((player->kartstuff[k_itemroulette] % 3) == 1 && P_IsDisplayPlayer(player) && !demo.freecam) { #define PLAYROULETTESND S_StartSound(NULL, sfx_itrol1 + ((player->kartstuff[k_itemroulette] / 3) % 8)) for (i = 0; i <= r_splitscreen; i++) { if (player == &players[displayplayers[i]] && players[displayplayers[i]].kartstuff[k_itemroulette]) PLAYROULETTESND; } #undef PLAYROULETTESND } roulettestop = TICRATE + (3*(pingame - player->kartstuff[k_position])); // If the roulette finishes or the player presses BT_ATTACK, stop the roulette and calculate the item. // I'm returning via the exact opposite, however, to forgo having another bracket embed. Same result either way, I think. // Finally, if you get past this check, now you can actually start calculating what item you get. if ((cmd->buttons & BT_ATTACK) && (player->kartstuff[k_itemroulette] >= roulettestop) && !(player->kartstuff[k_eggmanheld] || player->kartstuff[k_itemheld] || player->kartstuff[k_userings])) { // Mashing reduces your chances for the good items mashed = FixedDiv((player->kartstuff[k_itemroulette])*FRACUNIT, ((TICRATE*3)+roulettestop)*FRACUNIT) - FRACUNIT; } else if (!(player->kartstuff[k_itemroulette] >= (TICRATE*3))) return; if (cmd->buttons & BT_ATTACK) player->pflags |= PF_ATTACKDOWN; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].spectator && players[i].kartstuff[k_position] == 1) { // This player is first! Yay! if (player->distancetofinish <= players[i].distancetofinish) { // Guess you're in first / tied for first? pdis = 0; } else { // Subtract 1st's distance from your distance, to get your distance from 1st! pdis = player->distancetofinish - players[i].distancetofinish; } break; } } if (mapobjectscale != FRACUNIT) pdis = FixedDiv(pdis * FRACUNIT, mapobjectscale) / FRACUNIT; if (franticitems) // Frantic items make the distances between everyone artifically higher, for crazier items { pdis = (15 * pdis) / 14; } if (spbplace != -1 && player->kartstuff[k_position] == spbplace+1) // SPB Rush Mode: It's 2nd place's job to catch-up items and make 1st place's job hell { pdis = (3 * pdis) / 2; spbrush = true; } if (player->bot && player->botvars.rival) { // Rival has better odds :) pdis = (15 * pdis) / 14; } pdis = ((28 + (8-pingame)) * pdis) / 28; // scale with player count // SPECIAL CASE No. 1: // Fake Eggman items if (player->kartstuff[k_roulettetype] == 2) { player->kartstuff[k_eggmanexplode] = 4*TICRATE; //player->karthud[khud_itemblink] = TICRATE; //player->karthud[khud_itemblinkmode] = 1; player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; if (P_IsDisplayPlayer(player) && !demo.freecam) S_StartSound(NULL, sfx_itrole); return; } // SPECIAL CASE No. 2: // Give a debug item instead if specified if (cv_kartdebugitem.value != 0 && !modeattacking) { K_KartGetItemResult(player, cv_kartdebugitem.value); player->kartstuff[k_itemamount] = cv_kartdebugamount.value; player->karthud[khud_itemblink] = TICRATE; player->karthud[khud_itemblinkmode] = 2; player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; if (P_IsDisplayPlayer(player) && !demo.freecam) S_StartSound(NULL, sfx_dbgsal); return; } // SPECIAL CASE No. 3: // Record Attack / alone mashing behavior if (modeattacking || pingame == 1) { if (gametype == GT_RACE) { if (mashed && (modeattacking || cv_superring.value)) // ANY mashed value? You get rings. { K_KartGetItemResult(player, KITEM_SUPERRING); player->karthud[khud_itemblinkmode] = 1; if (P_IsDisplayPlayer(player)) S_StartSound(NULL, sfx_itrolm); } else { if (modeattacking || cv_sneaker.value) // Waited patiently? You get a sneaker! K_KartGetItemResult(player, KITEM_SNEAKER); else // Default to sad if nothing's enabled... K_KartGetItemResult(player, KITEM_SAD); player->karthud[khud_itemblinkmode] = 0; if (P_IsDisplayPlayer(player)) S_StartSound(NULL, sfx_itrolf); } } else if (gametype == GT_BATTLE) { if (mashed && (modeattacking || cv_banana.value)) // ANY mashed value? You get a banana. { K_KartGetItemResult(player, KITEM_BANANA); player->karthud[khud_itemblinkmode] = 1; if (P_IsDisplayPlayer(player)) S_StartSound(NULL, sfx_itrolm); } else { if (modeattacking || cv_tripleorbinaut.value) // Waited patiently? You get Orbinaut x3! K_KartGetItemResult(player, KRITEM_TRIPLEORBINAUT); else // Default to sad if nothing's enabled... K_KartGetItemResult(player, KITEM_SAD); player->karthud[khud_itemblinkmode] = 0; if (P_IsDisplayPlayer(player)) S_StartSound(NULL, sfx_itrolf); } } player->karthud[khud_itemblink] = TICRATE; player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; return; } // SPECIAL CASE No. 4: // Being in ring debt occasionally forces Super Ring on you if you mashed if (!(gametyperules & GTR_SPHERES) && mashed && player->rings < 0 && cv_superring.value) { INT32 debtamount = min(20, abs(player->rings)); if (P_RandomChance((debtamount*FRACUNIT)/20)) { K_KartGetItemResult(player, KITEM_SUPERRING); player->karthud[khud_itemblink] = TICRATE; player->karthud[khud_itemblinkmode] = 1; player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; if (P_IsDisplayPlayer(player)) S_StartSound(NULL, sfx_itrolm); return; } } // SPECIAL CASE No. 5: // Force SPB onto 2nd if they get too far behind if ((gametyperules & GTR_CIRCUIT) && player->kartstuff[k_position] == 2 && pdis > (DISTVAR*8) && spbplace == -1 && !indirectitemcooldown && !dontforcespb && cv_selfpropelledbomb.value) { K_KartGetItemResult(player, KITEM_SPB); player->karthud[khud_itemblink] = TICRATE; player->karthud[khud_itemblinkmode] = (mashed ? 1 : 0); player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; if (P_IsDisplayPlayer(player)) S_StartSound(NULL, (mashed ? sfx_itrolm : sfx_itrolf)); return; } // NOW that we're done with all of those specialized cases, we can move onto the REAL item roulette tables. // Initializes existing spawnchance values for (i = 0; i < NUMKARTRESULTS; i++) spawnchance[i] = 0; // Split into another function for a debug function below useodds = K_FindUseodds(player, mashed, pdis, bestbumper, spbrush); for (i = 1; i < NUMKARTRESULTS; i++) spawnchance[i] = (totalspawnchance += K_KartGetItemOdds(useodds, i, mashed, spbrush, player->bot, (player->bot && player->botvars.rival))); // Award the player whatever power is rolled if (totalspawnchance > 0) { totalspawnchance = P_RandomKey(totalspawnchance); for (i = 0; i < NUMKARTRESULTS && spawnchance[i] <= totalspawnchance; i++); K_KartGetItemResult(player, i); } else { player->kartstuff[k_itemtype] = KITEM_SAD; player->kartstuff[k_itemamount] = 1; } if (P_IsDisplayPlayer(player) && !demo.freecam) S_StartSound(NULL, ((player->kartstuff[k_roulettetype] == 1) ? sfx_itrolk : (mashed ? sfx_itrolm : sfx_itrolf))); player->karthud[khud_itemblink] = TICRATE; player->karthud[khud_itemblinkmode] = ((player->kartstuff[k_roulettetype] == 1) ? 2 : (mashed ? 1 : 0)); player->kartstuff[k_itemroulette] = 0; // Since we're done, clear the roulette number player->kartstuff[k_roulettetype] = 0; // This too } //} //{ SRB2kart p_user.c Stuff static fixed_t K_PlayerWeight(mobj_t *mobj, mobj_t *against) { fixed_t weight = 5*FRACUNIT; if (!mobj->player) return weight; if (against && !P_MobjWasRemoved(against) && against->player && ((!P_PlayerInPain(against->player) && P_PlayerInPain(mobj->player)) // You're hurt || (against->player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD && mobj->player->kartstuff[k_itemtype] != KITEM_BUBBLESHIELD))) // They have a Bubble Shield { weight = 0; // This player does not cause any bump action } else { weight = (mobj->player->kartweight) * FRACUNIT; if (mobj->player->speed > K_GetKartSpeed(mobj->player, false)) weight += (mobj->player->speed - K_GetKartSpeed(mobj->player, false))/8; if (mobj->player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD) weight += 9*FRACUNIT; } return weight; } fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against) { fixed_t weight = 5*FRACUNIT; switch (mobj->type) { case MT_PLAYER: if (!mobj->player) break; weight = K_PlayerWeight(mobj, against); break; case MT_KART_LEFTOVER: weight = 5*FRACUNIT/2; if (mobj->extravalue1 > 0) { weight = mobj->extravalue1 * (FRACUNIT >> 1); } break; case MT_BUBBLESHIELD: weight = K_PlayerWeight(mobj->target, against); break; case MT_FALLINGROCK: if (against->player) { if (against->player->kartstuff[k_invincibilitytimer] || against->player->kartstuff[k_growshrinktimer] > 0) weight = 0; else weight = K_PlayerWeight(against, NULL); } break; case MT_ORBINAUT: case MT_ORBINAUT_SHIELD: if (against->player) weight = K_PlayerWeight(against, NULL); break; case MT_JAWZ: case MT_JAWZ_DUD: case MT_JAWZ_SHIELD: if (against->player) weight = K_PlayerWeight(against, NULL) + (3*FRACUNIT); else weight += 3*FRACUNIT; break; default: break; } return FixedMul(weight, mobj->scale); } boolean K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid) { mobj_t *fx; fixed_t momdifx, momdify; fixed_t distx, disty; fixed_t dot, force; fixed_t mass1, mass2; if (!mobj1 || !mobj2) return false; // Don't bump when you're being reborn if ((mobj1->player && mobj1->player->playerstate != PST_LIVE) || (mobj2->player && mobj2->player->playerstate != PST_LIVE)) return false; if ((mobj1->player && mobj1->player->respawn.state != RESPAWNST_NONE) || (mobj2->player && mobj2->player->respawn.state != RESPAWNST_NONE)) return false; { // Don't bump if you're flashing INT32 flash; flash = K_GetKartFlashing(mobj1->player); if (mobj1->player && mobj1->player->powers[pw_flashing] > 0 && mobj1->player->powers[pw_flashing] < flash) { if (mobj1->player->powers[pw_flashing] < flash-1) mobj1->player->powers[pw_flashing]++; return false; } flash = K_GetKartFlashing(mobj2->player); if (mobj2->player && mobj2->player->powers[pw_flashing] > 0 && mobj2->player->powers[pw_flashing] < flash) { if (mobj2->player->powers[pw_flashing] < flash-1) mobj2->player->powers[pw_flashing]++; return false; } } // Don't bump if you've recently bumped if (mobj1->player && mobj1->player->kartstuff[k_justbumped]) { mobj1->player->kartstuff[k_justbumped] = bumptime; return false; } if (mobj2->player && mobj2->player->kartstuff[k_justbumped]) { mobj2->player->kartstuff[k_justbumped] = bumptime; return false; } mass1 = K_GetMobjWeight(mobj1, mobj2); if (solid == true && mass1 > 0) mass2 = mass1; else mass2 = K_GetMobjWeight(mobj2, mobj1); momdifx = mobj1->momx - mobj2->momx; momdify = mobj1->momy - mobj2->momy; // Adds the OTHER player's momentum times a bunch, for the best chance of getting the correct direction distx = (mobj1->x + mobj2->momx*3) - (mobj2->x + mobj1->momx*3); disty = (mobj1->y + mobj2->momy*3) - (mobj2->y + mobj1->momy*3); if (distx == 0 && disty == 0) { // if there's no distance between the 2, they're directly on top of each other, don't run this return false; } { // Normalize distance to the sum of the two objects' radii, since in a perfect world that would be the distance at the point of collision... fixed_t dist = P_AproxDistance(distx, disty); fixed_t nx, ny; dist = dist ? dist : 1; nx = FixedDiv(distx, dist); ny = FixedDiv(disty, dist); distx = FixedMul(mobj1->radius+mobj2->radius, nx); disty = FixedMul(mobj1->radius+mobj2->radius, ny); if (momdifx == 0 && momdify == 0) { // If there's no momentum difference, they're moving at exactly the same rate. Pretend they moved into each other. momdifx = -nx; momdify = -ny; } } // if the speed difference is less than this let's assume they're going proportionately faster from each other if (P_AproxDistance(momdifx, momdify) < (25*mapobjectscale)) { fixed_t momdiflength = P_AproxDistance(momdifx, momdify); fixed_t normalisedx = FixedDiv(momdifx, momdiflength); fixed_t normalisedy = FixedDiv(momdify, momdiflength); momdifx = FixedMul((25*mapobjectscale), normalisedx); momdify = FixedMul((25*mapobjectscale), normalisedy); } dot = FixedMul(momdifx, distx) + FixedMul(momdify, disty); if (dot >= 0) { // They're moving away from each other return false; } force = FixedDiv(dot, FixedMul(distx, distx)+FixedMul(disty, disty)); if (bounce == true && mass2 > 0) // Perform a Goomba Bounce. mobj1->momz = -mobj1->momz; else { fixed_t newz = mobj1->momz; if (mass2 > 0) mobj1->momz = mobj2->momz; if (mass1 > 0 && solid == false) mobj2->momz = newz; } if (mass2 > 0) { mobj1->momx = mobj1->momx - FixedMul(FixedMul(FixedDiv(2*mass2, mass1 + mass2), force), distx); mobj1->momy = mobj1->momy - FixedMul(FixedMul(FixedDiv(2*mass2, mass1 + mass2), force), disty); } if (mass1 > 0 && solid == false) { mobj2->momx = mobj2->momx - FixedMul(FixedMul(FixedDiv(2*mass1, mass1 + mass2), force), -distx); mobj2->momy = mobj2->momy - FixedMul(FixedMul(FixedDiv(2*mass1, mass1 + mass2), force), -disty); } // Do the bump fx when we've CONFIRMED we can bump. if ((mobj1->player && mobj1->player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD) || (mobj2->player && mobj2->player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD)) S_StartSound(mobj1, sfx_s3k44); else S_StartSound(mobj1, sfx_s3k49); fx = P_SpawnMobj(mobj1->x/2 + mobj2->x/2, mobj1->y/2 + mobj2->y/2, mobj1->z/2 + mobj2->z/2, MT_BUMP); if (mobj1->eflags & MFE_VERTICALFLIP) fx->eflags |= MFE_VERTICALFLIP; else fx->eflags &= ~MFE_VERTICALFLIP; P_SetScale(fx, mobj1->scale); // Because this is done during collision now, rmomx and rmomy need to be recalculated // so that friction doesn't immediately decide to stop the player if they're at a standstill // Also set justbumped here if (mobj1->player) { mobj1->player->rmomx = mobj1->momx - mobj1->player->cmomx; mobj1->player->rmomy = mobj1->momy - mobj1->player->cmomy; mobj1->player->kartstuff[k_justbumped] = bumptime; mobj1->player->kartstuff[k_spindash] = 0; if (mobj1->player->kartstuff[k_spinouttimer]) { mobj1->player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1; mobj1->player->kartstuff[k_spinouttimer] = max(wipeoutslowtime+1, mobj1->player->kartstuff[k_spinouttimer]); //mobj1->player->kartstuff[k_spinouttype] = KSPIN_WIPEOUT; // Enforce type } } if (mobj2->player) { mobj2->player->rmomx = mobj2->momx - mobj2->player->cmomx; mobj2->player->rmomy = mobj2->momy - mobj2->player->cmomy; mobj2->player->kartstuff[k_justbumped] = bumptime; mobj2->player->kartstuff[k_spindash] = 0; if (mobj2->player->kartstuff[k_spinouttimer]) { mobj2->player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1; mobj2->player->kartstuff[k_spinouttimer] = max(wipeoutslowtime+1, mobj2->player->kartstuff[k_spinouttimer]); //mobj2->player->kartstuff[k_spinouttype] = KSPIN_WIPEOUT; // Enforce type } } return true; } /** \brief Checks that the player is on an offroad subsector for realsies. Also accounts for line riding to prevent cheese. \param mo player mobj object \return boolean */ static UINT8 K_CheckOffroadCollide(mobj_t *mo) { // Check for sectors in touching_sectorlist UINT8 i; // special type iter msecnode_t *node; // touching_sectorlist iter sector_t *s; // main sector shortcut sector_t *s2; // FOF sector shortcut ffloor_t *rover; // FOF fixed_t flr; fixed_t cel; // floor & ceiling for height checks to make sure we're touching the offroad sector. I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (!node->m_sector) break; // shouldn't happen. s = node->m_sector; // 1: Check for the main sector, make sure we're on the floor of that sector and see if we can apply offroad. // Make arbitrary Z checks because we want to check for 1 sector in particular, we don't want to affect the player if the offroad sector is way below them and they're lineriding a normal sector above. flr = P_MobjFloorZ(mo, s, s, mo->x, mo->y, NULL, false, true); cel = P_MobjCeilingZ(mo, s, s, mo->x, mo->y, NULL, true, true); // get Z coords of both floors and ceilings for this sector (this accounts for slopes properly.) // NOTE: we don't use P_GetZAt with our x/y directly because the mobj won't have the same height because of its hitbox on the slope. Complex garbage but tldr it doesn't work. if ( ((s->flags & SF_FLIPSPECIAL_FLOOR) && mo->z == flr) // floor check || ((mo->eflags & MFE_VERTICALFLIP && (s->flags & SF_FLIPSPECIAL_CEILING) && (mo->z + mo->height) == cel)) ) // ceiling check. for (i = 2; i < 5; i++) // check for sector special if (GETSECSPECIAL(s->special, 1) == i) return i-1; // return offroad type // 2: If we're here, we haven't found anything. So let's try looking for FOFs in the sectors using the same logic. for (rover = s->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) // This FOF doesn't exist anymore. continue; s2 = §ors[rover->secnum]; // makes things easier for us flr = P_GetFOFBottomZ(mo, s, rover, mo->x, mo->y, NULL); cel = P_GetFOFTopZ(mo, s, rover, mo->x, mo->y, NULL); // Z coords for fof top/bottom. // we will do essentially the same checks as above instead of bothering with top/bottom height of the FOF. // Reminder that an FOF's floor is its bottom, silly! if ( ((s2->flags & SF_FLIPSPECIAL_FLOOR) && mo->z == cel) // "floor" check || ((s2->flags & SF_FLIPSPECIAL_CEILING) && (mo->z + mo->height) == flr) ) // "ceiling" check. for (i = 2; i < 5; i++) // check for sector special if (GETSECSPECIAL(s2->special, 1) == i) return i-1; // return offroad type } } return 0; // couldn't find any offroad } /** \brief Updates the Player's offroad value once per frame \param player player object passed from K_KartPlayerThink \return void */ static void K_UpdateOffroad(player_t *player) { fixed_t offroadstrength = (K_CheckOffroadCollide(player->mo) << FRACBITS); // If you are in offroad, a timer starts. if (offroadstrength) { if (player->kartstuff[k_offroad] < offroadstrength) player->kartstuff[k_offroad] += offroadstrength / TICRATE; if (player->kartstuff[k_offroad] > offroadstrength) player->kartstuff[k_offroad] = offroadstrength; } else player->kartstuff[k_offroad] = 0; } static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t curdist, fixed_t maxdist, boolean transparent) { #define CHAOTIXBANDLEN 15 #define CHAOTIXBANDCOLORS 9 static const UINT8 colors[CHAOTIXBANDCOLORS] = { SKINCOLOR_SAPPHIRE, SKINCOLOR_PLATINUM, SKINCOLOR_TEA, SKINCOLOR_GARDEN, SKINCOLOR_BANANA, SKINCOLOR_GOLD, SKINCOLOR_ORANGE, SKINCOLOR_SCARLET, SKINCOLOR_TAFFY }; fixed_t minimumdist = FixedMul(RING_DIST>>1, player->mo->scale); UINT8 n = CHAOTIXBANDLEN; UINT8 offset = ((leveltime / 3) % 3); fixed_t stepx, stepy, stepz; fixed_t curx, cury, curz; UINT8 c; if (maxdist == 0) c = 0; else c = FixedMul(CHAOTIXBANDCOLORS<> FRACBITS; stepx = (victim->mo->x - player->mo->x) / CHAOTIXBANDLEN; stepy = (victim->mo->y - player->mo->y) / CHAOTIXBANDLEN; stepz = ((victim->mo->z + (victim->mo->height / 2)) - (player->mo->z + (player->mo->height / 2))) / CHAOTIXBANDLEN; curx = player->mo->x + stepx; cury = player->mo->y + stepy; curz = player->mo->z + stepz; while (n) { if (offset == 0) { mobj_t *band = P_SpawnMobj(curx + (P_RandomRange(-12,12)*mapobjectscale), cury + (P_RandomRange(-12,12)*mapobjectscale), curz + (P_RandomRange(24,48)*mapobjectscale), MT_SIGNSPARKLE); P_SetMobjState(band, S_SIGNSPARK1 + (leveltime % 11)); P_SetScale(band, (band->destscale = (3*player->mo->scale)/2)); band->color = colors[c]; band->colorized = true; band->fuse = 2; if (transparent) band->renderflags |= RF_GHOSTLY; band->renderflags |= RF_DONTDRAW & ~(K_GetPlayerDontDrawFlag(player) | K_GetPlayerDontDrawFlag(victim)); } curx += stepx; cury += stepy; curz += stepz; offset = abs(offset-1) % 3; n--; } #undef CHAOTIXBANDLEN } /** \brief Updates the player's drafting values once per frame \param player player object passed from K_KartPlayerThink \return void */ static void K_UpdateDraft(player_t *player) { fixed_t topspd = K_GetKartSpeed(player, false); fixed_t draftdistance; UINT8 leniency; UINT8 i; if (player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD) { // Flame Shield gets infinite draft distance as its passive effect. draftdistance = 0; } else { // Distance you have to be to draft. If you're still accelerating, then this distance is lessened. // This distance biases toward low weight! (min weight gets 4096 units, max weight gets 3072 units) // This distance is also scaled based on game speed. draftdistance = (3072 + (128 * (9 - player->kartweight))) * player->mo->scale; if (player->speed < topspd) draftdistance = FixedMul(draftdistance, FixedDiv(player->speed, topspd)); draftdistance = FixedMul(draftdistance, K_GetKartGameSpeedScalar(gamespeed)); } // On the contrary, the leniency period biases toward high weight. // (See also: the leniency variable in K_SpawnDraftDust) leniency = (3*TICRATE)/4 + ((player->kartweight-1) * (TICRATE/4)); // Not enough speed to draft. if (player->speed >= 20*player->mo->scale) { //#define EASYDRAFTTEST // Let's hunt for players to draft off of! for (i = 0; i < MAXPLAYERS; i++) { fixed_t dist, olddraft; #ifndef EASYDRAFTTEST angle_t yourangle, theirangle, diff; #endif if (!playeringame[i] || players[i].spectator || !players[i].mo) continue; #ifndef EASYDRAFTTEST // Don't draft on yourself :V if (&players[i] == player) continue; #endif // Not enough speed to draft off of. if (players[i].speed < 20*players[i].mo->scale) continue; // No tethering off of the guy who got the starting bonus :P if (players[i].kartstuff[k_startboost] > 0) continue; #ifndef EASYDRAFTTEST yourangle = K_MomentumAngle(player->mo); theirangle = K_MomentumAngle(players[i].mo); diff = R_PointToAngle2(player->mo->x, player->mo->y, players[i].mo->x, players[i].mo->y) - yourangle; if (diff > ANGLE_180) diff = InvAngle(diff); // Not in front of this player. if (diff > ANG10) continue; diff = yourangle - theirangle; if (diff > ANGLE_180) diff = InvAngle(diff); // Not moving in the same direction. if (diff > ANGLE_90) continue; #endif dist = P_AproxDistance(P_AproxDistance(players[i].mo->x - player->mo->x, players[i].mo->y - player->mo->y), players[i].mo->z - player->mo->z); #ifndef EASYDRAFTTEST // TOO close to draft. if (dist < FixedMul(RING_DIST>>1, player->mo->scale)) continue; // Not close enough to draft. if (dist > draftdistance && draftdistance > 0) continue; #endif olddraft = player->kartstuff[k_draftpower]; player->kartstuff[k_draftleeway] = leniency; player->kartstuff[k_lastdraft] = i; // Draft power is used later in K_GetKartBoostPower, ranging from 0 for normal speed and FRACUNIT for max draft speed. // How much this increments every tic biases toward acceleration! (min speed gets 1.5% per tic, max speed gets 0.5% per tic) if (player->kartstuff[k_draftpower] < FRACUNIT) player->kartstuff[k_draftpower] += (FRACUNIT/200) + ((9 - player->kartspeed) * ((3*FRACUNIT)/1600)); if (player->kartstuff[k_draftpower] > FRACUNIT) player->kartstuff[k_draftpower] = FRACUNIT; // Play draft finish noise if (olddraft < FRACUNIT && player->kartstuff[k_draftpower] >= FRACUNIT) S_StartSound(player->mo, sfx_cdfm62); // Spawn in the visual! K_DrawDraftCombiring(player, &players[i], dist, draftdistance, false); return; // Finished doing our draft. } } // No one to draft off of? Then you can knock that off. if (player->kartstuff[k_draftleeway]) // Prevent small disruptions from stopping your draft. { player->kartstuff[k_draftleeway]--; if (player->kartstuff[k_lastdraft] >= 0 && player->kartstuff[k_lastdraft] < MAXPLAYERS && playeringame[player->kartstuff[k_lastdraft]] && !players[player->kartstuff[k_lastdraft]].spectator && players[player->kartstuff[k_lastdraft]].mo) { player_t *victim = &players[player->kartstuff[k_lastdraft]]; fixed_t dist = P_AproxDistance(P_AproxDistance(victim->mo->x - player->mo->x, victim->mo->y - player->mo->y), victim->mo->z - player->mo->z); K_DrawDraftCombiring(player, victim, dist, draftdistance, true); } } else // Remove draft speed boost. { player->kartstuff[k_draftpower] = 0; player->kartstuff[k_lastdraft] = -1; } } void K_KartPainEnergyFling(player_t *player) { static const UINT8 numfling = 5; INT32 i; mobj_t *mo; angle_t fa; fixed_t ns; fixed_t z; // Better safe than sorry. if (!player) return; // P_PlayerRingBurst: "There's no ring spilling in kart, so I'm hijacking this for the same thing as TD" // :oh: for (i = 0; i < numfling; i++) { INT32 objType = mobjinfo[MT_FLINGENERGY].reactiontime; fixed_t momxy, momz; // base horizonal/vertical thrusts z = player->mo->z; if (player->mo->eflags & MFE_VERTICALFLIP) z += player->mo->height - mobjinfo[objType].height; mo = P_SpawnMobj(player->mo->x, player->mo->y, z, objType); mo->fuse = 8*TICRATE; P_SetTarget(&mo->target, player->mo); mo->destscale = player->mo->scale; P_SetScale(mo, player->mo->scale); // Angle offset by player angle, then slightly offset by amount of fling fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT) - ((numfling-1)*FINEANGLES/32)) & FINEMASK; if (i > 15) { momxy = 3*FRACUNIT; momz = 4*FRACUNIT; } else { momxy = 28*FRACUNIT; momz = 3*FRACUNIT; } ns = FixedMul(momxy, mo->scale); mo->momx = FixedMul(FINECOSINE(fa),ns); ns = momz; P_SetObjectMomZ(mo, ns, false); if (i & 1) P_SetObjectMomZ(mo, ns, true); if (player->mo->eflags & MFE_VERTICALFLIP) mo->momz *= -1; } } // Adds gravity flipping to an object relative to its master and shifts the z coordinate accordingly. void K_FlipFromObject(mobj_t *mo, mobj_t *master) { mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP)|(master->eflags & MFE_VERTICALFLIP); mo->flags2 = (mo->flags2 & ~MF2_OBJECTFLIP)|(master->flags2 & MF2_OBJECTFLIP); if (mo->eflags & MFE_VERTICALFLIP) mo->z += master->height - FixedMul(master->scale, mo->height); } void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master) { // flipping // handle z shifting from there too. This is here since there's no reason not to flip us if needed when we do this anyway; K_FlipFromObject(mo, master); // visibility (usually for hyudoro) mo->renderflags = (master->renderflags & RF_DONTDRAW); } // same as above, but does not adjust Z height when flipping void K_GenericExtraFlagsNoZAdjust(mobj_t *mo, mobj_t *master) { // flipping mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP)|(master->eflags & MFE_VERTICALFLIP); mo->flags2 = (mo->flags2 & ~MF2_OBJECTFLIP)|(master->flags2 & MF2_OBJECTFLIP); // visibility (usually for hyudoro) mo->renderflags = (master->renderflags & RF_DONTDRAW); } void K_SpawnDashDustRelease(player_t *player) { fixed_t newx; fixed_t newy; mobj_t *dust; angle_t travelangle; INT32 i; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (!P_IsObjectOnGround(player->mo)) return; if (!player->speed && !player->kartstuff[k_startboost] && !player->kartstuff[k_spindash]) return; travelangle = player->mo->angle; if (player->kartstuff[k_drift] || player->kartstuff[k_driftend]) travelangle -= (ANGLE_45/5)*player->kartstuff[k_drift]; for (i = 0; i < 2; i++) { newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_90, FixedMul(48*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_90, FixedMul(48*FRACUNIT, player->mo->scale)); dust = P_SpawnMobj(newx, newy, player->mo->z, MT_FASTDUST); P_SetTarget(&dust->target, player->mo); dust->angle = travelangle - ((i&1) ? -1 : 1)*ANGLE_45; dust->destscale = player->mo->scale; P_SetScale(dust, player->mo->scale); dust->momx = 3*player->mo->momx/5; dust->momy = 3*player->mo->momy/5; //dust->momz = 3*player->mo->momz/5; K_MatchGenericExtraFlags(dust, player->mo); } } static void K_SpawnBrakeDriftSparks(player_t *player) // Be sure to update the mobj thinker case too! { mobj_t *sparks; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); // Position & etc are handled in its thinker, and its spawned invisible. // This avoids needing to dupe code if we don't need it. sparks = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BRAKEDRIFT); P_SetTarget(&sparks->target, player->mo); P_SetScale(sparks, (sparks->destscale = player->mo->scale)); K_MatchGenericExtraFlags(sparks, player->mo); sparks->renderflags |= RF_DONTDRAW; } static fixed_t K_RandomFlip(fixed_t f) { return ( ( leveltime & 1 ) ? f : -f ); } void K_SpawnDriftBoostClip(player_t *player) { mobj_t *clip; fixed_t scale = 115*FRACUNIT/100; fixed_t z; if (( player->mo->eflags & MFE_VERTICALFLIP )) z = player->mo->z; else z = player->mo->z + player->mo->height; clip = P_SpawnMobj(player->mo->x, player->mo->y, z, MT_DRIFTCLIP); P_SetTarget(&clip->target, player->mo); P_SetScale(clip, ( clip->destscale = FixedMul(scale, player->mo->scale) )); K_MatchGenericExtraFlags(clip, player->mo); clip->fuse = 105; clip->momz = 7 * P_MobjFlip(clip) * clip->scale; if (player->mo->momz > 0) clip->momz += player->mo->momz; P_InstaThrust(clip, player->mo->angle + K_RandomFlip(P_RandomRange(FRACUNIT/2, FRACUNIT)), FixedMul(scale, player->speed)); } void K_SpawnDriftBoostClipSpark(mobj_t *clip) { mobj_t *spark; spark = P_SpawnMobj(clip->x, clip->y, clip->z, MT_DRIFTCLIPSPARK); P_SetTarget(&spark->target, clip); P_SetScale(spark, ( spark->destscale = clip->scale )); K_MatchGenericExtraFlags(spark, clip); spark->momx = clip->momx/2; spark->momy = clip->momx/2; } void K_SpawnNormalSpeedLines(player_t *player) { mobj_t *fast = P_SpawnMobj(player->mo->x + (P_RandomRange(-36,36) * player->mo->scale), player->mo->y + (P_RandomRange(-36,36) * player->mo->scale), player->mo->z + (player->mo->height/2) + (P_RandomRange(-20,20) * player->mo->scale), MT_FASTLINE); P_SetTarget(&fast->target, player->mo); fast->angle = K_MomentumAngle(player->mo); fast->momx = 3*player->mo->momx/4; fast->momy = 3*player->mo->momy/4; fast->momz = 3*player->mo->momz/4; K_MatchGenericExtraFlags(fast, player->mo); // Make it red when you have the eggman speed boost if (player->kartstuff[k_eggmanexplode]) { fast->color = SKINCOLOR_RED; fast->colorized = true; } } void K_SpawnInvincibilitySpeedLines(mobj_t *mo) { mobj_t *fast = P_SpawnMobjFromMobj(mo, P_RandomRange(-48, 48) * FRACUNIT, P_RandomRange(-48, 48) * FRACUNIT, P_RandomRange(0, 64) * FRACUNIT, MT_FASTLINE); fast->momx = 3*mo->momx/4; fast->momy = 3*mo->momy/4; fast->momz = 3*mo->momz/4; P_SetTarget(&fast->target, mo); fast->angle = K_MomentumAngle(mo); fast->color = mo->color; fast->colorized = true; K_MatchGenericExtraFlags(fast, mo); P_SetMobjState(fast, S_KARTINVLINES1); if (mo->player->kartstuff[k_invincibilitytimer] < 10*TICRATE) fast->destscale = 6*((mo->player->kartstuff[k_invincibilitytimer]/TICRATE)*FRACUNIT)/8; } static SINT8 K_GlanceAtPlayers(player_t *glancePlayer) { const fixed_t maxdistance = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed)); const angle_t blindSpotSize = ANG10; // ANG5 UINT8 i; SINT8 glanceDir = 0; SINT8 lastValidGlance = 0; // See if there's any players coming up behind us. // If so, your character will glance at 'em. for (i = 0; i < MAXPLAYERS; i++) { player_t *p; angle_t back; angle_t diff; fixed_t distance; SINT8 dir = -1; if (!playeringame[i]) { // Invalid player continue; } p = &players[i]; if (p == glancePlayer) { // FOOL! Don't glance at yerself! continue; } if (!p->mo || P_MobjWasRemoved(p->mo)) { // Invalid mobj continue; } if (p->spectator || p->kartstuff[k_hyudorotimer] > 0) { // Not playing / invisible continue; } distance = R_PointToDist2(glancePlayer->mo->x, glancePlayer->mo->y, p->mo->x, p->mo->y); if (distance > maxdistance) { continue; } back = glancePlayer->mo->angle + ANGLE_180; diff = R_PointToAngle2(glancePlayer->mo->x, glancePlayer->mo->y, p->mo->x, p->mo->y) - back; if (diff > ANGLE_180) { diff = InvAngle(diff); dir = -dir; } if (diff > ANGLE_90) { // Not behind the player continue; } if (diff < blindSpotSize) { // Small blindspot directly behind your back, gives the impression of smoothly turning. continue; } if (P_CheckSight(glancePlayer->mo, p->mo) == true) { // Not blocked by a wall, we can glance at 'em! // Adds, so that if there's more targets on one of your sides, it'll glance on that side. glanceDir += dir; // That poses a limitation if there's an equal number of targets on both sides... // In that case, we'll pick the last chosen glance direction. lastValidGlance = dir; } } if (glanceDir > 0) { return 1; } else if (glanceDir < 0) { return -1; } return lastValidGlance; } /** \brief Handles the state changing for moving players, moved here to eliminate duplicate code \param player player data \return void */ void K_KartMoveAnimation(player_t *player) { const INT16 minturn = KART_FULLTURN/8; const fixed_t fastspeed = (K_GetKartSpeed(player, false) * 17) / 20; // 85% const fixed_t speedthreshold = player->mo->scale / 8; const boolean onground = P_IsObjectOnGround(player->mo); UINT16 buttons = K_GetKartButtons(player); const boolean spinningwheels = (((buttons & BT_ACCELERATE) == BT_ACCELERATE) || (onground && player->speed > 0)); const boolean lookback = ((buttons & BT_LOOKBACK) == BT_LOOKBACK); SINT8 turndir = 0; SINT8 destGlanceDir = 0; SINT8 drift = player->kartstuff[k_drift]; if (player->cmd.turning < -minturn) { turndir = -1; } else if (player->cmd.turning > minturn) { turndir = 1; } // Use drift frames when sliptiding if (player->aizDriftTurn) { drift = (player->kartstuff[k_aizdriftstrat]); if (drift) turndir = 0; } if (lookback == true && drift == 0) { // Prioritize looking back frames over turning turndir = 0; } if (turndir == 0 && drift == 0) { // Only try glancing if you're driving straight. // This avoids all-players loops when we don't need it. destGlanceDir = K_GlanceAtPlayers(player); if (lookback == true) { if (destGlanceDir == 0) { if (player->glanceDir != 0) { // Keep to the side you were already on. if (player->glanceDir < 0) { destGlanceDir = -1; } else { destGlanceDir = 1; } } else { // Look to your right by default destGlanceDir = -1; } } else { // Looking back AND glancing? Amplify the look! destGlanceDir *= 2; } } else if (K_GetForwardMove(player) < 0 && destGlanceDir == 0) { // Reversing -- like looking back, but doesn't stack on the other glances. if (player->glanceDir != 0) { // Keep to the side you were already on. if (player->glanceDir < 0) { destGlanceDir = -1; } else { destGlanceDir = 1; } } else { // Look to your right by default destGlanceDir = -1; } } } else { // Not glancing destGlanceDir = 0; player->glanceDir = 0; } #define SetState(sn) \ if (player->mo->state != &states[sn]) \ P_SetPlayerMobjState(player->mo, sn) if (onground == false) { // Only use certain frames in the air, to make it look like your tires are spinning fruitlessly! if (drift > 0) { // Neutral drift SetState(S_KART_DRIFT_L); } else if (drift < 0) { // Neutral drift SetState(S_KART_DRIFT_R); } else { if (turndir == -1) { SetState(S_KART_FAST_R); } else if (turndir == 1) { SetState(S_KART_FAST_L); } else { switch (player->glanceDir) { case -2: SetState(S_KART_FAST_LOOK_R); break; case 2: SetState(S_KART_FAST_LOOK_L); break; case -1: SetState(S_KART_FAST_GLANCE_R); break; case 1: SetState(S_KART_FAST_GLANCE_L); break; default: SetState(S_KART_FAST); break; } } } if (!spinningwheels) { // TODO: The "tires still in the air" states should have it's own SPR2s. // This was a quick hack to get the same functionality with less work, // but it's really dunderheaded & isn't customizable at all. player->mo->frame = (player->mo->frame & ~FF_FRAMEMASK); player->mo->tics++; // Makes it properly use frame 0 } } else { if (drift > 0) { // Drifting LEFT! if (turndir == -1) { // Right -- outwards drift SetState(S_KART_DRIFT_L_OUT); } else if (turndir == 1) { // Left -- inwards drift SetState(S_KART_DRIFT_L_IN); } else { // Neutral drift SetState(S_KART_DRIFT_L); } } else if (drift < 0) { // Drifting RIGHT! if (turndir == -1) { // Right -- inwards drift SetState(S_KART_DRIFT_R_IN); } else if (turndir == 1) { // Left -- outwards drift SetState(S_KART_DRIFT_R_OUT); } else { // Neutral drift SetState(S_KART_DRIFT_R); } } else { if (player->speed >= fastspeed && player->speed >= (player->lastspeed - speedthreshold)) { // Going REAL fast! if (turndir == -1) { SetState(S_KART_FAST_R); } else if (turndir == 1) { SetState(S_KART_FAST_L); } else { switch (player->glanceDir) { case -2: SetState(S_KART_FAST_LOOK_R); break; case 2: SetState(S_KART_FAST_LOOK_L); break; case -1: SetState(S_KART_FAST_GLANCE_R); break; case 1: SetState(S_KART_FAST_GLANCE_L); break; default: SetState(S_KART_FAST); break; } } } else { if (spinningwheels) { // Drivin' slow. if (turndir == -1) { SetState(S_KART_SLOW_R); } else if (turndir == 1) { SetState(S_KART_SLOW_L); } else { switch (player->glanceDir) { case -2: SetState(S_KART_SLOW_LOOK_R); break; case 2: SetState(S_KART_SLOW_LOOK_L); break; case -1: SetState(S_KART_SLOW_GLANCE_R); break; case 1: SetState(S_KART_SLOW_GLANCE_L); break; default: SetState(S_KART_SLOW); break; } } } else { // Completely still. if (turndir == -1) { SetState(S_KART_STILL_R); } else if (turndir == 1) { SetState(S_KART_STILL_L); } else { switch (player->glanceDir) { case -2: SetState(S_KART_STILL_LOOK_R); break; case 2: SetState(S_KART_STILL_LOOK_L); break; case -1: SetState(S_KART_STILL_GLANCE_R); break; case 1: SetState(S_KART_STILL_GLANCE_L); break; default: SetState(S_KART_STILL); break; } } } } } } #undef SetState // Update your glance value to smooth it out. if (player->glanceDir > destGlanceDir) { player->glanceDir--; } else if (player->glanceDir < destGlanceDir) { player->glanceDir++; } // Update lastspeed value -- we use to display slow driving frames instead of fast driving when slowing down. player->lastspeed = player->speed; } static void K_TauntVoiceTimers(player_t *player) { if (!player) return; player->karthud[khud_tauntvoices] = 6*TICRATE; player->karthud[khud_voices] = 4*TICRATE; } static void K_RegularVoiceTimers(player_t *player) { if (!player) return; player->karthud[khud_voices] = 4*TICRATE; if (player->karthud[khud_tauntvoices] < 4*TICRATE) player->karthud[khud_tauntvoices] = 4*TICRATE; } void K_PlayAttackTaunt(mobj_t *source) { sfxenum_t pick = P_RandomKey(2); // Gotta roll the RNG every time this is called for sync reasons boolean tasteful = (!source->player || !source->player->karthud[khud_tauntvoices]); if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2)) S_StartSound(source, sfx_kattk1+pick); if (!tasteful) return; K_TauntVoiceTimers(source->player); } void K_PlayBoostTaunt(mobj_t *source) { sfxenum_t pick = P_RandomKey(2); // Gotta roll the RNG every time this is called for sync reasons boolean tasteful = (!source->player || !source->player->karthud[khud_tauntvoices]); if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2)) S_StartSound(source, sfx_kbost1+pick); if (!tasteful) return; K_TauntVoiceTimers(source->player); } void K_PlayOvertakeSound(mobj_t *source) { boolean tasteful = (!source->player || !source->player->karthud[khud_voices]); if (!gametype == GT_RACE) // Only in race return; // 4 seconds from before race begins, 10 seconds afterwards if (leveltime < starttime+(10*TICRATE)) return; if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2)) S_StartSound(source, sfx_kslow); if (!tasteful) return; K_RegularVoiceTimers(source->player); } void K_PlayPainSound(mobj_t *source) { sfxenum_t pick = P_RandomKey(2); // Gotta roll the RNG every time this is called for sync reasons if (cv_kartvoices.value) S_StartSound(source, sfx_khurt1 + pick); K_RegularVoiceTimers(source->player); } void K_PlayHitEmSound(mobj_t *source) { if (source->player->follower) { follower_t fl = followers[source->player->followerskin]; source->player->follower->movecount = fl.hitconfirmtime; // movecount is used to play the hitconfirm animation for followers. } if (cv_kartvoices.value) S_StartSound(source, sfx_khitem); else S_StartSound(source, sfx_s1c9); // The only lost gameplay functionality with voices disabled K_RegularVoiceTimers(source->player); } void K_PlayPowerGloatSound(mobj_t *source) { if (cv_kartvoices.value) S_StartSound(source, sfx_kgloat); K_RegularVoiceTimers(source->player); } void K_MomentumToFacing(player_t *player) { angle_t dangle = player->mo->angle - K_MomentumAngle(player->mo); if (dangle > ANGLE_180) dangle = InvAngle(dangle); // If you aren't on the ground or are moving in too different of a direction don't do this if (player->mo->eflags & MFE_JUSTHITFLOOR) ; // Just hit floor ALWAYS redirects else if (!P_IsObjectOnGround(player->mo) || dangle > ANGLE_90) return; P_Thrust(player->mo, player->mo->angle, player->speed - FixedMul(player->speed, player->mo->friction)); player->mo->momx = FixedMul(player->mo->momx - player->cmomx, player->mo->friction) + player->cmomx; player->mo->momy = FixedMul(player->mo->momy - player->cmomy, player->mo->friction) + player->cmomy; } boolean K_ApplyOffroad(player_t *player) { if (player->kartstuff[k_invincibilitytimer] || player->kartstuff[k_hyudorotimer] || player->kartstuff[k_sneakertimer]) return false; return true; } boolean K_SlopeResistance(player_t *player) { if (player->kartstuff[k_invincibilitytimer] || player->kartstuff[k_sneakertimer] || player->kartstuff[k_tiregrease]) return true; return false; } static fixed_t K_FlameShieldDashVar(INT32 val) { // 1 second = 75% + 50% top speed return (3*FRACUNIT/4) + (((val * FRACUNIT) / TICRATE) / 2); } INT16 K_GetSpindashChargeTime(player_t *player) { // more charge time for higher speed // Tails = 2s, Mighty = 3s, Fang = 4s, Metal = 4s return (player->kartspeed + 4) * (TICRATE/3); } fixed_t K_GetSpindashChargeSpeed(player_t *player) { // more speed for higher weight & speed // Tails = +6.25%, Fang = +20.31%, Mighty = +20.31%, Metal = +25% // (can be higher than this value when overcharged) return (player->kartspeed + player->kartweight) * (FRACUNIT/32); } // sets boostpower, speedboost, accelboost, and handleboost to whatever we need it to be static void K_GetKartBoostPower(player_t *player) { // Light weights have stronger boost stacking -- aka, better metabolism than heavies XD const fixed_t maxmetabolismincrease = FRACUNIT/2; const fixed_t metabolism = FRACUNIT - ((9-player->kartweight) * maxmetabolismincrease / 8); // v2 almost broke sliptiding when it fixed turning bugs! // This value is fine-tuned to feel like v1 again without reverting any of those changes. const fixed_t sliptidehandling = FRACUNIT/2; fixed_t boostpower = FRACUNIT; fixed_t speedboost = 0, accelboost = 0, handleboost = 0; UINT8 numboosts = 0; if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow] == 1) // Slow down after you've been bumped { player->kartstuff[k_boostpower] = player->kartstuff[k_speedboost] = player->kartstuff[k_accelboost] = 0; return; } // Offroad is separate, it's difficult to factor it in with a variable value anyway. if (K_ApplyOffroad(player) && player->kartstuff[k_offroad] >= 0) boostpower = FixedDiv(boostpower, FixedMul(player->kartstuff[k_offroad], K_GetKartGameSpeedScalar(gamespeed)) + FRACUNIT); if (player->kartstuff[k_bananadrag] > TICRATE) boostpower = (4*boostpower)/5; // Note: Handling will ONLY stack when sliptiding! // When you're not, it just uses the best instead of adding together, like the old behavior. #define ADDBOOST(s,a,h) { \ numboosts++; \ speedboost += FixedDiv(s, FRACUNIT + (metabolism * (numboosts-1))); \ accelboost += FixedDiv(a, FRACUNIT + (metabolism * (numboosts-1))); \ if (player->kartstuff[k_aizdriftstrat]) \ handleboost += FixedDiv(h, FRACUNIT + (metabolism * (numboosts-1))); \ else \ handleboost = max(h, handleboost); \ } if (player->kartstuff[k_sneakertimer]) // Sneaker { UINT8 i; for (i = 0; i < player->kartstuff[k_numsneakers]; i++) { ADDBOOST(FRACUNIT/2, 8*FRACUNIT, sliptidehandling); // + 50% top speed, + 800% acceleration, +50% handling } } if (player->kartstuff[k_invincibilitytimer]) // Invincibility { ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT, sliptidehandling/2); // + 37.5% top speed, + 300% acceleration, +25% handling } if (player->kartstuff[k_growshrinktimer] > 0) // Grow { ADDBOOST(0, 0, sliptidehandling/2); // + 0% top speed, + 0% acceleration, +25% handling } if (player->kartstuff[k_flamedash]) // Flame Shield dash { fixed_t dash = K_FlameShieldDashVar(player->kartstuff[k_flamedash]); ADDBOOST( dash, // + infinite top speed 3*FRACUNIT, // + 300% acceleration FixedMul(FixedDiv(dash, FRACUNIT/2), sliptidehandling/2) // + infinite handling ); } if (player->kartstuff[k_spindashboost]) // Spindash boost { const fixed_t MAXCHARGESPEED = K_GetSpindashChargeSpeed(player); const fixed_t exponent = FixedMul(player->kartstuff[k_spindashspeed], player->kartstuff[k_spindashspeed]); // character & charge dependent ADDBOOST( FixedMul(MAXCHARGESPEED, exponent), // + 0 to K_GetSpindashChargeSpeed()% top speed (40 * exponent), // + 0% to 4000% acceleration 0 // + 0% handling ); } if (player->kartstuff[k_startboost]) // Startup Boost { ADDBOOST(FRACUNIT/2, 4*FRACUNIT, 0); // + 50% top speed, + 400% acceleration, +0% handling } if (player->kartstuff[k_driftboost]) // Drift Boost { ADDBOOST(FRACUNIT/4, 4*FRACUNIT, 0); // + 25% top speed, + 400% acceleration, +0% handling } if (player->kartstuff[k_ringboost]) // Ring Boost { ADDBOOST(FRACUNIT/5, 4*FRACUNIT, 0); // + 20% top speed, + 400% acceleration, +0% handling } if (player->kartstuff[k_eggmanexplode]) // Ready-to-explode { ADDBOOST(3*FRACUNIT/20, FRACUNIT, 0); // + 15% top speed, + 100% acceleration, +0% handling } if (player->kartstuff[k_draftpower] > 0) // Drafting { // 30% - 44%, each point of speed adds 1.75% fixed_t draftspeed = ((3*FRACUNIT)/10) + ((player->kartspeed-1) * ((7*FRACUNIT)/400)); speedboost += FixedMul(draftspeed, player->kartstuff[k_draftpower]); // (Drafting suffers no boost stack penalty.) numboosts++; } player->kartstuff[k_boostpower] = boostpower; // value smoothing if (speedboost > player->kartstuff[k_speedboost]) { player->kartstuff[k_speedboost] = speedboost; } else { player->kartstuff[k_speedboost] += (speedboost - player->kartstuff[k_speedboost]) / (TICRATE/2); } player->kartstuff[k_accelboost] = accelboost; player->kartstuff[k_handleboost] = handleboost; player->kartstuff[k_numboosts] = numboosts; } // Returns kart speed from a stat. Boost power and scale are NOT taken into account, no player or object is necessary. fixed_t K_GetKartSpeedFromStat(UINT8 kartspeed) { const fixed_t xspd = (3*FRACUNIT)/64; fixed_t g_cc = K_GetKartGameSpeedScalar(gamespeed) + xspd; fixed_t k_speed = 148; fixed_t finalspeed; k_speed += kartspeed*4; // 152 - 184 finalspeed = FixedMul(k_speed<<14, g_cc); return finalspeed; } fixed_t K_GetKartSpeed(player_t *player, boolean doboostpower) { fixed_t finalspeed; finalspeed = K_GetKartSpeedFromStat(player->kartspeed); if (player->spheres > 0) { fixed_t sphereAdd = (FRACUNIT/80); // 50% at max finalspeed = FixedMul(finalspeed, FRACUNIT + (sphereAdd * player->spheres)); } if (K_PlayerUsesBotMovement(player)) { // Increase bot speed by 1-10% depending on difficulty fixed_t add = (player->botvars.difficulty * (FRACUNIT/10)) / MAXBOTDIFFICULTY; finalspeed = FixedMul(finalspeed, FRACUNIT + add); if (player->botvars.rival == true) { // +10% top speed for the rival finalspeed = FixedMul(finalspeed, 11*FRACUNIT/10); } } if (player->mo && !P_MobjWasRemoved(player->mo)) finalspeed = FixedMul(finalspeed, player->mo->scale); if (doboostpower) { if (K_PlayerUsesBotMovement(player)) { finalspeed = FixedMul(finalspeed, K_BotTopSpeedRubberband(player)); } return FixedMul(finalspeed, player->kartstuff[k_boostpower]+player->kartstuff[k_speedboost]); } return finalspeed; } fixed_t K_GetKartAccel(player_t *player) { fixed_t k_accel = 121; k_accel += 17 * (9 - player->kartspeed); // 121 - 257 if (player->spheres > 0) { fixed_t sphereAdd = (FRACUNIT/10); // 500% at max k_accel = FixedMul(k_accel, FRACUNIT + (sphereAdd * player->spheres)); } return FixedMul(k_accel, (FRACUNIT + player->kartstuff[k_accelboost]) / 4); } UINT16 K_GetKartFlashing(player_t *player) { UINT16 tics = flashingtics; if (!player) return tics; tics += (tics/8) * (player->kartspeed); return tics; } boolean K_KartKickstart(player_t *player) { return ((player->pflags & PF_KICKSTARTACCEL) && (!K_PlayerUsesBotMovement(player)) && (player->kickstartaccel >= ACCEL_KICKSTART)); } UINT16 K_GetKartButtons(player_t *player) { return (player->cmd.buttons | (K_KartKickstart(player) ? BT_ACCELERATE : 0)); } SINT8 K_GetForwardMove(player_t *player) { SINT8 forwardmove = player->cmd.forwardmove; if ((player->pflags & PF_STASIS) || (player->pflags & PF_SLIDING)) { return 0; } if (player->kartstuff[k_sneakertimer] || player->kartstuff[k_spindashboost]) { return MAXPLMOVE; } if (player->kartstuff[k_spinouttimer] || K_PlayerEBrake(player)) { return 0; } if (K_KartKickstart(player)) // unlike the brute forward of sneakers, allow for backwards easing here { forwardmove += MAXPLMOVE; if (forwardmove > MAXPLMOVE) forwardmove = MAXPLMOVE; } return forwardmove; } fixed_t K_3dKartMovement(player_t *player) { const fixed_t accelmax = 4000; const fixed_t p_speed = K_GetKartSpeed(player, true); const fixed_t p_accel = K_GetKartAccel(player); fixed_t newspeed, oldspeed, finalspeed; fixed_t movemul = FRACUNIT; fixed_t orig = ORIG_FRICTION; SINT8 forwardmove = K_GetForwardMove(player); if (K_PlayerUsesBotMovement(player)) { orig = K_BotFrictionRubberband(player, ORIG_FRICTION); } // ACCELCODE!!!1!11! oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale); // Don't calculate the acceleration as ever being above top speed if (oldspeed > p_speed) oldspeed = p_speed; newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), orig); finalspeed = newspeed - oldspeed; movemul = abs(forwardmove * FRACUNIT) / 50; // forwardmove is: // 50 while accelerating, // 0 with no gas, and // -25 when only braking. if (forwardmove >= 0) { finalspeed = FixedMul(finalspeed, movemul); } else { finalspeed = FixedMul(-mapobjectscale/2, movemul); } return finalspeed; } angle_t K_MomentumAngle(mobj_t *mo) { if (mo->momx || mo->momy) { return R_PointToAngle2(0, 0, mo->momx, mo->momy); } else { return mo->angle; // default to facing angle, rather than 0 } } void K_SetHitLagForObjects(mobj_t *mo1, mobj_t *mo2, INT32 tics) { boolean mo1valid = (mo1 && !P_MobjWasRemoved(mo1)); boolean mo2valid = (mo2 && !P_MobjWasRemoved(mo2)); INT32 tics1 = tics; INT32 tics2 = tics; if (tics <= 0) { return; } if (mo1valid == true && mo2valid == true) { const INT32 mintics = tics; const fixed_t ticaddfactor = mapobjectscale * 8; const fixed_t mo1speed = FixedHypot(FixedHypot(mo1->momx, mo1->momy), mo1->momz); const fixed_t mo2speed = FixedHypot(FixedHypot(mo2->momx, mo2->momy), mo2->momz); const fixed_t speeddiff = mo2speed - mo1speed; const fixed_t scalediff = mo2->scale - mo1->scale; const angle_t mo1angle = K_MomentumAngle(mo1); const angle_t mo2angle = K_MomentumAngle(mo2); angle_t anglediff = mo1angle - mo2angle; fixed_t anglemul = FRACUNIT; if (anglediff > ANGLE_180) { anglediff = InvAngle(anglediff); } anglemul = FRACUNIT + (AngleFixed(anglediff) / 180); // x1.0 at 0, x1.5 at 90, x2.0 at 180 /* CONS_Printf("anglemul: %f\n", FIXED_TO_FLOAT(anglemul)); CONS_Printf("speeddiff: %f\n", FIXED_TO_FLOAT(speeddiff)); CONS_Printf("scalediff: %f\n", FIXED_TO_FLOAT(scalediff)); */ tics1 += FixedMul(speeddiff, FixedMul(anglemul, FRACUNIT + scalediff)) / ticaddfactor; tics2 += FixedMul(-speeddiff, FixedMul(anglemul, FRACUNIT - scalediff)) / ticaddfactor; if (tics1 < mintics) { tics1 = mintics; } if (tics2 < mintics) { tics2 = mintics; } } //CONS_Printf("tics1: %d, tics2: %d\n", tics1, tics2); if (mo1valid == true) { mo1->hitlag = max(tics1, mo1->hitlag); } if (mo2valid == true) { mo2->hitlag = max(tics2, mo2->hitlag); } } void K_DoInstashield(player_t *player) { mobj_t *layera; mobj_t *layerb; if (player->kartstuff[k_instashield] > 0) return; player->kartstuff[k_instashield] = 15; // length of instashield animation S_StartSound(player->mo, sfx_cdpcm9); layera = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INSTASHIELDA); P_SetTarget(&layera->target, player->mo); layerb = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INSTASHIELDB); P_SetTarget(&layerb->target, player->mo); } void K_BattleAwardHit(player_t *player, player_t *victim, mobj_t *inflictor, UINT8 bumpersRemoved) { UINT8 points = 1; boolean trapItem = false; if (player == NULL || victim == NULL) { // Invalid player or victim return; } if (player == victim) { // You cannot give yourself points return; } if ((inflictor && !P_MobjWasRemoved(inflictor)) && (inflictor->type == MT_BANANA && inflictor->health > 1)) { trapItem = true; } // Only apply score bonuses to non-bananas if (trapItem == false) { if (K_IsPlayerWanted(victim)) { // +3 points for hitting a wanted player points = 3; } else if (gametyperules & GTR_BUMPERS) { if ((victim->bumpers > 0) && (victim->bumpers <= bumpersRemoved)) { // +2 points for finishing off a player points = 2; } } } if (gametyperules & GTR_POINTLIMIT) { P_AddPlayerScore(player, points); K_SpawnBattlePoints(player, victim, points); } } void K_SpinPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 type) { (void)inflictor; (void)source; player->kartstuff[k_spinouttype] = type; if (( player->kartstuff[k_spinouttype] & KSPIN_THRUST )) { // At spinout, player speed is increased to 1/4 their regular speed, moving them forward if (player->speed < K_GetKartSpeed(player, true)/4) P_InstaThrust(player->mo, player->mo->angle, FixedMul(K_GetKartSpeed(player, true)/4, player->mo->scale)); S_StartSound(player->mo, sfx_slip); } player->kartstuff[k_spinouttimer] = (3*TICRATE/2)+2; P_SetPlayerMobjState(player->mo, S_KART_SPINOUT); } static void K_RemoveGrowShrink(player_t *player) { if (player->mo && !P_MobjWasRemoved(player->mo)) { if (player->kartstuff[k_growshrinktimer] > 0) // Play Shrink noise S_StartSound(player->mo, sfx_kc59); else if (player->kartstuff[k_growshrinktimer] < 0) // Play Grow noise S_StartSound(player->mo, sfx_kc5a); if (player->kartstuff[k_invincibilitytimer] == 0) player->mo->color = player->skincolor; player->mo->scalespeed = mapobjectscale/TICRATE; player->mo->destscale = mapobjectscale; if (cv_kartdebugshrink.value && !modeattacking && !player->bot) player->mo->destscale = (6*player->mo->destscale)/8; } player->kartstuff[k_growshrinktimer] = 0; P_RestoreMusic(player); } void K_TumblePlayer(player_t *player, mobj_t *inflictor, mobj_t *source) { fixed_t gravityadjust; (void)source; player->tumbleBounces = 1; player->mo->momx = 2 * player->mo->momx / 3; player->mo->momy = 2 * player->mo->momy / 3; player->tumbleHeight = 30; player->tumbleSound = 0; if (inflictor && !P_MobjWasRemoved(inflictor)) { const fixed_t addHeight = FixedHypot(FixedHypot(inflictor->momx, inflictor->momy) / 2, FixedHypot(player->mo->momx, player->mo->momy) / 2); player->tumbleHeight += (addHeight / player->mo->scale); } S_StartSound(player->mo, sfx_s3k9b); // adapt momz w/ gravity? // as far as kart goes normal gravity is 2 (FRACUNIT*2) gravityadjust = P_GetMobjGravity(player->mo)/2; // so we'll halve it for our calculations. if (player->mo->eflags & MFE_UNDERWATER) gravityadjust /= 2; // halve "gravity" underwater // and then modulate momz like that... player->mo->momz = -gravityadjust * player->tumbleHeight; P_SetPlayerMobjState(player->mo, S_KART_SPINOUT); if (P_IsDisplayPlayer(player)) P_StartQuake(64<tumbleBounces > TUMBLEBOUNCES && player->tumbleHeight < 40); } static void K_HandleTumbleBounce(player_t *player) { fixed_t gravityadjust; player->tumbleBounces++; player->tumbleHeight = (player->tumbleHeight * 4) / 5; player->tumbleSound = 0; if (player->tumbleHeight < 10) { // 10 minimum bounce height player->tumbleHeight = 10; } if (K_LastTumbleBounceCondition(player)) { // Leave tumble state when below 40 height, and have bounced off the ground enough if (player->tumbleLastBounce == true) { // End tumble state player->tumbleBounces = 0; player->tumbleLastBounce = false; // Reset for next time return; } else { // One last bounce at the minimum height, to reset the animation player->tumbleHeight = 10; player->tumbleLastBounce = true; player->mo->rollangle = 0; // p_user.c will stop rotating the player automatically } } if (P_IsDisplayPlayer(player) && player->tumbleHeight >= 40) P_StartQuake((player->tumbleHeight*3/2)<mo, (player->tumbleHeight < 40) ? sfx_s3k5d : sfx_s3k5f); // s3k5d is bounce < 50, s3k5f otherwise! player->mo->momx = player->mo->momx / 2; player->mo->momy = player->mo->momy / 2; // adapt momz w/ gravity? // as far as kart goes normal gravity is 2 (FRACUNIT*2) gravityadjust = P_GetMobjGravity(player->mo)/2; // so we'll halve it for our calculations. if (player->mo->eflags & MFE_UNDERWATER) gravityadjust /= 2; // halve "gravity" underwater // and then modulate momz like that... player->mo->momz = -gravityadjust * player->tumbleHeight; } // Play a falling sound when you start falling while tumbling and you're nowhere near done bouncing static void K_HandleTumbleSound(player_t *player) { fixed_t momz; momz = player->mo->momz * P_MobjFlip(player->mo); if (!K_LastTumbleBounceCondition(player) && !player->tumbleSound && momz < -10*player->mo->scale) { S_StartSound(player->mo, sfx_s3k51); player->tumbleSound = 1; } } INT32 K_ExplodePlayer(player_t *player, mobj_t *inflictor, mobj_t *source) // A bit of a hack, we just throw the player up higher here and extend their spinout timer { INT32 ringburst = 10; (void)source; player->mo->momz = 18*mapobjectscale*P_MobjFlip(player->mo); // please stop forgetting mobjflip checks!!!! player->mo->momx = player->mo->momy = 0; player->kartstuff[k_spinouttype] = KSPIN_EXPLOSION; player->kartstuff[k_spinouttimer] = (3*TICRATE/2)+2; if (inflictor && !P_MobjWasRemoved(inflictor)) { if (inflictor->type == MT_SPBEXPLOSION && inflictor->extravalue1) { player->kartstuff[k_spinouttimer] = ((5*player->kartstuff[k_spinouttimer])/2)+1; player->mo->momz *= 2; ringburst = 20; } } if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz = (117 * player->mo->momz) / 200; P_SetPlayerMobjState(player->mo, S_KART_SPINOUT); if (P_IsDisplayPlayer(player)) P_StartQuake(64<player) { length += (4 * (source->player->kartweight - player->kartweight)); } player->kartstuff[k_spinouttype] = KSPIN_STUNG; player->kartstuff[k_spinouttimer] = length; player->kartstuff[k_wipeoutslow] = min(length-1, wipeoutslowtime+1); P_SetPlayerMobjState(player->mo, S_KART_SPINOUT); } void K_HandleBumperChanges(player_t *player, UINT8 prevBumpers) { if (!(gametyperules & GTR_BUMPERS)) { // Bumpers aren't being used return; } // TODO: replace all console text print-outs with a real visual if (player->bumpers > 0 && prevBumpers == 0) { if (player->kartstuff[k_comebackmode] == 2) { mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE); S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound); } player->kartstuff[k_comebackmode] = 0; if (netgame) { CONS_Printf(M_GetText("%s is back in the game!\n"), player_names[player-players]); } } else if (player->bumpers == 0 && prevBumpers > 0) { mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); P_SetTarget(&karmahitbox->target, player->mo); karmahitbox->destscale = player->mo->destscale; P_SetScale(karmahitbox, player->mo->scale); if (netgame) { CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]); } } player->karmadelay = comebacktime; K_CalculateBattleWanted(); K_CheckBumpers(); } void K_DestroyBumpers(player_t *player, UINT8 amount) { UINT8 oldBumpers = player->bumpers; if (!(gametyperules & GTR_BUMPERS)) { return; } amount = min(amount, player->bumpers); if (amount == 0) { return; } player->bumpers -= amount; K_HandleBumperChanges(player, oldBumpers); } void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount) { UINT8 oldPlayerBumpers = player->bumpers; UINT8 oldVictimBumpers = victim->bumpers; UINT8 tookBumpers = 0; if (!(gametyperules & GTR_BUMPERS)) { return; } amount = min(amount, victim->bumpers); if (amount == 0) { return; } while ((tookBumpers < amount) && (victim->bumpers > 0)) { UINT8 newbumper = player->bumpers; angle_t newangle, diff; fixed_t newx, newy; mobj_t *newmo; if (newbumper <= 1) { diff = 0; } else { diff = FixedAngle(360*FRACUNIT/newbumper); } newangle = player->mo->angle; newx = player->mo->x + P_ReturnThrustX(player->mo, newangle + ANGLE_180, 64*FRACUNIT); newy = player->mo->y + P_ReturnThrustY(player->mo, newangle + ANGLE_180, 64*FRACUNIT); newmo = P_SpawnMobj(newx, newy, player->mo->z, MT_BATTLEBUMPER); newmo->threshold = newbumper; P_SetTarget(&newmo->tracer, victim->mo); P_SetTarget(&newmo->target, player->mo); newmo->angle = (diff * (newbumper-1)); newmo->color = victim->skincolor; if (newbumper+1 < 2) { P_SetMobjState(newmo, S_BATTLEBUMPER3); } else if (newbumper+1 < 3) { P_SetMobjState(newmo, S_BATTLEBUMPER2); } else { P_SetMobjState(newmo, S_BATTLEBUMPER1); } player->bumpers++; victim->bumpers--; tookBumpers++; } if (tookBumpers == 0) { // No change occured. return; } // Play steal sound S_StartSound(player->mo, sfx_3db06); K_HandleBumperChanges(player, oldPlayerBumpers); K_HandleBumperChanges(victim, oldVictimBumpers); } // source is the mobj that originally threw the bomb that exploded etc. // Spawns the sphere around the explosion that handles spinout void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source) { mobj_t *mobj; mobj_t *ghost = NULL; INT32 i; TVector v; TVector *res; fixed_t finalx, finaly, finalz, dist; //mobj_t hoopcenter; angle_t degrees, fa, closestangle; fixed_t mobjx, mobjy, mobjz; //hoopcenter.x = x; //hoopcenter.y = y; //hoopcenter.z = z; //hoopcenter.z = z - mobjinfo[type].height/2; degrees = FINEANGLES/number; closestangle = 0; // Create the hoop! for (i = 0; i < number; i++) { fa = (i*degrees); v[0] = FixedMul(FINECOSINE(fa),radius); v[1] = 0; v[2] = FixedMul(FINESINE(fa),radius); v[3] = FRACUNIT; res = VectorMatrixMultiply(v, *RotateXMatrix(rotangle)); M_Memcpy(&v, res, sizeof (v)); res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle)); M_Memcpy(&v, res, sizeof (v)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; mobj = P_SpawnMobj(finalx, finaly, finalz, type); mobj->z -= mobj->height>>1; // change angle mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y); // change slope dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z); if (dist < 1) dist = 1; mobjx = mobj->x; mobjy = mobj->y; mobjz = mobj->z; if (ghostit) { ghost = P_SpawnGhostMobj(mobj); P_SetMobjState(mobj, S_NULL); mobj = ghost; } if (spawncenter) { mobj->x = x; mobj->y = y; mobj->z = z; } mobj->momx = FixedMul(FixedDiv(mobjx - x, dist), FixedDiv(dist, 6*FRACUNIT)); mobj->momy = FixedMul(FixedDiv(mobjy - y, dist), FixedDiv(dist, 6*FRACUNIT)); mobj->momz = FixedMul(FixedDiv(mobjz - z, dist), FixedDiv(dist, 6*FRACUNIT)); if (source && !P_MobjWasRemoved(source)) P_SetTarget(&mobj->target, source); } } #define MINEQUAKEDIST 4096 // Spawns the purely visual explosion void K_SpawnMineExplosion(mobj_t *source, UINT8 color) { INT32 i, radius, height; mobj_t *smoldering = P_SpawnMobj(source->x, source->y, source->z, MT_SMOLDERING); mobj_t *dust; mobj_t *truc; INT32 speed, speed2; INT32 pnum; player_t *p; // check for potential display players near the source so we can have a sick earthquake / flashpal. for (pnum = 0; pnum < MAXPLAYERS; pnum++) { p = &players[pnum]; if (!playeringame[pnum] || !P_IsDisplayPlayer(p)) continue; if (R_PointToDist2(p->mo->x, p->mo->y, source->x, source->y) < mapobjectscale*MINEQUAKEDIST) { P_StartQuake(55<mo, source)) { bombflashtimer = TICRATE*2; P_FlashPal(p, PAL_WHITE, 1); } break; // we can break right now because quakes are global to all split players somehow. } } K_MatchGenericExtraFlags(smoldering, source); smoldering->tics = TICRATE*3; radius = source->radius>>FRACBITS; height = source->height>>FRACBITS; if (!color) color = SKINCOLOR_KETCHUP; for (i = 0; i < 32; i++) { dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE); P_SetMobjState(dust, S_OPAQUESMOKE1); dust->angle = (ANGLE_180/16) * i; P_SetScale(dust, source->scale); dust->destscale = source->scale*10; dust->scalespeed = source->scale/12; P_InstaThrust(dust, dust->angle, FixedMul(20*FRACUNIT, source->scale)); truc = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT, source->y + P_RandomRange(-radius, radius)*FRACUNIT, source->z + P_RandomRange(0, height)*FRACUNIT, MT_BOOMEXPLODE); K_MatchGenericExtraFlags(truc, source); P_SetScale(truc, source->scale); truc->destscale = source->scale*6; truc->scalespeed = source->scale/12; speed = FixedMul(10*FRACUNIT, source->scale)>>FRACBITS; truc->momx = P_RandomRange(-speed, speed)*FRACUNIT; truc->momy = P_RandomRange(-speed, speed)*FRACUNIT; speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS; truc->momz = P_RandomRange(-speed, speed)*FRACUNIT*P_MobjFlip(truc); if (truc->eflags & MFE_UNDERWATER) truc->momz = (117 * truc->momz) / 200; truc->color = color; } for (i = 0; i < 16; i++) { dust = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT, source->y + P_RandomRange(-radius, radius)*FRACUNIT, source->z + P_RandomRange(0, height)*FRACUNIT, MT_SMOKE); P_SetMobjState(dust, S_OPAQUESMOKE1); P_SetScale(dust, source->scale); dust->destscale = source->scale*10; dust->scalespeed = source->scale/12; dust->tics = 30; dust->momz = P_RandomRange(FixedMul(3*FRACUNIT, source->scale)>>FRACBITS, FixedMul(7*FRACUNIT, source->scale)>>FRACBITS)*FRACUNIT; truc = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT, source->y + P_RandomRange(-radius, radius)*FRACUNIT, source->z + P_RandomRange(0, height)*FRACUNIT, MT_BOOMPARTICLE); K_MatchGenericExtraFlags(truc, source); P_SetScale(truc, source->scale); truc->destscale = source->scale*5; truc->scalespeed = source->scale/12; speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS; truc->momx = P_RandomRange(-speed, speed)*FRACUNIT; truc->momy = P_RandomRange(-speed, speed)*FRACUNIT; speed = FixedMul(15*FRACUNIT, source->scale)>>FRACBITS; speed2 = FixedMul(45*FRACUNIT, source->scale)>>FRACBITS; truc->momz = P_RandomRange(speed, speed2)*FRACUNIT*P_MobjFlip(truc); if (P_RandomChance(FRACUNIT/2)) truc->momz = -truc->momz; if (truc->eflags & MFE_UNDERWATER) truc->momz = (117 * truc->momz) / 200; truc->tics = TICRATE*2; truc->color = color; } } #undef MINEQUAKEDIST static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, INT32 flags2, fixed_t speed) { mobj_t *th; fixed_t x, y, z; fixed_t finalspeed = speed; mobj_t *throwmo; if (source->player && source->player->speed > K_GetKartSpeed(source->player, false)) { angle_t input = source->angle - an; boolean invert = (input > ANGLE_180); if (invert) input = InvAngle(input); finalspeed = max(speed, FixedMul(speed, FixedMul( FixedDiv(source->player->speed, K_GetKartSpeed(source->player, false)), // Multiply speed to be proportional to your own, boosted maxspeed. (((180<x + source->momx + FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT)); y = source->y + source->momy + FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT)); z = source->z; // spawn on the ground please th = P_SpawnMobj(x, y, z, type); K_FlipFromObject(th, source); th->flags2 |= flags2; th->threshold = 10; if (th->info->seesound) S_StartSound(source, th->info->seesound); P_SetTarget(&th->target, source); P_SetScale(th, source->scale); th->destscale = source->destscale; if (P_IsObjectOnGround(source)) { // floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn // This should set it for FOFs P_TeleportMove(th, th->x, th->y, th->z); // spawn on the ground if the player is on the ground if (P_MobjFlip(source) < 0) { th->z = th->ceilingz - th->height; th->eflags |= MFE_VERTICALFLIP; } else th->z = th->floorz; } th->angle = an; th->momx = FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT)); th->momy = FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT)); th->momz = source->momz; switch (type) { case MT_ORBINAUT: if (source && source->player) th->color = source->player->skincolor; else th->color = SKINCOLOR_GREY; th->movefactor = finalspeed; break; case MT_JAWZ: if (source && source->player) { INT32 lasttarg = source->player->kartstuff[k_lastjawztarget]; th->cvmem = source->player->skincolor; if ((lasttarg >= 0 && lasttarg < MAXPLAYERS) && playeringame[lasttarg] && !players[lasttarg].spectator && players[lasttarg].mo) { P_SetTarget(&th->tracer, players[lasttarg].mo); } } else th->cvmem = SKINCOLOR_KETCHUP; /* FALLTHRU */ case MT_JAWZ_DUD: S_StartSound(th, th->info->activesound); /* FALLTHRU */ case MT_SPB: th->movefactor = finalspeed; break; case MT_BUBBLESHIELDTRAP: P_SetScale(th, ((5*th->destscale)>>2)*4); th->destscale = (5*th->destscale)>>2; S_StartSound(th, sfx_s3kbfl); S_StartSound(th, sfx_cdfm35); break; default: break; } if (type != MT_BUBBLESHIELDTRAP) { x = x + P_ReturnThrustX(source, an, source->radius + th->radius); y = y + P_ReturnThrustY(source, an, source->radius + th->radius); throwmo = P_SpawnMobj(x, y, z, MT_FIREDITEM); throwmo->movecount = 1; throwmo->movedir = source->angle - an; P_SetTarget(&throwmo->target, source); } return NULL; } UINT16 K_DriftSparkColor(player_t *player, INT32 charge) { INT32 ds = K_GetKartDriftSparkValue(player); UINT16 color = SKINCOLOR_NONE; if (charge < 0) { // Stage 0: Yellow color = SKINCOLOR_GOLD; } else if (charge >= ds*4) { // Stage 3: Rainbow if (charge <= (ds*4)+(32*3)) { // transition color = SKINCOLOR_SILVER; } else { color = K_RainbowColor(leveltime); } } else if (charge >= ds*2) { // Stage 2: Blue if (charge <= (ds*2)+(32*3)) { // transition color = SKINCOLOR_PURPLE; } else { color = SKINCOLOR_SAPPHIRE; } } else if (charge >= ds) { // Stage 1: Red if (charge <= (ds)+(32*3)) { // transition color = SKINCOLOR_TANGERINE; } else { color = SKINCOLOR_KETCHUP; } } return color; } static void K_SpawnDriftSparks(player_t *player) { INT32 ds = K_GetKartDriftSparkValue(player); fixed_t newx; fixed_t newy; mobj_t *spark; angle_t travelangle; INT32 i; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (leveltime % 2 == 1) return; if (!player->kartstuff[k_drift] || (player->kartstuff[k_driftcharge] < ds && !(player->kartstuff[k_driftcharge] < 0))) return; travelangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift]; for (i = 0; i < 2; i++) { SINT8 size = 1; UINT8 trail = 0; newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale)); spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK); P_SetTarget(&spark->target, player->mo); spark->angle = travelangle-(ANGLE_45/5)*player->kartstuff[k_drift]; spark->destscale = player->mo->scale; P_SetScale(spark, player->mo->scale); spark->momx = player->mo->momx/2; spark->momy = player->mo->momy/2; //spark->momz = player->mo->momz/2; spark->color = K_DriftSparkColor(player, player->kartstuff[k_driftcharge]); if (player->kartstuff[k_driftcharge] < 0) { // Stage 0: Yellow size = 0; } else if (player->kartstuff[k_driftcharge] >= ds*4) { // Stage 3: Rainbow size = 2; trail = 2; if (player->kartstuff[k_driftcharge] <= (ds*4)+(32*3)) { // transition P_SetScale(spark, (spark->destscale = spark->scale*3/2)); S_StartSound(player->mo, sfx_cock); } else { spark->colorized = true; } } else if (player->kartstuff[k_driftcharge] >= ds*2) { // Stage 2: Blue size = 2; trail = 1; if (player->kartstuff[k_driftcharge] <= (ds*2)+(32*3)) { // transition P_SetScale(spark, (spark->destscale = spark->scale*3/2)); } } else { // Stage 1: Red size = 1; if (player->kartstuff[k_driftcharge] <= (ds)+(32*3)) { // transition P_SetScale(spark, (spark->destscale = spark->scale*2)); } } if ((player->kartstuff[k_drift] > 0 && player->cmd.turning > 0) // Inward drifts || (player->kartstuff[k_drift] < 0 && player->cmd.turning < 0)) { if ((player->kartstuff[k_drift] < 0 && (i & 1)) || (player->kartstuff[k_drift] > 0 && !(i & 1))) { size++; } else if ((player->kartstuff[k_drift] < 0 && !(i & 1)) || (player->kartstuff[k_drift] > 0 && (i & 1))) { size--; } } else if ((player->kartstuff[k_drift] > 0 && player->cmd.turning < 0) // Outward drifts || (player->kartstuff[k_drift] < 0 && player->cmd.turning > 0)) { if ((player->kartstuff[k_drift] < 0 && (i & 1)) || (player->kartstuff[k_drift] > 0 && !(i & 1))) { size--; } else if ((player->kartstuff[k_drift] < 0 && !(i & 1)) || (player->kartstuff[k_drift] > 0 && (i & 1))) { size++; } } if (size == 2) P_SetMobjState(spark, S_DRIFTSPARK_A1); else if (size < 1) P_SetMobjState(spark, S_DRIFTSPARK_C1); else if (size > 2) P_SetMobjState(spark, S_DRIFTSPARK_D1); if (trail > 0) spark->tics += trail; K_MatchGenericExtraFlags(spark, player->mo); } } static void K_SpawnAIZDust(player_t *player) { fixed_t newx; fixed_t newy; mobj_t *spark; angle_t travelangle; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (leveltime % 2 == 1) return; if (!P_IsObjectOnGround(player->mo)) return; if (player->speed <= K_GetKartSpeed(player, false)) return; travelangle = K_MomentumAngle(player->mo); //S_StartSound(player->mo, sfx_s3k47); { newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle - (player->kartstuff[k_aizdriftstrat]*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle - (player->kartstuff[k_aizdriftstrat]*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale)); spark = P_SpawnMobj(newx, newy, player->mo->z, MT_AIZDRIFTSTRAT); spark->angle = travelangle+(player->kartstuff[k_aizdriftstrat]*ANGLE_90); P_SetScale(spark, (spark->destscale = (3*player->mo->scale)>>2)); spark->momx = (6*player->mo->momx)/5; spark->momy = (6*player->mo->momy)/5; //spark->momz = player->mo->momz/2; K_MatchGenericExtraFlags(spark, player->mo); } } void K_SpawnBoostTrail(player_t *player) { fixed_t newx, newy, newz; fixed_t ground; mobj_t *flame; angle_t travelangle; INT32 i; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (!P_IsObjectOnGround(player->mo) || player->kartstuff[k_hyudorotimer] != 0 || ((gametyperules & GTR_BUMPERS) && player->bumpers <= 0 && player->karmadelay)) return; if (player->mo->eflags & MFE_VERTICALFLIP) ground = player->mo->ceilingz; else ground = player->mo->floorz; if (player->kartstuff[k_drift] != 0) travelangle = player->mo->angle; else travelangle = K_MomentumAngle(player->mo); for (i = 0; i < 2; i++) { newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(24*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(24*FRACUNIT, player->mo->scale)); newz = P_GetZAt(player->mo->standingslope, newx, newy, ground); if (player->mo->eflags & MFE_VERTICALFLIP) { newz -= FixedMul(mobjinfo[MT_SNEAKERTRAIL].height, player->mo->scale); } flame = P_SpawnMobj(newx, newy, ground, MT_SNEAKERTRAIL); P_SetTarget(&flame->target, player->mo); flame->angle = travelangle; flame->fuse = TICRATE*2; flame->destscale = player->mo->scale; P_SetScale(flame, player->mo->scale); // not K_MatchGenericExtraFlags so that a stolen sneaker can be seen K_FlipFromObject(flame, player->mo); flame->momx = 8; P_XYMovement(flame); if (P_MobjWasRemoved(flame)) continue; if (player->mo->eflags & MFE_VERTICALFLIP) { if (flame->z + flame->height < flame->ceilingz) P_RemoveMobj(flame); } else if (flame->z > flame->floorz) P_RemoveMobj(flame); } } void K_SpawnSparkleTrail(mobj_t *mo) { const INT32 rad = (mo->radius*3)/FRACUNIT; mobj_t *sparkle; INT32 i; UINT8 invanimnum; // Current sparkle animation number INT32 invtime;// Invincibility time left, in seconds UINT8 index = 1; fixed_t newx, newy, newz; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); if ((mo->player->kartstuff[k_sneakertimer] || mo->player->kartstuff[k_ringboost] || mo->player->kartstuff[k_driftboost] || mo->player->kartstuff[k_startboost] || mo->player->kartstuff[k_eggmanexplode])) { return; } if (leveltime & 2) index = 2; invtime = mo->player->kartstuff[k_invincibilitytimer]/TICRATE+1; //CONS_Printf("%d\n", index); for (i = 0; i < 8; i++) { newx = mo->x + (P_RandomRange(-rad, rad)*FRACUNIT); newy = mo->y + (P_RandomRange(-rad, rad)*FRACUNIT); newz = mo->z + (P_RandomRange(0, mo->height>>FRACBITS)*FRACUNIT); sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL); sparkle->angle = R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y); sparkle->movefactor = R_PointToDist2(mo->x, mo->y, sparkle->x, sparkle->y); // Save the distance we spawned away from the player. //CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT); sparkle->extravalue1 = (sparkle->z - mo->z); // Keep track of our Z position relative to the player's, I suppose. sparkle->extravalue2 = P_RandomRange(0, 1) ? 