RingRacers/src/k_kart.c
2025-01-30 20:35:16 -05:00

15263 lines
391 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Kart Krew.
// Copyright (C) 2018 by ZarroTsu.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file k_kart.c
/// \brief SRB2kart general.
/// All of the SRB2kart-unique stuff.
// TODO: Break this up into more files.
// Files dedicated only for "general miscellanea"
// are straight-up bad coding practice.
// It's better to have niche files that are
// too short than one file that's too massive.
#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 "g_input.h" // for device rumble
#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 "r_things.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"
#include "k_terrain.h"
#include "k_director.h"
#include "k_collide.h"
#include "k_follower.h"
#include "k_objects.h"
#include "k_grandprix.h"
#include "k_boss.h"
#include "k_specialstage.h"
#include "k_roulette.h"
#include "k_podium.h"
#include "k_powerup.h"
#include "k_hitlag.h"
#include "k_tally.h"
#include "music.h"
#include "m_easing.h"
#include "k_endcam.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
// mapreset is set when enough players fill an empty server
boolean K_ThunderDome(void)
{
if (K_CanChangeRules(true))
{
return (boolean)cv_thunderdome.value;
}
return false;
}
// lat: used for when the player is in some weird state where it wouldn't be wise for it to be overwritten by another object that does similarly wacky shit.
boolean K_isPlayerInSpecialState(player_t *p)
{
return (
p->rideroid
|| p->rdnodepull
|| p->bungee
|| p->dlzrocket
|| p->seasaw
|| p->turbine
);
}
boolean K_IsDuelItem(mobjtype_t type)
{
switch (type)
{
case MT_DUELBOMB:
case MT_BANANA:
case MT_EGGMANITEM:
case MT_SSMINE:
case MT_LANDMINE:
case MT_HYUDORO_CENTER:
case MT_DROPTARGET:
case MT_POGOSPRING:
return true;
default:
return false;
}
}
boolean K_DuelItemAlwaysSpawns(mapthing_t *mt)
{
return !!(mt->thing_args[0]);
}
static void K_SpawnDuelOnlyItems(void)
{
mapthing_t *mt = NULL;
size_t i;
mt = mapthings;
for (i = 0; i < nummapthings; i++, mt++)
{
mobjtype_t type = P_GetMobjtype(mt->type);
if (K_IsDuelItem(type) == true
&& K_DuelItemAlwaysSpawns(mt) == false)
{
P_SpawnMapThing(mt);
}
}
}
void K_TimerReset(void)
{
starttime = introtime = 0;
memset(&g_darkness, 0, sizeof g_darkness);
memset(&g_musicfade, 0, sizeof g_musicfade);
numbulbs = 1;
inDuel = rainbowstartavailable = false;
linecrossed = 0;
timelimitintics = extratimeintics = secretextratime = 0;
g_pointlimit = 0;
}
static void K_SpawnItemCapsules(void)
{
mapthing_t *mt = mapthings;
size_t i = SIZE_MAX;
for (i = 0; i < nummapthings; i++, mt++)
{
boolean isRingCapsule = false;
INT32 modeFlags = 0;
if (mt->type != mobjinfo[MT_ITEMCAPSULE].doomednum)
{
continue;
}
isRingCapsule = (mt->thing_args[0] < 1 || mt->thing_args[0] == KITEM_SUPERRING || mt->thing_args[0] >= NUMKARTITEMS);
if (isRingCapsule == true && ((gametyperules & GTR_SPHERES) || (modeattacking & ATTACKING_SPB)))
{
// don't spawn ring capsules in ringless gametypes
continue;
}
if (gametype != GT_TUTORIAL) // Don't prevent capsule spawn via modeflags in Tutorial
{
modeFlags = mt->thing_args[3];
if (modeFlags == TMICM_DEFAULT)
{
if (isRingCapsule == true)
{
modeFlags = TMICM_MULTIPLAYER|TMICM_TIMEATTACK;
}
else
{
modeFlags = TMICM_MULTIPLAYER;
}
}
if (K_CapsuleTimeAttackRules() == true)
{
if ((modeFlags & TMICM_TIMEATTACK) == 0)
{
continue;
}
}
else
{
if ((modeFlags & TMICM_MULTIPLAYER) == 0)
{
continue;
}
}
}
P_SpawnMapThing(mt);
}
}
void K_TimerInit(void)
{
UINT8 i;
UINT8 numPlayers = 0;
boolean domodeattack = ((modeattacking != ATTACKING_NONE)
|| (grandprixinfo.gp == true && grandprixinfo.eventmode != GPEVENT_NONE));
if (K_PodiumSequence() == true)
{
// Leave it alone for podium
return;
}
const boolean bossintro = K_CheckBossIntro();
// Rooooooolllling staaaaaaart
if ((gametyperules & (GTR_ROLLINGSTART|GTR_CIRCUIT)) == (GTR_ROLLINGSTART|GTR_CIRCUIT))
{
S_StartSound(NULL, sfx_s25f);
// The actual push occours in P_InitPlayers
}
else if (skipstats != 0 && bossintro == false)
{
S_StartSound(NULL, sfx_s26c);
}
if ((gametyperules & (GTR_CATCHER|GTR_CIRCUIT)) == (GTR_CATCHER|GTR_CIRCUIT))
{
K_InitSpecialStage();
}
else if (bossintro == true)
;
else
{
if (!domodeattack)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
{
continue;
}
numPlayers++;
}
if (cv_kartdebugstart.value > 0)
numPlayers = cv_kartdebugstart.value;
if (numPlayers < 2)
{
domodeattack = true;
}
else
{
numbulbs = 5;
rainbowstartavailable = true;
// 1v1 activates DUEL rules!
inDuel = (numPlayers == 2);
if (!inDuel)
{
introtime = (108) + 5; // 108 for rotation, + 5 for white fade
numbulbs += (numPlayers-2); // Extra POSITION!! time
}
}
}
starttime = introtime;
if (!(gametyperules & GTR_NOPOSITION))
{
// Start countdown time + buffer time
starttime += ((3*TICRATE) + ((2*TICRATE) + (numbulbs * bulbtime)));
}
}
if (cv_kartdebugstart.value == -1 ? M_NotFreePlay() == false : cv_kartdebugstart.value == 0)
{
starttime = 0;
introtime = 0;
}
if (G_TimeAttackStart())
{
starttime = 15*TICRATE; // Longest permitted start. No half-laps in reverse.
// (Changed on finish line cross later, don't worry.)
}
K_SpawnItemCapsules();
K_BattleInit(domodeattack);
timelimitintics = K_TimeLimitForGametype();
g_pointlimit = K_PointLimitForGametype();
// K_TimerInit is called after all mapthings are spawned,
// so they didn't know if it's supposed to be a duel
// (inDuel is always false before K_TimerInit is called).
if (inDuel)
{
K_SpawnDuelOnlyItems();
}
if (
battleprisons == true
&& grandprixinfo.gp == true
&& netgame == false
&& gamedata->thisprisoneggpickup_cached != NULL
&& gamedata->prisoneggstothispickup == 0
&& maptargets > 1
)
{
// This calculation is like this so...
// - You can't get a Prison Egg Drop on the last broken target
// - If it were 0 at minimum there'd be a slight bias towards the start of the round
// - This is bad because it benefits CD farming like in Brawl :D
gamedata->prisoneggstothispickup = 1 + M_RandomKey(maptargets - 1);
}
}
UINT32 K_GetPlayerDontDrawFlag(player_t *player)
{
UINT32 flag = 0;
if (player == NULL)
return flag;
if (player == &players[displayplayers[0]])
flag |= RF_DONTDRAWP1;
if (r_splitscreen >= 1 && player == &players[displayplayers[1]])
flag |= RF_DONTDRAWP2;
if (r_splitscreen >= 2 && player == &players[displayplayers[2]])
flag |= RF_DONTDRAWP3;
if (r_splitscreen >= 3 && player == &players[displayplayers[3]])
flag |= RF_DONTDRAWP4;
return flag;
}
void K_ReduceVFXForEveryone(mobj_t *mo)
{
if (cv_reducevfx.value == 0)
{
// Leave the visuals alone.
return;
}
mo->renderflags |= RF_DONTDRAW;
}
// 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;
}
boolean K_IsPlayerLosing(player_t *player)
{
INT32 winningpos = 1;
UINT8 i, pcount = 0;
if (K_PodiumSequence() == true)
{
// Need to be in top 3 to win.
return (player->position > 3);
}
if (player->pflags & PF_NOCONTEST)
return true;
if (battleprisons && numtargets == 0)
return true; // Didn't even TRY?
if (player->position == 1)
return false;
if (specialstageinfo.valid == true)
return false; // anything short of DNF is COOL
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (players[i].position > pcount)
pcount = players[i].position;
}
if (pcount <= 1)
return false;
winningpos = pcount/2;
if (pcount % 2) // any remainder?
winningpos++;
return (player->position > winningpos);
}
// Some behavior should change if the player approaches the frontrunner unusually fast.
boolean K_IsPlayerScamming(player_t *player)
{
if (!M_NotFreePlay())
return false;
// "Why 8?" Consistency
// "Why 2000?" Vibes
return (K_GetItemRouletteDistance(player, 8) < 2000);
}
fixed_t K_GetKartGameSpeedScalar(SINT8 value)
{
// Easy = 81.25%
// Normal = 100%
// Hard = 118.75%
// Nightmare = 137.5% ?!?!
// WARNING: This value is used instead of directly checking game speed in some
// cases, where hard difficulty breakpoints are needed, but compatibility with
// the "4th Gear" cheat seemed relevant. Sorry about the weird indirection!
// At the time of writing:
// K_UpdateOffroad (G3+ double offroad penalty speed)
// P_ButteredSlope (G1- Slope Assist)
if (cv_4thgear.value && !netgame && (!demo.playback || !demo.netgame) && !modeattacking)
value = 3;
return ((13 + (3*value)) << FRACBITS) / 16;
}
// 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_LIGHTNINGSHIELD: return KSHIELD_LIGHTNING;
case KITEM_BUBBLESHIELD: return KSHIELD_BUBBLE;
case KITEM_FLAMESHIELD: return KSHIELD_FLAME;
case KITEM_GARDENTOP: return KSHIELD_TOP;
default: return KSHIELD_NONE;
}
}
SINT8 K_ItemResultToType(SINT8 getitem)
{
if (getitem <= 0 || getitem >= NUMKARTRESULTS) // Sad (Fallback)
{
if (getitem != 0)
{
CONS_Printf("ERROR: K_GetItemResultToItemType - Item roulette gave bad item (%d) :(\n", getitem);
}
return KITEM_SAD;
}
if (getitem >= NUMKARTITEMS)
{
switch (getitem)
{
case KRITEM_DUALSNEAKER:
case KRITEM_TRIPLESNEAKER:
return KITEM_SNEAKER;
case KRITEM_TRIPLEBANANA:
return KITEM_BANANA;
case KRITEM_TRIPLEORBINAUT:
case KRITEM_QUADORBINAUT:
return KITEM_ORBINAUT;
case KRITEM_DUALJAWZ:
return KITEM_JAWZ;
case KRITEM_TRIPLEGACHABOM:
return KITEM_GACHABOM;
default:
I_Error("Bad item cooldown redirect for result %d\n", getitem);
break;
}
}
return getitem;
}
UINT8 K_ItemResultToAmount(SINT8 getitem, const itemroulette_t *roulette)
{
switch (getitem)
{
case KRITEM_DUALSNEAKER:
case KRITEM_DUALJAWZ:
return 2;
case KRITEM_TRIPLESNEAKER:
case KRITEM_TRIPLEBANANA:
case KRITEM_TRIPLEORBINAUT:
case KRITEM_TRIPLEGACHABOM:
return 3;
case KRITEM_QUADORBINAUT:
return 4;
case KITEM_BALLHOG: // Not a special result, but has a special amount
return 7;
case KITEM_SUPERRING:
if (roulette && roulette->popcorn)
return roulette->popcorn;
else
return 1;
default:
return 1;
}
}
tic_t K_GetItemCooldown(SINT8 itemResult)
{
SINT8 itemType = K_ItemResultToType(itemResult);
if (itemType < 1 || itemType >= NUMKARTITEMS)
{
return 0;
}
return itemCooldowns[itemType - 1];
}
void K_SetItemCooldown(SINT8 itemResult, tic_t time)
{
SINT8 itemType = K_ItemResultToType(itemResult);
if (itemType < 1 || itemType >= NUMKARTITEMS)
{
return;
}
itemCooldowns[itemType - 1] = max(itemCooldowns[itemType - 1], time);
}
void K_RunItemCooldowns(void)
{
size_t i;
for (i = 0; i < NUMKARTITEMS-1; i++)
{
if (itemCooldowns[i] > 0)
{
itemCooldowns[i]--;
}
}
}
boolean K_TimeAttackRules(void)
{
UINT8 playing = 0;
UINT8 i;
if ((gametyperules & (GTR_CATCHER|GTR_CIRCUIT)) == (GTR_CATCHER|GTR_CIRCUIT))
{
// Kind of a hack -- Special Stages
// are expected to be 1-player, so
// we won't use the Time Attack changes
return false;
}
if (modeattacking != ATTACKING_NONE)
{
// Time Attack obviously uses Time Attack rules :p
return true;
}
if (battleprisons == true)
{
// Break the Capsules always uses Time Attack
// rules, since you can bring 2-4 players in
// via Grand Prix.
return true;
}
if (gametype == GT_TUTORIAL)
{
// Tutorials are special. By default only one
// player will be playing... but sometimes bots
// can be spawned! So we still guarantee the
// changed behaviour for consistency.
return true;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] == false || players[i].spectator == true)
{
continue;
}
playing++;
if (playing > 1)
{
break;
}
}
// Use Time Attack gameplay rules with only 1P.
return (playing <= 1);
}
boolean K_CapsuleTimeAttackRules(void)
{
switch (cv_capsuletest.value)
{
case CV_CAPSULETEST_MULTIPLAYER:
return false;
case CV_CAPSULETEST_TIMEATTACK:
return true;
default:
return K_TimeAttackRules();
}
}
//}
//{ 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 && (against->type == MT_GARDENTOP || (against->player && against->player->curshield == KSHIELD_TOP)))
{
/* Players bumping into a Top get zero weight -- the
Top rider is immovable. */
weight = 0;
}
else if (against && !P_MobjWasRemoved(against) && against->player
&& ((!P_PlayerInPain(against->player) && P_PlayerInPain(mobj->player)) // You're hurt
|| (against->player->itemtype == KITEM_BUBBLESHIELD && mobj->player->itemtype != KITEM_BUBBLESHIELD))) // They have a Bubble Shield
{
weight = 0; // This player does not cause any bump action
}
else if (against && against->type == MT_SPECIAL_UFO)
{
weight = 0;
}
else
{
// Applies rubberbanding, to prevent rubberbanding bots
// from causing super crazy bumps.
fixed_t spd = K_GetKartSpeed(mobj->player, false, true);
fixed_t speedfactor = 8 * mapobjectscale;
weight = (mobj->player->kartweight) * FRACUNIT;
if (against && against->type == MT_MONITOR)
{
speedfactor /= 5; // speed matters more
}
else
{
if (mobj->player->itemtype == KITEM_BUBBLESHIELD)
weight += 9*FRACUNIT;
}
if (mobj->player->speed > spd)
weight += FixedDiv((mobj->player->speed - spd), speedfactor);
}
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->invincibilitytimer || K_IsBigger(against, mobj) == true)
weight = 0;
else
weight = K_PlayerWeight(against, NULL);
}
break;
case MT_ORBINAUT:
case MT_ORBINAUT_SHIELD:
case MT_GACHABOM:
case MT_DUELBOMB:
if (against->player)
weight = K_PlayerWeight(against, NULL);
break;
case MT_JAWZ:
case MT_JAWZ_SHIELD:
if (against->player)
weight = K_PlayerWeight(against, NULL) + (3*FRACUNIT);
else
weight += 3*FRACUNIT;
break;
case MT_DROPTARGET:
case MT_DROPTARGET_SHIELD:
if (against->player)
weight = K_PlayerWeight(against, NULL);
default:
break;
}
return FixedMul(weight, mobj->scale);
}
static void K_SpawnBumpForObjs(mobj_t *mobj1, mobj_t *mobj2)
{
if (mobj1->type == MT_KART_LEFTOVER && mobj1->health == 0)
{
return;
}
mobj_t *fx = P_SpawnMobj(
mobj1->x/2 + mobj2->x/2,
mobj1->y/2 + mobj2->y/2,
mobj1->z/2 + mobj2->z/2,
MT_BUMP
);
fixed_t avgScale = (mobj1->scale + mobj2->scale) / 2;
if (mobj1->eflags & MFE_VERTICALFLIP)
{
fx->eflags |= MFE_VERTICALFLIP;
}
else
{
fx->eflags &= ~MFE_VERTICALFLIP;
}
P_SetScale(fx, (fx->destscale = avgScale));
if ((mobj1->player && mobj1->player->itemtype == KITEM_BUBBLESHIELD)
|| (mobj2->player && mobj2->player->itemtype == KITEM_BUBBLESHIELD))
{
S_StartSound(mobj1, sfx_s3k44);
}
else if (mobj1->type == MT_DROPTARGET || mobj1->type == MT_DROPTARGET_SHIELD) // no need to check the other way around
{
// Sound handled in K_DropTargetCollide
// S_StartSound(mobj2, sfx_s258);
fx->colorized = true;
fx->color = mobj1->color;
}
else
{
S_StartSound(mobj1, sfx_s3k49);
}
}
static void K_PlayerJustBumped(player_t *player)
{
mobj_t *playerMobj = NULL;
if (player == NULL)
{
return;
}
playerMobj = player->mo;
if (playerMobj == NULL || P_MobjWasRemoved(playerMobj))
{
return;
}
if (abs(player->rmomx) < playerMobj->scale && abs(player->rmomy) < playerMobj->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
player->rmomx = playerMobj->momx - player->cmomx;
player->rmomy = playerMobj->momy - player->cmomy;
}
player->justbumped = bumptime;
player->noEbrakeMagnet = ebraketime;
player->spindash = 0;
// If spinouttimer is not set yet but could be set later,
// this lets the bump still trigger wipeout friction. If
// spinouttimer never gets set, then this has no effect on
// friction and gets unset anyway.
player->wipeoutslow = wipeoutslowtime+1;
if (player->spinouttimer)
{
player->spinouttimer = max(wipeoutslowtime+1, player->spinouttimer);
//player->spinouttype = KSPIN_WIPEOUT; // Enforce type
}
}
static boolean K_JustBumpedException(mobj_t *mobj)
{
switch (mobj->type)
{
case MT_SA2_CRATE:
return Obj_SA2CrateIsMetal(mobj);
case MT_WALLSPIKE:
return true;
case MT_BATTLECAPSULE:
{
if (gametype == GT_TUTORIAL // Remove gametype check whenever it's safe to break compatibility with ghosts in a post-release patch
&& mobj->momx == 0
&& mobj->momy == 0
&& mobj->momz == 0)
{
return true;
}
break;
}
default:
break;
}
if (mobj->flags & MF_PUSHABLE)
return true;
return false;
}
static fixed_t K_GetBounceForce(mobj_t *mobj1, mobj_t *mobj2, fixed_t distx, fixed_t disty)
{
const fixed_t forceMul = (4 * FRACUNIT) / 10; // Multiply by this value to make it feel like old bumps.
fixed_t momdifx, momdify;
fixed_t dot;
fixed_t force = 0;
momdifx = mobj1->momx - mobj2->momx;
momdify = mobj1->momy - mobj2->momy;
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 0;
}
{ // 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;
}
}
dot = FixedMul(momdifx, distx) + FixedMul(momdify, disty);
if (dot >= 0)
{
// They're moving away from each other
return 0;
}
// Return the push force!
force = FixedDiv(dot, FixedMul(distx, distx) + FixedMul(disty, disty));
return FixedMul(force, forceMul);
}
boolean K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2)
{
const fixed_t minBump = 25*mapobjectscale;
mobj_t *goombaBounce = NULL;
fixed_t distx, disty, dist;
fixed_t force;
fixed_t mass1, mass2;
if ((!mobj1 || P_MobjWasRemoved(mobj1))
|| (!mobj2 || P_MobjWasRemoved(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;
if ((P_IsKartItem(mobj1->type) && mobj1->cvmem)
|| (P_IsKartItem(mobj2->type) && mobj2->cvmem)) // Dropped orbital or backward shot, will be stumble
{
return false;
}
if (mobj1->type != MT_DROPTARGET && mobj1->type != MT_DROPTARGET_SHIELD)
{ // Don't bump if you're flashing
INT32 flash;
flash = K_GetKartFlashing(mobj1->player);
if (mobj1->player && mobj1->player->flashing > 0 && mobj1->player->flashing < flash)
{
if (mobj1->player->flashing < flash-1)
mobj1->player->flashing++;
return false;
}
flash = K_GetKartFlashing(mobj2->player);
if (mobj2->player && mobj2->player->flashing > 0 && mobj2->player->flashing < flash)
{
if (mobj2->player->flashing < flash-1)
mobj2->player->flashing++;
return false;
}
}
// Don't bump if you've recently bumped
if (mobj1->player && mobj1->player->justbumped && !K_JustBumpedException(mobj2))
{
mobj1->player->justbumped = bumptime;
mobj1->player->noEbrakeMagnet = ebraketime;
return false;
}
if (mobj2->player && mobj2->player->justbumped && !K_JustBumpedException(mobj1))
{
mobj2->player->justbumped = bumptime;
mobj2->player->noEbrakeMagnet = ebraketime;
return false;
}
// Adds the OTHER object's momentum times a bunch, for the best chance of getting the correct direction
distx = (mobj1->x + mobj2->momx) - (mobj2->x + mobj1->momx);
disty = (mobj1->y + mobj2->momy) - (mobj2->y + mobj1->momy);
force = K_GetBounceForce(mobj1, mobj2, distx, disty);
if (force == 0)
{
return false;
}
mass1 = K_GetMobjWeight(mobj1, mobj2);
mass2 = K_GetMobjWeight(mobj2, mobj1);
if ((P_IsObjectOnGround(mobj1) && mobj2->momz < 0) // Grounded
|| (mass2 == 0 && mass1 > 0)) // The other party is immovable
{
goombaBounce = mobj2;
}
else if ((P_IsObjectOnGround(mobj2) && mobj1->momz < 0) // Grounded
|| (mass1 == 0 && mass2 > 0)) // The other party is immovable
{
goombaBounce = mobj1;
}
if (goombaBounce != NULL)
{
// Perform a Goomba Bounce by reversing your z momentum.
goombaBounce->momz = -goombaBounce->momz;
}
else
{
// Trade z momentum values.
fixed_t newz = mobj1->momz;
mobj1->momz = mobj2->momz;
mobj2->momz = newz;
}
// Multiply by force
distx = FixedMul(force, distx);
disty = FixedMul(force, disty);
dist = FixedHypot(distx, disty);
// if the speed difference is less than this let's assume they're going proportionately faster from each other
if (dist < minBump)
{
fixed_t normalisedx = FixedDiv(distx, dist);
fixed_t normalisedy = FixedDiv(disty, dist);
distx = FixedMul(minBump, normalisedx);
disty = FixedMul(minBump, normalisedy);
}
if (mass2 > 0)
{
mobj1->momx = mobj1->momx - FixedMul(FixedDiv(2*mass2, mass1 + mass2), distx);
mobj1->momy = mobj1->momy - FixedMul(FixedDiv(2*mass2, mass1 + mass2), disty);
}
if (mass1 > 0)
{
mobj2->momx = mobj2->momx - FixedMul(FixedDiv(2*mass1, mass1 + mass2), -distx);
mobj2->momy = mobj2->momy - FixedMul(FixedDiv(2*mass1, mass1 + mass2), -disty);
}
K_SpawnBumpForObjs(mobj1, mobj2);
if (mobj1->type == MT_PLAYER && mobj2->type == MT_PLAYER
&& !mobj1->player->powerupVFXTimer && !mobj2->player->powerupVFXTimer)
{
boolean guard1 = K_PlayerGuard(mobj1->player);
boolean guard2 = K_PlayerGuard(mobj2->player);
if (guard1 && guard2)
K_DoPowerClash(mobj1, mobj2);
else if (guard1)
K_DoGuardBreak(mobj1, mobj2);
else if (guard2)
K_DoGuardBreak(mobj2, mobj1);
}
K_PlayerJustBumped(mobj1->player);
K_PlayerJustBumped(mobj2->player);
return true;
}
// K_KartBouncing, but simplified to act like P_BouncePlayerMove
boolean K_KartSolidBounce(mobj_t *bounceMobj, mobj_t *solidMobj)
{
const fixed_t minBump = 25*mapobjectscale;
fixed_t distx, disty;
fixed_t force;
if ((!bounceMobj || P_MobjWasRemoved(bounceMobj))
|| (!solidMobj || P_MobjWasRemoved(solidMobj)))
{
return false;
}
// Don't bump when you're being reborn
if (bounceMobj->player && bounceMobj->player->playerstate != PST_LIVE)
return false;
if (bounceMobj->player && bounceMobj->player->respawn.state != RESPAWNST_NONE)
return false;
// Don't bump if you've recently bumped
if (bounceMobj->player && bounceMobj->player->justbumped && !K_JustBumpedException(solidMobj))
{
bounceMobj->player->justbumped = bumptime;
return false;
}
// Adds the OTHER object's momentum times a bunch, for the best chance of getting the correct direction
{
distx = (bounceMobj->x + solidMobj->momx) - (solidMobj->x + bounceMobj->momx);
disty = (bounceMobj->y + solidMobj->momy) - (solidMobj->y + bounceMobj->momy);
}
force = K_GetBounceForce(bounceMobj, solidMobj, distx, disty);
if (force == 0)
{
return false;
}
{
// Normalize to the desired push value.
fixed_t normalisedx;
fixed_t normalisedy;
fixed_t bounceSpeed;
// Multiply by force
distx = FixedMul(force, distx);
disty = FixedMul(force, disty);
fixed_t dist = FixedHypot(distx, disty);
normalisedx = FixedDiv(distx, dist);
normalisedy = FixedDiv(disty, dist);
if (solidMobj->type == MT_WALLSPIKE)
{
fixed_t co = FCOS(solidMobj->angle);
fixed_t si = FSIN(solidMobj->angle);
// Always thrust out toward the tip
normalisedx = FixedMul(normalisedx, abs(si)) - co;
normalisedy = FixedMul(normalisedy, abs(co)) - si;
}
bounceSpeed = FixedHypot(bounceMobj->momx, bounceMobj->momy);
bounceSpeed = FixedMul(bounceSpeed, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
bounceSpeed += minBump;
distx = FixedMul(bounceSpeed, normalisedx);
disty = FixedMul(bounceSpeed, normalisedy);
}
bounceMobj->momx = bounceMobj->momx - distx;
bounceMobj->momy = bounceMobj->momy - disty;
bounceMobj->momz = -bounceMobj->momz;
K_SpawnBumpForObjs(bounceMobj, solidMobj);
K_PlayerJustBumped(bounceMobj->player);
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 fixed_t K_CheckOffroadCollide(mobj_t *mo)
{
// Check for sectors in touching_sectorlist
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 & MSF_FLIPSPECIAL_FLOOR) && mo->z == flr) // floor check
|| ((mo->eflags & MFE_VERTICALFLIP && (s->flags & MSF_FLIPSPECIAL_CEILING) && (mo->z + mo->height) == cel)) ) // ceiling check.
{
return s->offroad;
}
// 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->fofflags & FOF_EXISTS)) // This FOF doesn't exist anymore.
continue;
s2 = &sectors[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 & MSF_FLIPSPECIAL_FLOOR) && mo->z == cel) // "floor" check
|| ((s2->flags & MSF_FLIPSPECIAL_CEILING) && (mo->z + mo->height) == flr) ) // "ceiling" check.
{
return s2->offroad;
}
}
}
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)
{
terrain_t *terrain = player->mo->terrain;
fixed_t offroadstrength = 0;
// If tiregrease is active, don't
// If inside an ice cube, don't
if (player->tiregrease == 0 && player->icecube.frozen == false)
{
// TODO: Make this use actual special touch code.
if (terrain != NULL && terrain->offroad > 0)
{
offroadstrength = (terrain->offroad << FRACBITS);
}
else
{
offroadstrength = K_CheckOffroadCollide(player->mo);
}
}
// If you are in offroad, a timer starts.
if (offroadstrength)
{
UINT8 offramp = (K_GetKartGameSpeedScalar(gamespeed) > FRACUNIT ? 2 : 1);
if (player->offroad < offroadstrength)
player->offroad += offroadstrength * offramp / TICRATE;
if (player->offroad > offroadstrength)
player->offroad = offroadstrength;
if (player->roundconditions.touched_offroad == false
&& !(player->exiting || (player->pflags & PF_NOCONTEST))
&& player->offroad > (2*offroadstrength) / TICRATE)
{
player->roundconditions.touched_offroad = true;
player->roundconditions.checkthisframe = true;
}
}
else
player->offroad = 0;
}
static void K_DrawDraftCombiring(player_t *player, mobj_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 = leveltime % CHAOTIXBANDCOLORS;
}
else
{
fixed_t num = curdist - minimumdist;
fixed_t den = maxdist - minimumdist;
if (den < 1)
den = 1;
if (num < 0)
num = 0;
if (num > den)
num = den;
c = FixedMul((CHAOTIXBANDCOLORS - 1)<<FRACBITS, FixedDiv(num, den)) >> FRACBITS;
}
stepx = (victim->x - player->mo->x) / CHAOTIXBANDLEN;
stepy = (victim->y - player->mo->y) / CHAOTIXBANDLEN;
stepz = ((victim->z + (victim->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(PR_DECORATION, -12, 12)*mapobjectscale),
cury + (P_RandomRange(PR_DECORATION, -12, 12)*mapobjectscale),
curz + (P_RandomRange(PR_DECORATION, 24, 48)*mapobjectscale),
MT_SIGNSPARKLE);
if (maxdist == 0)
{
P_SetMobjState(band, S_KSPARK1 + (leveltime % 8));
P_SetScale(band, (band->destscale = player->mo->scale));
}
else
{
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->player));
}
curx += stepx;
cury += stepy;
curz += stepz;
offset = abs(offset-1) % 3;
n--;
}
#undef CHAOTIXBANDLEN
}
static boolean K_HasInfiniteTether(player_t *player)
{
switch (player->curshield)
{
case KSHIELD_LIGHTNING:
return true;
}
if (player->eggmanexplode > 0)
return true;
if (player->trickcharge)
return true;
if (player->infinitether)
return true;
return false;
}
static boolean K_TryDraft(player_t *player, mobj_t *dest, fixed_t minDist, fixed_t draftdistance, UINT8 leniency)
{
//#define EASYDRAFTTEST
fixed_t dist, olddraft;
fixed_t theirSpeed = 0;
#ifndef EASYDRAFTTEST
angle_t yourangle, theirangle, diff;
#endif
if (K_PodiumSequence() == true)
{
return false;
}
#ifndef EASYDRAFTTEST
// Don't draft on yourself :V
if (dest->player && dest->player == player)
{
return false;
}
#endif
if (dest->player != NULL)
{
// No tethering off of the guy who got the starting bonus :P
if (dest->player->startboost > 0)
{
return false;
}
theirSpeed = dest->player->speed;
}
else
{
theirSpeed = R_PointToDist2(0, 0, dest->momx, dest->momy);
}
// They're not enough speed to draft off of them.
if (theirSpeed < 20 * dest->scale)
{
return false;
}
#ifndef EASYDRAFTTEST
yourangle = K_MomentumAngle(player->mo);
theirangle = K_MomentumAngle(dest);
// Not in front of this player.
diff = AngleDelta(R_PointToAngle2(player->mo->x, player->mo->y, dest->x, dest->y), yourangle);
if (diff > ANG10)
{
return false;
}
// Not moving in the same direction.
diff = AngleDelta(yourangle, theirangle);
if (diff > ANGLE_90)
{
return false;
}
#endif
dist = P_AproxDistance(P_AproxDistance(dest->x - player->mo->x, dest->y - player->mo->y), dest->z - player->mo->z);
#ifndef EASYDRAFTTEST
// TOO close to draft.
if (dist < minDist)
{
return false;
}
// Not close enough to draft.
if (dist > draftdistance && draftdistance > 0)
{
return false;
}
#endif
// Bots are unusually good at keeping their facing aligned on long, tight turns.
// Force them to give up tether in these situations, like a drifting player typically would.
UINT16 rejectThreshold = KART_FULLTURN/4;
if (K_PlayerUsesBotMovement(player) && (abs(player->oldcmd.turning + player->cmd.turning) >= rejectThreshold))
{
return false;
}
olddraft = player->draftpower;
player->draftleeway = leniency;
if (dest->player != NULL)
{
player->lastdraft = dest->player - players;
}
else
{
player->lastdraft = MAXPLAYERS;
}
// 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->draftpower < FRACUNIT)
{
fixed_t add = (FRACUNIT/200) + ((9 - player->kartspeed) * ((3*FRACUNIT)/1600));;
player->draftpower += add;
if (player->bot && (player->botvars.rival || cv_levelskull.value))
{
// Double speed for the rival!
player->draftpower += add;
}
if (gametyperules & GTR_CLOSERPLAYERS)
{
// Double speed in smaller environments
player->draftpower += add;
}
}
if (player->draftpower > FRACUNIT)
{
player->draftpower = FRACUNIT;
}
// Play draft finish noise
if (olddraft < FRACUNIT && player->draftpower >= FRACUNIT)
{
S_StartSound(player->mo, sfx_cdfm62);
}
// Spawn in the visual!
K_DrawDraftCombiring(player, dest, dist, draftdistance, false);
return true;
}
/** \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)
{
mobj_t *addUfo = K_GetPossibleSpecialTarget();
fixed_t topspd = K_GetKartSpeed(player, false, false);
fixed_t draftdistance;
fixed_t minDist;
UINT8 leniency;
UINT8 i;
if (K_HasInfiniteTether(player))
{
// Lightning Shield gets infinite draft distance as its (other) 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));
minDist = 640 * player->mo->scale;
if (gametyperules & GTR_CLOSERPLAYERS)
{
minDist /= 4;
draftdistance *= 2;
leniency *= 4;
}
// You need speed and commitment to draft.
if (player->speed >= 20 * player->mo->scale
&& player->instaWhipCharge < INSTAWHIP_TETHERBLOCK && !player->defenseLockout)
{
if (addUfo != NULL)
{
// Tether off of the UFO!
if (K_TryDraft(player, addUfo, minDist, draftdistance, leniency) == true)
{
return; // Finished doing our draft.
}
}
// Let's hunt for players to draft off of!
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *otherPlayer = NULL;
if (playeringame[i] == false)
{
continue;
}
otherPlayer = &players[i];
if (otherPlayer->spectator == true)
{
continue;
}
if (otherPlayer->mo == NULL || P_MobjWasRemoved(otherPlayer->mo) == true)
{
continue;
}
if (K_TryDraft(player, otherPlayer->mo, minDist, draftdistance, leniency) == true)
{
//return;
goto draftdurationhandling; // Finished doing our draft.
}
}
}
// No one to draft off of? Then you can knock that off.
if (player->draftleeway > 0) // Prevent small disruptions from stopping your draft.
{
if (P_IsObjectOnGround(player->mo) == true)
{
// Allow maintaining tether in air setpieces.
player->draftleeway--;
}
if (player->lastdraft >= 0
&& player->lastdraft < MAXPLAYERS
&& playeringame[player->lastdraft]
&& !players[player->lastdraft].spectator
&& players[player->lastdraft].mo)
{
player_t *victim = &players[player->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->mo, dist, draftdistance, true);
}
else if (addUfo != NULL)
{
// kind of a hack to not have to mess with how lastdraft works
fixed_t dist = P_AproxDistance(P_AproxDistance(addUfo->x - player->mo->x, addUfo->y - player->mo->y), addUfo->z - player->mo->z);
K_DrawDraftCombiring(player, addUfo, dist, draftdistance, true);
}
}
else // Remove draft speed boost.
{
player->draftpower = 0;
player->lastdraft = -1;
player->roundconditions.continuousdraft = 0;
return;
}
draftdurationhandling:
player->roundconditions.continuousdraft++;
if (player->roundconditions.continuousdraft > player->roundconditions.continuousdraft_best)
player->roundconditions.continuousdraft_best = player->roundconditions.continuousdraft;
}
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 = (mo->renderflags & ~RF_DONTDRAW) | (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 = (mo->renderflags & ~RF_DONTDRAW) | (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->startboost && !player->spindash && !player->dropdashboost)
return;
travelangle = player->mo->angle;
if (player->drift || (player->pflags & PF_DRIFTEND))
travelangle -= (ANGLE_45/5)*player->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*P_GetMobjZMovement(player->mo)/5;
K_MatchGenericExtraFlags(dust, player->mo);
}
}
static fixed_t K_GetBrakeFXScale(player_t *player, fixed_t maxScale)
{
fixed_t s = FixedDiv(player->speed,
K_GetKartSpeed(player, false, false));
s = max(s, FRACUNIT);
s = min(s, maxScale);
return s;
}
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 = FixedMul(K_GetBrakeFXScale(player, 3*FRACUNIT), player->mo->scale)));
K_MatchGenericExtraFlags(sparks, player->mo);
sparks->renderflags |= RF_DONTDRAW;
}
static void
spawn_brake_dust
( mobj_t * master,
angle_t aoff,
fixed_t rad,
fixed_t scale)
{
const angle_t a = master->angle + aoff;
mobj_t *spark = P_SpawnMobjFromMobj(master,
P_ReturnThrustX(NULL, a, rad),
P_ReturnThrustY(NULL, a, rad), 0,
MT_BRAKEDUST);
spark->momx = master->momx;
spark->momy = master->momy;
spark->momz = P_GetMobjZMovement(master);
spark->angle = a - ANGLE_180;
spark->pitch = master->pitch;
spark->roll = master->roll;
P_Thrust(spark, a, 16 * spark->scale);
P_SetScale(spark, (spark->destscale =
FixedMul(scale, spark->scale)));
P_SetTarget(&spark->owner, master);
spark->renderflags |= RF_REDUCEVFX;
}
static void K_SpawnBrakeVisuals(player_t *player)
{
const fixed_t scale =
K_GetBrakeFXScale(player, 2*FRACUNIT);
if (leveltime & 1)
{
angle_t aoff;
fixed_t radf;
UINT8 wheel = 3;
if (player->drift)
{
/* brake-drifting: dust flies from outer wheel */
wheel ^= 1 << (player->drift < 0);
aoff = 7 * ANG10;
radf = 32 * FRACUNIT;
}
else
{
aoff = ANG30;
radf = 24 * FRACUNIT;
}
if (wheel & 1)
{
spawn_brake_dust(player->mo,
aoff, radf, scale);
}
if (wheel & 2)
{
spawn_brake_dust(player->mo,
InvAngle(aoff), radf, scale);
}
}
if (leveltime % 4 == 0)
S_ReducedVFXSound(player->mo, sfx_s3k67, player);
/* vertical shaking, scales with speed */
player->mo->spriteyoffset = P_RandomFlip(2 * scale);
}
void K_SpawnDriftBoostClip(player_t *player)
{
mobj_t *clip;
fixed_t scale = 115*FRACUNIT/100;
fixed_t momz = P_GetMobjZMovement(player->mo);
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 (momz > 0)
clip->momz += momz;
P_InstaThrust(clip, player->mo->angle +
P_RandomFlip(P_RandomRange(PR_DECORATION, FRACUNIT/2, FRACUNIT)),
FixedMul(scale, player->speed));
P_SetTarget(&clip->owner, player->mo);
clip->renderflags |= RF_REDUCEVFX;
}
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;
}
static void K_SpawnGenericSpeedLines(player_t *player, boolean top)
{
mobj_t *fast = P_SpawnMobj(player->mo->x + (P_RandomRange(PR_DECORATION,-36,36) * player->mo->scale),
player->mo->y + (P_RandomRange(PR_DECORATION,-36,36) * player->mo->scale),
player->mo->z + (player->mo->height/2) + (P_RandomRange(PR_DECORATION,-20,20) * player->mo->scale),
MT_FASTLINE);
P_SetTarget(&fast->target, player->mo);
fast->momx = 3*player->mo->momx/4;
fast->momy = 3*player->mo->momy/4;
fast->momz = 3*P_GetMobjZMovement(player->mo)/4;
fast->z += player->mo->sprzoff;
if (top)
{
fast->angle = player->mo->angle;
P_SetScale(fast, (fast->destscale =
3 * fast->destscale / 2));
fast->spritexscale = 3*FRACUNIT;
}
else
{
fast->angle = K_MomentumAngle(player->mo);
if (player->ringboost)
{
fixed_t bunky = fast->scale;
if (player->ringboost < 300)
bunky /= (300 * player->ringboost);
P_SetScale(fast, fast->scale + bunky);
}
if (player->tripwireLeniency)
{
fast->destscale = fast->destscale * 2;
P_SetScale(fast, 3*fast->scale/2);
}
}
K_MatchGenericExtraFlags(fast, player->mo);
P_SetTarget(&fast->owner, player->mo);
fast->renderflags |= RF_REDUCEVFX;
if (top)
{
fast->color = SKINCOLOR_SUNSLAM;
fast->colorized = true;
fast->renderflags |= RF_ADD;
}
else if (player->eggmanexplode)
{
// Make it red when you have the eggman speed boost
fast->color = SKINCOLOR_RED;
fast->colorized = true;
}
else if (player->invincibilitytimer)
{
const tic_t defaultTime = itemtime+(2*TICRATE);
if (player->invincibilitytimer > defaultTime)
{
fast->color = player->mo->color;
}
else
{
fast->color = SKINCOLOR_INVINCFLASH;
}
fast->colorized = true;
}
else if (player->tripwireLeniency)
{
// Make it pink+blue+big when you can go through tripwire
fast->color = (leveltime & 1) ? SKINCOLOR_LILAC : SKINCOLOR_JAWZ;
fast->colorized = true;
fast->renderflags |= RF_ADD;
}
else if (player->wavedashboost)
{
fast->color = SKINCOLOR_WHITE;
fast->colorized = true;
}
else if (player->ringboost)
{
UINT8 ringboostcolors[] = {SKINCOLOR_AQUAMARINE, SKINCOLOR_EMERALD, SKINCOLOR_GARDEN, SKINCOLOR_CROCODILE, SKINCOLOR_BANANA};
UINT8 ringboostbreakpoint = min(player->ringboost / TICRATE / 6, sizeof(ringboostcolors) / sizeof(ringboostcolors[0]));
if (ringboostbreakpoint > 0)
{
fast->color = ringboostcolors[ringboostbreakpoint - 1];
fast->colorized = true;
fast->renderflags |= RF_ADD;
}
}
}
void K_SpawnNormalSpeedLines(player_t *player)
{
K_SpawnGenericSpeedLines(player, false);
}
void K_SpawnGardenTopSpeedLines(player_t *player)
{
K_SpawnGenericSpeedLines(player, true);
}
void K_SpawnInvincibilitySpeedLines(mobj_t *mo)
{
mobj_t *fast = P_SpawnMobjFromMobj(mo,
P_RandomRange(PR_DECORATION, -48, 48) * FRACUNIT,
P_RandomRange(PR_DECORATION, -48, 48) * FRACUNIT,
P_RandomRange(PR_DECORATION, 0, 64) * FRACUNIT,
MT_FASTLINE);
P_SetMobjState(fast, S_KARTINVLINES1);
P_SetTarget(&fast->target, mo);
fast->angle = K_MomentumAngle(mo);
fast->momx = 3*mo->momx/4;
fast->momy = 3*mo->momy/4;
fast->momz = 3*P_GetMobjZMovement(mo)/4;
K_MatchGenericExtraFlags(fast, mo);
P_SetTarget(&fast->owner, mo);
fast->renderflags |= RF_REDUCEVFX;
fast->color = mo->color;
fast->colorized = true;
if (mo->player->invincibilitytimer < 10*TICRATE)
fast->destscale = 6*((mo->player->invincibilitytimer/TICRATE)*FRACUNIT)/8;
}
static void K_SpawnGrowShrinkParticles(mobj_t *mo, INT32 timer)
{
const boolean shrink = (timer < 0);
const INT32 maxTime = (10*TICRATE);
const INT32 noTime = (2*TICRATE);
INT32 spawnFreq = 1;
mobj_t *particle = NULL;
fixed_t particleScale = FRACUNIT;
fixed_t particleSpeed = 0;
spawnFreq = abs(timer);
if (spawnFreq < noTime)
{
return;
}
spawnFreq -= noTime;
if (spawnFreq > maxTime)
{
spawnFreq = maxTime;
}
spawnFreq = (maxTime - spawnFreq) / TICRATE / 4;
if (spawnFreq == 0)
{
spawnFreq++;
}
if (leveltime % spawnFreq != 0)
{
return;
}
particle = P_SpawnMobjFromMobj(
mo,
P_RandomRange(PR_DECORATION, -32, 32) * FRACUNIT,
P_RandomRange(PR_DECORATION, -32, 32) * FRACUNIT,
(P_RandomRange(PR_DECORATION, 0, 24) + (shrink ? 48 : 0)) * FRACUNIT,
MT_GROW_PARTICLE
);
P_SetTarget(&particle->target, mo);
particle->momx = mo->momx;
particle->momy = mo->momy;
particle->momz = P_GetMobjZMovement(mo);
K_MatchGenericExtraFlags(particle, mo);
particleScale = FixedMul((shrink ? SHRINK_PHYSICS_SCALE : GROW_PHYSICS_SCALE), mapobjectscale);
particleSpeed = mo->scale * 4 * P_MobjFlip(mo); // NOT particleScale
particle->destscale = particleScale;
P_SetScale(particle, particle->destscale);
if (shrink == true)
{
particle->color = SKINCOLOR_KETCHUP;
particle->momz -= particleSpeed;
particle->renderflags |= RF_VERTICALFLIP;
}
else
{
particle->color = SKINCOLOR_SAPPHIRE;
particle->momz += particleSpeed;
}
}
void K_SpawnBumpEffect(mobj_t *mo)
{
mobj_t *top = mo->player ? K_GetGardenTop(mo->player) : NULL;
mobj_t *fx = P_SpawnMobj(mo->x, mo->y, mo->z, MT_BUMP);
if (mo->eflags & MFE_VERTICALFLIP)
fx->eflags |= MFE_VERTICALFLIP;
else
fx->eflags &= ~MFE_VERTICALFLIP;
fx->scale = mo->scale;
if (top)
S_StartSound(mo, top->info->attacksound);
else
S_StartSound(mo, sfx_s3k49);
}
void K_SpawnMagicianParticles(mobj_t *mo, int spread)
{
INT32 i;
mobj_t *target = mo->target;
if (!target || P_MobjWasRemoved(target))
target = mo;
for (i = 0; i < 16; i++)
{
fixed_t hmomentum = P_RandomRange(PR_DECORATION, spread * -1, spread) * mo->scale;
fixed_t vmomentum = P_RandomRange(PR_DECORATION, spread * -1, spread) * mo->scale;
UINT16 color = P_RandomKey(PR_DECORATION, numskincolors);
fixed_t ang = FixedAngle(P_RandomRange(PR_DECORATION, 0, 359)*FRACUNIT);
SINT8 flip = 1;
mobj_t *dust;
if (i & 1)
ang -= ANGLE_90;
else
ang += ANGLE_90;
// sprzoff for Garden Top!!