1 : -1; // Rotation direction? sparkle->cvmem = P_RandomRange(-25, 25)*mo->scale; // Vertical "angle" K_FlipFromObject(sparkle, mo); //if (i == 0) //P_SetMobjState(sparkle, S_KARTINVULN_LARGE1); P_SetTarget(&sparkle->target, mo); sparkle->destscale = mo->destscale; P_SetScale(sparkle, mo->scale); } invanimnum = (invtime >= 11) ? 11 : invtime; //CONS_Printf("%d\n", invanimnum); P_SetMobjState(sparkle, K_SparkleTrailStartStates[invanimnum][index]); sparkle->colorized = true; sparkle->color = mo->color; } void K_SpawnWipeoutTrail(mobj_t *mo, boolean offroad) { mobj_t *dust; angle_t aoff; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); if (mo->player) aoff = (mo->player->drawangle + ANGLE_180); else aoff = (mo->angle + ANGLE_180); if ((leveltime / 2) & 1) aoff -= ANGLE_45; else aoff += ANGLE_45; dust = P_SpawnMobj(mo->x + FixedMul(24*mo->scale, FINECOSINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(-8,8) << FRACBITS), mo->y + FixedMul(24*mo->scale, FINESINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(-8,8) << FRACBITS), mo->z, MT_WIPEOUTTRAIL); P_SetTarget(&dust->target, mo); dust->angle = K_MomentumAngle(mo); dust->destscale = mo->scale; P_SetScale(dust, mo->scale); K_FlipFromObject(dust, mo); if (offroad) // offroad effect { dust->momx = mo->momx/2; dust->momy = mo->momy/2; dust->momz = mo->momz/2; } } void K_SpawnDraftDust(mobj_t *mo) { UINT8 i; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); for (i = 0; i < 2; i++) { angle_t ang, aoff; SINT8 sign = 1; UINT8 foff = 0; mobj_t *dust; boolean drifting = false; if (mo->player) { UINT8 leniency = (3*TICRATE)/4 + ((mo->player->kartweight-1) * (TICRATE/4)); ang = mo->player->drawangle; if (mo->player->kartstuff[k_drift] != 0) { drifting = true; ang += (mo->player->kartstuff[k_drift] * ((ANGLE_270 + ANGLE_22h) / 5)); // -112.5 doesn't work. I fucking HATE SRB2 angles if (mo->player->kartstuff[k_drift] < 0) sign = 1; else sign = -1; } foff = 5 - ((mo->player->kartstuff[k_draftleeway] * 5) / leniency); // this shouldn't happen if (foff > 4) foff = 4; } else ang = mo->angle; if (!drifting) { if (i & 1) sign = -1; else sign = 1; } aoff = (ang + ANGLE_180) + (ANGLE_45 * sign); dust = P_SpawnMobj(mo->x + FixedMul(24*mo->scale, FINECOSINE(aoff>>ANGLETOFINESHIFT)), mo->y + FixedMul(24*mo->scale, FINESINE(aoff>>ANGLETOFINESHIFT)), mo->z, MT_DRAFTDUST); P_SetMobjState(dust, S_DRAFTDUST1 + foff); P_SetTarget(&dust->target, mo); dust->angle = ang - (ANGLE_90 * sign); // point completely perpendicular from the player dust->destscale = mo->scale; P_SetScale(dust, mo->scale); K_FlipFromObject(dust, mo); if (leveltime & 1) dust->tics++; // "randomize" animation dust->momx = (4*mo->momx)/5; dust->momy = (4*mo->momy)/5; //dust->momz = (4*mo->momz)/5; P_Thrust(dust, dust->angle, 4*mo->scale); if (drifting) // only 1 trail while drifting break; } } // K_DriftDustHandling // Parameters: // spawner: The map object that is spawning the drift dust // Description: Spawns the drift dust for objects, players use rmomx/y, other objects use regular momx/y. // Also plays the drift sound. // Other objects should be angled towards where they're trying to go so they don't randomly spawn dust // Do note that most of the function won't run in odd intervals of frames void K_DriftDustHandling(mobj_t *spawner) { angle_t anglediff; const INT16 spawnrange = spawner->radius >> FRACBITS; if (!P_IsObjectOnGround(spawner) || leveltime % 2 != 0) return; if (spawner->player) { if (spawner->player->pflags & PF_FAULT) { anglediff = abs((signed)(spawner->angle - spawner->player->drawangle)); if (leveltime % 6 == 0) S_StartSound(spawner, sfx_screec); // repeated here because it doesn't always happen to be within the range when this is the case } else { angle_t playerangle = spawner->angle; if (spawner->player->speed < 5*spawner->scale) return; if (K_GetForwardMove(spawner->player) < 0) playerangle += ANGLE_180; anglediff = abs((signed)(playerangle - R_PointToAngle2(0, 0, spawner->player->rmomx, spawner->player->rmomy))); } } else { if (P_AproxDistance(spawner->momx, spawner->momy) < 5*spawner->scale) return; anglediff = abs((signed)(spawner->angle - K_MomentumAngle(spawner))); } if (anglediff > ANGLE_180) anglediff = InvAngle(anglediff); if (anglediff > ANG10*4) // Trying to turn further than 40 degrees { fixed_t spawnx = P_RandomRange(-spawnrange, spawnrange) << FRACBITS; fixed_t spawny = P_RandomRange(-spawnrange, spawnrange) << FRACBITS; INT32 speedrange = 2; mobj_t *dust = P_SpawnMobj(spawner->x + spawnx, spawner->y + spawny, spawner->z, MT_DRIFTDUST); dust->momx = FixedMul(spawner->momx + (P_RandomRange(-speedrange, speedrange) * spawner->scale), 3*FRACUNIT/4); dust->momy = FixedMul(spawner->momy + (P_RandomRange(-speedrange, speedrange) * spawner->scale), 3*FRACUNIT/4); dust->momz = P_MobjFlip(spawner) * (P_RandomRange(1, 4) * (spawner->scale)); P_SetScale(dust, spawner->scale/2); dust->destscale = spawner->scale * 3; dust->scalespeed = spawner->scale/12; if (leveltime % 6 == 0) S_StartSound(spawner, sfx_screec); K_MatchGenericExtraFlags(dust, spawner); // Sparkle-y warning for when you're about to change drift sparks! if (spawner->player && spawner->player->kartstuff[k_drift]) { INT32 driftval = K_GetKartDriftSparkValue(spawner->player); INT32 warntime = driftval/3; INT32 dc = spawner->player->kartstuff[k_driftcharge]; UINT8 c = SKINCOLOR_NONE; boolean rainbow = false; if (dc >= 0) { dc += warntime; } c = K_DriftSparkColor(spawner->player, dc); if (dc > (4*driftval)+(32*3)) { rainbow = true; } if (c != SKINCOLOR_NONE) { P_SetMobjState(dust, S_DRIFTWARNSPARK1); dust->color = c; dust->colorized = rainbow; } } } } static mobj_t *K_FindLastTrailMobj(player_t *player) { mobj_t *trail; if (!player || !(trail = player->mo) || !player->mo->hnext || !player->mo->hnext->health) return NULL; while (trail->hnext && !P_MobjWasRemoved(trail->hnext) && trail->hnext->health) { trail = trail->hnext; } return trail; } static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t mapthing, INT32 defaultDir, INT32 altthrow) { mobj_t *mo; INT32 dir; fixed_t PROJSPEED; angle_t newangle; fixed_t newx, newy, newz; mobj_t *throwmo; if (!player) return NULL; // Figure out projectile speed by game speed if (missile) { // Use info->speed for missiles PROJSPEED = FixedMul(mobjinfo[mapthing].speed, K_GetKartGameSpeedScalar(gamespeed)); } else { // Use pre-determined speed for tossing PROJSPEED = FixedMul(82 * FRACUNIT, K_GetKartGameSpeedScalar(gamespeed)); } // Scale to map scale // Intentionally NOT player scale, that doesn't work. PROJSPEED = FixedMul(PROJSPEED, mapobjectscale); if (altthrow) { if (altthrow == 2) // Kitchen sink throwing { #if 0 if (player->kartstuff[k_throwdir] == 1) dir = 3; else if (player->kartstuff[k_throwdir] == -1) dir = 1; else dir = 2; #else if (player->kartstuff[k_throwdir] == 1) dir = 2; else dir = 1; #endif } else { if (player->kartstuff[k_throwdir] == 1) dir = 2; else if (player->kartstuff[k_throwdir] == -1) dir = -1; else dir = 1; } } else { if (player->kartstuff[k_throwdir] != 0) dir = player->kartstuff[k_throwdir]; else dir = defaultDir; } if (missile) // Shootables { if (mapthing == MT_BALLHOG) // Messy { if (dir == -1) { // Shoot backward mo = K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) - 0x06000000, 0, PROJSPEED/8); K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) - 0x03000000, 0, PROJSPEED/8); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/8); K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + 0x03000000, 0, PROJSPEED/8); K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + 0x06000000, 0, PROJSPEED/8); } else { // Shoot forward mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle - 0x06000000, 0, PROJSPEED); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle - 0x03000000, 0, PROJSPEED); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + 0x03000000, 0, PROJSPEED); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + 0x06000000, 0, PROJSPEED); } } else { if (dir == -1 && mapthing != MT_SPB) { // Shoot backward mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/8); } else { // Shoot forward mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED); } } } else { player->kartstuff[k_bananadrag] = 0; // RESET timer, for multiple bananas if (dir > 0) { // Shoot forward mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, mapthing); //K_FlipFromObject(mo, player->mo); // These are really weird so let's make it a very specific case to make SURE it works... if (player->mo->eflags & MFE_VERTICALFLIP) { mo->z -= player->mo->height; mo->eflags |= MFE_VERTICALFLIP; mo->flags2 |= (player->mo->flags2 & MF2_OBJECTFLIP); } mo->threshold = 10; P_SetTarget(&mo->target, player->mo); S_StartSound(player->mo, mo->info->seesound); if (mo) { angle_t fa = player->mo->angle>>ANGLETOFINESHIFT; fixed_t HEIGHT = ((20 + (dir*10)) * FRACUNIT) + (player->mo->momz*P_MobjFlip(player->mo)); // Also intentionally not player scale P_SetObjectMomZ(mo, HEIGHT, false); mo->momx = player->mo->momx + FixedMul(FINECOSINE(fa), PROJSPEED*dir); mo->momy = player->mo->momy + FixedMul(FINESINE(fa), PROJSPEED*dir); mo->extravalue2 = dir; if (mo->eflags & MFE_UNDERWATER) mo->momz = (117 * mo->momz) / 200; } // this is the small graphic effect that plops in you when you throw an item: throwmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FIREDITEM); P_SetTarget(&throwmo->target, player->mo); // Ditto: if (player->mo->eflags & MFE_VERTICALFLIP) { throwmo->z -= player->mo->height; throwmo->eflags |= MFE_VERTICALFLIP; mo->flags2 |= (player->mo->flags2 & MF2_OBJECTFLIP); } throwmo->movecount = 0; // above player } else { mobj_t *lasttrail = K_FindLastTrailMobj(player); if (mapthing == MT_BUBBLESHIELDTRAP) // Drop directly on top of you. { newangle = player->mo->angle; newx = player->mo->x + player->mo->momx; newy = player->mo->y + player->mo->momy; newz = player->mo->z; } else if (lasttrail) { newangle = lasttrail->angle; newx = lasttrail->x; newy = lasttrail->y; newz = lasttrail->z; } else { // Drop it directly behind you. fixed_t dropradius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(mobjinfo[mapthing].radius, mobjinfo[mapthing].radius); newangle = player->mo->angle; newx = player->mo->x + P_ReturnThrustX(player->mo, newangle + ANGLE_180, dropradius); newy = player->mo->y + P_ReturnThrustY(player->mo, newangle + ANGLE_180, dropradius); newz = player->mo->z; } mo = P_SpawnMobj(newx, newy, newz, mapthing); // this will never return null because collision isn't processed here K_FlipFromObject(mo, player->mo); mo->threshold = 10; P_SetTarget(&mo->target, player->mo); P_SetScale(mo, player->mo->scale); mo->destscale = player->mo->destscale; if (P_IsObjectOnGround(player->mo)) { // floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn // This should set it for FOFs P_TeleportMove(mo, mo->x, mo->y, mo->z); // however, THIS can fuck up your day. just absolutely ruin you. if (P_MobjWasRemoved(mo)) return NULL; if (P_MobjFlip(mo) > 0) { if (mo->floorz > mo->target->z - mo->height) { mo->z = mo->floorz; } } else { if (mo->ceilingz < mo->target->z + mo->target->height + mo->height) { mo->z = mo->ceilingz - mo->height; } } } if (player->mo->eflags & MFE_VERTICALFLIP) mo->eflags |= MFE_VERTICALFLIP; if (mapthing == MT_SSMINE) mo->extravalue1 = 49; // Pads the start-up length from 21 frames to a full 2 seconds else if (mapthing == MT_BUBBLESHIELDTRAP) { P_SetScale(mo, ((5*mo->destscale)>>2)*4); mo->destscale = (5*mo->destscale)>>2; S_StartSound(mo, sfx_s3kbfl); } } } return mo; } void K_PuntMine(mobj_t *origMine, mobj_t *punter) { angle_t fa = K_MomentumAngle(punter); fixed_t z = (punter->momz * P_MobjFlip(punter)) + (30 * FRACUNIT); fixed_t spd; mobj_t *mine; if (!origMine || P_MobjWasRemoved(origMine)) return; if (punter->hitlag > 0) return; // This guarantees you hit a mine being dragged if (origMine->type == MT_SSMINE_SHIELD) // Create a new mine, and clean up the old one { mobj_t *mineOwner = origMine->target; mine = P_SpawnMobj(origMine->x, origMine->y, origMine->z, MT_SSMINE); P_SetTarget(&mine->target, mineOwner); mine->angle = origMine->angle; mine->flags2 = origMine->flags2; mine->floorz = origMine->floorz; mine->ceilingz = origMine->ceilingz; // Since we aren't using P_KillMobj, we need to clean up the hnext reference P_SetTarget(&mineOwner->hnext, NULL); mineOwner->player->kartstuff[k_bananadrag] = 0; mineOwner->player->kartstuff[k_itemheld] = 0; if (--mineOwner->player->kartstuff[k_itemamount] <= 0) { mineOwner->player->kartstuff[k_itemtype] = KITEM_NONE; } P_RemoveMobj(origMine); } else { mine = origMine; } if (!mine || P_MobjWasRemoved(mine)) return; if (mine->threshold > 0 || mine->hitlag > 0) return; spd = FixedMul(82 * punter->scale, K_GetKartGameSpeedScalar(gamespeed)); // Avg Speed is 41 in Normal mine->flags |= MF_NOCLIPTHING; P_SetMobjState(mine, S_SSMINE_AIR1); mine->threshold = 10; mine->reactiontime = mine->info->reactiontime; mine->momx = punter->momx + FixedMul(FINECOSINE(fa >> ANGLETOFINESHIFT), spd); mine->momy = punter->momy + FixedMul(FINESINE(fa >> ANGLETOFINESHIFT), spd); P_SetObjectMomZ(mine, z, false); //K_SetHitLagForObjects(punter, mine, 5); mine->flags &= ~MF_NOCLIPTHING; } #define THUNDERRADIUS 320 static void K_DoThunderShield(player_t *player) { mobj_t *mo; int i = 0; fixed_t sx; fixed_t sy; angle_t an; S_StartSound(player->mo, sfx_zio3); P_NukeEnemies(player->mo, player->mo, RING_DIST/4); // spawn vertical bolt mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_LZIO11); mo->color = SKINCOLOR_TEAL; mo->scale = player->mo->scale*3 + (player->mo->scale/2); mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_LZIO21); mo->color = SKINCOLOR_CYAN; mo->scale = player->mo->scale*3 + (player->mo->scale/2); // spawn horizontal bolts; for (i=0; i<7; i++) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); mo->angle = P_RandomRange(0, 359)*ANG1; mo->fuse = P_RandomRange(20, 50); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_KLIT1); } // spawn the radius thing: an = ANGLE_22h; for (i=0; i<15; i++) { sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT)); sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT)); mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK); mo-> angle = an*i; mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something. mo->scale = player->mo->scale*3; P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_KSPARK1); } } #undef THUNDERRADIUS static void K_FlameDashLeftoverSmoke(mobj_t *src) { UINT8 i; for (i = 0; i < 2; i++) { mobj_t *smoke = P_SpawnMobj(src->x, src->y, src->z+(8<scale); smoke->destscale = 3*src->scale/2; smoke->scalespeed = src->scale/12; smoke->momx = 3*src->momx/4; smoke->momy = 3*src->momy/4; smoke->momz = 3*src->momz/4; P_Thrust(smoke, src->angle + FixedAngle(P_RandomRange(135, 225)<scale); smoke->momz += P_RandomRange(0, 4) * src->scale; } } static void K_DoHyudoroSteal(player_t *player) { INT32 i, numplayers = 0; INT32 playerswappable[MAXPLAYERS]; INT32 stealplayer = -1; // The player that's getting stolen from INT32 prandom = 0; boolean sink = P_RandomChance(FRACUNIT/64); INT32 hyu = hyudorotime; if (gametype == GT_RACE) hyu *= 2; // double in race for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE && player != &players[i] && !players[i].exiting && !players[i].spectator // Player in-game // Can steal from this player && (gametype == GT_RACE //&& players[i].kartstuff[k_position] < player->kartstuff[k_position]) || ((gametyperules & GTR_BUMPERS) && players[i].bumpers > 0)) // Has an item && (players[i].kartstuff[k_itemtype] && players[i].kartstuff[k_itemamount] && !players[i].kartstuff[k_itemheld] && !players[i].karthud[khud_itemblink])) { playerswappable[numplayers] = i; numplayers++; } } prandom = P_RandomFixed(); S_StartSound(player->mo, sfx_s3k92); if (sink && numplayers > 0 && cv_kitchensink.value) // BEHOLD THE KITCHEN SINK { player->kartstuff[k_hyudorotimer] = hyu; player->kartstuff[k_stealingtimer] = stealtime; player->kartstuff[k_itemtype] = KITEM_KITCHENSINK; player->kartstuff[k_itemamount] = 1; player->kartstuff[k_itemheld] = 0; return; } else if ((gametype == GT_RACE && player->kartstuff[k_position] == 1) || numplayers == 0) // No-one can be stolen from? Oh well... { player->kartstuff[k_hyudorotimer] = hyu; player->kartstuff[k_stealingtimer] = stealtime; return; } else if (numplayers == 1) // With just 2 players, we just need to set the other player to be the one to steal from { stealplayer = playerswappable[numplayers-1]; } else if (numplayers > 1) // We need to choose between the available candidates for the 2nd player { stealplayer = playerswappable[prandom%(numplayers-1)]; } if (stealplayer > -1) // Now here's where we do the stealing, has to be done here because we still know the player we're stealing from { player->kartstuff[k_hyudorotimer] = hyu; player->kartstuff[k_stealingtimer] = stealtime; players[stealplayer].kartstuff[k_stolentimer] = stealtime; player->kartstuff[k_itemtype] = players[stealplayer].kartstuff[k_itemtype]; player->kartstuff[k_itemamount] = players[stealplayer].kartstuff[k_itemamount]; player->kartstuff[k_itemheld] = 0; players[stealplayer].kartstuff[k_itemtype] = KITEM_NONE; players[stealplayer].kartstuff[k_itemamount] = 0; players[stealplayer].kartstuff[k_itemheld] = 0; if (P_IsDisplayPlayer(&players[stealplayer]) && !r_splitscreen) S_StartSound(NULL, sfx_s3k92); } } void K_DoSneaker(player_t *player, INT32 type) { const fixed_t intendedboost = FRACUNIT/2; if (!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3) { const sfxenum_t normalsfx = sfx_cdfm01; const sfxenum_t smallsfx = sfx_cdfm40; sfxenum_t sfx = normalsfx; if (player->kartstuff[k_numsneakers]) { // Use a less annoying sound when stacking sneakers. sfx = smallsfx; } S_StopSoundByID(player->mo, normalsfx); S_StopSoundByID(player->mo, smallsfx); S_StartSound(player->mo, sfx); K_SpawnDashDustRelease(player); if (intendedboost > player->kartstuff[k_speedboost]) player->karthud[khud_destboostcam] = FixedMul(FRACUNIT, FixedDiv((intendedboost - player->kartstuff[k_speedboost]), intendedboost)); player->kartstuff[k_numsneakers]++; } if (!player->kartstuff[k_sneakertimer]) { if (type == 2) { if (player->mo->hnext) { mobj_t *cur = player->mo->hnext; while (cur && !P_MobjWasRemoved(cur)) { if (!cur->tracer) { mobj_t *overlay = P_SpawnMobj(cur->x, cur->y, cur->z, MT_BOOSTFLAME); P_SetTarget(&overlay->target, cur); P_SetTarget(&cur->tracer, overlay); P_SetScale(overlay, (overlay->destscale = 3*cur->scale/4)); K_FlipFromObject(overlay, cur); } cur = cur->hnext; } } } else { mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BOOSTFLAME); P_SetTarget(&overlay->target, player->mo); P_SetScale(overlay, (overlay->destscale = player->mo->scale)); K_FlipFromObject(overlay, player->mo); } } if (type != 0) { player->pflags |= PF_ATTACKDOWN; K_PlayBoostTaunt(player->mo); } player->kartstuff[k_sneakertimer] = sneakertime; // set angle for spun out players: player->kartstuff[k_boostangle] = (INT32)player->mo->angle; } static void K_DoShrink(player_t *user) { INT32 i; mobj_t *mobj, *next; S_StartSound(user->mo, sfx_kc46); // Sound the BANG! user->pflags |= PF_ATTACKDOWN; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator || !players[i].mo) continue; if (&players[i] == user) continue; if (players[i].kartstuff[k_position] < user->kartstuff[k_position]) { //P_FlashPal(&players[i], PAL_NUKE, 10); // Grow should get taken away. if (players[i].kartstuff[k_growshrinktimer] > 0) K_RemoveGrowShrink(&players[i]); else { // Start shrinking! K_DropItems(&players[i]); players[i].kartstuff[k_growshrinktimer] = -(15*TICRATE); if (players[i].mo && !P_MobjWasRemoved(players[i].mo)) { players[i].mo->scalespeed = mapobjectscale/TICRATE; players[i].mo->destscale = (6*mapobjectscale)/8; if (cv_kartdebugshrink.value && !modeattacking && !players[i].bot) players[i].mo->destscale = (6*players[i].mo->destscale)/8; S_StartSound(players[i].mo, sfx_kc59); } } } } // kill everything in the kitem list while we're at it: for (mobj = kitemcap; mobj; mobj = next) { next = mobj->itnext; // check if the item is being held by a player behind us before removing it. // check if the item is a "shield" first, bc i'm p sure thrown items keep the player that threw em as target anyway if (mobj->type == MT_BANANA_SHIELD || mobj->type == MT_JAWZ_SHIELD || mobj->type == MT_SSMINE_SHIELD || mobj->type == MT_EGGMANITEM_SHIELD || mobj->type == MT_SINK_SHIELD || mobj->type == MT_ORBINAUT_SHIELD) { if (mobj->target && mobj->target->player) { if (mobj->target->player->kartstuff[k_position] > user->kartstuff[k_position]) continue; // this guy's behind us, don't take his stuff away! } } mobj->destscale = 0; mobj->flags &= ~(MF_SOLID|MF_SHOOTABLE|MF_SPECIAL); mobj->flags |= MF_NOCLIPTHING; // Just for safety if (mobj->type == MT_SPB) spbplace = -1; } } void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, UINT8 sound) { const fixed_t vscale = mapobjectscale + (mo->scale - mapobjectscale); fixed_t thrust = 0; if (mo->player && mo->player->spectator) return; if (mo->eflags & MFE_SPRUNG) return; mo->standingslope = NULL; mo->eflags |= MFE_SPRUNG; if (vertispeed == 0) { thrust = P_AproxDistance(mo->momx, mo->momy) * P_MobjFlip(mo); thrust = FixedMul(thrust, FINESINE(ANGLE_22h >> ANGLETOFINESHIFT)); } else { thrust = vertispeed * P_MobjFlip(mo); } if (mo->player) { if (mo->player->kartstuff[k_sneakertimer]) { thrust = FixedMul(thrust, 5*FRACUNIT/4); } else if (mo->player->kartstuff[k_invincibilitytimer]) { thrust = FixedMul(thrust, 9*FRACUNIT/8); } mo->player->trickmomx = mo->player->trickmomy = mo->player->trickmomz = 0; // Reset post-hitlag momentums. } mo->momz = FixedMul(thrust, vscale); if (mo->eflags & MFE_UNDERWATER) { mo->momz = FixedDiv(mo->momz, FixedSqrt(3*FRACUNIT)); } if (sound) { S_StartSound(mo, (sound == 1 ? sfx_kc2f : sfx_kpogos)); } } static void K_ThrowLandMine(player_t *player) { mobj_t *landMine; mobj_t *throwmo; landMine = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_LANDMINE); K_FlipFromObject(landMine, player->mo); landMine->threshold = 10; if (landMine->info->seesound) S_StartSound(player->mo, landMine->info->seesound); P_SetTarget(&landMine->target, player->mo); P_SetScale(landMine, player->mo->scale); landMine->destscale = player->mo->destscale; landMine->angle = player->mo->angle; landMine->momz = (30 * mapobjectscale * P_MobjFlip(player->mo)) + player->mo->momz; landMine->color = player->skincolor; throwmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FIREDITEM); P_SetTarget(&throwmo->target, player->mo); // Ditto: if (player->mo->eflags & MFE_VERTICALFLIP) { throwmo->z -= player->mo->height; throwmo->eflags |= MFE_VERTICALFLIP; } throwmo->movecount = 0; // above player } void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source) { mobj_t *cachenext; killnext: cachenext = banana->hnext; if (banana->health) { if (banana->eflags & MFE_VERTICALFLIP) banana->z -= banana->height; else banana->z += banana->height; S_StartSound(banana, banana->info->deathsound); P_KillMobj(banana, inflictor, source, DMG_NORMAL); P_SetObjectMomZ(banana, 8*FRACUNIT, false); if (inflictor) P_InstaThrust(banana, R_PointToAngle2(inflictor->x, inflictor->y, banana->x, banana->y)+ANGLE_90, 16*FRACUNIT); } if ((banana = cachenext)) goto killnext; } // Just for firing/dropping items. void K_UpdateHnextList(player_t *player, boolean clean) { mobj_t *work = player->mo, *nextwork; if (!work) return; nextwork = work->hnext; while ((work = nextwork) && !(work == NULL || P_MobjWasRemoved(work))) { nextwork = work->hnext; if (!clean && (!work->movedir || work->movedir <= (UINT16)player->kartstuff[k_itemamount])) { continue; } P_RemoveMobj(work); } if (player->mo->hnext == NULL || P_MobjWasRemoved(player->mo->hnext)) { // Like below, try to clean up the pointer if it's NULL. // Maybe this was a cause of the shrink/eggbox fails? P_SetTarget(&player->mo->hnext, NULL); } } // For getting hit! void K_DropHnextList(player_t *player, boolean keepshields) { mobj_t *work = player->mo, *nextwork, *dropwork; INT32 flip; mobjtype_t type; boolean orbit, ponground, dropall = true; INT32 shield = K_GetShieldFromItem(player->kartstuff[k_itemtype]); if (work == NULL || P_MobjWasRemoved(work)) { return; } flip = P_MobjFlip(player->mo); ponground = P_IsObjectOnGround(player->mo); if (shield != KSHIELD_NONE && !keepshields) { if (shield == KSHIELD_THUNDER) { K_DoThunderShield(player); } player->kartstuff[k_curshield] = KSHIELD_NONE; player->kartstuff[k_itemtype] = KITEM_NONE; player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; } nextwork = work->hnext; while ((work = nextwork) && !