dust = P_SpawnMobjFromMobjUnscaled(mo,
FixedMul(mo->radius / 4, FINECOSINE(ang >> ANGLETOFINESHIFT)),
FixedMul(mo->radius / 4, FINESINE(ang >> ANGLETOFINESHIFT)),
(target->height / 4) + target->sprzoff, (i%3 == 0) ? MT_SIGNSPARKLE : MT_SPINDASHDUST
);
flip = P_MobjFlip(dust);
dust->momx = target->momx + FixedMul(hmomentum, FINECOSINE(ang >> ANGLETOFINESHIFT));
dust->momy = target->momy + FixedMul(hmomentum, FINESINE(ang >> ANGLETOFINESHIFT));
dust->momz = vmomentum * flip;
dust->scale = dust->scale*4;
dust->frame |= FF_SUBTRACT|FF_TRANS90;
dust->color = color;
dust->colorized = true;
dust->hitlag = 0;
}
}
static SINT8 K_GlanceAtPlayers(player_t *glancePlayer, boolean horn)
{
const fixed_t maxdistance = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
const angle_t blindSpotSize = ANG10; // ANG5
SINT8 glanceDir = 0;
SINT8 lastValidGlance = 0;
const boolean podiumspecial = (K_PodiumSequence() == true && glancePlayer->nextwaypoint == NULL && glancePlayer->speed == 0);
boolean mysticmelodyspecial = false;
if (podiumspecial)
{
if (glancePlayer->position > 3)
{
// Loser valley, focused on the mountain.
return 0;
}
if (glancePlayer->position == 1)
{
// Sitting on the stand, I ammm thebest!
return 0;
}
}
// See if there's any players coming up behind us.
// If so, your character will glance at 'em.
mobj_t *victim = NULL, *victimnext = NULL;
for (victim = trackercap; victim; victim = victimnext)
{
player_t *p = victim->player;
angle_t back;
angle_t diff;
fixed_t distance;
SINT8 dir = -1;
victimnext = victim->itnext;
if (p != NULL)
{
if (p == glancePlayer)
{
// FOOL! Don't glance at yerself!
continue;
}
if (p->spectator || p->hyudorotimer > 0)
{
// Not playing / invisible
continue;
}
if (podiumspecial && p->position >= glancePlayer->position)
{
// On the podium, only look with envy, not condesencion
continue;
}
}
else if (victim->type != MT_ANCIENTSHRINE)
{
// Ancient Shrines are a special exception to glance logic.
continue;
}
if (!podiumspecial)
{
distance = R_PointToDist2(glancePlayer->mo->x, glancePlayer->mo->y, victim->x, victim->y);
distance = R_PointToDist2(0, glancePlayer->mo->z, distance, victim->z);
if (distance > maxdistance)
{
// Too far away
continue;
}
}
back = glancePlayer->mo->angle + ANGLE_180;
diff = R_PointToAngle2(glancePlayer->mo->x, glancePlayer->mo->y, victim->x, victim->y) - back;
if (diff > ANGLE_180)
{
diff = InvAngle(diff);
dir = -dir;
}
if (diff > (podiumspecial ? (ANGLE_180 - blindSpotSize) : ANGLE_90))
{
// Not behind the player
continue;
}
if (diff < blindSpotSize)
{
// Small blindspot directly behind your back, gives the impression of smoothly turning.
continue;
}
if (!podiumspecial && P_CheckSight(glancePlayer->mo, victim) == false)
{
// Blocked by a wall, we can't glance at 'em!
continue;
}
// 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 (horn == true)
{
if (p != NULL)
{
K_FollowerHornTaunt(glancePlayer, p, false);
}
else if (victim->type == MT_ANCIENTSHRINE)
{
mysticmelodyspecial = true;
}
}
}
if (horn == true && lastValidGlance != 0)
{
const boolean tasteful = (glancePlayer->karthud[khud_taunthorns] == 0);
K_FollowerHornTaunt(glancePlayer, glancePlayer, mysticmelodyspecial);
if (tasteful && glancePlayer->karthud[khud_taunthorns] < 2*TICRATE)
glancePlayer->karthud[khud_taunthorns] = 2*TICRATE;
}
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, true) * 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->drift;
if (!lookback)
{
player->pflags &= ~PF_GAINAX;
// Uses turning over steering -- it's important to show player feedback immediately.
if (player->cmd.turning < -minturn)
{
turndir = -1;
}
else if (player->cmd.turning > minturn)
{
turndir = 1;
}
}
else if (drift == 0)
{
// Prioritize looking back frames over turning
turndir = 0;
}
// Sliptides: drift -> lookback frames
if (abs(player->aizdriftturn) >= ANGLE_90)
{
destGlanceDir = -(2*intsign(player->aizdriftturn));
player->glanceDir = destGlanceDir;
drift = turndir = 0;
player->pflags &= ~PF_GAINAX;
}
else if (player->aizdriftturn)
{
drift = intsign(player->aizdriftturn);
turndir = 0;
}
else if (player->curshield == KSHIELD_TOP)
{
drift = -turndir;
}
else if (turndir == 0 && drift == 0)
{
// Only try glancing if you're driving straight.
// This avoids all-players loops when we don't need it.
const boolean horn = lookback && !(player->pflags & PF_GAINAX);
destGlanceDir = K_GlanceAtPlayers(player, horn);
if (lookback == true)
{
statenum_t gainaxstate = S_GAINAX_TINY;
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;
if (player->itemamount && player->itemtype)
gainaxstate = S_GAINAX_HUGE;
else
gainaxstate = S_GAINAX_MID1;
}
if (destGlanceDir && !(player->pflags & PF_GAINAX))
{
mobj_t *gainax = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_GAINAX);
gainax->movedir = (destGlanceDir < 0) ? (ANGLE_270-ANG10) : (ANGLE_90+ANG10);
P_SetTarget(&gainax->target, player->mo);
P_SetMobjState(gainax, gainaxstate);
gainax->flags2 |= MF2_AMBUSH;
player->pflags |= PF_GAINAX;
}
}
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++;
}
if (!player->glanceDir)
player->pflags &= ~PF_GAINAX;
// 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;
}
static UINT8 K_ObjectToSkinIDForSounds(mobj_t *source)
{
if (source->player)
return source->player->skin;
if (!source->skin)
return MAXSKINS;
return ((skin_t *)source->skin)-skins;
}
static void K_PlayGenericTastefulTaunt(mobj_t *source, sfxenum_t sfx_id)
{
UINT8 skinid = K_ObjectToSkinIDForSounds(source);
if (skinid >= numskins)
return;
boolean tasteful = (!source->player || !source->player->karthud[khud_tauntvoices]);
if (
(
(cv_kartvoices.value && tasteful)
|| cv_tastelesstaunts.value
)
&& R_CanShowSkinInDemo(skinid)
)
{
S_StartSound(source, sfx_id);
}
if (!tasteful)
return;
K_TauntVoiceTimers(source->player);
}
void K_PlayAttackTaunt(mobj_t *source)
{
// Gotta roll the RNG every time this is called for sync reasons
sfxenum_t pick = P_RandomKey(PR_VOICES, 2);
K_PlayGenericTastefulTaunt(source, sfx_kattk1+pick);
}
void K_PlayBoostTaunt(mobj_t *source)
{
// Gotta roll the RNG every time this is called for sync reasons
sfxenum_t pick = P_RandomKey(PR_VOICES, 2);
K_PlayGenericTastefulTaunt(source, sfx_kbost1+pick);
}
void K_PlayOvertakeSound(mobj_t *source)
{
UINT8 skinid = K_ObjectToSkinIDForSounds(source);
if (skinid >= numskins)
return;
boolean tasteful = (!source->player || !source->player->karthud[khud_voices]);
if (
(
(cv_kartvoices.value && tasteful)
|| cv_tastelesstaunts.value
)
&& R_CanShowSkinInDemo(skinid)
)
{
S_StartSound(source, sfx_kslow);
}
if (!tasteful)
return;
K_RegularVoiceTimers(source->player);
}
static void K_PlayGenericCombatSound(mobj_t *source, mobj_t *other, sfxenum_t sfx_id)
{
UINT8 skinid = K_ObjectToSkinIDForSounds(source);
if (skinid >= numskins)
return;
boolean alwaysHear = false;
if (other != NULL && P_MobjWasRemoved(other) == false && other->player != NULL)
{
alwaysHear = P_IsDisplayPlayer(other->player);
}
if (
(cv_kartvoices.value || cv_tastelesstaunts.value)
&& R_CanShowSkinInDemo(skinid)
)
{
S_StartSound(
alwaysHear ? NULL : source,
skins[skinid].soundsid[S_sfx[sfx_id].skinsound]
);
}
K_RegularVoiceTimers(source->player);
}
void K_PlayPainSound(mobj_t *source, mobj_t *other)
{
sfxenum_t pick = P_RandomKey(PR_VOICES, 2); // Gotta roll the RNG every time this is called for sync reasons
K_PlayGenericCombatSound(source, other, sfx_khurt1 + pick);
}
void K_PlayHitEmSound(mobj_t *source, mobj_t *other)
{
K_PlayGenericCombatSound(source, other, sfx_khitem);
}
void K_TryHurtSoundExchange(mobj_t *victim, mobj_t *attacker)
{
if (victim == NULL || P_MobjWasRemoved(victim) == true || victim->player == NULL)
{
return;
}
// In a perfect world we could move this here, but there's
// a few niche situations where we want a pain sound from
// the victim, but no confirm sound from the attacker.
// (ex: DMG_STING)
//K_PlayPainSound(victim, attacker);
if (attacker == NULL || P_MobjWasRemoved(attacker) == true || attacker->player == NULL)
{
return;
}
attacker->player->confirmVictim = (victim->player - players);
attacker->player->confirmVictimDelay = TICRATE/2;
const INT32 followerskin = K_GetEffectiveFollowerSkin(attacker->player);
if (attacker->player->follower != NULL
&& followerskin >= 0
&& followerskin < numfollowers)
{
const follower_t *fl = &followers[followerskin];
attacker->player->follower->movecount = fl->hitconfirmtime; // movecount is used to play the hitconfirm animation for followers.
}
}
void K_PlayPowerGloatSound(mobj_t *source)
{
UINT8 skinid = K_ObjectToSkinIDForSounds(source);
if (skinid >= numskins)
return;
if (
(cv_kartvoices.value || cv_tastelesstaunts.value)
&& R_CanShowSkinInDemo(skinid)
)
{
S_StartSound(source, sfx_kgloat);
}
K_RegularVoiceTimers(source->player);
}
// MOVED so we don't have to extern K_ObjectToSkinID
void P_PlayVictorySound(mobj_t *source)
{
UINT8 skinid = K_ObjectToSkinIDForSounds(source);
if (skinid >= numskins)
return;
if (
(cv_kartvoices.value || cv_tastelesstaunts.value)
&& R_CanShowSkinInDemo(skinid)
)
{
S_StartSound(source, sfx_kwin);
}
}
static void K_HandleDelayedHitByEm(player_t *player)
{
if (player->confirmVictimDelay == 0)
{
return;
}
player->confirmVictimDelay--;
if (player->confirmVictimDelay == 0)
{
mobj_t *victim = NULL;
if (player->confirmVictim < MAXPLAYERS && playeringame[player->confirmVictim])
{
player_t *victimPlayer = &players[player->confirmVictim];
if (victimPlayer != NULL && victimPlayer->spectator == false)
{
victim = victimPlayer->mo;
}
}
K_PlayHitEmSound(player->mo, victim);
}
}
void K_MomentumToFacing(player_t *player)
{
angle_t dangle = player->mo->angle - K_MomentumAngleReal(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(const player_t *player)
{
if (player->invincibilitytimer || player->hyudorotimer || player->sneakertimer || player->panelsneakertimer)
return false;
if (K_IsRidingFloatingTop(player))
return false;
return true;
}
boolean K_SlopeResistance(const player_t *player)
{
if (player->invincibilitytimer || player->sneakertimer || player->panelsneakertimer || player->tiregrease || player->flamedash)
return true;
if (player->curshield == KSHIELD_TOP)
return true;
return false;
}
fixed_t K_PlayerTripwireSpeedThreshold(const player_t *player)
{
fixed_t required_speed = 2 * K_GetKartSpeed(player, false, false); // 200%
if (player->offroad && K_ApplyOffroad(player))
{
// Increase to 300% if you're lawnmowering.
required_speed = (required_speed * 3) / 2;
}
if (player->botvars.rubberband > FRACUNIT && K_PlayerUsesBotMovement(player) == true)
{
// Make it harder for bots to do this when rubberbanding.
// This is actually biased really hard against the bot,
// because the bot rubberbanding speed increase is
// decreased with other boosts.
required_speed = FixedMul(required_speed, player->botvars.rubberband);
}
return required_speed;
}
tripwirepass_t K_TripwirePassConditions(const player_t *player)
{
if (
player->invincibilitytimer ||
player->sneakertimer ||
player->panelsneakertimer
)
return TRIPWIRE_BLASTER;
if (
player->flamedash ||
((player->speed > K_PlayerTripwireSpeedThreshold(player)) && player->tripwireReboundDelay == 0) ||
player->fakeBoost
)
return TRIPWIRE_BOOST;
if (
player->growshrinktimer > 0 ||
player->hyudorotimer
)
return TRIPWIRE_IGNORE;
// TRIPWIRE_CONSUME should always be checked last; this category should be
// used for tripwire states that are partially detrimental, and check
// leniency from OTHER states, not themselves.
if (player->curshield == KSHIELD_TOP)
return TRIPWIRE_CONSUME;
return TRIPWIRE_NONE;
}
boolean K_TripwirePass(const player_t *player)
{
return (player->tripwirePass != TRIPWIRE_NONE);
}
boolean K_MovingHorizontally(mobj_t *mobj)
{
return (P_AproxDistance(mobj->momx, mobj->momy) / 4 > abs(mobj->momz));
}
boolean K_WaterRun(mobj_t *mobj)
{
switch (mobj->type)
{
case MT_ORBINAUT:
case MT_GACHABOM:
{
if (Obj_OrbinautCanRunOnWater(mobj))
{
return true;
}
return false;
}
case MT_JAWZ:
{
if (mobj->tracer != NULL && P_MobjWasRemoved(mobj->tracer) == false)
{
fixed_t jawzFeet = P_GetMobjFeet(mobj);
fixed_t chaseFeet = P_GetMobjFeet(mobj->tracer);
fixed_t footDiff = (chaseFeet - jawzFeet) * P_MobjFlip(mobj);
// Water run if the player we're chasing is above/equal to us.
// Start water skipping if they're underneath the water.
return (footDiff > -mobj->tracer->height);
}
return false;
}
case MT_PLAYER:
{
fixed_t minspeed = 0;
if (mobj->player == NULL)
{
return false;
}
if (mobj->player->curshield == KSHIELD_TOP)
{
return K_IsHoldingDownTop(mobj->player) == false;
}
minspeed = K_PlayerTripwireSpeedThreshold(mobj->player);
if (mobj->player->speed < minspeed / 5) // 40%
{
return false;
}
if (mobj->player->invincibilitytimer
|| mobj->player->sneakertimer
|| mobj->player->panelsneakertimer
|| mobj->player->tiregrease
|| mobj->player->flamedash
|| mobj->player->speed > minspeed)
{
return true;
}
return false;
}
default:
{
return false;
}
}
}
boolean K_WaterSkip(mobj_t *mobj)
{
if (mobj->waterskip >= 2)
{
// Already finished waterskipping.
return false;
}
switch (mobj->type)
{
case MT_PLAYER:
{
if (mobj->player != NULL && mobj->player->curshield == KSHIELD_TOP)
{
// Don't allow
return false;
}
if (K_PlayerEBrake(mobj->player))
{
return false;
}
// Allow
break;
}
case MT_ORBINAUT:
case MT_JAWZ:
{
// Allow
break;
}
default:
{
// Don't allow
return false;
}
}
if (mobj->waterskip > 0)
{
// Already waterskipping.
// Simply make sure you haven't slowed down drastically.
return (P_AproxDistance(mobj->momx, mobj->momy) > 20 * mapobjectscale);
}
else
{
// Need to be moving horizontally and not vertically
// to be able to start a water skip.
return K_MovingHorizontally(mobj);
}
}
void K_SpawnWaterRunParticles(mobj_t *mobj)
{
fixed_t runSpeed = 14 * mobj->scale;
fixed_t curSpeed = INT32_MAX;
fixed_t topSpeed = INT32_MAX;
fixed_t trailScale = FRACUNIT;
if (mobj->momz != 0)
{
// Only while touching ground.
return;
}
if (mobj->watertop == INT32_MAX || mobj->waterbottom == INT32_MIN)
{
// Invalid water plane.
return;
}
if (mobj->player != NULL)
{
if (mobj->player->spectator)
{
// Not as spectator.
return;
}
if (mobj->player->carry == CR_SLIDING)
{
// Not in water slides.
return;
}
topSpeed = K_GetKartSpeed(mobj->player, false, false);
runSpeed = FixedMul(runSpeed, mobj->movefactor);
}
else
{
topSpeed = FixedMul(mobj->scale, K_GetKartSpeedFromStat(5));
}
curSpeed = P_AproxDistance(mobj->momx, mobj->momy);
if (curSpeed <= runSpeed)
{
// Not fast enough.
return;
}
// Near the water plane.
if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->watertop && mobj->z <= mobj->watertop)
|| (mobj->eflags & MFE_VERTICALFLIP && mobj->z + mobj->height >= mobj->waterbottom && mobj->z <= mobj->waterbottom))
{
if (topSpeed > runSpeed)
{
trailScale = FixedMul(FixedDiv(curSpeed - runSpeed, topSpeed - runSpeed), mapobjectscale);
}
else
{
trailScale = mapobjectscale; // Scaling is based off difference between runspeed and top speed
}
if (trailScale > 0)
{
const angle_t forwardangle = K_MomentumAngle(mobj);
const fixed_t playerVisualRadius = mobj->radius + (8 * mobj->scale);
const size_t numFrames = S_WATERTRAIL8 - S_WATERTRAIL1;
const statenum_t curOverlayFrame = S_WATERTRAIL1 + (leveltime % numFrames);
const statenum_t curUnderlayFrame = S_WATERTRAILUNDERLAY1 + (leveltime % numFrames);
fixed_t x1, x2, y1, y2;
mobj_t *water;
x1 = mobj->x + mobj->momx + P_ReturnThrustX(mobj, forwardangle + ANGLE_90, playerVisualRadius);
y1 = mobj->y + mobj->momy + P_ReturnThrustY(mobj, forwardangle + ANGLE_90, playerVisualRadius);
x1 = x1 + P_ReturnThrustX(mobj, forwardangle, playerVisualRadius);
y1 = y1 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius);
x2 = mobj->x + mobj->momx + P_ReturnThrustX(mobj, forwardangle - ANGLE_90, playerVisualRadius);
y2 = mobj->y + mobj->momy + P_ReturnThrustY(mobj, forwardangle - ANGLE_90, playerVisualRadius);
x2 = x2 + P_ReturnThrustX(mobj, forwardangle, playerVisualRadius);
y2 = y2 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius);
// Left
// underlay
water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
// overlay
water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, mobj->scale) : mobj->watertop), MT_WATERTRAIL);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
// Right
// Underlay
water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
// Overlay
water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, mobj->scale) : mobj->watertop), MT_WATERTRAIL);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
if (!S_SoundPlaying(mobj, sfx_s3kdbs))
{
const INT32 volume = (min(trailScale, FRACUNIT) * 255) / FRACUNIT;
S_ReducedVFXSoundAtVolume(mobj, sfx_s3kdbs, volume, mobj->player);
}
}
// Little water sound while touching water - just a nicety.
if ((mobj->eflags & MFE_TOUCHWATER) && !(mobj->eflags & MFE_UNDERWATER))
{
if (P_RandomChance(PR_BUBBLE, FRACUNIT/2) && leveltime % TICRATE == 0)
{
S_ReducedVFXSound(mobj, sfx_floush, mobj->player);
}
}
}
}
boolean K_IsRidingFloatingTop(const player_t *player)
{
if (player->curshield != KSHIELD_TOP)
{
return false;
}
return !Obj_GardenTopPlayerIsGrinding(player);
}
boolean K_IsHoldingDownTop(const player_t *player)
{
if (player->curshield != KSHIELD_TOP)
{
return false;
}
if ((K_GetKartButtons(player) & BT_DRIFT) != BT_DRIFT)
{
return false;
}
return true;
}
mobj_t *K_GetGardenTop(const player_t *player)
{
if (player->curshield != KSHIELD_TOP)
{
return NULL;
}
if (player->mo == NULL)
{
return NULL;
}
return player->mo->hnext;
}
static fixed_t K_FlameShieldDashVar(INT32 val)
{
// 1 second = 75% + 50% top speed
return (3*FRACUNIT/4) + (((val * FRACUNIT) / TICRATE));
}
INT16 K_GetSpindashChargeTime(const player_t *player)
{
// more charge time for higher speed
// Tails = 1.7s, Knuckles = 2.2s, Metal = 2.7s
return ((player->kartspeed + 8) * TICRATE) / 6;
}
fixed_t K_GetSpindashChargeSpeed(const player_t *player)
{
// more speed for higher weight & speed
// Tails = +16.94%, Fang = +34.94%, Mighty = +34.94%, Metal = +43.61%
// (can be higher than this value when overcharged)
// The above comment is now strictly incorrect and I can't be assed to do the math properly.
// 2.2 introduces a power fudge to compensate for the removal of spindash overcharge. -Tyron
fixed_t val = (10*FRACUNIT/277) + (((player->kartspeed + player->kartweight) + 2) * FRACUNIT) / 45;
// 2.2 - Improved Spindash
if (!G_CompatLevel(0x000A))
{
if (gametyperules & GTR_CIRCUIT)
val = 5 * val / 4;
}
// Old behavior before desperation spindash
// return (gametyperules & GTR_CLOSERPLAYERS) ? (4 * val) : val;
return val;
}
static fixed_t K_RingDurationBoost(const player_t *player)
{
fixed_t ret = FRACUNIT;
if (K_PlayerUsesBotMovement(player))
{
// x2.0 for Lv. 9
const fixed_t modifier = K_BotMapModifier();
fixed_t add = ((player->botvars.difficulty-1) * modifier) / (DIFFICULTBOT-1);
ret += add;
if (player->botvars.rival == true || cv_levelskull.value)
{
// x2.0 for Rival
ret *= 2;
}
}
return ret;
}
// 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.
#define SLIPTIDEHANDLING 7*FRACUNIT/8
// 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);
fixed_t boostpower = FRACUNIT;
fixed_t speedboost = 0, accelboost = 0, handleboost = 0;
UINT8 numboosts = 0;
if (player->spinouttimer && player->wipeoutslow == 1) // Slow down after you've been bumped
{
player->boostpower = player->speedboost = player->accelboost = 0;
return;
}
// Offroad is separate, it's difficult to factor it in with a variable value anyway.
if (K_ApplyOffroad(player) && player->offroad >= 0)
boostpower = FixedDiv(boostpower, FixedMul(player->offroad, K_GetKartGameSpeedScalar(gamespeed)) + FRACUNIT);
if (player->bananadrag > TICRATE)
boostpower = (4*boostpower)/5;
// Note: Handling will ONLY stack when sliptiding!
// > (NB 2023-03-06: This was previously unintentionally applied while drifting as well.)
// > (This only affected drifts where you were under the effect of multiple handling boosts.)
// > (Revisit if Growvinciblity or sneaker-panels + power items feel too heavy while drifting!)
// 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))); \
handleboost = max(h, handleboost); \
}
if (player->sneakertimer) // Sneaker
{
UINT8 i;
for (i = 0; i < player->numsneakers; i++)
{
ADDBOOST(FRACUNIT*85/100, 8*FRACUNIT, SLIPTIDEHANDLING+SLIPTIDEHANDLING/3); // + 50% top speed, + 800% acceleration, +50% handling
}
}
if (player->panelsneakertimer) // Sneaker
{
UINT8 i;
for (i = 0; i < player->numpanelsneakers; i++)
{
ADDBOOST(FRACUNIT/2, 8*FRACUNIT, SLIPTIDEHANDLING); // + 50% top speed, + 800% acceleration, +50% handling
}
}
if (player->invincibilitytimer) // Invincibility
{
// S-Monitor: no extra %
fixed_t extra = FRACUNIT / 1400 * (player->invincibilitytimer - K_PowerUpRemaining(player, POWERUP_SMONITOR));
ADDBOOST(3*FRACUNIT/8 + extra, 3*FRACUNIT, SLIPTIDEHANDLING/2); // + 37.5 + ?% top speed, + 300% acceleration, +25% handling
}
if (player->growshrinktimer > 0) // Grow
{
ADDBOOST(0, 0, SLIPTIDEHANDLING/2); // + 0% top speed, + 0% acceleration, +25% handling
}
if (player->flamedash) // Flame Shield dash
{
fixed_t dash = K_FlameShieldDashVar(player->flamedash);
ADDBOOST(
dash, // + infinite top speed
3*FRACUNIT, // + 300% acceleration
FixedMul(FixedDiv(dash, FRACUNIT/2), SLIPTIDEHANDLING/2) // + infinite handling
);
}
if (player->counterdash) // "Fake Flame" (bubble, voltage)
{
fixed_t dash = K_FlameShieldDashVar(player->counterdash);
ADDBOOST(
dash, // + infinite top speed
3*FRACUNIT, // + 300% acceleration
FixedMul(FixedDiv(dash, FRACUNIT/2), SLIPTIDEHANDLING/2) // + infinite handling
);
}
if (player->wavedashboost)
{
// NB: This is intentionally under the 25% handleboost threshold required to initiate a sliptide
ADDBOOST(
Easing_InCubic(
player->wavedashpower,
0,
8*FRACUNIT/10
),
Easing_InSine(
player->wavedashpower,
0,
4*FRACUNIT
),
2*SLIPTIDEHANDLING/5
); // + 80% top speed (peak), +400% acceleration (peak), +20% handling
}
if (player->overdrive)
{
ADDBOOST(
Easing_InCubic(
player->overdrivepower,
0,
5*FRACUNIT/10
),
Easing_InSine(
player->overdrivepower,
0,
3*FRACUNIT
),
1*SLIPTIDEHANDLING/5
); // + 80% top speed (peak), +400% acceleration (peak), +20% handling
}
if (player->spindashboost) // Spindash boost
{
const fixed_t MAXCHARGESPEED = K_GetSpindashChargeSpeed(player);
const fixed_t exponent = FixedMul(player->spindashspeed, player->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->startboost) // Startup Boost
{
ADDBOOST(FRACUNIT, 4*FRACUNIT, SLIPTIDEHANDLING); // + 100% top speed, + 400% acceleration, +50% handling
}
if (player->dropdashboost) // Drop dash
{
ADDBOOST(FRACUNIT/3, 4*FRACUNIT, SLIPTIDEHANDLING); // + 33% top speed, + 400% acceleration, +50% handling
}
if (player->driftboost) // Drift Boost
{
// Rebuff Eggman's stat block corner
// const INT32 heavyAccel = ((9 - player->kartspeed) * 2) + (player->kartweight - 1);
// const fixed_t heavyAccelBonus = FRACUNIT + ((heavyAccel * maxmetabolismincrease * 2) / 24);
// hello commit from 18 months ago, The Situation Has Changed.
// We buffed rings so many times that weight needs a totally different class of change!
// I've left the old formulas in, in case I'm smoking dick, but this was sorely needed in TA especially.
const fixed_t herbalfolkmedicine = FRACUNIT + FRACUNIT*(player->kartweight-1)/12 + FRACUNIT*(8-player->kartspeed)/32;
fixed_t driftSpeed = FRACUNIT/4; // 25% base
if (player->strongdriftboost > 0)
{
// Purple/Rainbow drift boost
driftSpeed = FixedMul(driftSpeed, 4*FRACUNIT/3); // 25% -> 33%
}
// Bottom-left bonus
// driftSpeed = FixedMul(driftSpeed, heavyAccelBonus);
// Fucking bonus ever
driftSpeed = FixedMul(driftSpeed, herbalfolkmedicine);
ADDBOOST(driftSpeed, 4*FRACUNIT, 0); // + variable top speed, + 400% acceleration, +0% handling
}
if (player->trickboost) // Trick pannel up-boost
{
ADDBOOST(player->trickboostpower, 5*FRACUNIT, 0); // <trickboostpower>% speed, 500% accel, 0% handling
}
if (player->gateBoost) // SPB Juicebox boost
{
ADDBOOST(3*FRACUNIT/4, 4*FRACUNIT, SLIPTIDEHANDLING/2); // + 75% top speed, + 400% acceleration, +25% handling
}
if (player->ringboost) // Ring Boost
{
fixed_t ringboost_base = FRACUNIT/4;
if (player->overdrive)
ringboost_base += FRACUNIT/2;
// This one's a little special: we add extra top speed per tic of ringboost stored up, to allow for Ring Box to really rocket away.
// (We compensate when decrementing ringboost to avoid runaway exponential scaling hell.)
fixed_t rb = FixedDiv(player->ringboost * FRACUNIT, max(FRACUNIT, K_RingDurationBoost(player)));
ADDBOOST(
ringboost_base + FixedMul(FRACUNIT / 1750, rb),
4*FRACUNIT,
Easing_InCubic(min(FRACUNIT, rb / (TICRATE*12)), 0, 2*SLIPTIDEHANDLING/5)
); // + 20% + ???% top speed, + 400% acceleration, +???% handling
}
if (player->eggmanexplode) // Ready-to-explode
{
ADDBOOST(6*FRACUNIT/20, FRACUNIT, 0); // + 30% top speed, + 100% acceleration, +0% handling
}
if (player->vortexBoost) // Holding wavedash vortex (assigned in K_UpdateWavedashIndicator!)
{
ADDBOOST(player->vortexBoost/6, FRACUNIT/10, 0); // + ???% top speed, + 10% acceleration, +0% handling
}
if (player->trickcharge)
{
// NB: This is an acceleration-only boost.
// If this is applied earlier in the chain, it will diminish real speed boosts.
ADDBOOST(0, FRACUNIT, 2*SLIPTIDEHANDLING/10); // 0% speed 100% accel 20% handle
}
// This should always remain the last boost stack before tethering
if (player->botvars.rubberband > FRACUNIT && K_PlayerUsesBotMovement(player) == true)
{
ADDBOOST(player->botvars.rubberband - FRACUNIT, 0, 0);
}
if (player->draftpower > 0) // Drafting
{
// 30% - 44%, each point of speed adds 1.75%
fixed_t draftspeed = ((3*FRACUNIT)/10) + ((player->kartspeed-1) * ((7*FRACUNIT)/400));
if (gametyperules & GTR_CLOSERPLAYERS)
{
draftspeed *= 2;
}
if (K_HasInfiniteTether(player))
{
// infinite tether
draftspeed *= 2;
}
speedboost += FixedMul(draftspeed, player->draftpower); // (Drafting suffers no boost stack penalty.)
numboosts++;
}
player->boostpower = boostpower;
// value smoothing
if (speedboost > player->speedboost)
{
player->speedboost = speedboost;
}
else
{
player->speedboost += (speedboost - player->speedboost) / (TICRATE/2);
}
player->accelboost = accelboost;
player->handleboost = handleboost;
player->numboosts = numboosts;
}
fixed_t K_GrowShrinkSpeedMul(const player_t *player)
{
fixed_t scaleDiff = player->mo->scale - mapobjectscale;
fixed_t playerScale = FixedDiv(player->mo->scale, mapobjectscale);
fixed_t speedMul = FRACUNIT;
if (scaleDiff > 0)
{
// Grown
// Change x2 speed into x1.5
speedMul = FixedDiv(FixedMul(playerScale, GROW_PHYSICS_SCALE), GROW_SCALE);
}
else if (scaleDiff < 0)
{
// Shrunk
// Change x0.5 speed into x0.75
speedMul = FixedDiv(FixedMul(playerScale, SHRINK_PHYSICS_SCALE), SHRINK_SCALE);
}
return speedMul;
}
// 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(const player_t *player, boolean doboostpower, boolean dorubberband)
{
const boolean mobjValid = (player->mo != NULL && P_MobjWasRemoved(player->mo) == false);
const fixed_t physicsScale = mobjValid ? K_GrowShrinkSpeedMul(player) : FRACUNIT;
fixed_t finalspeed = 0;
if (K_PodiumSequence() == true)
{
// Make 1st reach their podium faster!
finalspeed = K_GetKartSpeedFromStat(max(1, 11 - (player->position * 3)));
// Ignore other speed boosts.
doboostpower = dorubberband = false;
}
else
{
finalspeed = K_GetKartSpeedFromStat(player->kartspeed);
if (player->spheres > 0)
{
fixed_t sphereAdd = (FRACUNIT/60); // 66% at max
finalspeed = FixedMul(finalspeed, FRACUNIT + (sphereAdd * player->spheres));
}
if (K_PlayerUsesBotMovement(player))
{
// Increase bot speed by 0-10% depending on difficulty
const fixed_t modifier = K_BotMapModifier();
fixed_t add = ((player->botvars.difficulty-1) * FixedMul(FRACUNIT / 10, modifier)) / (DIFFICULTBOT-1);
finalspeed = FixedMul(finalspeed, FRACUNIT + add);
if (player->bot && (player->botvars.rival || cv_levelskull.value))
{
// +10% top speed for the rival
finalspeed = FixedMul(finalspeed, 11*FRACUNIT/10);
}
}
}
finalspeed = FixedMul(finalspeed, mapobjectscale);
if (dorubberband == true && player->botvars.rubberband < FRACUNIT && K_PlayerUsesBotMovement(player) == true)
{
finalspeed = FixedMul(finalspeed, player->botvars.rubberband);
}
if (doboostpower == true)
{
// Scale with the player.
finalspeed = FixedMul(finalspeed, physicsScale);
// Add speed boosts.
finalspeed = FixedMul(finalspeed, player->boostpower + player->speedboost);
}
if (player->outrun != 0)
{
// Milky Way's roads
finalspeed += FixedMul(player->outrun, physicsScale);
}
return finalspeed;
}
fixed_t K_GetKartAccel(const player_t *player)
{
fixed_t k_accel = 121;
UINT8 stat = (9 - player->kartspeed);
if (K_PodiumSequence() == true)
{
// Normalize to Metal's accel
stat = 1;
}
k_accel += 17 * stat; // 121 - 257
// Marble Garden Top gets 1200% accel
if (player->curshield == KSHIELD_TOP)
{
k_accel = FixedMul(k_accel, player->topAccel);
}
if (K_PodiumSequence() == true)
{
k_accel = FixedMul(k_accel, FRACUNIT / 4);
}
else
{
k_accel = FixedMul(k_accel, (FRACUNIT + player->accelboost) / 4);
}
return k_accel;
}
UINT16 K_GetKartFlashing(const player_t *player)
{
UINT16 tics = flashingtics;
if (gametyperules & GTR_BUMPERS)
{
return 1;
}
if (player == NULL)
{
return tics;
}
tics += (tics/8) * (player->kartspeed);
return tics;
}
boolean K_PlayerShrinkCheat(const player_t *player)
{
return (
(player->pflags & PF_SHRINKACTIVE)
&& (player->bot == false)
&& (modeattacking == ATTACKING_NONE) // Anyone want to make another record attack category?
);
}
void K_UpdateShrinkCheat(player_t *player)
{
const boolean mobjValid = (player->mo != NULL && P_MobjWasRemoved(player->mo) == false);
if (player->pflags & PF_SHRINKME)
{
player->pflags |= PF_SHRINKACTIVE;
}
else
{
player->pflags &= ~PF_SHRINKACTIVE;
}
if (mobjValid == true && K_PlayerShrinkCheat(player) == true)
{
player->mo->destscale = FixedMul(mapobjectscale, SHRINK_SCALE);
}
}
boolean K_KartKickstart(const player_t *player)
{
return ((player->pflags & PF_KICKSTARTACCEL)
&& (!K_PlayerUsesBotMovement(player))
&& (player->kickstartaccel >= ACCEL_KICKSTART));
}
UINT16 K_GetKartButtons(const player_t *player)
{
return (player->cmd.buttons |
(K_KartKickstart(player) ? BT_ACCELERATE : 0));
}
SINT8 K_GetForwardMove(const player_t *player)
{
SINT8 forwardmove = player->cmd.forwardmove;
if ((player->pflags & PF_STASIS)
|| (player->carry == CR_SLIDING)
|| Obj_PlayerRingShooterFreeze(player) == true)
{
return 0;
}
if (player->sneakertimer || player->panelsneakertimer || player->spindashboost
|| (((gametyperules & (GTR_ROLLINGSTART|GTR_CIRCUIT)) == (GTR_ROLLINGSTART|GTR_CIRCUIT)) && (leveltime < TICRATE/2)))
{
return MAXPLMOVE;
}
if (player->spinouttimer != 0
|| player->icecube.frozen
|| K_PressingEBrake(player) == true
|| K_PlayerEBrake(player) == true)
{
return 0;
}
if (K_KartKickstart(player)) // unlike the brute forward of sneakers, allow for backwards easing here
{
forwardmove += MAXPLMOVE;
if (forwardmove > MAXPLMOVE)
forwardmove = MAXPLMOVE;
}
if (player->curshield == KSHIELD_TOP)
{
if (forwardmove < 0 ||
(K_GetKartButtons(player) & BT_DRIFT))
{
forwardmove = 0;
}
else
{
// forwardmove = MAXPLMOVE;
UINT8 minmove = MAXPLMOVE/10;
fixed_t assistmove = (MAXPLMOVE - minmove) * FRACUNIT;
angle_t topdelta = player->mo->angle - K_MomentumAngle(player->mo);
fixed_t topmult = FINECOSINE(topdelta >> ANGLETOFINESHIFT);
topmult = (topmult/2) + (FRACUNIT/2);
assistmove = FixedMul(topmult, assistmove);
forwardmove = minmove + FixedInt(assistmove);
}
}
return forwardmove;
}
fixed_t K_GetNewSpeed(const player_t *player)
{
const fixed_t accelmax = 4000;
fixed_t p_speed = K_GetKartSpeed(player, true, true);
fixed_t p_accel = K_GetKartAccel(player);
fixed_t newspeed, oldspeed, finalspeed;
if (player->curshield == KSHIELD_TOP)
{
p_speed = 15 * p_speed / 10;
}
if (K_PlayerUsesBotMovement(player) == true && player->botvars.rubberband > 0)
{
// Acceleration is tied to top speed...