(work == NULL || P_MobjWasRemoved(work))) { nextwork = work->hnext; switch (work->type) { // Kart orbit items case MT_ORBINAUT_SHIELD: orbit = true; type = MT_ORBINAUT; break; case MT_JAWZ_SHIELD: orbit = true; type = MT_JAWZ_DUD; break; // Kart trailing items case MT_BANANA_SHIELD: orbit = false; type = MT_BANANA; break; case MT_SSMINE_SHIELD: orbit = false; dropall = false; type = MT_SSMINE; break; case MT_EGGMANITEM_SHIELD: orbit = false; type = MT_EGGMANITEM; break; // intentionally do nothing case MT_ROCKETSNEAKER: case MT_SINK_SHIELD: return; default: continue; } dropwork = P_SpawnMobj(work->x, work->y, work->z, type); P_SetTarget(&dropwork->target, player->mo); P_AddKartItem(dropwork); // needs to be called here so shrink can bust items off players in front of the user. dropwork->angle = work->angle; dropwork->flags |= MF_NOCLIPTHING; dropwork->flags2 = work->flags2; dropwork->eflags = work->eflags; dropwork->floorz = work->floorz; dropwork->ceilingz = work->ceilingz; if (ponground) { // floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn // This should set it for FOFs //P_TeleportMove(dropwork, dropwork->x, dropwork->y, dropwork->z); -- handled better by above floorz/ceilingz passing if (flip == 1) { if (dropwork->floorz > dropwork->target->z - dropwork->height) { dropwork->z = dropwork->floorz; } } else { if (dropwork->ceilingz < dropwork->target->z + dropwork->target->height + dropwork->height) { dropwork->z = dropwork->ceilingz - dropwork->height; } } } if (orbit) // splay out { dropwork->flags2 |= MF2_AMBUSH; dropwork->z += flip; dropwork->momx = player->mo->momx>>1; dropwork->momy = player->mo->momy>>1; dropwork->momz = 3*flip*mapobjectscale; if (dropwork->eflags & MFE_UNDERWATER) dropwork->momz = (117 * dropwork->momz) / 200; P_Thrust(dropwork, work->angle - ANGLE_90, 6*mapobjectscale); dropwork->movecount = 2; dropwork->movedir = work->angle - ANGLE_90; P_SetMobjState(dropwork, dropwork->info->deathstate); dropwork->tics = -1; if (type == MT_JAWZ_DUD) { dropwork->z += 20*flip*dropwork->scale; } else { dropwork->color = work->color; dropwork->angle -= ANGLE_90; } } else // plop on the ground { dropwork->flags &= ~MF_NOCLIPTHING; dropwork->threshold = 10; } P_RemoveMobj(work); } // we need this here too because this is done in afterthink - pointers are cleaned up at the START of each tic... P_SetTarget(&player->mo->hnext, NULL); player->kartstuff[k_bananadrag] = 0; if (player->kartstuff[k_eggmanheld]) { player->kartstuff[k_eggmanheld] = 0; } else if (player->kartstuff[k_itemheld] && (dropall || (--player->kartstuff[k_itemamount] <= 0))) { player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; } } mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 type, UINT8 amount) { mobj_t *drop = P_SpawnMobj(x, y, z, MT_FLOATINGITEM); P_SetScale(drop, drop->scale>>4); drop->destscale = (3*drop->destscale)/2; drop->angle = angle; P_Thrust(drop, FixedAngle(P_RandomFixed() * 180) + angle, 16*mapobjectscale); drop->momz = flip * 3 * mapobjectscale; if (drop->eflags & MFE_UNDERWATER) drop->momz = (117 * drop->momz) / 200; if (type == 0) { UINT8 useodds = 0; INT32 spawnchance[NUMKARTRESULTS]; INT32 totalspawnchance = 0; INT32 i; memset(spawnchance, 0, sizeof (spawnchance)); useodds = amount; for (i = 1; i < NUMKARTRESULTS; i++) spawnchance[i] = (totalspawnchance += K_KartGetItemOdds(useodds, i, 0, false, false, false)); if (totalspawnchance > 0) { UINT8 newType; UINT8 newAmount; totalspawnchance = P_RandomKey(totalspawnchance); for (i = 0; i < NUMKARTRESULTS && spawnchance[i] <= totalspawnchance; i++); // TODO: this is bad! // K_KartGetItemResult requires a player // but item roulette will need rewritten to change this switch (i) { // Special roulettes first, then the generic ones are handled by default case KRITEM_DUALSNEAKER: // Sneaker x2 newType = KITEM_SNEAKER; newAmount = 2; break; case KRITEM_TRIPLESNEAKER: // Sneaker x3 newType = KITEM_SNEAKER; newAmount = 3; break; case KRITEM_TRIPLEBANANA: // Banana x3 newType = KITEM_BANANA; newAmount = 3; break; case KRITEM_TENFOLDBANANA: // Banana x10 newType = KITEM_BANANA; newAmount = 10; break; case KRITEM_TRIPLEORBINAUT: // Orbinaut x3 newType = KITEM_ORBINAUT; newAmount = 3; break; case KRITEM_QUADORBINAUT: // Orbinaut x4 newType = KITEM_ORBINAUT; newAmount = 4; break; case KRITEM_DUALJAWZ: // Jawz x2 newType = KITEM_JAWZ; newAmount = 2; break; default: newType = i; newAmount = 1; break; } if (newAmount > 1) { UINT8 j; for (j = 0; j < newAmount-1; j++) { K_CreatePaperItem( x, y, z, angle, flip, newType, 1 ); } } drop->threshold = newType; drop->movecount = 1; } else { drop->threshold = 1; drop->movecount = 1; } } else { drop->threshold = type; drop->movecount = amount; } drop->flags |= MF_NOCLIPTHING; return drop; } // For getting EXTRA hit! void K_DropItems(player_t *player) { K_DropHnextList(player, true); if (player->mo && !P_MobjWasRemoved(player->mo) && player->kartstuff[k_itemamount] > 0) { mobj_t *drop = K_CreatePaperItem( player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, player->mo->angle + ANGLE_90, P_MobjFlip(player->mo), player->kartstuff[k_itemtype], player->kartstuff[k_itemamount] ); K_FlipFromObject(drop, player->mo); } K_StripItems(player); } void K_DropRocketSneaker(player_t *player) { mobj_t *shoe = player->mo; fixed_t flingangle; boolean leftshoe = true; //left shoe is first if (!(player->mo && !P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext))) return; while ((shoe = shoe->hnext) && !P_MobjWasRemoved(shoe)) { if (shoe->type != MT_ROCKETSNEAKER) return; //woah, not a rocketsneaker, bail! safeguard in case this gets used when you're holding non-rocketsneakers shoe->renderflags &= ~RF_DONTDRAW; shoe->flags &= ~MF_NOGRAVITY; shoe->angle += ANGLE_45; if (shoe->eflags & MFE_VERTICALFLIP) shoe->z -= shoe->height; else shoe->z += shoe->height; //left shoe goes off tot eh left, right shoe off to the right if (leftshoe) flingangle = -(ANG60); else flingangle = ANG60; S_StartSound(shoe, shoe->info->deathsound); P_SetObjectMomZ(shoe, 8*FRACUNIT, false); P_InstaThrust(shoe, R_PointToAngle2(shoe->target->x, shoe->target->y, shoe->x, shoe->y)+flingangle, 16*FRACUNIT); shoe->momx += shoe->target->momx; shoe->momy += shoe->target->momy; shoe->momz += shoe->target->momz; shoe->extravalue2 = 1; leftshoe = false; } P_SetTarget(&player->mo->hnext, NULL); player->kartstuff[k_rocketsneakertimer] = 0; } void K_DropKitchenSink(player_t *player) { if (!(player->mo && !P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext))) return; if (player->mo->hnext->type != MT_SINK_SHIELD) return; //so we can just call this function regardless of what is being held P_KillMobj(player->mo->hnext, NULL, NULL, DMG_NORMAL); P_SetTarget(&player->mo->hnext, NULL); } // When an item in the hnext chain dies. void K_RepairOrbitChain(mobj_t *orbit) { mobj_t *cachenext = orbit->hnext; // First, repair the chain if (orbit->hnext && orbit->hnext->health && !P_MobjWasRemoved(orbit->hnext)) { P_SetTarget(&orbit->hnext->hprev, orbit->hprev); P_SetTarget(&orbit->hnext, NULL); } if (orbit->hprev && orbit->hprev->health && !P_MobjWasRemoved(orbit->hprev)) { P_SetTarget(&orbit->hprev->hnext, cachenext); P_SetTarget(&orbit->hprev, NULL); } // Then recount to make sure item amount is correct if (orbit->target && orbit->target->player) { INT32 num = 0; mobj_t *cur = orbit->target->hnext; mobj_t *prev = NULL; while (cur && !P_MobjWasRemoved(cur)) { prev = cur; cur = cur->hnext; if (++num > orbit->target->player->kartstuff[k_itemamount]) P_RemoveMobj(prev); else prev->movedir = num; } if (orbit->target->player->kartstuff[k_itemamount] != num) orbit->target->player->kartstuff[k_itemamount] = num; } } // Simplified version of a code bit in P_MobjFloorZ static fixed_t K_BananaSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, boolean ceiling) { fixed_t testx, testy; if (slope == NULL) { testx = x; testy = y; } else { if (slope->d.x < 0) testx = radius; else testx = -radius; if (slope->d.y < 0) testy = radius; else testy = -radius; if ((slope->zdelta > 0) ^ !!(ceiling)) { testx = -testx; testy = -testy; } testx += x; testy += y; } return P_GetZAt(slope, testx, testy, z); } static void K_CalculateBananaSlope(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player) { fixed_t newz; sector_t *sec; pslope_t *slope = NULL; sec = R_PointInSubsector(x, y)->sector; if (flip) { slope = sec->c_slope; newz = K_BananaSlopeZ(slope, x, y, sec->ceilingheight, radius, true); } else { slope = sec->f_slope; newz = K_BananaSlopeZ(slope, x, y, sec->floorheight, radius, true); } // Check FOFs for a better suited slope if (sec->ffloors) { ffloor_t *rover; for (rover = sec->ffloors; rover; rover = rover->next) { fixed_t top, bottom; fixed_t d1, d2; if (!(rover->flags & FF_EXISTS)) continue; if ((!(((rover->flags & FF_BLOCKPLAYER && player) || (rover->flags & FF_BLOCKOTHERS && !player)) || (rover->flags & FF_QUICKSAND)) || (rover->flags & FF_SWIMMABLE))) continue; top = K_BananaSlopeZ(*rover->t_slope, x, y, *rover->topheight, radius, false); bottom = K_BananaSlopeZ(*rover->b_slope, x, y, *rover->bottomheight, radius, true); if (flip) { if (rover->flags & FF_QUICKSAND) { if (z < top && (z + height) > bottom) { if (newz > (z + height)) { newz = (z + height); slope = NULL; } } continue; } d1 = (z + height) - (top + ((bottom - top)/2)); d2 = z - (top + ((bottom - top)/2)); if (bottom < newz && abs(d1) < abs(d2)) { newz = bottom; slope = *rover->b_slope; } } else { if (rover->flags & FF_QUICKSAND) { if (z < top && (z + height) > bottom) { if (newz < z) { newz = z; slope = NULL; } } continue; } d1 = z - (bottom + ((top - bottom)/2)); d2 = (z + height) - (bottom + ((top - bottom)/2)); if (top > newz && abs(d1) < abs(d2)) { newz = top; slope = *rover->t_slope; } } } } //mobj->standingslope = slope; P_SetPitchRollFromSlope(mobj, slope); } // Move the hnext chain! static void K_MoveHeldObjects(player_t *player) { if (!player->mo) return; if (!player->mo->hnext) { player->kartstuff[k_bananadrag] = 0; if (player->kartstuff[k_eggmanheld]) player->kartstuff[k_eggmanheld] = 0; else if (player->kartstuff[k_itemheld]) { player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; } return; } if (P_MobjWasRemoved(player->mo->hnext)) { // we need this here too because this is done in afterthink - pointers are cleaned up at the START of each tic... P_SetTarget(&player->mo->hnext, NULL); player->kartstuff[k_bananadrag] = 0; if (player->kartstuff[k_eggmanheld]) player->kartstuff[k_eggmanheld] = 0; else if (player->kartstuff[k_itemheld]) { player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; } return; } switch (player->mo->hnext->type) { case MT_ORBINAUT_SHIELD: // Kart orbit items case MT_JAWZ_SHIELD: { mobj_t *cur = player->mo->hnext; fixed_t speed = ((8 - min(4, player->kartstuff[k_itemamount])) * cur->info->speed) / 7; player->kartstuff[k_bananadrag] = 0; // Just to make sure while (cur && !P_MobjWasRemoved(cur)) { const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); // mobj's distance from its Target, or Radius. fixed_t z; if (!cur->health) { cur = cur->hnext; continue; } cur->color = player->skincolor; cur->angle -= ANGLE_90; cur->angle += FixedAngle(speed); if (cur->extravalue1 < radius) cur->extravalue1 += P_AproxDistance(cur->extravalue1, radius) / 12; if (cur->extravalue1 > radius) cur->extravalue1 = radius; // If the player is on the ceiling, then flip your items as well. if (player && player->mo->eflags & MFE_VERTICALFLIP) cur->eflags |= MFE_VERTICALFLIP; else cur->eflags &= ~MFE_VERTICALFLIP; // Shrink your items if the player shrunk too. P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale))); if (P_MobjFlip(cur) > 0) z = player->mo->z; else z = player->mo->z + player->mo->height - cur->height; cur->flags |= MF_NOCLIPTHING; // temporarily make them noclip other objects so they can't hit anyone while in the player P_TeleportMove(cur, player->mo->x, player->mo->y, z); cur->momx = FixedMul(FINECOSINE(cur->angle>>ANGLETOFINESHIFT), cur->extravalue1); cur->momy = FixedMul(FINESINE(cur->angle>>ANGLETOFINESHIFT), cur->extravalue1); cur->flags &= ~MF_NOCLIPTHING; if (!P_TryMove(cur, player->mo->x + cur->momx, player->mo->y + cur->momy, true)) P_SlideMove(cur); if (P_IsObjectOnGround(player->mo)) { if (P_MobjFlip(cur) > 0) { if (cur->floorz > player->mo->z - cur->height) z = cur->floorz; } else { if (cur->ceilingz < player->mo->z + player->mo->height + cur->height) z = cur->ceilingz - cur->height; } } // Center it during the scale up animation z += (FixedMul(mobjinfo[cur->type].height, player->mo->scale - cur->scale)>>1) * P_MobjFlip(cur); cur->z = z; cur->momx = cur->momy = 0; cur->angle += ANGLE_90; cur = cur->hnext; } } break; case MT_BANANA_SHIELD: // Kart trailing items case MT_SSMINE_SHIELD: case MT_EGGMANITEM_SHIELD: case MT_SINK_SHIELD: { mobj_t *cur = player->mo->hnext; mobj_t *targ = player->mo; if (P_IsObjectOnGround(player->mo) && player->speed > 0) player->kartstuff[k_bananadrag]++; while (cur && !P_MobjWasRemoved(cur)) { const fixed_t radius = FixedHypot(targ->radius, targ->radius) + FixedHypot(cur->radius, cur->radius); angle_t ang; fixed_t targx, targy, targz; fixed_t speed, dist; if (cur->type == MT_EGGMANITEM_SHIELD) { // Decided that this should use their "canon" color. cur->color = SKINCOLOR_BLACK; } cur->flags &= ~MF_NOCLIPTHING; if ((player->mo->eflags & MFE_VERTICALFLIP) != (cur->eflags & MFE_VERTICALFLIP)) K_FlipFromObject(cur, player->mo); if (!cur->health) { cur = cur->hnext; continue; } if (cur->extravalue1 < radius) cur->extravalue1 += FixedMul(P_AproxDistance(cur->extravalue1, radius), FRACUNIT/12); if (cur->extravalue1 > radius) cur->extravalue1 = radius; if (cur != player->mo->hnext) { targ = cur->hprev; dist = cur->extravalue1/4; } else dist = cur->extravalue1/2; if (!targ || P_MobjWasRemoved(targ)) continue; // Shrink your items if the player shrunk too. P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale))); ang = targ->angle; targx = targ->x + P_ReturnThrustX(cur, ang + ANGLE_180, dist); targy = targ->y + P_ReturnThrustY(cur, ang + ANGLE_180, dist); targz = targ->z; speed = FixedMul(R_PointToDist2(cur->x, cur->y, targx, targy), 3*FRACUNIT/4); if (P_IsObjectOnGround(targ)) targz = cur->floorz; cur->angle = R_PointToAngle2(cur->x, cur->y, targx, targy); /*if (P_IsObjectOnGround(player->mo) && player->speed > 0 && player->kartstuff[k_bananadrag] > TICRATE && P_RandomChance(min(FRACUNIT/2, FixedDiv(player->speed, K_GetKartSpeed(player, false))/2))) { if (leveltime & 1) targz += 8*(2*FRACUNIT)/7; else targz -= 8*(2*FRACUNIT)/7; }*/ if (speed > dist) P_InstaThrust(cur, cur->angle, speed-dist); P_SetObjectMomZ(cur, FixedMul(targz - cur->z, 7*FRACUNIT/8) - gravity, false); if (R_PointToDist2(cur->x, cur->y, targx, targy) > 768*FRACUNIT) P_TeleportMove(cur, targx, targy, cur->z); if (P_IsObjectOnGround(cur)) { K_CalculateBananaSlope(cur, cur->x, cur->y, cur->z, cur->radius, cur->height, (cur->eflags & MFE_VERTICALFLIP), false); } cur = cur->hnext; } } break; case MT_ROCKETSNEAKER: // Special rocket sneaker stuff { mobj_t *cur = player->mo->hnext; INT32 num = 0; while (cur && !P_MobjWasRemoved(cur)) { const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); boolean vibrate = ((leveltime & 1) && !cur->tracer); angle_t angoffset; fixed_t targx, targy, targz; cur->flags &= ~MF_NOCLIPTHING; if (player->kartstuff[k_rocketsneakertimer] <= TICRATE && (leveltime & 1)) cur->renderflags |= RF_DONTDRAW; else cur->renderflags &= ~RF_DONTDRAW; if (num & 1) P_SetMobjStateNF(cur, (vibrate ? S_ROCKETSNEAKER_LVIBRATE : S_ROCKETSNEAKER_L)); else P_SetMobjStateNF(cur, (vibrate ? S_ROCKETSNEAKER_RVIBRATE : S_ROCKETSNEAKER_R)); if (!player->kartstuff[k_rocketsneakertimer] || cur->extravalue2 || !cur->health) { num = (num+1) % 2; cur = cur->hnext; continue; } if (cur->extravalue1 < radius) cur->extravalue1 += FixedMul(P_AproxDistance(cur->extravalue1, radius), FRACUNIT/12); if (cur->extravalue1 > radius) cur->extravalue1 = radius; // Shrink your items if the player shrunk too. P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale))); #if 1 { angle_t input = player->drawangle - cur->angle; boolean invert = (input > ANGLE_180); if (invert) input = InvAngle(input); input = FixedAngle(AngleFixed(input)/4); if (invert) input = InvAngle(input); cur->angle = cur->angle + input; } #else cur->angle = player->drawangle; #endif angoffset = ANGLE_90 + (ANGLE_180 * num); targx = player->mo->x + P_ReturnThrustX(cur, cur->angle + angoffset, cur->extravalue1); targy = player->mo->y + P_ReturnThrustY(cur, cur->angle + angoffset, cur->extravalue1); { // bobbing, copy pasted from my kimokawaiii entry const fixed_t pi = (22<mo->scale, 8 * FINESINE((((2*pi*(4*TICRATE)) * leveltime)>>ANGLETOFINESHIFT) & FINEMASK)); targz = (player->mo->z + (player->mo->height/2)) + sine; if (player->mo->eflags & MFE_VERTICALFLIP) targz += (player->mo->height/2 - 32*player->mo->scale)*6; } if (cur->tracer) { fixed_t diffx, diffy, diffz; diffx = targx - cur->x; diffy = targy - cur->y; diffz = targz - cur->z; P_TeleportMove(cur->tracer, cur->tracer->x + diffx + P_ReturnThrustX(cur, cur->angle + angoffset, 6*cur->scale), cur->tracer->y + diffy + P_ReturnThrustY(cur, cur->angle + angoffset, 6*cur->scale), cur->tracer->z + diffz); P_SetScale(cur->tracer, (cur->tracer->destscale = 3*cur->scale/4)); } P_TeleportMove(cur, targx, targy, targz); K_FlipFromObject(cur, player->mo); // Update graviflip in real time thanks. cur->roll = player->mo->roll; cur->pitch = player->mo->pitch; num = (num+1) % 2; cur = cur->hnext; } } break; default: break; } } player_t *K_FindJawzTarget(mobj_t *actor, player_t *source) { fixed_t best = -1; player_t *wtarg = NULL; INT32 i; for (i = 0; i < MAXPLAYERS; i++) { angle_t thisang; player_t *player; if (!playeringame[i]) continue; player = &players[i]; if (player->spectator) continue; // spectator if (!player->mo) continue; if (player->mo->health <= 0) continue; // dead // Don't target yourself, stupid. if (player == source) continue; // Don't home in on teammates. if (G_GametypeHasTeams() && source->ctfteam == player->ctfteam) continue; // Invisible, don't bother if (player->kartstuff[k_hyudorotimer]) continue; // Find the angle, see who's got the best. thisang = actor->angle - R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y); if (thisang > ANGLE_180) thisang = InvAngle(thisang); // Jawz only go after the person directly ahead of you in race... sort of literally now! if (gametyperules & GTR_CIRCUIT) { // Don't go for people who are behind you if (thisang > ANGLE_67h) continue; // Don't pay attention to people who aren't above your position if (player->kartstuff[k_position] >= source->kartstuff[k_position]) continue; if ((best == -1) || (player->kartstuff[k_position] > best)) { wtarg = player; best = player->kartstuff[k_position]; } } else { fixed_t thisdist; fixed_t thisavg; // Don't go for people who are behind you if (thisang > ANGLE_45) continue; // Don't pay attention to dead players if (player->bumpers <= 0) continue; // Z pos too high/low if (abs(player->mo->z - (actor->z + actor->momz)) > RING_DIST/8) continue; thisdist = P_AproxDistance(player->mo->x - (actor->x + actor->momx), player->mo->y - (actor->y + actor->momy)); if (thisdist > 2*RING_DIST) // Don't go for people who are too far away continue; thisavg = (AngleFixed(thisang) + thisdist) / 2; //CONS_Printf("got avg %d from player # %d\n", thisavg>>FRACBITS, i); if ((best == -1) || (thisavg < best)) { wtarg = player; best = thisavg; } } } return wtarg; } // Engine Sounds. static void K_UpdateEngineSounds(player_t *player) { const INT32 numsnds = 13; const fixed_t closedist = 160*FRACUNIT; const fixed_t fardist = 1536*FRACUNIT; const UINT8 dampenval = 48; // 255 * 48 = close enough to FRACUNIT/6 const UINT16 buttons = K_GetKartButtons(player); INT32 class, s, w; // engine class number UINT8 volume = 255; fixed_t volumedampen = FRACUNIT; INT32 targetsnd = 0; INT32 i; s = (player->kartspeed - 1) / 3; w = (player->kartweight - 1) / 3; #define LOCKSTAT(stat) \ if (stat < 0) { stat = 0; } \ if (stat > 2) { stat = 2; } LOCKSTAT(s); LOCKSTAT(w); #undef LOCKSTAT class = s + (3*w); if (leveltime < 8 || player->spectator) { // Silence the engines, and reset sound number while we're at it. player->karthud[khud_enginesnd] = 0; return; } #if 0 if ((leveltime % 8) != ((player-players) % 8)) // Per-player offset, to make engines sound distinct! #else if (leveltime % 8) #endif { // .25 seconds of wait time between each engine sound playback return; } if (player->respawn.state == RESPAWNST_DROP) // Dropdashing { // Dropdashing targetsnd = ((buttons & BT_ACCELERATE) ? 12 : 0); } else if (K_PlayerEBrake(player) == true) { // Spindashing targetsnd = ((buttons & BT_DRIFT) ? 12 : 0); } else { // Average out the value of forwardmove and the speed that you're moving at. targetsnd = (((6 * K_GetForwardMove(player)) / 25) + ((player->speed / mapobjectscale) / 5)) / 2; } if (targetsnd < 0) { targetsnd = 0; } if (targetsnd > 12) { targetsnd = 12; } if (player->karthud[khud_enginesnd] < targetsnd) { player->karthud[khud_enginesnd]++; } if (player->karthud[khud_enginesnd] > targetsnd) { player->karthud[khud_enginesnd]--; } if (player->karthud[khud_enginesnd] < 0) { player->karthud[khud_enginesnd] = 0; } if (player->karthud[khud_enginesnd] > 12) { player->karthud[khud_enginesnd] = 12; } // This code calculates how many players (and thus, how many engine sounds) are within ear shot, // and rebalances the volume of your engine sound based on how far away they are. // This results in multiple things: // - When on your own, you will hear your own engine sound extremely clearly. // - When you were alone but someone is gaining on you, yours will go quiet, and you can hear theirs more clearly. // - When around tons of people, engine sounds will try to rebalance to not be as obnoxious. for (i = 0; i < MAXPLAYERS; i++) { UINT8 thisvol = 0; fixed_t dist; if (!playeringame[i] || !players[i].mo) { // This player doesn't exist. continue; } if (players[i].spectator) { // This player isn't playing an engine sound. continue; } if (P_IsDisplayPlayer(&players[i])) { // Don't dampen yourself! continue; } dist = P_AproxDistance( P_AproxDistance( player->mo->x - players[i].mo->x, player->mo->y - players[i].mo->y), player->mo->z - players[i].mo->z) / 2; dist = FixedDiv(dist, mapobjectscale); if (dist > fardist) { // ENEMY OUT OF RANGE ! continue; } else if (dist < closedist) { // engine sounds' approx. range thisvol = 255; } else { thisvol = (15 * ((closedist - dist) / FRACUNIT)) / ((fardist - closedist) >> (FRACBITS+4)); } volumedampen += (thisvol * dampenval); } if (volumedampen > FRACUNIT) { volume = FixedDiv(volume * FRACUNIT, volumedampen) / FRACUNIT; } if (volume <= 0) { // Don't need to play the sound at all. return; } S_StartSoundAtVolume(player->mo, (sfx_krta00 + player->karthud[khud_enginesnd]) + (class * numsnds), volume); } static void K_UpdateInvincibilitySounds(player_t *player) { INT32 sfxnum = sfx_None; if (player->mo->health > 0 && !P_IsDisplayPlayer(player)) { if (cv_kartinvinsfx.value) { if (player->kartstuff[k_invincibilitytimer] > 0) // Prioritize invincibility sfxnum = sfx_alarmi; else if (player->kartstuff[k_growshrinktimer] > 0) sfxnum = sfx_alarmg; } else { if (player->kartstuff[k_invincibilitytimer] > 0) sfxnum = sfx_kinvnc; else if (player->kartstuff[k_growshrinktimer] > 0) sfxnum = sfx_kgrow; } } if (sfxnum != sfx_None && !S_SoundPlaying(player->mo, sfxnum)) S_StartSound(player->mo, sfxnum); #define STOPTHIS(this) \ if (sfxnum != this && S_SoundPlaying(player->mo, this)) \ S_StopSoundByID(player->mo, this); STOPTHIS(sfx_alarmi); STOPTHIS(sfx_alarmg); STOPTHIS(sfx_kinvnc); STOPTHIS(sfx_kgrow); #undef STOPTHIS } void K_KartPlayerHUDUpdate(player_t *player) { if (player->karthud[khud_lapanimation]) player->karthud[khud_lapanimation]--; if (player->karthud[khud_yougotem]) player->karthud[khud_yougotem]--; if (player->karthud[khud_voices]) player->karthud[khud_voices]--; if (player->karthud[khud_tauntvoices]) player->karthud[khud_tauntvoices]--; if (!