// so if we want JUST a top speed boost, we have to do this...
p_accel = FixedDiv(p_accel, player->botvars.rubberband);
}
oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
// 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), K_PlayerBaseFriction(player, ORIG_FRICTION));
finalspeed = newspeed - oldspeed;
return finalspeed;
}
fixed_t K_3dKartMovement(const player_t *player)
{
fixed_t finalspeed = K_GetNewSpeed(player);
fixed_t movemul = FRACUNIT;
SINT8 forwardmove = K_GetForwardMove(player);
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_MomentumAngleEx(const mobj_t *mo, const fixed_t threshold)
{
if (FixedHypot(mo->momx, mo->momy) > threshold)
{
return R_PointToAngle2(0, 0, mo->momx, mo->momy);
}
else
{
return mo->angle; // default to facing angle, rather than 0
}
}
angle_t K_MomentumAngleReal(const 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
}
}
// Scale amp rewards for crab bucketing. Play ambitiously!
boolean K_PvPAmpReward(UINT32 award, player_t *attacker, player_t *defender)
{
if (G_SameTeam(attacker, defender) == true)
{
// Do not reward amps for friendly fire.
return 0;
}
UINT32 epsilon = FixedMul(2048/4, mapobjectscale); // How close is close enough that full reward seems fair, even if you're technically ahead?
UINT32 range = FixedMul(2048, mapobjectscale);
UINT32 atkdist = attacker->distancetofinish + epsilon;
UINT32 defdist = defender->distancetofinish;
if (atkdist > defdist)
{
// Full reward for an active, even fight.
}
else
{
// Reduce the award for an attacker that's significantly ahead.
UINT32 delta = min(range, defdist - atkdist);
award -= (delta * award / range / 2);
}
return award;
}
void K_SpawnAmps(player_t *player, UINT8 amps, mobj_t *impact)
{
if (gametyperules & GTR_SPHERES)
return;
if (amps == 0)
return;
UINT16 scaledamps = min(amps, amps * (10 + (9-player->kartspeed) - (9-player->kartweight)) / 10);
/*
if (player->position <= 1)
scaledamps /= 2;
*/
for (int i = 0; i < (scaledamps/2); i++)
{
mobj_t *pickup = P_SpawnMobj(impact->x, impact->y, impact->z, MT_AMPS);
pickup->momx = P_RandomRange(PR_ITEM_DEBRIS, -40*mapobjectscale, 40*mapobjectscale);
pickup->momy = P_RandomRange(PR_ITEM_DEBRIS, -40*mapobjectscale, 40*mapobjectscale);
pickup->momz = P_RandomRange(PR_ITEM_DEBRIS, -40*mapobjectscale, 40*mapobjectscale);
pickup->color = player->skincolor;
P_SetTarget(&pickup->target, player->mo);
player->ampspending++;
}
}
void K_AwardPlayerAmps(player_t *player, UINT8 amps)
{
UINT16 getamped = player->amps + amps;
UINT8 oldamps = player->amps;
if (getamped > 200)
player->amps = 200;
else
player->amps = getamped;
player->amppickup = 1;
player->ampspending--;
if (oldamps/AMPLEVEL != player->amps/AMPLEVEL)
{
UINT8 amplevel = player->amps / AMPLEVEL;
static sfxenum_t bwips[7] = {sfx_mbs4c,
sfx_mbs4d, sfx_mbs4e, sfx_mbs4f, sfx_mbs50,
sfx_mbs51, sfx_mbs52};
amplevel = min(amplevel, 6);
if (P_IsDisplayPlayer(player))
{
S_StartSound(NULL, bwips[amplevel]);
S_StartSound(NULL, bwips[amplevel]);
}
}
if (player->rings <= 0 && player->ampspending == 0)
{
// Auto Overdrive!
// If this is a fresh OD, give 'em some extra juice to make up for lack of flexibility.
if (!player->overdrive && player->mo && !P_MobjWasRemoved(player->mo) && player->overdriveready == 0)
{
S_StartSound(player->mo, sfx_gshac);
player->amps *= 2;
}
K_Overdrive(player);
}
}
void K_AwardPlayerRings(player_t *player, UINT16 rings, boolean overload)
{
UINT16 superring;
if (!overload)
{
INT32 totalrings =
RINGTOTAL(player) + (player->superring);
/* capped at 20 rings */
if ((totalrings + rings) > 20)
{
if (totalrings >= 20)
return; // woah dont let that go negative buster
rings = (20 - totalrings);
}
}
superring = player->superring + rings;
/* check if not overflow */
if (superring > player->superring)
{
player->superring = superring;
player->superringpeak = superring;
player->superringalert = TICRATE/2;
}
}
void K_CheckpointCrossAward(player_t *player)
{
player->exp += K_GetExpAdjustment(player);
K_AwardPlayerRings(player, (player->bot ? 20 : 10), true);
}
boolean K_Overdrive(player_t *player)
{
if (player->amps == 0)
return false;
if (player->cmd.buttons & BT_ATTACK)
{
player->overdriveready = OVERDRIVE_STARTUP + 2; // Activates on 1, decremented BEFORE we call this again
return false;
}
if (player->overdriveready > 1)
return false;
K_SpawnDriftBoostExplosion(player, 3);
K_SpawnDriftElectricSparks(player, player->skincolor, true);
S_StartSound(player->mo, sfx_cdfm35);
S_StartSound(player->mo, sfx_cdfm13);
player->overdrive += (player->amps)*5;
player->overshield += (player->amps)*2;
player->overdrivepower = FRACUNIT;
player->amps = 0;
player->overdriveready = 0;
player->overdrivelenient = false;
return true;
}
boolean K_DefensiveOverdrive(player_t *player)
{
if (player->amps == 0)
return false;
if (player->rings > 0)
return false;
K_SpawnDriftBoostExplosion(player, 3);
K_SpawnDriftElectricSparks(player, player->skincolor, true);
S_StartSound(player->mo, sfx_cdfm35);
S_StartSound(player->mo, sfx_cdfm13);
player->overdrive += (player->amps)*3;
player->overshield += (player->amps)*2 + TICRATE*2;
player->overdrivepower = FRACUNIT;
player->amps = 0;
player->overdrivelenient = true;
player->overdriveready = false;
return true;
}
void K_DoInstashield(player_t *player)
{
mobj_t *layera;
mobj_t *layerb;
if (player->instashield > 0)
return;
player->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);
layera->old_x = player->mo->old_x;
layera->old_y = player->mo->old_y;
layera->old_z = player->mo->old_z;
P_SetTarget(&layera->target, player->mo);
layerb = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INSTASHIELDB);
layerb->old_x = player->mo->old_x;
layerb->old_y = player->mo->old_y;
layerb->old_z = player->mo->old_z;
P_SetTarget(&layerb->target, player->mo);
}
void K_DoPowerClash(mobj_t *t1, mobj_t *t2) {
mobj_t *clash;
UINT8 lag1 = 5;
UINT8 lag2 = 5;
// short-circuit instashield for vfx visibility
if (t1->player)
{
t1->player->instashield = 1;
t1->player->speedpunt += 20;
lag1 -= min(lag1, t1->player->speedpunt/10);
}
if (t2->player)
{
t2->player->instashield = 1;
t2->player->speedpunt += 20;
lag2 -= min(lag1, t2->player->speedpunt/10);
}
S_StartSound(t1, sfx_parry);
K_AddHitLag(t1, lag1+1, false);
K_AddHitLag(t2, lag2+1, false);
clash = P_SpawnMobj((t1->x/2) + (t2->x/2), (t1->y/2) + (t2->y/2), (t1->z/2) + (t2->z/2), MT_POWERCLASH);
// needs to handle mixed scale collisions (t1 grow t2 invinc)...
clash->z = clash->z + (t1->height/4) + (t2->height/4);
clash->angle = R_PointToAngle2(clash->x, clash->y, t1->x, t1->y) + ANGLE_90;
// Shrink over time (accidental behavior that looked good)
clash->destscale = (t1->scale) + (t2->scale);
P_SetScale(clash, 3*clash->destscale/2);
}
void K_DoGuardBreak(mobj_t *t1, mobj_t *t2) {
mobj_t *clash;
if (!(t1->player && t2->player))
return;
if (P_PlayerInPain(t2->player))
return;
t1->player->defenseLockout = 1;
S_StartSound(t1, sfx_gbrk);
K_AddHitLag(t1, 24, true);
K_AddMessageForPlayer(t2->player, "Smashed 'em!", false, false);
K_AddMessageForPlayer(t1->player, "BARRIER BREAK!!", false, false);
angle_t thrangle = R_PointToAngle2(t2->x, t2->y, t1->x, t1->y);
P_Thrust(t1, thrangle, 7*mapobjectscale);
P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
clash = P_SpawnMobj((t1->x/2) + (t2->x/2), (t1->y/2) + (t2->y/2), (t1->z/2) + (t2->z/2), MT_GUARDBREAK);
// needs to handle mixed scale collisions
clash->z = clash->z + (t1->height/4) + (t2->height/4);
clash->angle = R_PointToAngle2(clash->x, clash->y, t1->x, t1->y) + ANGLE_90;
clash->color = t1->color;
clash->destscale = 3*((t1->scale) + (t2->scale))/2;
}
void K_BattleAwardHit(player_t *player, player_t *victim, mobj_t *inflictor, UINT8 damage)
{
UINT8 points = 1;
boolean trapItem = false;
boolean finishOff = (victim->mo->health > 0) && (victim->mo->health <= damage);
if (!(gametyperules & GTR_POINTLIMIT))
{
// No points in this gametype.
return;
}
if (player == NULL || victim == NULL)
{
// Invalid player or victim
return;
}
if (player == victim)
{
// You cannot give yourself points
return;
}
if (G_SameTeam(player, victim) == true)
{
// No farming points off of teammates, either.
return;
}
if (player->exiting)
{
// The round has already ended, don't mess with 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 (finishOff)
{
// +2 points for finishing off a player
points = 2;
}
}
}
// Check this before adding to player score
if ((gametyperules & GTR_BUMPERS) && finishOff && g_pointlimit <= G_TeamOrIndividualScore(player))
{
K_EndBattleRound(player);
mobj_t *source = !P_MobjWasRemoved(inflictor) ? inflictor : player->mo;
K_StartRoundWinCamera(
victim->mo,
R_PointToAngle2(source->x, source->y, victim->mo->x, victim->mo->y) + ANGLE_135,
200*mapobjectscale,
8*TICRATE,
FRACUNIT/512
);
}
K_GivePointsToPlayer(player, victim, points);
}
void K_SpinPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 type)
{
(void)inflictor;
(void)source;
K_DirectorFollowAttack(player, inflictor, source);
player->spinouttype = type;
if (( player->spinouttype & KSPIN_THRUST ))
{
// At spinout, player speed is increased to 1/4 their regular speed, moving them forward
fixed_t spd = K_GetKartSpeed(player, true, true) / 4;
if (player->speed < spd)
P_InstaThrust(player->mo, player->mo->angle, FixedMul(spd, player->mo->scale));
S_StartSound(player->mo, sfx_slip);
}
player->spinouttimer = (3*TICRATE/2)+2;
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
}
void K_RemoveGrowShrink(player_t *player)
{
if (player->mo && !P_MobjWasRemoved(player->mo))
{
if (player->growshrinktimer > 0) // Play Shrink noise
S_StartSound(player->mo, sfx_kc59);
else if (player->growshrinktimer < 0) // Play Grow noise
S_StartSound(player->mo, sfx_kc5a);
K_KartResetPlayerColor(player);
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = mapobjectscale;
if (K_PlayerShrinkCheat(player) == true)
{
player->mo->destscale = FixedMul(player->mo->destscale, SHRINK_SCALE);
}
}
player->growshrinktimer = 0;
player->roundconditions.consecutive_grow_lasers = 0;
}
// Should this object actually scale check?
// Scale-to-scale comparisons only make sense for objects that expect to have dynamic scale.
static boolean K_IsScaledItem(mobj_t *mobj)
{
return mobj && !P_MobjWasRemoved(mobj) &&
(mobj->type == MT_ORBINAUT || mobj->type == MT_JAWZ || mobj->type == MT_GACHABOM
|| mobj->type == MT_BANANA || mobj->type == MT_EGGMANITEM || mobj->type == MT_BALLHOG
|| mobj->type == MT_SSMINE || mobj->type == MT_LANDMINE || mobj->type == MT_SINK
|| mobj->type == MT_GARDENTOP || mobj->type == MT_DROPTARGET || mobj->type == MT_PLAYER);
}
boolean K_IsBigger(mobj_t *compare, mobj_t *other)
{
fixed_t compareScale, otherScale;
const fixed_t requiredDifference = (mapobjectscale/4);
if ((compare == NULL || P_MobjWasRemoved(compare) == true)
|| (other == NULL || P_MobjWasRemoved(other) == true))
{
return false;
}
// If a player is colliding with a non-kartitem object, we don't care about what scale that object is:
// mappers are liable to fuck with the scale for their own reasons, and we need to compare against the
// player's base scale instead to match expectations.
if (K_IsScaledItem(compare) != K_IsScaledItem(other))
{
if (compare->type == MT_PLAYER)
return (compare->scale > requiredDifference + FixedMul(mapobjectscale, P_GetMobjDefaultScale(compare)));
else if (other->type == MT_PLAYER)
return false; // Haha what the fuck are you doing
// fallthrough
}
if ((compareScale = P_GetMobjDefaultScale(compare)) != FRACUNIT)
{
compareScale = FixedDiv(compare->scale, compareScale);
}
else
{
compareScale = compare->scale;
}
if ((otherScale = P_GetMobjDefaultScale(other)) != FRACUNIT)
{
otherScale = FixedDiv(other->scale, otherScale);
}
else
{
otherScale = other->scale;
}
return (compareScale > otherScale + requiredDifference);
}
static fixed_t K_TumbleZ(mobj_t *mo, fixed_t input)
{
// Scales base tumble gravity to FRACUNIT
const fixed_t baseGravity = FixedMul(DEFAULT_GRAVITY, TUMBLEGRAVITY);
// Adapt momz w/ gravity
fixed_t gravityAdjust = FixedDiv(P_GetMobjGravity(mo), baseGravity);
if (mo->eflags & MFE_UNDERWATER)
{
// Reverse doubled falling speed.
gravityAdjust /= 2;
}
return FixedMul(input, -gravityAdjust);
}
void K_TumblePlayer(player_t *player, mobj_t *inflictor, mobj_t *source, boolean soften)
{
(void)source;
K_DirectorFollowAttack(player, inflictor, source);
player->tumbleBounces = 1;
if (player->tripwireState == TRIPSTATE_PASSED)
{
player->tumbleHeight = 50;
}
else
{
player->mo->momx = 2 * player->mo->momx / 3;
player->mo->momy = 2 * player->mo->momy / 3;
player->tumbleHeight = 30;
}
player->pflags &= ~PF_TUMBLESOUND;
if (inflictor && !P_MobjWasRemoved(inflictor))
{
fixed_t addHeight = FixedHypot(FixedHypot(inflictor->momx, inflictor->momy) / 2, FixedHypot(player->mo->momx, player->mo->momy) / 2);
if (soften)
addHeight = FixedMul(addHeight, 6*FRACUNIT/10);
player->tumbleHeight += (addHeight / player->mo->scale);
player->tumbleHeight = min(200, player->tumbleHeight);
}
if (soften)
{
player->tumbleBounces = 2;
}
S_StartSound(player->mo, sfx_s3k9b);
player->mo->momz = K_TumbleZ(player->mo, player->tumbleHeight * FRACUNIT);
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
}
angle_t K_StumbleSlope(angle_t angle, angle_t pitch, angle_t roll)
{
fixed_t pitchMul = -FINESINE(angle >> ANGLETOFINESHIFT);
fixed_t rollMul = FINECOSINE(angle >> ANGLETOFINESHIFT);
angle_t slope = FixedMul(pitch, pitchMul) + FixedMul(roll, rollMul);
if (slope > ANGLE_180)
{
slope = InvAngle(slope);
}
return slope;
}
void K_StumblePlayer(player_t *player)
{
P_ResetPlayer(player);
#if 0
// Single, medium bounce
player->tumbleBounces = TUMBLEBOUNCES;
player->tumbleHeight = 30;
#else
// Two small bounces
player->tumbleBounces = TUMBLEBOUNCES-1;
player->tumbleHeight = 20;
#endif
player->pflags &= ~PF_TUMBLESOUND;
S_StartSound(player->mo, sfx_s3k9b);
// and then modulate momz like that...
player->mo->momz = K_TumbleZ(player->mo, player->tumbleHeight * FRACUNIT);
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
// Reset slope.
P_ResetPitchRoll(player->mo);
}
boolean K_CheckStumble(player_t *player, angle_t oldPitch, angle_t oldRoll, boolean fromAir)
{
angle_t steepVal = ANGLE_MAX;
angle_t oldSlope, newSlope;
angle_t slopeDelta;
// If you don't land upright on a slope, then you tumble,
// kinda like Kirby Air Ride
if (player->tumbleBounces)
{
// Already tumbling.
return false;
}
if (fromAir && player->airtime < STUMBLE_AIRTIME
&& player->airtime > 1) // ACHTUNG HACK, sorry. Ground-to-ground transitions sometimes have 1-tic airtime because collision blows
{
// Short airtime with no reaction window, probably a track traversal setpiece.
// Don't punish for these.
return false;
}
if ((player->mo->pitch == oldPitch)
&& (player->mo->roll == oldRoll))
{
// No change.
return false;
}
if (fromAir == true)
{
steepVal = STUMBLE_STEEP_VAL_AIR;
}
else
{
steepVal = STUMBLE_STEEP_VAL;
}
oldSlope = K_StumbleSlope(player->mo->angle, oldPitch, oldRoll);
if (oldSlope <= steepVal)
{
// Transferring from flat ground to a steep slope
// is a free action. (The other way around isn't, though.)
return false;
}
newSlope = K_StumbleSlope(player->mo->angle, player->mo->pitch, player->mo->roll);
slopeDelta = AngleDelta(oldSlope, newSlope);
if (slopeDelta <= steepVal)
{
// Needs to be VERY steep before we'll punish this.
return false;
}
// Oh jeez, you landed on your side.
// You get to tumble.