(player->pflags & PF_FAULT)) player->karthud[khud_fault] = 0; else if (player->karthud[khud_fault] > 0 && player->karthud[khud_fault] < 2*TICRATE) player->karthud[khud_fault]++; if (gametype == GT_RACE) { // 0 is the fast spin animation, set at 30 tics of ring boost or higher! if (player->kartstuff[k_ringboost] >= 30) player->karthud[khud_ringdelay] = 0; else player->karthud[khud_ringdelay] = ((RINGANIM_DELAYMAX+1) * (30 - player->kartstuff[k_ringboost])) / 30; if (player->karthud[khud_ringframe] == 0 && player->karthud[khud_ringdelay] > RINGANIM_DELAYMAX) { player->karthud[khud_ringframe] = 0; player->karthud[khud_ringtics] = 0; } else if ((player->karthud[khud_ringtics]--) <= 0) { if (player->karthud[khud_ringdelay] == 0) // fast spin animation { player->karthud[khud_ringframe] = ((player->karthud[khud_ringframe]+2) % RINGANIM_NUMFRAMES); player->karthud[khud_ringtics] = 0; } else { player->karthud[khud_ringframe] = ((player->karthud[khud_ringframe]+1) % RINGANIM_NUMFRAMES); player->karthud[khud_ringtics] = min(RINGANIM_DELAYMAX, player->karthud[khud_ringdelay])-1; } } if (player->kartstuff[k_ringlock]) { UINT8 normalanim = (leveltime % 14); UINT8 debtanim = 14 + (leveltime % 2); if (player->karthud[khud_ringspblock] >= 14) // debt animation { if ((player->rings > 0) // Get out of 0 ring animation && (normalanim == 3 || normalanim == 10)) // on these transition frames. player->karthud[khud_ringspblock] = normalanim; else player->karthud[khud_ringspblock] = debtanim; } else // normal animation { if ((player->rings <= 0) // Go into 0 ring animation && (player->karthud[khud_ringspblock] == 1 || player->karthud[khud_ringspblock] == 8)) // on these transition frames. player->karthud[khud_ringspblock] = debtanim; else player->karthud[khud_ringspblock] = normalanim; } } else player->karthud[khud_ringspblock] = (leveltime % 14); // reset to normal anim next time } if ((gametyperules & GTR_BUMPERS) && (player->exiting || player->karmadelay)) { if (player->exiting) { if (player->exiting < 6*TICRATE) player->karthud[khud_cardanimation] += ((164-player->karthud[khud_cardanimation])/8)+1; else if (player->exiting == 6*TICRATE) player->karthud[khud_cardanimation] = 0; else if (player->karthud[khud_cardanimation] < 2*TICRATE) player->karthud[khud_cardanimation]++; } else { if (player->karmadelay < 6*TICRATE) player->karthud[khud_cardanimation] -= ((164-player->karthud[khud_cardanimation])/8)+1; else if (player->karmadelay < 9*TICRATE) player->karthud[khud_cardanimation] += ((164-player->karthud[khud_cardanimation])/8)+1; } if (player->karthud[khud_cardanimation] > 164) player->karthud[khud_cardanimation] = 164; if (player->karthud[khud_cardanimation] < 0) player->karthud[khud_cardanimation] = 0; } else if (gametype == GT_RACE && player->exiting) { if (player->karthud[khud_cardanimation] < 2*TICRATE) player->karthud[khud_cardanimation]++; } else player->karthud[khud_cardanimation] = 0; } #undef RINGANIM_DELAYMAX // SRB2Kart: blockmap iterate for attraction shield users static mobj_t *attractmo; static fixed_t attractdist; static inline boolean PIT_AttractingRings(mobj_t *thing) { if (!attractmo || P_MobjWasRemoved(attractmo)) return false; if (!attractmo->player) return false; // not a player if (thing->health <= 0 || !thing) return true; // dead if (thing->type != MT_RING && thing->type != MT_FLINGRING) return true; // not a ring if (thing->extravalue1) return true; // in special ring animation if (thing->cusval) return true; // already attracted // see if it went over / under if (attractmo->z - (attractdist>>2) > thing->z + thing->height) return true; // overhead if (attractmo->z + attractmo->height + (attractdist>>2) < thing->z) return true; // underneath if (P_AproxDistance(attractmo->x - thing->x, attractmo->y - thing->y) < attractdist) return true; // Too far away // set target P_SetTarget(&thing->tracer, attractmo); // flag to show it's been attracted once before thing->cusval = 1; return true; // find other rings } /** Looks for rings near a player in the blockmap. * * \param pmo Player object looking for rings to attract * \sa A_AttractChase */ static void K_LookForRings(mobj_t *pmo) { INT32 bx, by, xl, xh, yl, yh; attractdist = FixedMul(RING_DIST, pmo->scale)>>2; // Use blockmap to check for nearby rings yh = (unsigned)(pmo->y + attractdist - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(pmo->y - attractdist - bmaporgy)>>MAPBLOCKSHIFT; xh = (unsigned)(pmo->x + attractdist - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(pmo->x - attractdist - bmaporgx)>>MAPBLOCKSHIFT; attractmo = pmo; for (by = yl; by <= yh; by++) for (bx = xl; bx <= xh; bx++) P_BlockThingsIterator(bx, by, PIT_AttractingRings); } /** \brief Decreases various kart timers and powers per frame. Called in P_PlayerThink in p_user.c \param player player object passed from P_PlayerThink \param cmd control input from player \return void */ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) { K_UpdateOffroad(player); K_UpdateDraft(player); K_UpdateEngineSounds(player); // Thanks, VAda! // update boost angle if not spun out if (!player->kartstuff[k_spinouttimer] && !player->kartstuff[k_wipeoutslow]) player->kartstuff[k_boostangle] = (INT32)player->mo->angle; K_GetKartBoostPower(player); // Special effect objects! if (player->mo && !player->spectator) { if (player->kartstuff[k_dashpadcooldown]) // Twinkle Circuit afterimages { mobj_t *ghost; ghost = P_SpawnGhostMobj(player->mo); ghost->fuse = player->kartstuff[k_dashpadcooldown]+1; ghost->momx = player->mo->momx / (player->kartstuff[k_dashpadcooldown]+1); ghost->momy = player->mo->momy / (player->kartstuff[k_dashpadcooldown]+1); ghost->momz = player->mo->momz / (player->kartstuff[k_dashpadcooldown]+1); player->kartstuff[k_dashpadcooldown]--; } if (player->speed > 0) { // Speed lines if (player->kartstuff[k_sneakertimer] || player->kartstuff[k_ringboost] || player->kartstuff[k_driftboost] || player->kartstuff[k_startboost] || player->kartstuff[k_eggmanexplode]) { if (player->kartstuff[k_invincibilitytimer]) K_SpawnInvincibilitySpeedLines(player->mo); else K_SpawnNormalSpeedLines(player); } if (player->kartstuff[k_numboosts] > 0) // Boosting after images { mobj_t *ghost; ghost = P_SpawnGhostMobj(player->mo); ghost->extravalue1 = player->kartstuff[k_numboosts]+1; ghost->extravalue2 = (leveltime % ghost->extravalue1); ghost->fuse = ghost->extravalue1; ghost->frame |= FF_FULLBRIGHT; ghost->colorized = true; //ghost->color = player->skincolor; //ghost->momx = (3*player->mo->momx)/4; //ghost->momy = (3*player->mo->momy)/4; //ghost->momz = (3*player->mo->momz)/4; if (leveltime & 1) ghost->renderflags |= RF_DONTDRAW; } if (P_IsObjectOnGround(player->mo)) { // Offroad dust if (player->kartstuff[k_boostpower] < FRACUNIT) { K_SpawnWipeoutTrail(player->mo, true); if (leveltime % 6 == 0) S_StartSound(player->mo, sfx_cdfm70); } // Draft dust if (player->kartstuff[k_draftpower] >= FRACUNIT) { K_SpawnDraftDust(player->mo); /*if (leveltime % 23 == 0 || !S_SoundPlaying(player->mo, sfx_s265)) S_StartSound(player->mo, sfx_s265);*/ } } } if (gametype == GT_RACE && player->rings <= 0) // spawn ring debt indicator { mobj_t *debtflag = P_SpawnMobj(player->mo->x + player->mo->momx, player->mo->y + player->mo->momy, player->mo->z + player->mo->momz + player->mo->height + (24*player->mo->scale), MT_THOK); P_SetMobjState(debtflag, S_RINGDEBT); P_SetScale(debtflag, (debtflag->destscale = player->mo->scale)); K_MatchGenericExtraFlags(debtflag, player->mo); debtflag->frame += (leveltime % 4); if ((leveltime/12) & 1) debtflag->frame += 4; debtflag->color = player->skincolor; debtflag->fuse = 2; debtflag->renderflags = K_GetPlayerDontDrawFlag(player); } if (player->kartstuff[k_springstars] && (leveltime & 1)) { fixed_t randx = P_RandomRange(-40, 40) * player->mo->scale; fixed_t randy = P_RandomRange(-40, 40) * player->mo->scale; fixed_t randz = P_RandomRange(0, player->mo->height >> FRACBITS) << FRACBITS; mobj_t *star = P_SpawnMobj( player->mo->x + randx, player->mo->y + randy, player->mo->z + randz, MT_KARMAFIREWORK); star->color = player->kartstuff[k_springcolor]; star->flags |= MF_NOGRAVITY; star->momx = player->mo->momx / 2; star->momy = player->mo->momy / 2; star->momz = player->mo->momz / 2; star->fuse = 12; star->scale = player->mo->scale; star->destscale = star->scale / 2; player->kartstuff[k_springstars]--; } } if (player->playerstate == PST_DEAD || (player->respawn.state == RESPAWNST_MOVE)) // Ensure these are set correctly here { player->mo->colorized = false; player->mo->color = player->skincolor; } else if (player->kartstuff[k_eggmanexplode]) // You're gonna diiiiie { const INT32 flashtime = 4<<(player->kartstuff[k_eggmanexplode]/TICRATE); if (player->kartstuff[k_eggmanexplode] == 1 || (player->kartstuff[k_eggmanexplode] % (flashtime/2) != 0)) { player->mo->colorized = false; player->mo->color = player->skincolor; } else if (player->kartstuff[k_eggmanexplode] % flashtime == 0) { player->mo->colorized = true; player->mo->color = SKINCOLOR_BLACK; } else { player->mo->colorized = true; player->mo->color = SKINCOLOR_CRIMSON; } } else if (player->kartstuff[k_invincibilitytimer]) // setting players to use the star colormap and spawning afterimages { player->mo->colorized = true; } else if (player->kartstuff[k_growshrinktimer]) // Ditto, for grow/shrink { if (player->kartstuff[k_growshrinktimer] % 5 == 0) { player->mo->colorized = true; player->mo->color = (player->kartstuff[k_growshrinktimer] < 0 ? SKINCOLOR_CREAMSICLE : SKINCOLOR_PERIWINKLE); } else { player->mo->colorized = false; player->mo->color = player->skincolor; } } else if (player->kartstuff[k_killfield]) // You're gonna REALLY diiiiie { const INT32 flashtime = 4<<(4-(player->kartstuff[k_killfield]/TICRATE)); if (player->kartstuff[k_killfield] == 1 || (player->kartstuff[k_killfield] % (flashtime/2) != 0)) { player->mo->colorized = false; player->mo->color = player->skincolor; } else if (player->kartstuff[k_killfield] % flashtime == 0) { player->mo->colorized = true; player->mo->color = SKINCOLOR_BYZANTIUM; } else { player->mo->colorized = true; player->mo->color = SKINCOLOR_RUBY; } } else if (player->kartstuff[k_ringboost] && (leveltime & 1)) // ring boosting { player->mo->colorized = true; } else { player->mo->colorized = false; } if (player->kartstuff[k_itemtype] == KITEM_NONE) player->kartstuff[k_holdready] = 0; // DKR style camera for boosting if (player->karthud[khud_boostcam] != 0 || player->karthud[khud_destboostcam] != 0) { if (player->karthud[khud_boostcam] < player->karthud[khud_destboostcam] && player->karthud[khud_destboostcam] != 0) { player->karthud[khud_boostcam] += FRACUNIT/(TICRATE/4); if (player->karthud[khud_boostcam] >= player->karthud[khud_destboostcam]) player->karthud[khud_destboostcam] = 0; } else { player->karthud[khud_boostcam] -= FRACUNIT/TICRATE; if (player->karthud[khud_boostcam] < player->karthud[khud_destboostcam]) player->karthud[khud_boostcam] = player->karthud[khud_destboostcam] = 0; } //CONS_Printf("cam: %d, dest: %d\n", player->karthud[khud_boostcam], player->karthud[khud_destboostcam]); } player->karthud[khud_timeovercam] = 0; // Make ABSOLUTELY SURE that your flashing tics don't get set WHILE you're still in hit animations. if (player->kartstuff[k_spinouttimer] != 0 || player->kartstuff[k_wipeoutslow] != 0) { if (( player->kartstuff[k_spinouttype] & KSPIN_IFRAMES ) == 0) player->powers[pw_flashing] = 0; else player->powers[pw_flashing] = K_GetKartFlashing(player); } if (player->kartstuff[k_spinouttimer]) { if ((P_IsObjectOnGround(player->mo) || ( player->kartstuff[k_spinouttype] & KSPIN_AIRTIMER )) && (!player->kartstuff[k_sneakertimer])) { player->kartstuff[k_spinouttimer]--; if (player->kartstuff[k_wipeoutslow] > 1) player->kartstuff[k_wipeoutslow]--; } } else { if (player->kartstuff[k_wipeoutslow] >= 1) player->mo->friction = ORIG_FRICTION; player->kartstuff[k_wipeoutslow] = 0; } if (player->rings > 20) player->rings = 20; else if (player->rings < -20) player->rings = -20; if ((gametyperules & GTR_BUMPERS) && (player->bumpers <= 0)) { // Deplete 1 every tic when removed from the game. player->spheres--; } else { // Deplete 1 every second when playing. if ((leveltime % TICRATE) == 0) player->spheres--; } if (player->spheres > 40) player->spheres = 40; else if (player->spheres < 0) player->spheres = 0; if (comeback == false || !(gametyperules & GTR_KARMA) || player->eliminated == true) { player->karmadelay = comebacktime; } else if (player->karmadelay > 0 && !P_PlayerInPain(player)) { player->karmadelay--; if (P_IsDisplayPlayer(player) && player->bumpers <= 0 && player->karmadelay <= 0) comebackshowninfo = true; // client has already seen the message } if (player->kartstuff[k_ringdelay]) player->kartstuff[k_ringdelay]--; if (P_PlayerInPain(player)) player->kartstuff[k_ringboost] = 0; else if (player->kartstuff[k_ringboost]) player->kartstuff[k_ringboost]--; if (player->kartstuff[k_sneakertimer]) { player->kartstuff[k_sneakertimer]--; if (player->kartstuff[k_sneakertimer] <= 0) { player->kartstuff[k_numsneakers] = 0; } } if (player->kartstuff[k_flamedash]) player->kartstuff[k_flamedash]--; if (player->kartstuff[k_sneakertimer] && player->kartstuff[k_wipeoutslow] > 0 && player->kartstuff[k_wipeoutslow] < wipeoutslowtime+1) player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1; if (player->kartstuff[k_floorboost]) player->kartstuff[k_floorboost]--; if (player->kartstuff[k_driftboost]) player->kartstuff[k_driftboost]--; if (player->kartstuff[k_startboost]) player->kartstuff[k_startboost]--; if (player->kartstuff[k_spindashboost]) { player->kartstuff[k_spindashboost]--; if (player->kartstuff[k_spindashboost] <= 0) { player->kartstuff[k_spindashspeed] = player->kartstuff[k_spindashboost] = 0; } } if (player->kartstuff[k_invincibilitytimer]) player->kartstuff[k_invincibilitytimer]--; if ((player->respawn.state == RESPAWNST_NONE) && player->kartstuff[k_growshrinktimer] != 0) { if (player->kartstuff[k_growshrinktimer] > 0) player->kartstuff[k_growshrinktimer]--; if (player->kartstuff[k_growshrinktimer] < 0) player->kartstuff[k_growshrinktimer]++; // Back to normal if (player->kartstuff[k_growshrinktimer] == 0) K_RemoveGrowShrink(player); } if (player->kartstuff[k_superring]) { if (player->kartstuff[k_superring] % 3 == 0) { mobj_t *ring = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RING); ring->extravalue1 = 1; // Ring collect animation timer ring->angle = player->mo->angle; // animation angle P_SetTarget(&ring->target, player->mo); // toucher for thinker player->kartstuff[k_pickuprings]++; if (player->kartstuff[k_superring] <= 3) ring->cvmem = 1; // play caching when collected } player->kartstuff[k_superring]--; } if (player->kartstuff[k_stealingtimer] == 0 && player->kartstuff[k_stolentimer] == 0 && player->kartstuff[k_rocketsneakertimer]) player->kartstuff[k_rocketsneakertimer]--; if (player->kartstuff[k_hyudorotimer]) player->kartstuff[k_hyudorotimer]--; if (player->kartstuff[k_sadtimer]) player->kartstuff[k_sadtimer]--; if (player->kartstuff[k_stealingtimer]) player->kartstuff[k_stealingtimer]--; if (player->kartstuff[k_stolentimer]) player->kartstuff[k_stolentimer]--; if (player->kartstuff[k_justbumped] > 0) player->kartstuff[k_justbumped]--; if (player->kartstuff[k_tiregrease]) player->kartstuff[k_tiregrease]--; if (player->tumbleBounces > 0) { K_HandleTumbleSound(player); if (P_IsObjectOnGround(player->mo) && player->mo->momz * P_MobjFlip(player->mo) <= 0) K_HandleTumbleBounce(player); } // This doesn't go in HUD update because it has potential gameplay ramifications if (player->karthud[khud_itemblink] && player->karthud[khud_itemblink]-- <= 0) { player->karthud[khud_itemblinkmode] = 0; player->karthud[khud_itemblink] = 0; } K_KartPlayerHUDUpdate(player); if ((gametyperules & GTR_WANTED) && player->bumpers > 0 && !P_PlayerInPain(player) && !player->powers[pw_flashing]) { player->kartstuff[k_wanted]++; } if ((battleovertime.enabled >= 10*TICRATE) && (player->eliminated == false)) { fixed_t distanceToBarrier = 0; if (battleovertime.radius > 0) { distanceToBarrier = R_PointToDist2(player->mo->x, player->mo->y, battleovertime.x, battleovertime.y) - (player->mo->radius * 2); } if (distanceToBarrier > battleovertime.radius) { P_DamageMobj(player->mo, NULL, NULL, 1, DMG_TIMEOVER); } } if (P_IsObjectOnGround(player->mo)) player->kartstuff[k_waterskip] = 0; if (player->kartstuff[k_instashield]) player->kartstuff[k_instashield]--; if (player->kartstuff[k_eggmanexplode]) { if (player->spectator || (gametype == GT_BATTLE && !player->bumpers)) player->kartstuff[k_eggmanexplode] = 0; else { player->kartstuff[k_eggmanexplode]--; if (player->kartstuff[k_eggmanexplode] <= 0) { mobj_t *eggsexplode; //player->powers[pw_flashing] = 0; eggsexplode = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SPBEXPLOSION); if (player->kartstuff[k_eggmanblame] >= 0 && player->kartstuff[k_eggmanblame] < MAXPLAYERS && playeringame[player->kartstuff[k_eggmanblame]] && !players[player->kartstuff[k_eggmanblame]].spectator && players[player->kartstuff[k_eggmanblame]].mo) P_SetTarget(&eggsexplode->target, players[player->kartstuff[k_eggmanblame]].mo); } } } if (player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD) { if (RINGTOTAL(player) < 20 && !player->kartstuff[k_ringlock]) K_LookForRings(player->mo); } if (player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD) { if (player->kartstuff[k_bubblecool]) player->kartstuff[k_bubblecool]--; } else { player->kartstuff[k_bubbleblowup] = 0; player->kartstuff[k_bubblecool] = 0; } if (player->kartstuff[k_itemtype] != KITEM_FLAMESHIELD) { if (player->kartstuff[k_flamedash]) K_FlameDashLeftoverSmoke(player->mo); } if (player->karmadelay) player->kartstuff[k_comebackmode] = 0; if (P_IsObjectOnGround(player->mo) && player->trickpanel != 0) { if (P_MobjFlip(player->mo) * player->mo->momz <= 0) { player->trickpanel = 0; } } if (cmd->buttons & BT_DRIFT) { // Only allow drifting while NOT trying to do an spindash input. if ((K_GetKartButtons(player) & BT_EBRAKEMASK) != BT_EBRAKEMASK) { player->driftInput = true; } // else, keep the previous value, because it might be brake-drifting. } else { player->driftInput = false; } // Roulette Code K_KartItemRoulette(player, cmd); // Handle invincibility sfx K_UpdateInvincibilitySounds(player); // Also thanks, VAda! // Plays the music after the starting countdown. if (P_IsLocalPlayer(player) && leveltime == (starttime + (TICRATE/2))) { S_ChangeMusic(mapmusname, mapmusflags, true); S_ShowMusicCredit(); } } void K_KartPlayerAfterThink(player_t *player) { if (player->kartstuff[k_curshield] || player->kartstuff[k_invincibilitytimer] || (player->kartstuff[k_growshrinktimer] != 0 && player->kartstuff[k_growshrinktimer] % 5 == 4)) // 4 instead of 0 because this is afterthink! { player->mo->frame |= FF_FULLBRIGHT; } else { if (!(player->mo->state->frame & FF_FULLBRIGHT)) player->mo->frame &= ~FF_FULLBRIGHT; } // Move held objects (Bananas, Orbinaut, etc) K_MoveHeldObjects(player); // Jawz reticule (seeking) if (player->kartstuff[k_itemtype] == KITEM_JAWZ && player->kartstuff[k_itemheld]) { INT32 lasttarg = player->kartstuff[k_lastjawztarget]; player_t *targ; mobj_t *ret; if (player->kartstuff[k_jawztargetdelay] && playeringame[lasttarg] && !players[lasttarg].spectator) { targ = &players[lasttarg]; player->kartstuff[k_jawztargetdelay]--; } else targ = K_FindJawzTarget(player->mo, player); if (!targ || !targ->mo || P_MobjWasRemoved(targ->mo)) { player->kartstuff[k_lastjawztarget] = -1; player->kartstuff[k_jawztargetdelay] = 0; return; } ret = P_SpawnMobj(targ->mo->x, targ->mo->y, targ->mo->z, MT_PLAYERRETICULE); P_SetTarget(&ret->target, targ->mo); ret->frame |= ((leveltime % 10) / 2); ret->tics = 1; ret->color = player->skincolor; if (targ-players != lasttarg) { if (P_IsDisplayPlayer(player) || P_IsDisplayPlayer(targ)) S_StartSound(NULL, sfx_s3k89); else S_StartSound(targ->mo, sfx_s3k89); player->kartstuff[k_lastjawztarget] = targ-players; player->kartstuff[k_jawztargetdelay] = 5; } } else { player->kartstuff[k_lastjawztarget] = -1; player->kartstuff[k_jawztargetdelay] = 0; } } /*-------------------------------------------------- static waypoint_t *K_GetPlayerNextWaypoint(player_t *player) Gets the next waypoint of a player, by finding their closest waypoint, then checking which of itself and next or previous waypoints are infront of the player. Input Arguments:- player - The player the next waypoint is being found for Return:- The waypoint that is the player's next waypoint --------------------------------------------------*/ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player) { waypoint_t *bestwaypoint = NULL; if ((player != NULL) && (player->mo != NULL) && (P_MobjWasRemoved(player->mo) == false)) { waypoint_t *waypoint = K_GetBestWaypointForMobj(player->mo); boolean updaterespawn = false; bestwaypoint = waypoint; // check the waypoint's location in relation to the player // If it's generally in front, it's fine, otherwise, use the best next/previous waypoint. // EXCEPTION: If our best waypoint is the finishline AND we're facing towards it, don't do this. // Otherwise it breaks the distance calculations. if (waypoint != NULL) { boolean finishlinehack = false; angle_t playerangle = player->mo->angle; angle_t momangle = K_MomentumAngle(player->mo); angle_t angletowaypoint = R_PointToAngle2(player->mo->x, player->mo->y, waypoint->mobj->x, waypoint->mobj->y); angle_t angledelta = ANGLE_MAX; angle_t momdelta = ANGLE_MAX; angledelta = playerangle - angletowaypoint; if (angledelta > ANGLE_180) { angledelta = InvAngle(angledelta); } momdelta = momangle - angletowaypoint; if (momdelta > ANGLE_180) { momdelta = InvAngle(momdelta); } if (bestwaypoint == K_GetFinishLineWaypoint()) { waypoint_t *nextwaypoint = waypoint->nextwaypoints[0]; angle_t angletonextwaypoint = R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y, nextwaypoint->mobj->x, nextwaypoint->mobj->y); // facing towards the finishline if (AngleDelta(angletonextwaypoint, angletowaypoint) <= ANGLE_90) { finishlinehack = true; } } // We're using a lot of angle calculations here, because only using facing angle or only using momentum angle both have downsides. // nextwaypoints will be picked if you're facing OR moving forward. // prevwaypoints will be picked if you're facing AND moving backward. if ((angledelta > ANGLE_45 || momdelta > ANGLE_45) && (finishlinehack == false)) { angle_t nextbestdelta = angledelta; angle_t nextbestmomdelta = momdelta; size_t i = 0U; if (K_PlayerUsesBotMovement(player)) { // Try to force bots to use a next waypoint nextbestdelta = ANGLE_MAX; nextbestmomdelta = ANGLE_MAX; } if ((waypoint->nextwaypoints != NULL) && (waypoint->numnextwaypoints > 0U)) { for (i = 0U; i < waypoint->numnextwaypoints; i++) { if (!K_GetWaypointIsEnabled(waypoint->nextwaypoints[i])) { continue; } if (K_PlayerUsesBotMovement(player) == true && K_GetWaypointIsShortcut(waypoint->nextwaypoints[i]) == true && K_BotCanTakeCut(player) == false) { // Bots that aren't able to take a shortcut will ignore shortcut waypoints. // (However, if they're already on a shortcut, then we want them to keep going.) if (player->nextwaypoint == NULL || K_GetWaypointIsShortcut(player->nextwaypoint) == false) { continue; } } angletowaypoint = R_PointToAngle2( player->mo->x, player->mo->y, waypoint->nextwaypoints[i]->mobj->x, waypoint->nextwaypoints[i]->mobj->y); angledelta = playerangle - angletowaypoint; if (angledelta > ANGLE_180) { angledelta = InvAngle(angledelta); } momdelta = momangle - angletowaypoint; if (momdelta > ANGLE_180) { momdelta = InvAngle(momdelta); } if (angledelta < nextbestdelta || momdelta < nextbestmomdelta) { bestwaypoint = waypoint->nextwaypoints[i]; if (angledelta < nextbestdelta) { nextbestdelta = angledelta; } if (momdelta < nextbestmomdelta) { nextbestmomdelta = momdelta; } // Remove wrong way flag if we're using nextwaypoints player->kartstuff[k_wrongway] = 0; updaterespawn = true; } } } if ((waypoint->prevwaypoints != NULL) && (waypoint->numprevwaypoints > 0U) && !