K_StumblePlayer(player);
return true;
}
void K_InitStumbleIndicator(player_t *player)
{
mobj_t *new = NULL;
if (player == NULL)
{
return;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
return;
}
if (P_MobjWasRemoved(player->stumbleIndicator) == false)
{
P_RemoveMobj(player->stumbleIndicator);
}
new = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SMOOTHLANDING);
P_SetTarget(&player->stumbleIndicator, new);
P_SetTarget(&new->target, player->mo);
new->renderflags |= RF_DONTDRAW;
}
void K_InitWavedashIndicator(player_t *player)
{
mobj_t *new = NULL;
if (player == NULL)
{
return;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
return;
}
if (P_MobjWasRemoved(player->wavedashIndicator) == false)
{
P_RemoveMobj(player->wavedashIndicator);
}
new = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_WAVEDASH);
P_SetTarget(&player->wavedashIndicator, new);
P_SetTarget(&new->target, player->mo);
new->renderflags |= RF_DONTDRAW;
}
void K_InitTrickIndicator(player_t *player)
{
mobj_t *new = NULL;
if (player == NULL)
{
return;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
return;
}
if (P_MobjWasRemoved(player->trickIndicator) == false)
{
if (P_MobjWasRemoved(player->trickIndicator->tracer) == false)
{
P_RemoveMobj(player->trickIndicator->tracer);
}
P_RemoveMobj(player->trickIndicator);
}
UINT32 invis = (RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(player));
new = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_TRICKINDICATOR);
P_SetMobjState(new, S_INVISIBLE);
P_SetTarget(&player->trickIndicator, new);
P_SetTarget(&new->target, player->mo);
new->renderflags |= invis;
mobj_t *secondlayer = P_SpawnMobjFromMobj(new, 0, 0, 0, MT_OVERLAY);
P_SetMobjState(secondlayer, S_INVISIBLE);
P_SetTarget(&new->tracer, secondlayer);
P_SetTarget(&secondlayer->target, new);
secondlayer->renderflags |= invis;
secondlayer->dispoffset = 1;
secondlayer->flags |= MF_DONTENCOREMAP;
}
void K_UpdateStumbleIndicator(player_t *player)
{
const angle_t fudge = ANG15;
mobj_t *mobj = NULL;
boolean air = false;
angle_t steepVal = STUMBLE_STEEP_VAL;
angle_t slopeSteep = 0;
angle_t steepRange = ANGLE_90;
INT32 delta = 0;
INT32 trans = 0;
if (player == NULL)
{
return;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
return;
}
if (player->stumbleIndicator == NULL || P_MobjWasRemoved(player->stumbleIndicator) == true)
{
K_InitStumbleIndicator(player);
return;
}
mobj = player->stumbleIndicator;
P_MoveOrigin(mobj, player->mo->x, player->mo->y, player->mo->z + (player->mo->height / 2));
air = !P_IsObjectOnGround(player->mo);
steepVal = (air ? STUMBLE_STEEP_VAL_AIR : STUMBLE_STEEP_VAL) - fudge;
slopeSteep = max(AngleDelta(player->mo->pitch, 0), AngleDelta(player->mo->roll, 0));
delta = 0;
if (slopeSteep > steepVal)
{
angle_t testAngles[2];
INT32 testDeltas[2];
UINT8 i;
testAngles[0] = R_PointToAngle2(0, 0, player->mo->pitch, player->mo->roll);
testAngles[1] = R_PointToAngle2(0, 0, -player->mo->pitch, -player->mo->roll);
for (i = 0; i < 2; i++)
{
testDeltas[i] = AngleDeltaSigned(player->mo->angle, testAngles[i]);
}
if (abs(testDeltas[1]) < abs(testDeltas[0]))
{
delta = testDeltas[1];
}
else
{
delta = testDeltas[0];
}
}
if (delta < 0)
{
mobj->renderflags |= RF_HORIZONTALFLIP;
}
else
{
mobj->renderflags &= ~RF_HORIZONTALFLIP;
}
if (air && player->airtime < STUMBLE_AIRTIME)
delta = 0;
steepRange = ANGLE_90 - steepVal;
delta = max(0, abs(delta) - ((signed)steepVal));
trans = ((FixedDiv(AngleFixed(delta), AngleFixed(steepRange)) * (NUMTRANSMAPS - 2)) + (FRACUNIT/2)) / FRACUNIT;
if (trans < 0)
{
trans = 0;
}
if (trans > (NUMTRANSMAPS - 2))
{
trans = (NUMTRANSMAPS - 2);
}
// invert
trans = (NUMTRANSMAPS - 2) - trans;
mobj->renderflags |= RF_DONTDRAW;
if (trans < (NUMTRANSMAPS - 2))
{
mobj->renderflags &= ~(RF_TRANSMASK | K_GetPlayerDontDrawFlag(player));
if (trans != 0)
{
mobj->renderflags |= (trans << RF_TRANSSHIFT);
}
}
}
static boolean K_IsLosingWavedash(player_t *player)
{
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
return true;
if (!K_Sliptiding(player) && player->wavedash < MIN_WAVEDASH_CHARGE)
return true;
if (!K_Sliptiding(player) && player->drift == 0
&& P_IsObjectOnGround(player->mo) && player->sneakertimer == 0 && player->panelsneakertimer == 0
&& player->driftboost == 0)
return true;
return false;
}
void K_UpdateWavedashIndicator(player_t *player)
{
mobj_t *mobj = NULL;
if (player == NULL)
{
return;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
return;
}
if (player->wavedashIndicator == NULL || P_MobjWasRemoved(player->wavedashIndicator) == true)
{
K_InitWavedashIndicator(player);
player->vortexBoost = 0;
return;
}
mobj = player->wavedashIndicator;
angle_t momentumAngle = K_MomentumAngle(player->mo);
P_MoveOrigin(mobj, player->mo->x - FixedMul(40*mapobjectscale, FINECOSINE(momentumAngle >> ANGLETOFINESHIFT)),
player->mo->y - FixedMul(40*mapobjectscale, FINESINE(momentumAngle >> ANGLETOFINESHIFT)),
player->mo->z + (player->mo->height / 2));
mobj->angle = momentumAngle + ANGLE_90;
P_SetScale(mobj, 3 * player->mo->scale / 2);
// No stored boost (or negligible enough that it might be a mistake)
if (player->wavedash <= HIDEWAVEDASHCHARGE)
{
mobj->renderflags |= RF_DONTDRAW;
mobj->frame = 7;
return;
}
mobj->renderflags &= ~RF_DONTDRAW;
UINT32 chargeFrame = 7 - min(7, player->wavedash / 100);
UINT32 decayFrame = min(7, player->wavedashdelay / 2);
if (max(chargeFrame, decayFrame) > mobj->frame)
mobj->frame++;
else if (max(chargeFrame, decayFrame) < mobj->frame)
mobj->frame--;
if (K_Sliptiding(player))
{
player->vortexBoost = 0;
}
else
{
player->vortexBoost = Easing_InCubic(mobj->frame*FRACUNIT/7, FRACUNIT, 0);
}
mobj->renderflags &= ~RF_TRANSMASK;
mobj->renderflags |= RF_PAPERSPRITE;
if (player->wavedash < MIN_WAVEDASH_CHARGE)
mobj->renderflags |= RF_TRANS50;
if (K_IsLosingWavedash(player))
{
// Decay timer's ticking
mobj->rollangle += 3*ANG30/4;
if (leveltime % 2 == 0)
mobj->renderflags |= RF_TRANS50;
}
else
{
// Storing boost
mobj->rollangle += 3*ANG15/4;
}
}
static mobj_t *K_TrickCatholocismBlast(mobj_t *trickIndicator, fixed_t destscale, angle_t rollangle)
{
// It's my last minute visual effect and I get to choose the ridiculous function name - toast 061123
mobj_t *catholocismBlast = P_SpawnGhostMobj(trickIndicator); // HOLY?
catholocismBlast->height = 1;
catholocismBlast->destscale = destscale;
catholocismBlast->fuse = 12;
catholocismBlast->rollangle = rollangle;
catholocismBlast->dispoffset = -1;
return catholocismBlast;
}
void K_UpdateTrickIndicator(player_t *player)
{
mobj_t *mobj = NULL;
if (player == NULL)
{
return;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
return;
}
if (player->trickIndicator == NULL
|| P_MobjWasRemoved(player->trickIndicator) == true
|| player->trickIndicator->tracer == NULL
|| P_MobjWasRemoved(player->trickIndicator->tracer) == true)
{
K_InitTrickIndicator(player);
return;
}
mobj = player->trickIndicator;
statenum_t test = (mobj->state-states);
if (test >= S_TRICKINDICATOR_UNDERLAY_ARROW)
return;
const fixed_t onidistance = 150*mapobjectscale;
P_MoveOrigin(
mobj,
player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle, onidistance),
player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle, onidistance),
player->mo->z + (player->mo->height / 2));
mobj->angle = player->mo->angle + ANGLE_90;
if (player->trickpanel == TRICKSTATE_NONE
&& test != S_INVISIBLE)
{
K_TrickCatholocismBlast(mobj, 1, ANGLE_22h);
P_SetMobjState(mobj, S_INVISIBLE);
P_SetMobjState(mobj->tracer, S_INVISIBLE);
}
}
static boolean K_LastTumbleBounceCondition(player_t *player)
{
return (player->tumbleBounces > TUMBLEBOUNCES && player->tumbleHeight < 60);
}
// Bumpers give you bonus launch height and speed, strengthening your DI to help evade combos.
// bumperinflate visuals are handled by MT_BATTLEBUMPER, but the effects are in K_KartPlayerThink.
void K_BumperInflate(player_t *player)
{
if (!player || P_MobjWasRemoved(player->mo))
return;
if (!(gametyperules & GTR_BUMPERS))
return;
player->bumperinflate = 3;
if (player->mo->health > 1)
S_StartSound(player->mo, sfx_cdpcm9);
}
static void K_HandleTumbleBounce(player_t *player)
{
player->tumbleBounces++;
player->tumbleHeight = (player->tumbleHeight * ((player->tumbleHeight > 100) ? 3 : 4)) / 5;
player->pflags &= ~PF_TUMBLESOUND;
if (player->markedfordeath)
{
if (player->exiting == false && specialstageinfo.valid == true)
{
// markedfordeath is when player's die at -20 rings
HU_DoTitlecardCEcho(player, "NOT ENOUGH\\RINGS...", false);
}
player->markedfordeath = false;
P_StartQuakeFromMobj(5, 64 * player->mo->scale, 4096 * player->mo->scale, player->mo);
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL);
return;
}
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->pflags & PF_TUMBLELASTBOUNCE)
{
// End tumble state
player->tumbleBounces = 0;
player->pflags &= ~PF_TUMBLELASTBOUNCE; // Reset for next time
return;
}
else
{
// One last bounce at the minimum height, to reset the animation
player->tumbleHeight = 10;
player->pflags |= PF_TUMBLELASTBOUNCE;
player->mo->rollangle = 0; // p_user.c will stop rotating the player automatically
P_ResetPitchRoll(player->mo); // Prevent Kodachrome Void infinite
}
}
K_BumperInflate(player);
// A bit of damage hitlag.
// This gives a window for DI!!
K_AddHitLag(player->mo, 3, true);
if (player->tumbleHeight >= 40)
{
// funny earthquakes for the FEEL
P_StartQuakeFromMobj(6, (player->tumbleHeight * 3 * player->mo->scale) / 2, 512 * player->mo->scale, player->mo);
}
S_StartSound(player->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;
// and then modulate momz like that...
player->mo->momz = K_TumbleZ(player->mo, player->tumbleHeight * FRACUNIT);
}
// 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->pflags & PF_TUMBLESOUND) && momz < -10*player->mo->scale)
{
S_StartSound(player->mo, sfx_s3k51);
player->pflags |= PF_TUMBLESOUND;
}
}
void K_TumbleInterrupt(player_t *player)
{
// If player was tumbling, set variables so that they don't tumble like crazy after they're done respawning
if (player->tumbleBounces > 0)
{
player->tumbleBounces = 0; // MAXBOUNCES-1;
player->pflags &= ~PF_TUMBLELASTBOUNCE;
//players->tumbleHeight = 20;
player->transfer = 0;
player->mo->rollangle = 0;
player->spinouttype = KSPIN_WIPEOUT;
player->spinouttimer = player->wipeoutslow = TICRATE+2;
}
}
void K_ApplyTripWire(player_t *player, tripwirestate_t state)
{
// We are either softlocked or wildly misbehaving. Stop that!
if (state == TRIPSTATE_BLOCKED && player->tripwireReboundDelay && (player->speed > 5 * K_GetKartSpeed(player, false, false)))
K_TumblePlayer(player, NULL, NULL, false);
if (state == TRIPSTATE_PASSED)
{
S_StartSound(player->mo, sfx_ssa015);
if (player->roundconditions.tripwire_hyuu == false
&& player->hyudorotimer > 0)
{
player->roundconditions.tripwire_hyuu = true;
player->roundconditions.checkthisframe = true;
}
if (player->tripwirePass == TRIPWIRE_CONSUME && player->tripwireLeniency == 0)
{
if (player->curshield == KSHIELD_TOP)
{
S_StartSound(player->mo, sfx_kc65); // Player's handling is about to change, alert them!
Obj_GardenTopDestroy(player);
}
}
player->tripwireLeniency += TICRATE/2;
}
else if (state == TRIPSTATE_BLOCKED)
{
S_StartSound(player->mo, sfx_kc40);
player->tripwireReboundDelay = 60;
if (player->curshield == KSHIELD_BUBBLE)
player->tripwireReboundDelay *= 2;
}
player->tripwireState = state;
if (player->hyudorotimer <= 0)
{
K_AddHitLag(player->mo, 10, false);
player->mo->hitlag -= min(player->mo->hitlag, player->tripwireUnstuck/4);
}
if (state == TRIPSTATE_PASSED && player->spinouttimer &&
player->speed > K_PlayerTripwireSpeedThreshold(player))
{
K_TumblePlayer(player, NULL, NULL, false);
}
player->tripwireUnstuck += 10;
}
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;
fixed_t spbMultiplier = FRACUNIT;
(void)source;
K_DirectorFollowAttack(player, inflictor, source);
if (inflictor != NULL && P_MobjWasRemoved(inflictor) == false)
{
if (inflictor->type == MT_SPBEXPLOSION && inflictor->movefactor)
{
if (modeattacking & ATTACKING_SPB)
{
P_DamageMobj(player->mo, inflictor, source, 1, DMG_INSTAKILL);
player->SPBdistance = 0;
Music_StopAll();
}
spbMultiplier = inflictor->movefactor;
if (spbMultiplier <= 0)
{
// Convert into stumble.
K_StumblePlayer(player);
return 0;
}
else if (spbMultiplier < FRACUNIT)
{
spbMultiplier = FRACUNIT;
}
}
}
player->mo->momz = 18 * mapobjectscale * P_MobjFlip(player->mo); // please stop forgetting mobjflip checks!!!!
player->mo->momx = player->mo->momy = 0;
player->spinouttype = KSPIN_EXPLOSION;
player->spinouttimer = (3*TICRATE/2)+2;
if (spbMultiplier != FRACUNIT)
{
player->mo->momz = FixedMul(player->mo->momz, spbMultiplier);
player->spinouttimer = FixedMul(player->spinouttimer, spbMultiplier + ((spbMultiplier - FRACUNIT) / 2));
ringburst = FixedMul(ringburst * FRACUNIT, spbMultiplier) / FRACUNIT;
if (ringburst > 20)
{
ringburst = 20;
}
}
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = (117 * player->mo->momz) / 200;
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
return ringburst;
}
// This kind of wipeout happens with no rings -- doesn't remove a bumper, has no invulnerability, and is much shorter.
void K_DebtStingPlayer(player_t *player, mobj_t *source)
{
INT32 length = TICRATE;
if (source->player)
{
length += (4 * (source->player->kartweight - player->kartweight));
}
player->spinouttype = KSPIN_STUNG;
player->spinouttimer = length;
player->wipeoutslow = min(length-1, wipeoutslowtime+1);
player->ringvisualwarning = TICRATE*2;
player->stingfx = true;
if (P_IsDisplayPlayer(player) && !player->exiting)
S_StartSoundAtVolume(NULL, sfx_sting0, 200);
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
}
void K_GiveBumpersToPlayer(player_t *player, player_t *victim, UINT8 amount)
{
const UINT8 oldPlayerBumpers = K_Bumpers(player);
UINT8 tookBumpers = 0;
while (tookBumpers < amount)
{
const UINT8 newbumper = (oldPlayerBumpers + tookBumpers);
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;
if (victim)
{
P_SetTarget(&newmo->tracer, victim->mo);
}
P_SetTarget(&newmo->target, player->mo);
newmo->angle = (diff * (newbumper-1));
newmo->color = (victim ? victim : player)->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);
}
tookBumpers++;
}
// :jartcookiedance:
player->mo->health += tookBumpers;
}
void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount)
{
amount = min(amount, K_Bumpers(victim));
if (amount == 0)
{
return;
}
K_GiveBumpersToPlayer(player, victim, amount);
// Play steal sound
S_StartSound(player->mo, sfx_3db06);
}
void K_GivePointsToPlayer(player_t *player, player_t *victim, UINT8 amount)
{
P_AddPlayerScore(player, amount);
K_SpawnBattlePoints(player, victim, amount);
}
#define MINEQUAKEDIST 4096
// Does the proximity screen flash and quake for explosions
void K_MineFlashScreen(mobj_t *source)
{
INT32 pnum;
player_t *p;
if (P_MobjWasRemoved(source))
{
return;
}
S_StartSound(source, sfx_s3k4e);
P_StartQuakeFromMobj(18, 55 * source->scale, MINEQUAKEDIST * source->scale, source);
// check for potential display players near the source so we can have a sick 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) < source->scale * MINEQUAKEDIST)
{
if (!bombflashtimer && P_CheckSight(p->mo, source))
{
bombflashtimer = TICRATE*2;
P_FlashPal(p, PAL_WHITE, 1);
}
}
}
}
// Spawns the purely visual explosion
void K_SpawnMineExplosion(mobj_t *source, skincolornum_t color, tic_t delay)
{
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;
K_MatchGenericExtraFlags(smoldering, source);
smoldering->tics = TICRATE*3;
smoldering->hitlag += delay;
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));
dust->hitlag += delay;
dust->renderflags |= RF_DONTDRAW;
truc = P_SpawnMobj(source->x + P_RandomRange(PR_EXPLOSION, -radius, radius)*FRACUNIT,
source->y + P_RandomRange(PR_EXPLOSION, -radius, radius)*FRACUNIT,
source->z + P_RandomRange(PR_EXPLOSION, 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(PR_EXPLOSION, -speed, speed)*FRACUNIT;
truc->momy = P_RandomRange(PR_EXPLOSION, -speed, speed)*FRACUNIT;
speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS;
truc->momz = P_RandomRange(PR_EXPLOSION, -speed, speed)*FRACUNIT*P_MobjFlip(truc);
if (truc->eflags & MFE_UNDERWATER)
truc->momz = (117 * truc->momz) / 200;
truc->color = color;
truc->hitlag += delay;
truc->renderflags |= RF_DONTDRAW;
}
for (i = 0; i < 16; i++)
{
dust = P_SpawnMobj(source->x + P_RandomRange(PR_EXPLOSION, -radius, radius)*FRACUNIT,
source->y + P_RandomRange(PR_EXPLOSION, -radius, radius)*FRACUNIT,
source->z + P_RandomRange(PR_EXPLOSION, 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(PR_EXPLOSION, FixedMul(3*FRACUNIT, source->scale)>>FRACBITS, FixedMul(7*FRACUNIT, source->scale)>>FRACBITS)*FRACUNIT;
dust->hitlag += delay;
dust->renderflags |= RF_DONTDRAW;
truc = P_SpawnMobj(source->x + P_RandomRange(PR_EXPLOSION, -radius, radius)*FRACUNIT,
source->y + P_RandomRange(PR_EXPLOSION, -radius, radius)*FRACUNIT,
source->z + P_RandomRange(PR_EXPLOSION, 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(PR_EXPLOSION, -speed, speed)*FRACUNIT;
truc->momy = P_RandomRange(PR_EXPLOSION, -speed, speed)*FRACUNIT;
speed = FixedMul(15*FRACUNIT, source->scale)>>FRACBITS;
speed2 = FixedMul(45*FRACUNIT, source->scale)>>FRACBITS;
truc->momz = P_RandomRange(PR_EXPLOSION, speed, speed2)*FRACUNIT*P_MobjFlip(truc);
if (P_RandomChance(PR_EXPLOSION, FRACUNIT/2))
truc->momz = -truc->momz;
if (truc->eflags & MFE_UNDERWATER)
truc->momz = (117 * truc->momz) / 200;
truc->tics = TICRATE*2;
truc->color = color;
truc->hitlag += delay;
truc->renderflags |= RF_DONTDRAW;
}
Obj_SpawnBrolyKi(source, delay);
}
#undef MINEQUAKEDIST
void K_SpawnLandMineExplosion(mobj_t *source, skincolornum_t color, tic_t delay)
{
mobj_t *smoldering;
mobj_t *expl;
UINT8 i;
// Spawn smoke remains:
smoldering = P_SpawnMobj(source->x, source->y, source->z, MT_SMOLDERING);
P_SetScale(smoldering, source->scale);
smoldering->tics = TICRATE*3;
smoldering->hitlag = delay;
// spawn a few physics explosions
for (i = 0; i < 15; i++)
{
expl = P_SpawnMobj(source->x, source->y, source->z + source->scale, MT_BOOMEXPLODE);
expl->color = color;
expl->tics = (i+1);
expl->hitlag = delay;
expl->renderflags |= RF_DONTDRAW;
//K_MatchGenericExtraFlags(expl, actor);
P_SetScale(expl, source->scale*4);
expl->momx = P_RandomRange(PR_EXPLOSION, -3, 3)*source->scale/2;
expl->momy = P_RandomRange(PR_EXPLOSION, -3, 3)*source->scale/2;
// 100/45 = 2.22 fu/t
expl->momz = ((i+1)*source->scale*5/2)*P_MobjFlip(expl);
}
}
fixed_t K_GetItemScaleConst(fixed_t scale)
{
if (scale >= FixedMul(GROW_PHYSICS_SCALE, mapobjectscale))
{
return ITEMSCALE_GROW;
}
else if (scale <= FixedMul(SHRINK_PHYSICS_SCALE, mapobjectscale))
{
return ITEMSCALE_SHRINK;
}
else
{
return ITEMSCALE_NORMAL;
}
}
fixed_t K_ItemScaleFromConst(UINT8 item_scale_const)
{
switch (item_scale_const)
{
case ITEMSCALE_GROW:
return FixedMul(GROW_SCALE, mapobjectscale);
case ITEMSCALE_SHRINK:
return FixedMul(SHRINK_SCALE, mapobjectscale);
default:
return mapobjectscale;
}
}
fixed_t K_ItemScaleForPlayer(player_t *player)
{
return K_ItemScaleFromConst(player->itemscale);
}
fixed_t K_DefaultPlayerRadius(player_t *player)
{
mobj_t *top = K_GetGardenTop(player);
if (top)
{
return top->radius;
}
return FixedMul(player->mo->scale,
player->mo->info->radius);
}
static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, INT32 flags2, fixed_t speed, fixed_t dir)
{
mobj_t *th;
fixed_t x, y, z;
fixed_t topspeed = K_GetKartSpeed(source->player, false, false);
fixed_t finalspeed = speed;
fixed_t finalscale = mapobjectscale;
mobj_t *throwmo;
if (source->player != NULL)
{
const angle_t delta = AngleDelta(source->angle, an);
// Correct for angle difference when applying missile speed boosts. (Don't boost backshots!)
const fixed_t deltaFactor = FixedDiv(AngleFixed(ANGLE_180 - delta), 180 * FRACUNIT);
if (source->player->itemscale == ITEMSCALE_SHRINK)
{
// Nerf the base item speed a bit.
speed = finalspeed = FixedMul(speed, SHRINK_PHYSICS_SCALE);
}
if (source->player->speed > topspeed)
{
// Multiply speed to be proportional to your own, boosted maxspeed.