(K_PlayerUsesBotMovement(player))) // Bots do not need prev waypoints { for (i = 0U; i < waypoint->numprevwaypoints; i++) { if (!K_GetWaypointIsEnabled(waypoint->prevwaypoints[i])) { continue; } angletowaypoint = R_PointToAngle2( player->mo->x, player->mo->y, waypoint->prevwaypoints[i]->mobj->x, waypoint->prevwaypoints[i]->mobj->y); angledelta = playerangle - angletowaypoint; if (angledelta > ANGLE_180) { angledelta = InvAngle(angledelta); } momdelta = momangle - angletowaypoint; if (momdelta > ANGLE_180) { momdelta = InvAngle(momdelta); } if (angledelta < nextbestdelta && momdelta < nextbestmomdelta) { bestwaypoint = waypoint->prevwaypoints[i]; nextbestdelta = angledelta; nextbestmomdelta = momdelta; // Set wrong way flag if we're using prevwaypoints player->kartstuff[k_wrongway] = 1; updaterespawn = false; } } } } } if (!P_IsObjectOnGround(player->mo)) { updaterespawn = false; } // Respawn point should only be updated when we're going to a nextwaypoint if ((updaterespawn) && (player->respawn.state == RESPAWNST_NONE) && (bestwaypoint != NULL) && (bestwaypoint != player->nextwaypoint) && (K_GetWaypointIsSpawnpoint(bestwaypoint)) && (K_GetWaypointIsEnabled(bestwaypoint) == true)) { player->respawn.wp = bestwaypoint; } } return bestwaypoint; } #if 0 static boolean K_PlayerCloserToNextWaypoints(waypoint_t *const waypoint, player_t *const player) { boolean nextiscloser = true; if ((waypoint != NULL) && (player != NULL) && (player->mo != NULL)) { size_t i = 0U; waypoint_t *currentwpcheck = NULL; angle_t angletoplayer = ANGLE_MAX; angle_t currentanglecheck = ANGLE_MAX; angle_t bestangle = ANGLE_MAX; angletoplayer = R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y, player->mo->x, player->mo->y); for (i = 0U; i < waypoint->numnextwaypoints; i++) { currentwpcheck = waypoint->nextwaypoints[i]; currentanglecheck = R_PointToAngle2( waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y); // Get delta angle currentanglecheck = currentanglecheck - angletoplayer; if (currentanglecheck > ANGLE_180) { currentanglecheck = InvAngle(currentanglecheck); } if (currentanglecheck < bestangle) { bestangle = currentanglecheck; } } for (i = 0U; i < waypoint->numprevwaypoints; i++) { currentwpcheck = waypoint->prevwaypoints[i]; currentanglecheck = R_PointToAngle2( waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y); // Get delta angle currentanglecheck = currentanglecheck - angletoplayer; if (currentanglecheck > ANGLE_180) { currentanglecheck = InvAngle(currentanglecheck); } if (currentanglecheck < bestangle) { bestangle = currentanglecheck; nextiscloser = false; break; } } } return nextiscloser; } #endif /*-------------------------------------------------- void K_UpdateDistanceFromFinishLine(player_t *const player) Updates the distance a player has to the finish line. Input Arguments:- player - The player the distance is being updated for Return:- None --------------------------------------------------*/ void K_UpdateDistanceFromFinishLine(player_t *const player) { if ((player != NULL) && (player->mo != NULL)) { waypoint_t *finishline = K_GetFinishLineWaypoint(); waypoint_t *nextwaypoint = NULL; if (player->spectator) { // Don't update waypoints while spectating nextwaypoint = finishline; } else { nextwaypoint = K_GetPlayerNextWaypoint(player); } if (nextwaypoint != NULL) { // If nextwaypoint is NULL, it means we don't want to update the waypoint until we touch another one. // player->nextwaypoint will keep its previous value in this case. player->nextwaypoint = nextwaypoint; } // nextwaypoint is now the waypoint that is in front of us if (player->exiting || player->spectator) { // Player has finished, we don't need to calculate this player->distancetofinish = 0U; } else if ((player->nextwaypoint != NULL) && (finishline != NULL)) { const boolean useshortcuts = false; const boolean huntbackwards = false; boolean pathfindsuccess = false; path_t pathtofinish = {}; pathfindsuccess = K_PathfindToWaypoint(player->nextwaypoint, finishline, &pathtofinish, useshortcuts, huntbackwards); // Update the player's distance to the finish line if a path was found. // Using shortcuts won't find a path, so distance won't be updated until the player gets back on track if (pathfindsuccess == true) { // Add euclidean distance to the next waypoint to the distancetofinish UINT32 adddist; fixed_t disttowaypoint = P_AproxDistance( (player->mo->x >> FRACBITS) - (player->nextwaypoint->mobj->x >> FRACBITS), (player->mo->y >> FRACBITS) - (player->nextwaypoint->mobj->y >> FRACBITS)); disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS)); adddist = (UINT32)disttowaypoint; player->distancetofinish = pathtofinish.totaldist + adddist; Z_Free(pathtofinish.array); // distancetofinish is currently a flat distance to the finish line, but in order to be fully // correct we need to add to it the length of the entire circuit multiplied by the number of laps // left after this one. This will give us the total distance to the finish line, and allow item // distance calculation to work easily if ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) == 0U) { const UINT8 numfulllapsleft = ((UINT8)cv_numlaps.value - player->laps); player->distancetofinish += numfulllapsleft * K_GetCircuitLength(); #if 0 // An additional HACK, to fix looking backwards towards the finish line // If the player's next waypoint is the finishline and the angle distance from player to // connectin waypoints implies they're closer to a next waypoint, add a full track distance if (player->nextwaypoint == finishline) { if (K_PlayerCloserToNextWaypoints(player->nextwaypoint, player) == true) { player->distancetofinish += K_GetCircuitLength(); } } #endif } } } } } INT32 K_GetKartRingPower(player_t *player, boolean boosted) { INT32 ringPower = ((9 - player->kartspeed) + (9 - player->kartweight)) / 2; if (boosted == true && K_PlayerUsesBotMovement(player)) { // Double for Lv. 9 ringPower += (player->botvars.difficulty * ringPower) / MAXBOTDIFFICULTY; } return ringPower; } // Returns false if this player being placed here causes them to collide with any other player // Used in g_game.c for match etc. respawning // This does not check along the z because the z is not correctly set for the spawnee at this point boolean K_CheckPlayersRespawnColliding(INT32 playernum, fixed_t x, fixed_t y) { INT32 i; fixed_t p1radius = players[playernum].mo->radius; for (i = 0; i < MAXPLAYERS; i++) { if (playernum == i || !playeringame[i] || players[i].spectator || !players[i].mo || players[i].mo->health <= 0 || players[i].playerstate != PST_LIVE || (players[i].mo->flags & MF_NOCLIP) || (players[i].mo->flags & MF_NOCLIPTHING)) continue; if (abs(x - players[i].mo->x) < (p1radius + players[i].mo->radius) && abs(y - players[i].mo->y) < (p1radius + players[i].mo->radius)) { return false; } } return true; } // countersteer is how strong the controls are telling us we are turning // turndir is the direction the controls are telling us to turn, -1 if turning right and 1 if turning left static INT16 K_GetKartDriftValue(player_t *player, fixed_t countersteer) { INT16 basedrift, driftadjust; fixed_t driftweight = player->kartweight*14; // 12 if (player->kartstuff[k_drift] == 0 || !P_IsObjectOnGround(player->mo)) { // If they aren't drifting or on the ground, this doesn't apply return 0; } if (player->kartstuff[k_driftend] != 0) { // Drift has ended and we are tweaking their angle back a bit return -266*player->kartstuff[k_drift]; } basedrift = (83 * player->kartstuff[k_drift]) - (((driftweight - 14) * player->kartstuff[k_drift]) / 5); // 415 - 303 driftadjust = abs((252 - driftweight) * player->kartstuff[k_drift] / 5); if (player->kartstuff[k_tiregrease] > 0) // Buff drift-steering while in greasemode { basedrift += (basedrift / greasetics) * player->kartstuff[k_tiregrease]; } if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) { countersteer = FixedMul(countersteer, 3*FRACUNIT/2); } return basedrift + (FixedMul(driftadjust * FRACUNIT, countersteer) / FRACUNIT); } void K_UpdateSteeringValue(player_t *player, INT16 destSteering) { // player->steering is the turning value, but with easing applied. // Keeps micro-turning from old easing, but isn't controller dependent. const INT16 amount = KART_FULLTURN/4; INT16 diff = destSteering - player->steering; if (abs(diff) <= amount) { // Reached the intended value, set instantly. player->steering = destSteering; } else { // Go linearly towards the value we wanted. if (diff < 0) { player->steering -= amount; } else { player->steering += amount; } } } INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue) { fixed_t turnfixed = turnvalue * FRACUNIT; fixed_t currentSpeed = 0; fixed_t p_maxspeed = INT32_MAX, p_speed = INT32_MAX; fixed_t weightadjust = INT32_MAX; if (player->mo == NULL || P_MobjWasRemoved(player->mo) || player->spectator || objectplacing) { // Invalid object, or incorporeal player. Return the value exactly. return turnvalue; } if (leveltime < introtime) { // No turning during the intro return 0; } if (player->respawn.state == RESPAWNST_MOVE) { // No turning during respawn return 0; } if (player->trickpanel != 0) { // No turning during trick panel return 0; } currentSpeed = FixedHypot(player->mo->momx, player->mo->momy); if ((currentSpeed <= 0) // Not moving && ((K_GetKartButtons(player) & BT_EBRAKEMASK) != BT_EBRAKEMASK) // Not e-braking && (player->respawn.state == RESPAWNST_NONE) // Not respawning && (P_IsObjectOnGround(player->mo) == true)) // On the ground { return 0; } p_maxspeed = K_GetKartSpeed(player, false); p_speed = min(currentSpeed, (p_maxspeed * 2)); weightadjust = FixedDiv((p_maxspeed * 3) - p_speed, (p_maxspeed * 3) + (player->kartweight * FRACUNIT)); if (K_PlayerUsesBotMovement(player)) { turnfixed = FixedMul(turnfixed, 5*FRACUNIT/4); // Base increase to turning turnfixed = FixedMul(turnfixed, K_BotRubberband(player)); } if (player->kartstuff[k_drift] != 0 && P_IsObjectOnGround(player->mo)) { fixed_t countersteer = FixedDiv(turnfixed, KART_FULLTURN*FRACUNIT); // If we're drifting we have a completely different turning value if (player->kartstuff[k_driftend] != 0) { countersteer = FRACUNIT; } return K_GetKartDriftValue(player, countersteer); } if (player->kartstuff[k_handleboost] > 0) { turnfixed = FixedMul(turnfixed, FRACUNIT + player->kartstuff[k_handleboost]); } if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) { turnfixed = FixedMul(turnfixed, 3*FRACUNIT/2); } // Weight has a small effect on turning turnfixed = FixedMul(turnfixed, weightadjust); return (turnfixed / FRACUNIT); } INT32 K_GetKartDriftSparkValue(player_t *player) { return (26*4 + player->kartspeed*2 + (9 - player->kartweight))*8; } /* Stage 1: red sparks Stage 2: blue sparks Stage 3: big large rainbow sparks Stage 0: air failsafe */ void K_SpawnDriftBoostExplosion(player_t *player, int stage) { mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_DRIFTEXPLODE); P_SetTarget(&overlay->target, player->mo); P_SetScale(overlay, (overlay->destscale = player->mo->scale)); K_FlipFromObject(overlay, player->mo); switch (stage) { case 1: overlay->color = SKINCOLOR_KETCHUP; overlay->fuse = 16; break; case 2: overlay->color = SKINCOLOR_SAPPHIRE; overlay->fuse = 32; S_StartSound(player->mo, sfx_kc5b); break; case 3: overlay->color = SKINCOLOR_SILVER; overlay->fuse = 120; S_StartSound(player->mo, sfx_kc5b); S_StartSound(player->mo, sfx_s3kc4l); break; case 0: overlay->color = SKINCOLOR_SILVER; overlay->fuse = 16; break; } overlay->extravalue1 = stage; } static void K_KartDrift(player_t *player, boolean onground) { const fixed_t minspeed = (10 * player->mo->scale); const INT32 dsone = K_GetKartDriftSparkValue(player); const INT32 dstwo = dsone*2; const INT32 dsthree = dstwo*2; const UINT16 buttons = K_GetKartButtons(player); // Drifting is actually straffing + automatic turning. // Holding the Jump button will enable drifting. // (This comment is extremely funny) // Drift Release (Moved here so you can't "chain" drifts) if (player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) { if (player->kartstuff[k_driftcharge] < 0 || player->kartstuff[k_driftcharge] >= dsone) { angle_t pushdir = K_MomentumAngle(player->mo); S_StartSound(player->mo, sfx_s23c); //K_SpawnDashDustRelease(player); if (player->kartstuff[k_driftcharge] < 0) { // Stage 0: Yellow sparks if (!onground) P_Thrust(player->mo, pushdir, player->speed / 8); if (player->kartstuff[k_driftboost] < 15) player->kartstuff[k_driftboost] = 15; } else if (player->kartstuff[k_driftcharge] >= dsone && player->kartstuff[k_driftcharge] < dstwo) { // Stage 1: Red sparks if (!onground) P_Thrust(player->mo, pushdir, player->speed / 4); if (player->kartstuff[k_driftboost] < 20) player->kartstuff[k_driftboost] = 20; K_SpawnDriftBoostExplosion(player, 1); } else if (player->kartstuff[k_driftcharge] < dsthree) { // Stage 2: Blue sparks if (!onground) P_Thrust(player->mo, pushdir, player->speed / 3); if (player->kartstuff[k_driftboost] < 50) player->kartstuff[k_driftboost] = 50; K_SpawnDriftBoostExplosion(player, 2); } else if (player->kartstuff[k_driftcharge] >= dsthree) { // Stage 3: Rainbow sparks if (!onground) P_Thrust(player->mo, pushdir, player->speed / 2); if (player->kartstuff[k_driftboost] < 125) player->kartstuff[k_driftboost] = 125; K_SpawnDriftBoostExplosion(player, 3); } } // Remove charge player->kartstuff[k_driftcharge] = 0; } // Drifting: left or right? if ((player->cmd.turning > 0) && player->speed > minspeed && player->driftInput == true && (player->kartstuff[k_drift] == 0 || player->kartstuff[k_driftend] == 1)) // && player->kartstuff[k_drift] != 1) { // Starting left drift player->kartstuff[k_drift] = 1; player->kartstuff[k_driftend] = player->kartstuff[k_driftcharge] = 0; } else if ((player->cmd.turning < 0) && player->speed > minspeed && player->driftInput == true && (player->kartstuff[k_drift] == 0 || player->kartstuff[k_driftend] == 1)) // && player->kartstuff[k_drift] != -1) { // Starting right drift player->kartstuff[k_drift] = -1; player->kartstuff[k_driftend] = player->kartstuff[k_driftcharge] = 0; } else if (player->driftInput == false) // || player->kartstuff[k_turndir] == 0) { // drift is not being performed so if we're just finishing set driftend and decrement counters if (player->kartstuff[k_drift] > 0) { player->kartstuff[k_drift]--; player->kartstuff[k_driftend] = 1; } else if (player->kartstuff[k_drift] < 0) { player->kartstuff[k_drift]++; player->kartstuff[k_driftend] = 1; } else player->kartstuff[k_driftend] = 0; } if (P_PlayerInPain(player) || player->speed <= 0) { // Stop drifting player->kartstuff[k_drift] = player->kartstuff[k_driftcharge] = 0; player->kartstuff[k_aizdriftstrat] = player->kartstuff[k_brakedrift] = 0; player->kartstuff[k_getsparks] = 0; } else if (player->driftInput == true && player->kartstuff[k_drift] != 0) { // Incease/decrease the drift value to continue drifting in that direction fixed_t driftadditive = 24; boolean playsound = false; if (onground) { if (player->kartstuff[k_drift] >= 1) // Drifting to the left { player->kartstuff[k_drift]++; if (player->kartstuff[k_drift] > 5) player->kartstuff[k_drift] = 5; if (player->cmd.turning > 0) // Inward driftadditive += abs(player->cmd.turning)/100; if (player->cmd.turning < 0) // Outward driftadditive -= abs(player->cmd.turning)/75; } else if (player->kartstuff[k_drift] <= -1) // Drifting to the right { player->kartstuff[k_drift]--; if (player->kartstuff[k_drift] < -5) player->kartstuff[k_drift] = -5; if (player->cmd.turning < 0) // Inward driftadditive += abs(player->cmd.turning)/100; if (player->cmd.turning > 0) // Outward driftadditive -= abs(player->cmd.turning)/75; } // Disable drift-sparks until you're going fast enough if (player->kartstuff[k_getsparks] == 0 || (player->kartstuff[k_offroad] && K_ApplyOffroad(player))) driftadditive = 0; // Inbetween minspeed and minspeed*2, it'll keep your previous drift-spark state. if (player->speed > minspeed*2) { player->kartstuff[k_getsparks] = 1; if (player->kartstuff[k_driftcharge] <= -1) { player->kartstuff[k_driftcharge] = dsone; // Back to red playsound = true; } } else if (player->speed <= minspeed) { player->kartstuff[k_getsparks] = 0; driftadditive = 0; if (player->kartstuff[k_driftcharge] >= dsone) { player->kartstuff[k_driftcharge] = -1; // Set yellow sparks playsound = true; } } } else { driftadditive = 0; } // This spawns the drift sparks if ((player->kartstuff[k_driftcharge] + driftadditive >= dsone) || (player->kartstuff[k_driftcharge] < 0)) { K_SpawnDriftSparks(player); } if ((player->kartstuff[k_driftcharge] < dsone && player->kartstuff[k_driftcharge]+driftadditive >= dsone) || (player->kartstuff[k_driftcharge] < dstwo && player->kartstuff[k_driftcharge]+driftadditive >= dstwo) || (player->kartstuff[k_driftcharge] < dsthree && player->kartstuff[k_driftcharge]+driftadditive >= dsthree)) { playsound = true; } // Sound whenever you get a different tier of sparks if (playsound && P_IsDisplayPlayer(player)) { if (player->kartstuff[k_driftcharge] == -1) S_StartSoundAtVolume(player->mo, sfx_sploss, 192); // Yellow spark sound else S_StartSoundAtVolume(player->mo, sfx_s3ka2, 192); } player->kartstuff[k_driftcharge] += driftadditive; player->kartstuff[k_driftend] = 0; } if ((player->kartstuff[k_handleboost] == 0) || (!player->cmd.turning) || (!player->kartstuff[k_aizdriftstrat]) || (player->cmd.turning > 0) != (player->kartstuff[k_aizdriftstrat] > 0)) { if (!player->kartstuff[k_drift]) player->kartstuff[k_aizdriftstrat] = 0; else player->kartstuff[k_aizdriftstrat] = ((player->kartstuff[k_drift] > 0) ? 1 : -1); } else if (player->kartstuff[k_aizdriftstrat] && !player->kartstuff[k_drift]) { K_SpawnAIZDust(player); if (abs(player->aizDriftTilt) < ANGLE_22h) { player->aizDriftTilt = (abs(player->aizDriftTilt) + ANGLE_11hh / 4) * player->kartstuff[k_aizdriftstrat]; } if (abs(player->aizDriftTurn) < ANGLE_112h) { player->aizDriftTurn = (abs(player->aizDriftTurn) + ANGLE_11hh) * player->kartstuff[k_aizdriftstrat]; } } if (!K_Sliptiding(player)) { player->aizDriftTilt -= player->aizDriftTilt / 4; player->aizDriftTurn -= player->aizDriftTurn / 4; if (abs(player->aizDriftTilt) < ANGLE_11hh / 4) player->aizDriftTilt = 0; if (abs(player->aizDriftTurn) < ANGLE_11hh) player->aizDriftTurn = 0; } if (player->kartstuff[k_drift] && ((buttons & BT_BRAKE) || !(buttons & BT_ACCELERATE)) && P_IsObjectOnGround(player->mo)) { if (!player->kartstuff[k_brakedrift]) K_SpawnBrakeDriftSparks(player); player->kartstuff[k_brakedrift] = 1; } else player->kartstuff[k_brakedrift] = 0; } // // K_KartUpdatePosition // void K_KartUpdatePosition(player_t *player) { fixed_t position = 1; fixed_t oldposition = player->kartstuff[k_position]; fixed_t i; if (player->spectator || !player->mo) { // Ensure these are reset for spectators player->kartstuff[k_position] = 0; player->kartstuff[k_positiondelay] = 0; return; } for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator || !players[i].mo) continue; if (gametyperules & GTR_CIRCUIT) { if (player->exiting) // End of match standings { // Only time matters if (players[i].realtime < player->realtime) position++; } else { // I'm a lap behind this player OR // My distance to the finish line is higher, so I'm behind if ((players[i].laps > player->laps) || (players[i].distancetofinish < player->distancetofinish)) { position++; } } } else { if (player->exiting) // End of match standings { // Only score matters if (players[i].marescore > player->marescore) position++; } else { UINT8 myEmeralds = K_NumEmeralds(player); UINT8 yourEmeralds = K_NumEmeralds(&players[i]); if (yourEmeralds > myEmeralds) { // Emeralds matter above all position++; } else if (yourEmeralds == myEmeralds) { // Bumpers are a tie breaker if (players[i].bumpers > player->bumpers) { position++; } else if (players[i].bumpers == player->bumpers) { // Score is the second tier tie breaker if (players[i].marescore > player->marescore) { position++; } } } } } } if (leveltime < starttime || oldposition == 0) oldposition = position; if (oldposition != position) // Changed places? player->kartstuff[k_positiondelay] = 10; // Position number growth player->kartstuff[k_position] = position; } // // K_StripItems // void K_StripItems(player_t *player) { K_DropRocketSneaker(player); K_DropKitchenSink(player); player->kartstuff[k_itemtype] = KITEM_NONE; player->kartstuff[k_itemamount] = 0; player->kartstuff[k_itemheld] = 0; if (!player->kartstuff[k_itemroulette] || player->kartstuff[k_roulettetype] != 2) { player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; } player->kartstuff[k_eggmanheld] = 0; player->kartstuff[k_hyudorotimer] = 0; player->kartstuff[k_stealingtimer] = 0; player->kartstuff[k_stolentimer] = 0; player->kartstuff[k_curshield] = KSHIELD_NONE; player->kartstuff[k_bananadrag] = 0; player->kartstuff[k_sadtimer] = 0; K_UpdateHnextList(player, true); } void K_StripOther(player_t *player) { player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; player->kartstuff[k_invincibilitytimer] = 0; K_RemoveGrowShrink(player); if (player->kartstuff[k_eggmanexplode]) { player->kartstuff[k_eggmanexplode] = 0; player->kartstuff[k_eggmanblame] = -1; } } static INT32 K_FlameShieldMax(player_t *player) { UINT32 disttofinish = 0; UINT32 distv = DISTVAR; UINT8 numplayers = 0; UINT8 i; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].spectator) numplayers++; if (players[i].kartstuff[k_position] == 1) disttofinish = players[i].distancetofinish; } if (numplayers <= 1) { return 16; // max when alone, for testing } else if (player->kartstuff[k_position] == 1) { return 0; // minimum for first } disttofinish = player->distancetofinish - disttofinish; distv = FixedMul(distv * FRACUNIT, mapobjectscale) / FRACUNIT; return min(16, 1 + (disttofinish / distv)); } boolean K_PlayerEBrake(player_t *player) { return (K_GetKartButtons(player) & BT_EBRAKEMASK) == BT_EBRAKEMASK && P_IsObjectOnGround(player->mo) == true && player->kartstuff[k_drift] == 0 && player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_justbumped] == 0 && player->kartstuff[k_spindash] >= 0 && player->kartstuff[k_spindashboost] == 0 && player->powers[pw_nocontrol] == 0; } SINT8 K_Sliptiding(player_t *player) { const INT32 *p = player->kartstuff; return p[k_drift] ? 0 : p[k_aizdriftstrat]; } static void K_KartSpindashDust(mobj_t *parent) { fixed_t rad = FixedDiv(FixedHypot(parent->radius, parent->radius), parent->scale); INT32 i; for (i = 0; i < 2; i++) { fixed_t hmomentum = P_RandomRange(6, 12) * parent->scale; fixed_t vmomentum = P_RandomRange(2, 6) * parent->scale; angle_t ang = parent->player->drawangle + ANGLE_180; SINT8 flip = 1; mobj_t *dust; if (i & 1) ang -= ANGLE_45; else ang += ANGLE_45; dust = P_SpawnMobjFromMobj(parent, FixedMul(rad, FINECOSINE(ang >> ANGLETOFINESHIFT)), FixedMul(rad, FINESINE(ang >> ANGLETOFINESHIFT)), 0, MT_SPINDASHDUST ); flip = P_MobjFlip(dust); dust->momx = FixedMul(hmomentum, FINECOSINE(ang >> ANGLETOFINESHIFT)); dust->momy = FixedMul(hmomentum, FINESINE(ang >> ANGLETOFINESHIFT)); dust->momz = vmomentum * flip; } } static void K_KartSpindashWind(mobj_t *parent) { mobj_t *wind = P_SpawnMobjFromMobj(parent, P_RandomRange(-36,36) * FRACUNIT, P_RandomRange(-36,36) * FRACUNIT, FixedDiv(parent->height / 2, parent->scale) + (P_RandomRange(-20,20) * FRACUNIT), MT_SPINDASHWIND ); P_SetTarget(&wind->target, parent); if (parent->momx || parent->momy) wind->angle = R_PointToAngle2(0, 0, parent->momx, parent->momy); else wind->angle = parent->player->drawangle; wind->momx = 3 * parent->momx / 4; wind->momy = 3 * parent->momy / 4; wind->momz = 3 * parent->momz / 4; K_MatchGenericExtraFlags(wind, parent); } static void K_KartSpindash(player_t *player) { const INT16 MAXCHARGETIME = K_GetSpindashChargeTime(player); ticcmd_t *cmd = &player->cmd; boolean spawnWind = (leveltime % 2 == 0); if (player->mo->hitlag > 0 || P_PlayerInPain(player)) { player->kartstuff[k_spindash] = 0; } if (player->kartstuff[k_spindash] > 0 && (cmd->buttons & (BT_DRIFT|BT_BRAKE)) != (BT_DRIFT|BT_BRAKE)) { player->kartstuff[k_spindashspeed] = (player->kartstuff[k_spindash] * FRACUNIT) / MAXCHARGETIME; player->kartstuff[k_spindashboost] = TICRATE; if (!player->kartstuff[k_tiregrease]) { UINT8 i; for (i = 0; i < 2; i++) { mobj_t *grease; grease = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_TIREGREASE); P_SetTarget(&grease->target, player->mo); grease->angle = K_MomentumAngle(player->mo); grease->extravalue1 = i; } } player->kartstuff[k_tiregrease] = 2*TICRATE; player->kartstuff[k_spindash] = 0; S_StartSound(player->mo, sfx_s23c); } if ((player->kartstuff[k_spindashboost] > 0) && (spawnWind == true)) { K_KartSpindashWind(player->mo); } if (player->kartstuff[k_spindashboost] > (TICRATE/2)) { K_KartSpindashDust(player->mo); } if (K_PlayerEBrake(player) == false) { player->kartstuff[k_spindash] = 0; return; } if (player->speed == 0 && cmd->turning != 0 && leveltime % 8 == 0) { // Rubber burn turn sfx S_StartSound(player->mo, sfx_ruburn); } if (player->speed < 6*player->mo->scale) { if ((cmd->buttons & (BT_DRIFT|BT_BRAKE)) == (BT_DRIFT|BT_BRAKE)) { INT16 chargetime = MAXCHARGETIME - ++player->kartstuff[k_spindash]; boolean spawnOldEffect = true; if (chargetime <= (MAXCHARGETIME / 2)) { K_KartSpindashDust(player->mo); spawnOldEffect = false; } if (chargetime <= (MAXCHARGETIME / 4) && spawnWind == true) { K_KartSpindashWind(player->mo); } if (player->powers[pw_flashing] > 0 && (leveltime & 1) && player->kartstuff[k_hyudorotimer] == 0) { // Every frame that you're invisible from flashing, spill a ring. // Intentionally a lop-sided trade-off, so the game doesn't become // Funky Kong's Ring Racers. P_PlayerRingBurst(player, 1); } if (chargetime > 0) { UINT16 soundcharge = 0; UINT8 add = 0; while ((soundcharge += ++add) < chargetime); if (soundcharge == chargetime) { if (spawnOldEffect == true) K_SpawnDashDustRelease(player); S_StartSound(player->mo, sfx_s3kab); } } else if (chargetime < -TICRATE) { P_DamageMobj(player->mo, NULL, NULL, 1, DMG_NORMAL); } } } else { if (leveltime % 4 == 0) S_StartSound(player->mo, sfx_kc2b); } } static void K_AirFailsafe(player_t *player) { const fixed_t maxSpeed = 6*player->mo->scale; const fixed_t thrustSpeed = 6*player->mo->scale; // 10*player->mo->scale if (player->speed > maxSpeed // Above the max speed that you're allowed to use this technique. || player->respawn.state != RESPAWNST_NONE) // Respawning, you don't need this AND drop dash :V { player->airFailsafe = false; return; } if ((K_GetKartButtons(player) & BT_ACCELERATE) || K_GetForwardMove(player) != 0) { // Queue up later player->airFailsafe = true; return; } if (player->airFailsafe == true) { // Push the player forward P_Thrust(player->mo, K_MomentumAngle(player->mo), thrustSpeed); S_StartSound(player->mo, sfx_s23c); K_SpawnDriftBoostExplosion(player, 0); player->airFailsafe = false; } } // // K_AdjustPlayerFriction // void K_AdjustPlayerFriction(player_t *player) { fixed_t prevfriction = player->mo->friction; if (P_IsObjectOnGround(player->mo) == false) { return; } // Reduce friction after hitting a horizontal spring if (player->kartstuff[k_tiregrease]) { player->mo->friction += ((FRACUNIT - prevfriction) / greasetics) * player->kartstuff[k_tiregrease]; } /* if (K_PlayerEBrake(player) == true) { player->mo->friction -= 1024; } else if (player->speed > 0 && K_GetForwardMove(player) < 0) { player->mo->friction -= 512; } */ // Water gets ice physics too if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) { player->mo->friction += 614; } // Wipeout slowdown if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow]) { if (player->kartstuff[k_offroad]) player->mo->friction -= 4912; if (player->kartstuff[k_wipeoutslow] == 1) player->mo->friction -= 9824; } // Cap between intended values if (player->mo->friction > FRACUNIT) player->mo->friction = FRACUNIT; if (player->mo->friction < 0) player->mo->friction = 0; // Friction was changed, so we must recalculate movefactor if (player->mo->friction != prevfriction) { player->mo->movefactor = FixedDiv(ORIG_FRICTION, player->mo->friction); if (player->mo->movefactor < FRACUNIT) player->mo->movefactor = 19*player->mo->movefactor - 18*FRACUNIT; else player->mo->movefactor = FRACUNIT; } // Don't go too far above your top speed when rubberbanding // Down here, because we do NOT want to modify movefactor if (K_PlayerUsesBotMovement(player)) { player->mo->friction = K_BotFrictionRubberband(player, player->mo->friction); } } // // K_MoveKartPlayer // void K_MoveKartPlayer(player_t *player, boolean onground) { ticcmd_t *cmd = &player->cmd; boolean ATTACK_IS_DOWN = ((cmd->buttons & BT_ATTACK) && !(player->pflags & PF_ATTACKDOWN)); boolean HOLDING_ITEM = (player->kartstuff[k_itemheld] || player->kartstuff[k_eggmanheld]); boolean NO_HYUDORO = (player->kartstuff[k_stolentimer] == 0 && player->kartstuff[k_stealingtimer] == 0); player->pflags &= ~PF_HITFINISHLINE; if (!player->exiting) { if (player->kartstuff[k_oldposition] < player->kartstuff[k_position]) // But first, if you lost a place, { player->kartstuff[k_oldposition] = player->kartstuff[k_position]; // then the other player taunts. K_RegularVoiceTimers(player); // and you can't for a bit } else if (player->kartstuff[k_oldposition] > player->kartstuff[k_position]) // Otherwise, { K_PlayOvertakeSound(player->mo); // Say "YOU'RE TOO SLOW!" player->kartstuff[k_oldposition] = player->kartstuff[k_position]; // Restore the old position, } } if (player->kartstuff[k_positiondelay]) player->kartstuff[k_positiondelay]--; // Prevent ring misfire if (!(cmd->buttons & BT_ATTACK)) { if (player->kartstuff[k_itemtype] == KITEM_NONE && NO_HYUDORO && !(HOLDING_ITEM || player->kartstuff[k_itemamount] || player->kartstuff[k_itemroulette] || player->kartstuff[k_rocketsneakertimer] || player->kartstuff[k_eggmanexplode])) player->kartstuff[k_userings] = 1; else player->kartstuff[k_userings] = 0; } if ((player->pflags & PF_ATTACKDOWN) && !(cmd->buttons & BT_ATTACK)) player->pflags &= ~PF_ATTACKDOWN; else if (cmd->buttons & BT_ATTACK) player->pflags |= PF_ATTACKDOWN; if (player && player->mo && player->mo->health > 0 && !player->spectator && !P_PlayerInPain(player) && !mapreset && leveltime > introtime) { // First, the really specific, finicky items that function without the item being directly in your item slot. // Karma item dropping if (player->kartstuff[k_comebackmode]) { if (ATTACK_IS_DOWN) { mobj_t *newitem; if (player->kartstuff[k_comebackmode] == 1) { newitem = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RANDOMITEM); newitem->threshold = 69; // selected "randomly". } else { newitem = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EGGMANITEM); if (player->kartstuff[k_eggmanblame] >= 0 && player->kartstuff[k_eggmanblame] < MAXPLAYERS && playeringame[player->kartstuff[k_eggmanblame]] && !players[player->kartstuff[k_eggmanblame]].spectator && players[player->kartstuff[k_eggmanblame]].mo) P_SetTarget(&newitem->target, players[player->kartstuff[k_eggmanblame]].mo); player->kartstuff[k_eggmanblame] = -1; } newitem->flags2 = (player->mo->flags2 & MF2_OBJECTFLIP); newitem->fuse = 15*TICRATE; // selected randomly. player->kartstuff[k_comebackmode] = 0; player->karmadelay = comebacktime; S_StartSound(player->mo, sfx_s254); } } else { // Ring boosting if (player->kartstuff[k_userings]) { if ((player->pflags & PF_ATTACKDOWN) && !player->kartstuff[k_ringdelay] && player->rings > 0) { mobj_t *ring = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RING); P_SetMobjState(ring, S_FASTRING1); ring->extravalue1 = 1; // Ring use animation timer ring->extravalue2 = 1; // Ring use animation flag ring->shadowscale = 0; P_SetTarget(&ring->target, player->mo); // user player->rings--; player->kartstuff[k_ringdelay] = 3; } } // Other items else { // Eggman Monitor exploding if (player->kartstuff[k_eggmanexplode]) { if (ATTACK_IS_DOWN && player->kartstuff[k_eggmanexplode] <= 3*TICRATE && player->kartstuff[k_eggmanexplode] > 1) player->kartstuff[k_eggmanexplode] = 1; } // Eggman Monitor throwing else if (player->kartstuff[k_eggmanheld]) { if (ATTACK_IS_DOWN) { K_ThrowKartItem(player, false, MT_EGGMANITEM, -1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_eggmanheld] = 0; K_UpdateHnextList(player, true); } } // Rocket Sneaker usage else if (player->kartstuff[k_rocketsneakertimer] > 1) { if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO) { K_DoSneaker(player, 2); K_PlayBoostTaunt(player->mo); player->kartstuff[k_rocketsneakertimer] -= 3*TICRATE; if (player->kartstuff[k_rocketsneakertimer] < 1) player->kartstuff[k_rocketsneakertimer] = 1; } } else if (player->kartstuff[k_itemamount] <= 0) { player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; } else { switch (player->kartstuff[k_itemtype]) { case KITEM_SNEAKER: if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO) { K_DoSneaker(player, 1); K_PlayBoostTaunt(player->mo); player->kartstuff[k_itemamount]--; } break; case KITEM_ROCKETSNEAKER: if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO && player->kartstuff[k_rocketsneakertimer] == 0) { INT32 moloop; mobj_t *mo = NULL; mobj_t *prev = player->mo; K_PlayBoostTaunt(player->mo); //player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s3k3a); //K_DoSneaker(player, 2); player->kartstuff[k_rocketsneakertimer] = (itemtime*3); player->kartstuff[k_itemamount]--; K_UpdateHnextList(player, true); for (moloop = 0; moloop < 2; moloop++) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ROCKETSNEAKER); K_MatchGenericExtraFlags(mo, player->mo); mo->flags |= MF_NOCLIPTHING; mo->angle = player->mo->angle; mo->threshold = 10; mo->movecount = moloop%2; mo->movedir = mo->lastlook = moloop+1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&mo->hprev, prev); P_SetTarget(&prev->hnext, mo); prev = mo; } } break; case KITEM_INVINCIBILITY: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) // Doesn't hold your item slot hostage normally, so you're free to waste it if you have multiple { if (!player->kartstuff[k_invincibilitytimer]) { mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INVULNFLASH); P_SetTarget(&overlay->target, player->mo); overlay->destscale = player->mo->scale; P_SetScale(overlay, player->mo->scale); } player->kartstuff[k_invincibilitytimer] = itemtime+(2*TICRATE); // 10 seconds if (P_IsLocalPlayer(player)) S_ChangeMusicSpecial("kinvnc"); if (! P_IsDisplayPlayer(player)) S_StartSound(player->mo, (cv_kartinvinsfx.value ? sfx_alarmg : sfx_kinvnc)); P_RestoreMusic(player); K_PlayPowerGloatSound(player->mo); player->kartstuff[k_itemamount]--; } break; case KITEM_BANANA: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { INT32 moloop; mobj_t *mo; mobj_t *prev = player->mo; //K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s254); for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BANANA_SHIELD); if (!mo) { player->kartstuff[k_itemamount] = moloop; break; } mo->flags |= MF_NOCLIPTHING; mo->threshold = 10; mo->movecount = player->kartstuff[k_itemamount]; mo->movedir = moloop+1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&mo->hprev, prev); P_SetTarget(&prev->hnext, mo); prev = mo; } } else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld]) // Banana x3 thrown { K_ThrowKartItem(player, false, MT_BANANA, -1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; K_UpdateHnextList(player, false); } break; case KITEM_EGGMAN: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { mobj_t *mo; player->kartstuff[k_itemamount]--; player->kartstuff[k_eggmanheld] = 1; S_StartSound(player->mo, sfx_s254); mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EGGMANITEM_SHIELD); if (mo) { K_FlipFromObject(mo, player->mo); mo->flags |= MF_NOCLIPTHING; mo->threshold = 10; mo->movecount = 1; mo->movedir = 1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&player->mo->hnext, mo); } } break; case KITEM_ORBINAUT: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { angle_t newangle; INT32 moloop; mobj_t *mo = NULL; mobj_t *prev = player->mo; //K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s3k3a); for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++) { newangle = (player->mo->angle + ANGLE_157h) + FixedAngle(((360 / player->kartstuff[k_itemamount]) * moloop) << FRACBITS) + ANGLE_90; mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ORBINAUT_SHIELD); if (!mo) { player->kartstuff[k_itemamount] = moloop; break; } mo->flags |= MF_NOCLIPTHING; mo->angle = newangle; mo->threshold = 10; mo->movecount = player->kartstuff[k_itemamount]; mo->movedir = mo->lastlook = moloop+1; mo->color = player->skincolor; P_SetTarget(&mo->target, player->mo); P_SetTarget(&mo->hprev, prev); P_SetTarget(&prev->hnext, mo); prev = mo; } } else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld]) // Orbinaut x3 thrown { K_ThrowKartItem(player, true, MT_ORBINAUT, 1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; K_UpdateHnextList(player, false); } break; case KITEM_JAWZ: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { angle_t newangle; INT32 moloop; mobj_t *mo = NULL; mobj_t *prev = player->mo; //K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s3k3a); for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++) { newangle = (player->mo->angle + ANGLE_157h) + FixedAngle(((360 / player->kartstuff[k_itemamount]) * moloop) << FRACBITS) + ANGLE_90; mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_JAWZ_SHIELD); if (!mo) { player->kartstuff[k_itemamount] = moloop; break; } mo->flags |= MF_NOCLIPTHING; mo->angle = newangle; mo->threshold = 10; mo->movecount = player->kartstuff[k_itemamount]; mo->movedir = mo->lastlook = moloop+1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&mo->hprev, prev); P_SetTarget(&prev->hnext, mo); prev = mo; } } else if (ATTACK_IS_DOWN && HOLDING_ITEM && player->kartstuff[k_itemheld]) // Jawz thrown { if (player->kartstuff[k_throwdir] == 1 || player->kartstuff[k_throwdir] == 0) K_ThrowKartItem(player, true, MT_JAWZ, 1, 0); else if (player->kartstuff[k_throwdir] == -1) // Throwing backward gives you a dud that doesn't home in K_ThrowKartItem(player, true, MT_JAWZ_DUD, -1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; K_UpdateHnextList(player, false); } break; case KITEM_MINE: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { mobj_t *mo; player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s254); mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SSMINE_SHIELD); if (mo) { mo->flags |= MF_NOCLIPTHING; mo->threshold = 10; mo->movecount = 1; mo->movedir = 1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&player->mo->hnext, mo); } } else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld]) { K_ThrowKartItem(player, false, MT_SSMINE, 1, 1); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; player->kartstuff[k_itemheld] = 0; K_UpdateHnextList(player, true); } break; case KITEM_LANDMINE: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { player->kartstuff[k_itemamount]--; K_ThrowLandMine(player); K_PlayAttackTaunt(player->mo); } break; case KITEM_BALLHOG: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { player->kartstuff[k_itemamount]--; K_ThrowKartItem(player, true, MT_BALLHOG, 1, 0); K_PlayAttackTaunt(player->mo); } break; case KITEM_SPB: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { player->kartstuff[k_itemamount]--; K_ThrowKartItem(player, true, MT_SPB, 1, 0); K_PlayAttackTaunt(player->mo); } break; case KITEM_GROW: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { if (player->kartstuff[k_growshrinktimer] < 0) // If you're shrunk, then "grow" will just make you normal again. K_RemoveGrowShrink(player); else { K_PlayPowerGloatSound(player->mo); player->mo->scalespeed = mapobjectscale/TICRATE; player->mo->destscale = (3*mapobjectscale)/2; if (cv_kartdebugshrink.value && !modeattacking && !player->bot) player->mo->destscale = (6*player->mo->destscale)/8; player->kartstuff[k_growshrinktimer] = itemtime+(4*TICRATE); // 12 seconds if (P_IsLocalPlayer(player)) S_ChangeMusicSpecial("kgrow"); if (! P_IsDisplayPlayer(player)) S_StartSound(player->mo, (cv_kartinvinsfx.value ? sfx_alarmg : sfx_kgrow)); P_RestoreMusic(player); S_StartSound(player->mo, sfx_kc5a); } player->kartstuff[k_itemamount]--; } break; case KITEM_SHRINK: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { K_DoShrink(player); player->kartstuff[k_itemamount]--; K_PlayPowerGloatSound(player->mo); } break; case KITEM_THUNDERSHIELD: if (player->kartstuff[k_curshield] != KSHIELD_THUNDER) { mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THUNDERSHIELD); P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2)); P_SetTarget(&shield->target, player->mo); S_StartSound(player->mo, sfx_s3k41); player->kartstuff[k_curshield] = KSHIELD_THUNDER; } if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { K_DoThunderShield(player); player->kartstuff[k_itemamount]--; K_PlayAttackTaunt(player->mo); } break; case KITEM_BUBBLESHIELD: if (player->kartstuff[k_curshield] != KSHIELD_BUBBLE) { mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BUBBLESHIELD); P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2)); P_SetTarget(&shield->target, player->mo); S_StartSound(player->mo, sfx_s3k3f); player->kartstuff[k_curshield] = KSHIELD_BUBBLE; } if (!HOLDING_ITEM && NO_HYUDORO) { if ((cmd->buttons & BT_ATTACK) && player->kartstuff[k_holdready]) { if (player->kartstuff[k_bubbleblowup] == 0) S_StartSound(player->mo, sfx_s3k75); player->kartstuff[k_bubbleblowup]++; player->kartstuff[k_bubblecool] = player->kartstuff[k_bubbleblowup]*4; if (player->kartstuff[k_bubbleblowup] > bubbletime*2) { K_ThrowKartItem(player, (player->kartstuff[k_throwdir] > 0), MT_BUBBLESHIELDTRAP, -1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_bubbleblowup] = 0; player->kartstuff[k_bubblecool] = 0; player->kartstuff[k_holdready] = 0; player->kartstuff[k_itemamount]--; } } else { if (player->kartstuff[k_bubbleblowup] > bubbletime) player->kartstuff[k_bubbleblowup] = bubbletime; if (player->kartstuff[k_bubbleblowup]) player->kartstuff[k_bubbleblowup]--; player->kartstuff[k_holdready] = (player->kartstuff[k_bubblecool] ? 0 : 1); } } break; case KITEM_FLAMESHIELD: if (player->kartstuff[k_curshield] != KSHIELD_FLAME) { mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_FLAMESHIELD); P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2)); P_SetTarget(&shield->target, player->mo); S_StartSound(player->mo, sfx_s3k3e); player->kartstuff[k_curshield] = KSHIELD_FLAME; } if (!HOLDING_ITEM && NO_HYUDORO) { INT32 destlen = K_FlameShieldMax(player); INT32 flamemax = 0; if (player->kartstuff[k_flamelength] < destlen) player->kartstuff[k_flamelength]++; // Can always go up! flamemax = player->kartstuff[k_flamelength] * flameseg; if (flamemax > 0) flamemax += TICRATE; // leniency period if ((cmd->buttons & BT_ATTACK) && player->kartstuff[k_holdready]) { if (player->kartstuff[k_flamemeter] < 0) player->kartstuff[k_flamemeter] = 0; if (player->kartstuff[k_flamedash] == 0) { S_StartSound(player->mo, sfx_s3k43); K_PlayBoostTaunt(player->mo); } player->kartstuff[k_flamedash] += 2; player->kartstuff[k_flamemeter] += 2; if (!onground) { P_Thrust( player->mo, K_MomentumAngle(player->mo), FixedMul(player->mo->scale, K_GetKartGameSpeedScalar(gamespeed)) ); } if (player->kartstuff[k_flamemeter] > flamemax) { P_Thrust( player->mo, player->mo->angle, FixedMul((50*player->mo->scale), K_GetKartGameSpeedScalar(gamespeed)) ); player->kartstuff[k_flamemeter] = 0; player->kartstuff[k_flamelength] = 0; player->kartstuff[k_holdready] = 0; player->kartstuff[k_itemamount]--; } } else { player->kartstuff[k_holdready] = 1; if (player->kartstuff[k_flamemeter] > 0) player->kartstuff[k_flamemeter]--; if (player->kartstuff[k_flamelength] > destlen) { player->kartstuff[k_flamelength]--; // Can ONLY go down if you're not using it flamemax = player->kartstuff[k_flamelength] * flameseg; if (flamemax > 0) flamemax += TICRATE; // leniency period } if (player->kartstuff[k_flamemeter] > flamemax) player->kartstuff[k_flamemeter] = flamemax; } } break; case KITEM_HYUDORO: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { player->kartstuff[k_itemamount]--; K_DoHyudoroSteal(player); // yes. yes they do. } break; case KITEM_POGOSPRING: if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO && player->trickpanel == 0) { K_PlayBoostTaunt(player->mo); K_DoPogoSpring(player->mo, 32<trickpanel = 1; player->trickdelay = 1; player->kartstuff[k_itemamount]--; } break; case KITEM_SUPERRING: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { player->kartstuff[k_superring] += (10*3); player->kartstuff[k_itemamount]--; } break; case KITEM_KITCHENSINK: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { mobj_t *mo; player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s254); mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SINK_SHIELD); if (mo) { mo->flags |= MF_NOCLIPTHING; mo->threshold = 10; mo->movecount = 1; mo->movedir = 1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&player->mo->hnext, mo); } } else if (ATTACK_IS_DOWN && HOLDING_ITEM && player->kartstuff[k_itemheld]) // Sink thrown { K_ThrowKartItem(player, false, MT_SINK, 1, 2); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; player->kartstuff[k_itemheld] = 0; K_UpdateHnextList(player, true); } break; case KITEM_SAD: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO && !player->kartstuff[k_sadtimer]) { player->kartstuff[k_sadtimer] = stealtime; player->kartstuff[k_itemamount]--; } break; default: break; } } } } // No more! if (!player->kartstuff[k_itemamount]) { player->kartstuff[k_itemheld] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; } if (K_GetShieldFromItem(player->kartstuff[k_itemtype]) == KSHIELD_NONE) { player->kartstuff[k_curshield] = KSHIELD_NONE; // RESET shield type player->kartstuff[k_bubbleblowup] = 0; player->kartstuff[k_bubblecool] = 0; player->kartstuff[k_flamelength] = 0; player->kartstuff[k_flamemeter] = 0; } if (spbplace == -1 || player->kartstuff[k_position] != spbplace) player->kartstuff[k_ringlock] = 0; // reset ring lock if (player->kartstuff[k_itemtype] == KITEM_SPB || player->kartstuff[k_itemtype] == KITEM_SHRINK || player->kartstuff[k_growshrinktimer] < 0) indirectitemcooldown = 20*TICRATE; if (player->kartstuff[k_hyudorotimer] > 0) { INT32 hyu = hyudorotime; if (gametype == GT_RACE) hyu *= 2; // double in race if (leveltime & 1) { player->mo->renderflags |= RF_DONTDRAW; } else { if (player->kartstuff[k_hyudorotimer] >= (TICRATE/2) && player->kartstuff[k_hyudorotimer] <= hyu-(TICRATE/2)) player->mo->renderflags &= ~K_GetPlayerDontDrawFlag(player); else player->mo->renderflags &= ~RF_DONTDRAW; } player->powers[pw_flashing] = player->kartstuff[k_hyudorotimer]; // We'll do this for now, let's people know about the invisible people through subtle hints } else if (player->kartstuff[k_hyudorotimer] == 0) { player->mo->renderflags &= ~RF_DONTDRAW; } if (gametype == GT_BATTLE && player->bumpers <= 0) // dead in match? you da bomb { K_DropItems(player); //K_StripItems(player); K_StripOther(player); player->mo->renderflags |= RF_GHOSTLY; player->powers[pw_flashing] = player->karmadelay; } else if (gametype == GT_RACE || player->bumpers > 0) { player->mo->renderflags &= ~(RF_TRANSMASK|RF_BRIGHTMASK); } if (player->trickpanel == 1) { const angle_t lr = ANGLE_45; fixed_t momz = FixedDiv(player->mo->momz, mapobjectscale); // bring momz back to scale... fixed_t speedmult = max(0, FRACUNIT - abs(momz)/TRICKMOMZRAMP); // TRICKMOMZRAMP momz is minimum speed (Should be 20) fixed_t basespeed = P_AproxDistance(player->mo->momx, player->mo->momy); // at WORSE, keep your normal speed when tricking. fixed_t speed = FixedMul(speedmult, P_AproxDistance(player->mo->momx, player->mo->momy)); // debug shit //CONS_Printf("%d\n", player->mo->momz / mapobjectscale); if (momz < -10*FRACUNIT) // :youfuckedup: { // tumble if you let your chance pass!! player->tumbleBounces = 1; player->tumbleSound = 0; player->tumbleHeight = 30; // Base tumble bounce height player->trickpanel = 0; P_SetPlayerMobjState(player->mo, S_KART_SPINOUT); } else if (player->trickdelay <= 0) // don't allow tricking at the same frame you tumble obv { if (cmd->turning > 0) { P_InstaThrust(player->mo, player->mo->angle + lr, max(basespeed, speed*5/2)); player->trickmomx = player->mo->momx; player->trickmomy = player->mo->momy; player->trickmomz = player->mo->momz; P_InstaThrust(player->mo, 0, 0); // Sike, you have no speed :) player->mo->momz = 0; player->trickpanel = 2; player->mo->hitlag = TRICKLAG; } else if (cmd->turning < 0) { P_InstaThrust(player->mo, player->mo->angle - lr, max(basespeed, speed*5/2)); player->trickmomx = player->mo->momx; player->trickmomy = player->mo->momy; player->trickmomz = player->mo->momz; P_InstaThrust(player->mo, 0, 0); // Sike, you have no speed :) player->mo->momz = 0; player->trickpanel = 3; player->mo->hitlag = TRICKLAG; } else if (player->kartstuff[k_throwdir] == 1) { if (player->mo->momz * P_MobjFlip(player->mo) > 0) { player->mo->momz = 0; } P_InstaThrust(player->mo, player->mo->angle, max(basespeed, speed*3)); player->trickmomx = player->mo->momx; player->trickmomy = player->mo->momy; player->trickmomz = player->mo->momz; P_InstaThrust(player->mo, 0, 0); // Sike, you have no speed :) player->mo->momz = 0; player->trickpanel = 2; player->mo->hitlag = TRICKLAG; } else if (player->kartstuff[k_throwdir] == -1) { boolean relative = true; player->mo->momx /= 3; player->mo->momy /= 3; if (player->mo->momz * P_MobjFlip(player->mo) <= 0) { relative = false; } P_SetObjectMomZ(player->mo, 48*FRACUNIT, relative); player->trickmomx = player->mo->momx; player->trickmomy = player->mo->momy; player->trickmomz = player->mo->momz; P_InstaThrust(player->mo, 0, 0); // Sike, you have no speed :) player->mo->momz = 0; player->trickpanel = 3; player->mo->hitlag = TRICKLAG; } } } // After hitlag, we will get here and will be able to apply the desired momentums! else if (player->trickmomx || player->trickmomy || player->trickmomz) { player->mo->momx = player->trickmomx; player->mo->momy = player->trickmomy; player->mo->momz = player->trickmomz; player->trickmomx = player->trickmomy = player->trickmomz = 0; } // Wait until we let go off the control stick to remove the delay if (player->trickdelay > 0) { player->trickdelay--; if ((player->kartstuff[k_throwdir] != 0 || cmd->turning != 0) && player->trickdelay <= 0) { // Don't allow a trick until you go back to neutral player->trickdelay = 1; } } } K_KartDrift(player, onground); K_KartSpindash(player); if (onground == false) { K_AirFailsafe(player); } else { player->airFailsafe = false; } // Play the starting countdown sounds if (player == &players[g_localplayers[0]]) // Don't play louder in splitscreen { if ((leveltime == starttime-(3*TICRATE)) || (leveltime == starttime-(2*TICRATE)) || (leveltime == starttime-TICRATE)) S_StartSound(NULL, sfx_s3ka7); if (leveltime == starttime) { S_StartSound(NULL, sfx_s3kad); S_StopMusic(); // The GO! sound stops the level start ambience } } } void K_CheckSpectateStatus(void) { UINT8 respawnlist[MAXPLAYERS]; UINT8 i, j, numingame = 0, numjoiners = 0; // Maintain spectate wait timer for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (players[i].spectator && (players[i].pflags & PF_WANTSTOJOIN)) players[i].kartstuff[k_spectatewait]++; else players[i].kartstuff[k_spectatewait] = 0; } // No one's allowed to join if (!cv_allowteamchange.value) return; // Get the number of players in game, and the players to be de-spectated. for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (!players[i].spectator) { numingame++; if (cv_ingamecap.value && numingame >= cv_ingamecap.value) // DON'T allow if you've hit the in-game player cap return; if (gamestate != GS_LEVEL) // Allow if you're not in a level continue; if (players[i].exiting) // DON'T allow if anyone's exiting return; if (numingame < 2 || leveltime < starttime || mapreset) // Allow if the match hasn't started yet continue; if (leveltime > (starttime + 20*TICRATE)) // DON'T allow if the match is 20 seconds in return; if (gametype == GT_RACE && players[i].laps >= 2) // DON'T allow if the race is at 2 laps return; continue; } else if (!(players[i].pflags & PF_WANTSTOJOIN)) continue; respawnlist[numjoiners++] = i; } // literally zero point in going any further if nobody is joining if (!numjoiners) return; // Organize by spectate wait timer if (cv_ingamecap.value) { UINT8 oldrespawnlist[MAXPLAYERS]; memcpy(oldrespawnlist, respawnlist, numjoiners); for (i = 0; i < numjoiners; i++) { UINT8 pos = 0; INT32 ispecwait = players[oldrespawnlist[i]].kartstuff[k_spectatewait]; for (j = 0; j < numjoiners; j++) { INT32 jspecwait = players[oldrespawnlist[j]].kartstuff[k_spectatewait]; if (j == i) continue; if (jspecwait > ispecwait) pos++; else if (jspecwait == ispecwait && j < i) pos++; } respawnlist[pos] = oldrespawnlist[i]; } } // Finally, we can de-spectate everyone! for (i = 0; i < numjoiners; i++) { if (cv_ingamecap.value && numingame+i >= cv_ingamecap.value) // Hit the in-game player cap while adding people? break; P_SpectatorJoinGame(&players[respawnlist[i]]); } // Reset the match if you're in an empty server if (!mapreset && gamestate == GS_LEVEL && leveltime >= starttime && (numingame < 2 && numingame+i >= 2)) // use previous i value { S_ChangeMusicInternal("chalng", false); // COME ON mapreset = 3*TICRATE; // Even though only the server uses this for game logic, set for everyone for HUD } } //}