// (Dramatic "railgun" effect when fast players fire missiles.)
finalspeed = max(speed, FixedMul(
speed,
FixedMul(
FixedDiv(source->player->speed, topspeed),
deltaFactor
)
));
}
// ...and add player speed on top, to make sure you're never traveling faster than an item you throw.
finalspeed += FixedMul(source->player->speed, deltaFactor);
finalscale = K_ItemScaleForPlayer(source->player);
if (type == MT_GARDENTOP)
{
mobj_t *top = K_GetGardenTop(source->player);
if (top)
{
finalscale = top->scale;
}
}
}
if (type == MT_BUBBLESHIELDTRAP)
{
finalscale = source->scale;
}
if (dir < 0)
{
fixed_t nerf = FRACUNIT;
// Backwards nerfs
switch (type)
{
case MT_ORBINAUT:
case MT_GACHABOM:
// These items orbit in place.
// Look for a tight radius...
nerf = FRACUNIT/4;
break;
default:
break;
}
if (finalspeed != FRACUNIT)
{
// Scale to gamespeed for consistency
finalspeed = FixedMul(finalspeed, FixedDiv(nerf, K_GetKartGameSpeedScalar(gamespeed)));
}
}
x = source->x + source->momx + FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT));
y = source->y + source->momy + FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT));
z = P_GetZAt(source->standingslope, x, y, source->z); // spawn on the ground please
th = P_SpawnMobj(x, y, z, type); // this will never return null because collision isn't processed here
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, finalscale);
th->destscale = finalscale;
th->angle = an;
th->momx = FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT));
th->momy = FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT));
th->momz = source->momz;
if (source->player != NULL)
{
th->cusval = source->player->itemscale;
}
switch (type)
{
case MT_ORBINAUT:
Obj_OrbinautThrown(th, finalspeed, dir);
break;
case MT_JAWZ:
Obj_JawzThrown(th, finalspeed, dir);
break;
case MT_SPB:
Obj_SPBThrown(th, 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;
case MT_GARDENTOP:
th->movefactor = finalspeed;
break;
case MT_GACHABOM:
Obj_GachaBomThrown(th, finalspeed, dir);
break;
default:
break;
}
// I'm calling P_SetOrigin to update the floorz if this
// object can run on water. However, P_CanRunOnWater
// requires that the object is already on the ground, so
// floorz needs to be set beforehand too.
th->floorz = source->floorz;
th->ceilingz = source->ceilingz;
// Get floorz and ceilingz
P_SetOrigin(th, x, y, z);
if (P_MobjWasRemoved(th))
return NULL;
if ((P_IsObjectFlipped(th)
? th->ceilingz - source->ceilingz
: th->floorz - source->floorz) > P_GetThingStepUp(th, x, y))
{
// Assuming this is on the boundary of a sector and
// the wall is too tall... I'm not bothering with
// trying to find where the line is. Just nudge this
// object back a bit so it (hopefully) doesn't
// teleport on top of the ledge.
const fixed_t r = abs(th->radius - source->radius);
x = source->x - FixedMul(r, FSIN(an));
y = source->y - FixedMul(r, FCOS(an));
z = P_GetZAt(source->standingslope, x, y, source->z);
P_SetOrigin(th, x, y, z);
if (P_MobjWasRemoved(th))
return NULL;
}
if (P_IsObjectOnGround(source))
{
// If the player is on the ground, make sure the
// missile spawns on the ground, so it smoothly
// travels down stairs.
// FIXME: This needs a more elegant solution because
// if multiple stairs are crossed, the height
// difference in the end is too great (this affects
// slopes too).
const fixed_t tz = P_IsObjectFlipped(th) ? th->ceilingz - th->height : th->floorz;
if (abs(tz - z) <= P_GetThingStepUp(th, x, y))
{
z = tz;
th->z = z;
}
}
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 th;
}
UINT16 K_DriftSparkColor(player_t *player, INT32 charge)
{
const INT32 dsone = K_GetKartDriftSparkValueForStage(player, 1);
const INT32 dstwo = K_GetKartDriftSparkValueForStage(player, 2);
const INT32 dsthree = K_GetKartDriftSparkValueForStage(player, 3);
const INT32 dsfour = K_GetKartDriftSparkValueForStage(player, 4);
UINT16 color = SKINCOLOR_NONE;
if (charge < 0)
{
// Stage 0: Grey
color = SKINCOLOR_SILVER;
}
else if (charge >= dsfour)
{
// Stage 4: Rainbow
if (charge <= dsfour+(32*3))
{
// transition
color = SKINCOLOR_SILVER;
}
else
{
color = K_RainbowColor(leveltime);
}
}
else if (charge >= dsthree)
{
// Stage 3: Blue
if (charge <= dsthree+(16*3))
{
// transition 1
color = SKINCOLOR_TAFFY;
}
else if (charge <= dsthree+(32*3))
{
// transition 2
color = SKINCOLOR_NOVA;
}
else
{
color = SKINCOLOR_BLUE;
}
}
else if (charge >= dstwo)
{
// Stage 2: Red
if (charge <= dstwo+(32*3))
{
// transition
color = SKINCOLOR_TANGERINE;
}
else
{
color = SKINCOLOR_KETCHUP;
}
}
else if (charge >= dsone)
{
// Stage 1: Yellow
if (charge <= dsone+(32*3))
{
// transition
color = SKINCOLOR_TAN;
}
else
{
color = SKINCOLOR_GOLD;
}
}
return color;
}
static void K_SpawnDriftElectricity(player_t *player)
{
UINT8 i;
UINT16 color = K_DriftSparkColor(player, player->driftcharge);
mobj_t *mo = player->mo;
fixed_t vr = FixedDiv(mo->radius/3, mo->scale); // P_SpawnMobjFromMobj will rescale
fixed_t horizontalradius = FixedDiv(5*mo->radius/3, mo->scale);
angle_t verticalangle = K_MomentumAngle(mo) + ANGLE_180; // points away from the momentum angle
for (i = 0; i < 2; i++)
{
// i == 0 is right, i == 1 is left
mobj_t *spark;
angle_t horizonatalangle = verticalangle + (i ? ANGLE_90 : ANGLE_270);
angle_t sparkangle = verticalangle + ANGLE_180;
fixed_t verticalradius = vr; // local version of the above so we can modify it
fixed_t scalefactor = 0; // positive values enlarge sparks, negative values shrink them
fixed_t x, y;
if (player->drift == 0)
; // idk what you're doing spawning drift sparks when you're not drifting but you do you
else
{
scalefactor = -(2*i - 1) * min(max(player->steering, -1), 1) * FRACUNIT;
if ((player->drift > 0) == !(i)) // inwards spark should be closer to the player
verticalradius = 0;
}
x = P_ReturnThrustX(mo, verticalangle, verticalradius)
+ P_ReturnThrustX(mo, horizonatalangle, horizontalradius);
y = P_ReturnThrustY(mo, verticalangle, verticalradius)
+ P_ReturnThrustY(mo, horizonatalangle, horizontalradius);
spark = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRIFTELECTRICITY);
spark->angle = sparkangle;
spark->momx = mo->momx;
spark->momy = mo->momy;
spark->momz = mo->momz;
spark->color = color;
K_GenericExtraFlagsNoZAdjust(spark, mo);
P_SetTarget(&spark->owner, mo);
spark->renderflags |= RF_REDUCEVFX;
spark->spritexscale += scalefactor/3;
spark->spriteyscale += scalefactor/8;
}
}
void K_SpawnDriftElectricSparks(player_t *player, int color, boolean shockwave)
{
SINT8 hdir, vdir, i;
int shockscale = shockwave ? 2 : 1;
mobj_t *mo = player->mo;
angle_t momangle = K_MomentumAngle(mo) + ANGLE_180;
fixed_t radius = 2 * FixedDiv(mo->radius, mo->scale); // P_SpawnMobjFromMobj will rescale
fixed_t x = P_ReturnThrustX(mo, momangle, radius);
fixed_t y = P_ReturnThrustY(mo, momangle, radius);
fixed_t z = FixedDiv(mo->height, 2 * mo->scale); // P_SpawnMobjFromMobj will rescale
fixed_t sparkspeed = mobjinfo[MT_DRIFTELECTRICSPARK].speed;
fixed_t sparkradius = 2 * shockscale * mobjinfo[MT_DRIFTELECTRICSPARK].radius;
if (player->trickcharge && !shockwave)
{
mobj_t *release = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_CHARGERELEASE);
P_SetTarget(&release->target, mo);
release->tics = 40;
release->scale /= 5;
release->destscale *= 2;
release->scalespeed = release->scale/2;
}
for (hdir = -1; hdir <= 1; hdir += 2)
{
for (vdir = -1; vdir <= 1; vdir += 2)
{
fixed_t hspeed = FixedMul(hdir * sparkspeed, mo->scale); // P_InstaThrust treats speed as absolute
fixed_t vspeed = vdir * sparkspeed; // P_SetObjectMomZ scales speed with object scale
angle_t sparkangle = mo->angle + ANGLE_45;
mobj_t *spark;
for (i = 0; i < 4; i++)
{
fixed_t xoff = P_ReturnThrustX(mo, sparkangle, sparkradius);
fixed_t yoff = P_ReturnThrustY(mo, sparkangle, sparkradius);
if (player->trickcharge && !shockwave)
spark = P_SpawnMobjFromMobj(mo, x + xoff, y + yoff, z, MT_CHARGEEXTRA);
else
spark = P_SpawnMobjFromMobj(mo, x + xoff, y + yoff, z, MT_DRIFTELECTRICSPARK);
spark->angle = sparkangle;
spark->color = color;
P_InstaThrust(spark, mo->angle + ANGLE_90, hspeed);
P_SetObjectMomZ(spark, vspeed, false);
spark->momx += mo->momx; // copy player speed
spark->momy += mo->momy;
spark->momz += P_GetMobjZMovement(mo);
spark->destscale = shockscale * spark->scale;
P_SetScale(spark, shockscale * spark->scale);
if (shockwave)
{
spark->frame |= FF_ADD;
}
else if (player->trickcharge)
{
spark->tics = 20;
}
sparkangle += ANGLE_90;
P_SetTarget(&spark->owner, mo);
spark->renderflags |= RF_REDUCEVFX;
}
}
}
S_ReducedVFXSound(mo, sfx_s3k45, player);
}
static void K_SpawnDriftSparks(player_t *player)
{
const INT32 dsone = K_GetKartDriftSparkValueForStage(player, 1);
const INT32 dstwo = K_GetKartDriftSparkValueForStage(player, 2);
const INT32 dsthree = K_GetKartDriftSparkValueForStage(player, 3);
const INT32 dsfour = K_GetKartDriftSparkValueForStage(player, 4);
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->drift
|| (player->driftcharge < dsone && !(player->driftcharge < 0)))
return;
travelangle = player->mo->angle-(ANGLE_45/5)*player->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->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 = P_GetMobjZMovement(player->mo)/2;
spark->color = K_DriftSparkColor(player, player->driftcharge);
if (player->driftcharge < 0)
{
// Stage 0: Yellow
size = 0;
}
else if (player->driftcharge >= dsfour)
{
// Stage 4: Rainbow
size = 2;
trail = 2;
if (player->driftcharge <= (dsfour)+(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->driftcharge >= dsthree)
{
// Stage 3: Purple
size = 2;
trail = 1;
if (player->driftcharge <= dsthree+(32*3))
{
// transition
P_SetScale(spark, (spark->destscale = spark->scale*3/2));
}
}
else if (player->driftcharge >= dstwo)
{
// Stage 2: Blue
size = 2;
trail = 1;
if (player->driftcharge <= dstwo+(32*3))
{
// transition
P_SetScale(spark, (spark->destscale = spark->scale*3/2));
}
}
else
{
// Stage 1: Red
size = 1;
if (player->driftcharge <= dsone+(32*3))
{
// transition
P_SetScale(spark, (spark->destscale = spark->scale*2));
}
}
if ((player->drift > 0 && player->steering > 0) // Inward drifts
|| (player->drift < 0 && player->steering < 0))
{
if ((player->drift < 0 && (i & 1))
|| (player->drift > 0 && !(i & 1)))
{
size++;
}
else if ((player->drift < 0 && !(i & 1))
|| (player->drift > 0 && (i & 1)))
{
size--;
}
}
else if ((player->drift > 0 && player->steering < 0) // Outward drifts
|| (player->drift < 0 && player->steering > 0))
{
if ((player->drift < 0 && (i & 1))
|| (player->drift > 0 && !(i & 1)))
{
size--;
}
else if ((player->drift < 0 && !(i & 1))
|| (player->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);
P_SetTarget(&spark->owner, player->mo);
spark->renderflags |= RF_REDUCEVFX;
}
if (player->driftcharge >= dsthree)
{
K_SpawnDriftElectricity(player);
}
}
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, true))
return;
travelangle = K_MomentumAngle(player->mo);
//S_StartSound(player->mo, sfx_s3k47);
{
newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle - (player->aizdriftstrat*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale));
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle - (player->aizdriftstrat*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale));
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_AIZDRIFTSTRAT);
spark->angle = travelangle+(player->aizdriftstrat*ANGLE_90);
P_SetScale(spark, (spark->destscale = (4*player->mo->scale)>>2));
fixed_t tiltmod = FixedDiv(abs(player->aizdrifttilt), ANGLE_22h);
spark->destscale = FixedMul(spark->destscale, tiltmod);
spark->scale = FixedMul(spark->scale, tiltmod);
spark->momx = (6*player->mo->momx)/5;
spark->momy = (6*player->mo->momy)/5;
spark->momz = P_GetMobjZMovement(player->mo);
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->hyudorotimer != 0)
return;
if (player->mo->eflags & MFE_VERTICALFLIP)
ground = player->mo->ceilingz;
else
ground = player->mo->floorz;
if (player->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;
UINT8 invanimnum; // Current sparkle animation number
INT32 invtime;// Invincibility time left, in seconds
UINT8 index = 0;
fixed_t newx, newy, newz;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
if (leveltime & 2)
index = 1;
invtime = mo->player->invincibilitytimer/TICRATE+1;
//CONS_Printf("%d\n", index);
newx = mo->x + (P_RandomRange(PR_DECORATION, -rad, rad)*FRACUNIT);
newy = mo->y + (P_RandomRange(PR_DECORATION, -rad, rad)*FRACUNIT);
newz = mo->z + (P_RandomRange(PR_DECORATION, 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(PR_DECORATION, 0, 1) ? 1 : -1; // Rotation direction?
sparkle->cvmem = P_RandomRange(PR_DECORATION, -25, 25)*mo->scale; // Vertical "angle"
K_FlipFromObject(sparkle, mo);
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]);
if (mo->player->invincibilitytimer > itemtime+(2*TICRATE))
{
sparkle->color = mo->color;
sparkle->colorized = true;
}
}
void K_SpawnWipeoutTrail(mobj_t *mo)
{
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(PR_DECORATION,-8,8) << FRACBITS),
mo->y + FixedMul(24*mo->scale, FINESINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(PR_DECORATION,-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);
}
void K_SpawnFireworkTrail(mobj_t *mo)
{
mobj_t *dust;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
dust = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_WIPEOUTTRAIL);
P_SetTarget(&dust->target, mo);
dust->angle = K_MomentumAngle(mo);
P_SetMobjState(dust, S_FIREWORKTRAIL1);
if (mo->player)
dust->color = mo->player->skincolor;
else
dust->color = mo->color;
dust->colorized = true;
P_InstaScale(dust, mo->scale/2);
dust->destscale = 2*mo->scale;
dust->scalespeed = mo->scale/2;
K_FlipFromObject(dust, mo);
}
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));
if (gametyperules & GTR_CLOSERPLAYERS)
leniency *= 4;
ang = mo->player->drawangle;
if (mo->player->drift != 0)
{
drifting = true;
ang += (mo->player->drift * ((ANGLE_270 + ANGLE_22h) / 5)); // -112.5 doesn't work. I fucking HATE SRB2 angles
if (mo->player->drift < 0)
sign = 1;
else
sign = -1;
}
foff = 5 - ((mo->player->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*P_GetMobjZMovement(mo))/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(PR_DECORATION, -spawnrange, spawnrange) << FRACBITS;
fixed_t spawny = P_RandomRange(PR_DECORATION, -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(PR_DECORATION, -speedrange, speedrange) * spawner->scale), 3*FRACUNIT/4);
dust->momy = FixedMul(spawner->momy + (P_RandomRange(PR_DECORATION, -speedrange, speedrange) * spawner->scale), 3*FRACUNIT/4);
dust->momz = P_MobjFlip(spawner) * (P_RandomRange(PR_DECORATION, 1, 4) * (spawner->scale));
P_SetScale(dust, spawner->scale/2);
dust->destscale = spawner->scale * 3;
dust->scalespeed = spawner->scale/12;
if (!spawner->player || !K_GetGardenTop(spawner->player))
{
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->drift)
{
INT32 driftval = K_GetKartDriftSparkValue(spawner->player);
INT32 warntime = driftval/3;
INT32 dc = spawner->player->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;
}
}
}
}
void K_Squish(mobj_t *mo)
{
const fixed_t maxstretch = 4*FRACUNIT;
const fixed_t factor = 5 * mo->height / 4;
const fixed_t threshold = factor / 6;
fixed_t old3dspeed = abs(mo->lastmomz);
fixed_t new3dspeed = abs(mo->momz);
fixed_t delta = abs(old3dspeed - new3dspeed);
fixed_t grav = mo->height/3;
fixed_t add = abs(grav - new3dspeed);
if (R_ThingIsFloorSprite(mo))
return;
if (delta < 2 * add && new3dspeed > grav)
delta += add;
if (delta > threshold)
{
mo->spritexscale =
FRACUNIT + FixedDiv(delta, factor);
if (mo->spritexscale > maxstretch)
mo->spritexscale = maxstretch;
if (new3dspeed > old3dspeed || new3dspeed > grav)
{
mo->spritexscale =
FixedDiv(FRACUNIT, mo->spritexscale);
}
}
else
{
mo->spritexscale -=
(mo->spritexscale - FRACUNIT)
/ (mo->spritexscale < FRACUNIT ? 8 : 3);
}
mo->spriteyscale =
FixedDiv(FRACUNIT, mo->spritexscale);
if (cv_bighead.value && (mo->type == MT_PLAYER || (!P_MobjWasRemoved(mo->target) && mo->target->type == MT_PLAYER)))
mo->spriteyscale *= 2;
}
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;
}
mobj_t *K_ThrowKartItemEx(player_t *player, boolean missile, mobjtype_t mapthing, INT32 defaultDir, INT32 altthrow, angle_t angleOffset, fixed_t tossX, fixed_t tossY)
{
mobj_t *mo;
fixed_t dir = FRACUNIT;
fixed_t PROJSPEED;
angle_t newangle;
fixed_t newx, newy, newz;
mobj_t *throwmo;
if (!player)
return NULL;
if (altthrow)
{
if (altthrow == 2) // Kitchen sink throwing
{
if (player->throwdir == 1)
dir = 2 * FRACUNIT;
else if (player->throwdir == -1)
dir = FRACUNIT / 2;
else
dir = FRACUNIT;
}
else
{
if (player->throwdir == 1)
dir = 2 * FRACUNIT;
else if (player->throwdir == -1)
dir = -FRACUNIT;
else
dir = FRACUNIT;
}
}
else
{
if (player->throwdir != 0)
dir = player->throwdir * FRACUNIT;
else
dir = defaultDir * FRACUNIT;
}
if (mapthing == MT_GACHABOM && dir > 0)
{
// This item is both a missile and not!
missile = false;
}
// 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 (missile) // Shootables
{
if (dir < 0 && mapthing != MT_SPB && mapthing != MT_GARDENTOP)
{
// Shoot backward
mo = K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + angleOffset, 0, PROJSPEED, dir);
}
else
{
// Shoot forward
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + angleOffset, 0, PROJSPEED, dir);
}
if (mapthing == MT_DROPTARGET && mo)
{
mo->health++;
mo->color = SKINCOLOR_WHITE;
mo->reactiontime = TICRATE/2;
P_SetMobjState(mo, mo->info->painstate);
}
}
else
{
fixed_t finalscale = K_ItemScaleForPlayer(player);
player->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);
mo->angle = player->mo->angle;
// 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);
mo->extravalue2 = dir;
fixed_t HEIGHT = ((20 * FRACUNIT) + (dir * 10)) + (FixedDiv(player->mo->momz, mapobjectscale) * P_MobjFlip(player->mo)); // Also intentionally not player scale
P_SetObjectMomZ(mo, HEIGHT, false);
angle_t fa = (player->mo->angle >> ANGLETOFINESHIFT);
mo->momx = player->mo->momx + FixedMul(FINECOSINE(fa), FixedMul(PROJSPEED, dir));
mo->momy = player->mo->momy + FixedMul( FINESINE(fa), FixedMul(PROJSPEED, dir));
if (tossX != 0 || tossY != 0)
{
fixed_t g = FixedMul(5 * DEFAULT_GRAVITY / 2, mapobjectscale); // P_GetMobjGravity does not work here??
if (dir > FRACUNIT)
{
g = FixedMul(g, dir);
}
if (g > 0)
{
const INT32 air_time = (FixedDiv(mo->momz * P_MobjFlip(mo), g) * 2) / FRACUNIT;
if (air_time > 0)
{
mo->momx += FixedMul(tossX, finalscale) / air_time;
mo->momy += FixedMul(tossY, finalscale) / air_time;
}
}
}
if (mo->eflags & MFE_UNDERWATER)
mo->momz = (117 * mo->momz) / 200;
P_SetScale(mo, finalscale);
mo->destscale = finalscale;
switch (mapthing)
{
case MT_BANANA:
mo->angle = FixedAngle(P_RandomRange(PR_DECORATION, -180, 180) << FRACBITS);
mo->rollangle = FixedAngle(P_RandomRange(PR_DECORATION, -180, 180) << FRACBITS);
break;
case MT_GACHABOM:
Obj_GachaBomThrown(mo, mo->radius, dir);
break;
case MT_BALLHOG:
// Contra spread shot scale up
mo->destscale = mo->destscale << 1;
mo->scalespeed = abs(mo->destscale - mo->scale) / (2*TICRATE);
break;
default:
break;
}
// 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
P_SetScale(throwmo, finalscale);
throwmo->destscale = finalscale;
}
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, finalscale);
mo->destscale = finalscale;
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_SetOrigin(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;
mo->angle = newangle;
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);
}
}
}
// Missiles set as traps inflict a nocollide stumble
if (dir < 0 && (mapthing == MT_ORBINAUT || mapthing == MT_ORBINAUT_SHIELD || mapthing == MT_JAWZ || mapthing == MT_JAWZ_SHIELD || mapthing == MT_GACHABOM))
{
mo->cvmem = 1;
}
return mo;
}
mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t mapthing, INT32 defaultDir, INT32 altthrow, angle_t angleOffset)
{
return K_ThrowKartItemEx(player, missile, mapthing, defaultDir, altthrow, angleOffset, 0, 0);
}
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;
P_SetScale(mine, origMine->scale);
mine->destscale = origMine->destscale;
mine->scalespeed = origMine->scalespeed;
// Copy interp data
mine->old_angle = origMine->old_angle;
mine->old_x = origMine->old_x;
mine->old_y = origMine->old_y;
mine->old_z = origMine->old_z;
// Since we aren't using P_KillMobj, we need to clean up the hnext reference
P_SetTarget(&mineOwner->hnext, NULL);
K_UnsetItemOut(mineOwner->player);
if (mineOwner->player->itemamount)
{
mineOwner->player->itemamount--;
}
if (!mineOwner->player->itemamount)
{
mineOwner->player->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_NOCLIP|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, mine->target, 5);
mine->flags &= ~(MF_NOCLIP|MF_NOCLIPTHING);
}
#define THUNDERRADIUS 320
// Rough size of the outer-rim sprites, after scaling.
// (The hitbox is already pretty strict due to only 1 active frame,
// we don't need to have it disjointedly small too...)
#define THUNDERSPRITE 80
static void K_DoLightningShield(player_t *player)
{
mobj_t *mo;
int i = 0;
fixed_t sx;
fixed_t sy;
angle_t an;
S_StartSound(player->mo, sfx_zio3);
K_LightningShieldAttack(player->mo, (THUNDERRADIUS + THUNDERSPRITE) * FRACUNIT);
// 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(PR_DECORATION, 0, 359)*ANG1;
mo->fuse = P_RandomRange(PR_DECORATION, 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
#undef THUNDERSPRITE
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<<FRACBITS), MT_BOOSTSMOKE);
P_SetScale(smoke, src->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*P_GetMobjZMovement(src)/4;
P_Thrust(smoke, src->angle + FixedAngle(P_RandomRange(PR_DECORATION, 135, 225)<<FRACBITS), P_RandomRange(PR_DECORATION, 0, 8) * src->scale);
smoke->momz += P_RandomRange(PR_DECORATION, 0, 4) * src->scale;
}
}
void K_DoSneaker(player_t *player, INT32 type)
{
fixed_t intendedboost = FRACUNIT/2;
switch (type)
{
case 0: // Panel sneaker
intendedboost = FRACUNIT/2;
break;
case 1: // Single item sneaker
case 2: // ROcket sneaker
intendedboost = FRACUNIT;
break;
}
if (player->roundconditions.touched_sneakerpanel == false
&& !(player->exiting || (player->pflags & PF_NOCONTEST))
&& player->floorboost != 0)
{
player->roundconditions.touched_sneakerpanel = true;
player->roundconditions.checkthisframe = true;
}
if (player->floorboost == 0 || player->floorboost == 3)
{
const sfxenum_t normalsfx = sfx_cdfm01;
const sfxenum_t smallsfx = sfx_cdfm40;
sfxenum_t sfx = normalsfx;
if (player->numsneakers || player->numpanelsneakers)
{
// 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->speedboost)
player->karthud[khud_destboostcam] = FixedMul(FRACUNIT, FixedDiv((intendedboost - player->speedboost), intendedboost));
switch (type)
{
case 0:
player->numpanelsneakers++;
break;
case 1:
case 2:
player->numsneakers++;
break;
}
}
if (player->sneakertimer == 0 && player->panelsneakertimer == 0)
{
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);
}
}
switch (type)
{
case 0:
player->panelsneakertimer = sneakertime;
player->overshield += 1; // TEMP prototype
break;
case 1:
player->sneakertimer = sneakertime;
player->overshield += TICRATE/2; // TEMP prototype
break;
case 2:
player->sneakertimer = 3*sneakertime/4;
player->overshield += TICRATE/2; // TEMP prototype
break;
}
// set angle for spun out players:
player->boostangle = player->mo->angle;
}
static void K_DoShrink(player_t *user)
{
S_StartSound(user->mo, sfx_kc46); // Sound the BANG!
Obj_CreateShrinkPohbees(user);
#if 0
{
mobj_t *mobj, *next;
// kill everything in the kitem list while we're at it:
for (mobj = trackercap; mobj; mobj = next)
{
next = mobj->itnext;
if (mobj->type == MT_SPB
|| mobj->type == MT_BATTLECAPSULE
|| mobj->type == MT_CDUFO)
{
continue;
}
// 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 ||
mobj->type == MT_DROPTARGET_SHIELD)
{
if (mobj->target && mobj->target->player)
{
if (mobj->target->player->position > user->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
}
}
#endif
}
void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, UINT8 sound)
{
fixed_t thrust = 0;
boolean dontapplymomz = false;
if (mo->player && mo->player->spectator)
return;
if (mo->eflags & MFE_SPRUNG)
return;
mo->standingslope = NULL;
mo->terrain = NULL;
mo->eflags |= MFE_SPRUNG;
if (vertispeed == 0)
{
vertispeed = P_AproxDistance(mo->momx, mo->momy);
vertispeed = FixedMul(vertispeed, FINESINE(ANGLE_22h >> ANGLETOFINESHIFT));
}
else if (vertispeed < 0)
{
dontapplymomz = 0;
vertispeed = -vertispeed;
}
thrust = vertispeed * P_MobjFlip(mo);
if (mo->player)
{
if (!P_PlayerInPain(mo->player))
{
mo->player->trickpanel = TRICKSTATE_READY;
mo->player->pflags |= PF_TRICKDELAY;
if (P_MobjWasRemoved(mo->player->trickIndicator) == false)
{
mobj_t *trickIndicator = mo->player->trickIndicator;
P_SetScale(trickIndicator,
trickIndicator->destscale
= trickIndicator->old_scale
= trickIndicator->old_scale2
= mo->scale/4);
trickIndicator->rollangle = 0;
static const skincolornum_t trick_colors[] = {
SKINCOLOR_WHITE, // trickPanel == 1 -- was SKINCOLOR_GREY
SKINCOLOR_TAN,
SKINCOLOR_YELLOW, // trickPanel == 2
SKINCOLOR_TANGERINE,
SKINCOLOR_KETCHUP, // trickPanel == 3
SKINCOLOR_MOONSET,
SKINCOLOR_ULTRAMARINE, // trickPanel == 4
};
static const UINT8 numColors = sizeof(trick_colors) / sizeof(skincolornum_t);
const fixed_t step = 8*FRACUNIT;
fixed_t trickcol = ((vertispeed - (step/2)) / step) - 1;
if (trickcol < 0)
trickcol = 0;
trickIndicator->color = trick_colors[min(trickcol, numColors - 1)];
P_SetMobjState(trickIndicator, S_TRICKINDICATOR_UNDERLAY);
if (P_MobjWasRemoved(trickIndicator->tracer) == false)
{
P_SetScale(trickIndicator->tracer,
trickIndicator->tracer->destscale
= trickIndicator->tracer->old_scale
= trickIndicator->tracer->old_scale2
= trickIndicator->destscale);
trickIndicator->tracer->rollangle = 0;
trickIndicator->tracer->color = mo->player->trickIndicator->color;
P_SetMobjState(trickIndicator->tracer, S_TRICKINDICATOR_OVERLAY);
}
}
}
if (mo->player->sneakertimer || mo->player->panelsneakertimer || mo->player->invincibilitytimer)
{
thrust = FixedMul(thrust, (3*FRACUNIT)/2);
}
mo->player->tricktime = 0; // Reset post-hitlag timer
// Setup the boost for potential upwards trick, at worse, make it your regular max speed. (boost = curr speed*1.25)
mo->player->trickboostpower = max(FixedDiv(mo->player->speed, K_GetKartSpeed(mo->player, false, false)) - FRACUNIT, 0)*125/100;
mo->player->trickboostpower = FixedDiv(mo->player->trickboostpower, K_GrowShrinkSpeedMul(mo->player));
//CONS_Printf("Got boost: %d%\n", mo->player->trickboostpower*100 / FRACUNIT);
mo->player->fastfall = 0;
}
if (dontapplymomz == false)
{
mo->momz = FixedMul(thrust, mapobjectscale);
if (mo->eflags & MFE_UNDERWATER)
{
mo->momz = FixedDiv(mo->momz, FixedSqrt(3*FRACUNIT));
}
}
P_ResetPitchRoll(mo);
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_DoInvincibility(player_t *player, tic_t time)
{
if (!player->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);
}
if (P_IsPartyPlayer(player) == false)
{
S_StartSound(player->mo, sfx_alarmi);
}
player->invincibilitytimer = time;
}
void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source)
{
mobj_t *cachenext;
killnext:
if (P_MobjWasRemoved(banana))
return;
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, 24*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->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_PopPlayerShield(player_t *player)
{
INT32 shield = K_GetShieldFromItem(player->itemtype);
// Doesn't apply if player is invalid.
if (player->mo == NULL || P_MobjWasRemoved(player->mo))
{
return;
}
switch (shield)
{
case KSHIELD_NONE:
// Doesn't apply to non-S3K shields.
return;
case KSHIELD_TOP:
if (player->curshield == KSHIELD_TOP)
{
Obj_GardenTopDestroy(player);
}
return; // everything is handled by Obj_GardenTopDestroy
case KSHIELD_LIGHTNING:
S_StartSound(player->mo, sfx_s3k7c);
// K_DoLightningShield(player);
break;
}
player->curshield = KSHIELD_NONE;
player->itemtype = KITEM_NONE;
player->itemamount = 0;
K_UnsetItemOut(player);
}
void K_DropHnextList(player_t *player)
{
mobj_t *work = player->mo, *nextwork, *dropwork;
INT32 flip;
mobjtype_t type;
boolean orbit, ponground, dropall = true;
if (work == NULL || P_MobjWasRemoved(work))
{
return;
}
flip = P_MobjFlip(player->mo);
ponground = P_IsObjectOnGround(player->mo);
nextwork = work->hnext;
while ((work = nextwork) && !(work == NULL || P_MobjWasRemoved(work)))
{
nextwork = work->hnext;
if (!work->health)
continue; // taking care of itself
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;
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_DROPTARGET_SHIELD:
orbit = false;
dropall = false;
type = MT_DROPTARGET;
break;
case MT_EGGMANITEM_SHIELD:
orbit = false;
type = MT_EGGMANITEM;
break;
// intentionally do nothing
case MT_ROCKETSNEAKER:
case MT_SINK_SHIELD:
case MT_GARDENTOP:
return;
default:
continue;
}
dropwork = P_SpawnMobj(work->x, work->y, work->z, type);
P_SetTarget(&dropwork->target, player->mo);
dropwork->angle = work->angle;
P_SetScale(dropwork, work->scale);
dropwork->destscale = K_ItemScaleForPlayer(player); //work->destscale;
dropwork->scalespeed = work->scalespeed;
dropwork->spritexscale = work->spritexscale;
dropwork->spriteyscale = work->spriteyscale;
dropwork->flags |= MF_NOCLIPTHING;
dropwork->flags2 = work->flags2;
dropwork->eflags = work->eflags;
dropwork->renderflags = work->renderflags;
dropwork->color = work->color;
dropwork->colorized = work->colorized;
dropwork->whiteshadow = work->whiteshadow;
dropwork->floorz = work->floorz;
dropwork->ceilingz = work->ceilingz;
dropwork->health = work->health; // will never be set to 0 as long as above guard exists
dropwork->hitlag = work->hitlag;
if (orbit == true)
{
// Projectile item; set fuse
dropwork->fuse = RR_PROJECTILE_FUSE;
}
// Copy interp data
dropwork->old_angle = work->old_angle;
dropwork->old_x = work->old_x;
dropwork->old_y = work->old_y;
dropwork->old_z = work->old_z;
if (ponground)
{
// floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn
// This should set it for FOFs
//P_SetOrigin(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
{
if (dropwork->destscale > work->destscale)
{
fixed_t radius = FixedMul(work->info->radius, dropwork->destscale);
radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(radius, radius); // mobj's distance from its Target, or Radius.
dropwork->flags |= (MF_NOCLIP|MF_NOCLIPTHING);
work->momx = FixedMul(FINECOSINE(work->angle>>ANGLETOFINESHIFT), radius);
work->momy = FixedMul(FINESINE(work->angle>>ANGLETOFINESHIFT), radius);
P_MoveOrigin(dropwork, player->mo->x + work->momx, player->mo->y + work->momy, player->mo->z);
dropwork->flags &= ~(MF_NOCLIP|MF_NOCLIPTHING);
}
if (type == MT_ORBINAUT)
{
Obj_OrbinautDrop(dropwork);
}
else
{
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;
// TODO: movedir doesn't seem to be used by
// anything. It conflicts with orbinaut_flags so
// is commented out.
//dropwork->movedir = work->angle - ANGLE_90;
P_SetMobjState(dropwork, dropwork->info->deathstate);
dropwork->tics = -1;
if (type == MT_JAWZ)
{
dropwork->z += 20*flip*dropwork->scale;
}
else
{
dropwork->angle -= ANGLE_90;
}
}
else // plop on the ground
{
dropwork->threshold = 10;
dropwork->flags &= ~MF_NOCLIPTHING;
if (type == MT_DROPTARGET && dropwork->hitlag)
{
dropwork->momx = work->momx;
dropwork->momy = work->momy;
dropwork->momz = work->momz;
dropwork->reactiontime = work->reactiontime;
dropwork->tracer = work->tracer;
P_SetMobjState(dropwork, mobjinfo[type].painstate);
}
}
if (P_IsKartItem(dropwork->type))
dropwork->cvmem = 1;
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->bananadrag = 0;
if (player->itemflags & IF_EGGMANOUT)
{
player->itemflags &= ~IF_EGGMANOUT;
}
else if ((player->itemflags & IF_ITEMOUT)
&& (dropall || (--player->itemamount <= 0)))
{
player->itemamount = 0;
K_UnsetItemOut(player);
player->itemtype = KITEM_NONE;
}
}
SINT8 K_GetTotallyRandomResult(UINT8 useodds)
{
INT32 spawnchance[NUMKARTRESULTS];
INT32 totalspawnchance = 0;
INT32 i;
memset(spawnchance, 0, sizeof (spawnchance));
for (i = 1; i < NUMKARTRESULTS; i++)
{
// Avoid calling K_FillItemRouletteData since that
// function resets PR_ITEM_ROULETTE.
spawnchance[i] = (
totalspawnchance += K_KartGetBattleOdds(NULL, useodds, i)
);
}
if (totalspawnchance > 0)
{
totalspawnchance = P_RandomKey(PR_ITEM_SPAWNER, totalspawnchance);
for (i = 0; i < NUMKARTRESULTS && spawnchance[i] <= totalspawnchance; i++);
}
else
{
i = KITEM_SAD;
}
return i;
}
mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 type, UINT16 amount)
{
mobj_t *drop = P_SpawnMobj(x, y, z, MT_FLOATINGITEM);
// FIXME: due to linkdraw sucking major ass, I was unable
// to make a backdrop render behind dropped power-ups
// (which use a smaller sprite than normal items). So
// dropped power-ups have the backdrop baked into the
// sprite for now.
if (type < FIRSTPOWERUP)
{
mobj_t *backdrop = P_SpawnMobjFromMobj(drop, 0, 0, 0, MT_OVERLAY);
P_SetTarget(&backdrop->target, drop);
P_SetMobjState(backdrop, S_ITEMBACKDROP);
backdrop->dispoffset = 1;
P_SetTarget(&backdrop->tracer, drop);
backdrop->flags2 |= MF2_LINKDRAW;
}
P_SetScale(drop, drop->scale>>4);
drop->destscale = (3*drop->destscale)/2;
drop->angle = angle;
if (type == 0)
{
const SINT8 i = K_GetTotallyRandomResult(amount);
// TODO: this is bad!
// K_KartGetItemResult requires a player
// but item roulette will need rewritten to change this
const SINT8 newType = K_ItemResultToType(i);
const UINT8 newAmount = K_ItemResultToAmount(i, NULL);
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 = type;
drop->movecount = amount;
}
if (type < FIRSTPOWERUP)
{
// Pick up power-ups immediately
drop->flags |= MF_NOCLIPTHING;
}
if (gametyperules & GTR_CLOSERPLAYERS)
{
drop->fuse = BATTLE_DESPAWN_TIME;
}
return drop;
}
mobj_t *K_FlingPaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 type, UINT16 amount)
{
mobj_t *drop = K_CreatePaperItem(x, y, z, angle, flip, type, amount);
P_Thrust(drop,
FixedAngle(P_RandomFixed(PR_ITEM_SPAWNER) * 180) + angle,
16*mapobjectscale);
drop->momz = flip * 3 * mapobjectscale;
if (drop->eflags & MFE_UNDERWATER)
drop->momz = (117 * drop->momz) / 200;
return drop;
}
void K_DropPaperItem(player_t *player, UINT8 itemtype, UINT16 itemamount)
{
if (!player->mo || P_MobjWasRemoved(player->mo))
{
return;
}
mobj_t *drop = K_FlingPaperItem(
player->mo->x, player->mo->y, player->mo->z + player->mo->height/2,
player->mo->angle + ANGLE_90, P_MobjFlip(player->mo),
itemtype, itemamount
);
K_FlipFromObject(drop, player->mo);
}
// For getting EXTRA hit!
void K_DropItems(player_t *player)
{
K_DropHnextList(player);
if (player->itemamount > 0)
{
K_DropPaperItem(player, player->itemtype, player->itemamount);
}
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, 24*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->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 && !P_MobjWasRemoved(orbit->target))
{
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->itemamount)
P_RemoveMobj(prev);
else
prev->movedir = num;
}
if (orbit->target && !P_MobjWasRemoved(orbit->target) && orbit->target->player->itemamount != num)
orbit->target->player->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);
}
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->fofflags & FOF_EXISTS))
continue;
if ((!(((rover->fofflags & FOF_BLOCKPLAYER && player)
|| (rover->fofflags & FOF_BLOCKOTHERS && !player))
|| (rover->fofflags & FOF_QUICKSAND))
|| (rover->fofflags & FOF_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->fofflags & FOF_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->fofflags & FOF_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)
{
fixed_t finalscale = INT32_MAX;
if (!player->mo)
return;
if (!player->mo->hnext)
{
player->bananadrag = 0;
if (player->itemflags & IF_EGGMANOUT)
{
player->itemflags &= ~IF_EGGMANOUT;
}
else if (player->itemflags & IF_ITEMOUT)
{
player->itemamount = 0;
K_UnsetItemOut(player);
player->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->bananadrag = 0;
if (player->itemflags & IF_EGGMANOUT)
{
player->itemflags &= ~IF_EGGMANOUT;
}
else if (player->itemflags & IF_ITEMOUT)
{
player->itemamount = 0;
K_UnsetItemOut(player);
player->itemtype = KITEM_NONE;
}
return;
}
finalscale = K_ItemScaleForPlayer(player);
switch (player->mo->hnext->type)
{
case MT_ORBINAUT_SHIELD: // Kart orbit items
case MT_JAWZ_SHIELD:
{
Obj_OrbinautJawzMoveHeld(player);
break;
}
case MT_BANANA_SHIELD: // Kart trailing items
case MT_SSMINE_SHIELD:
case MT_DROPTARGET_SHIELD:
case MT_EGGMANITEM_SHIELD:
case MT_SINK_SHIELD:
{
mobj_t *cur = player->mo->hnext;
mobj_t *curnext;
mobj_t *targ = player->mo;
if (P_IsObjectOnGround(player->mo) && player->speed > 0)
player->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;
curnext = cur->hnext;
if (cur->type == MT_EGGMANITEM_SHIELD)
{
Obj_RandomItemVisuals(cur);
// Decided that this should use their "canon" color.
cur->color = SKINCOLOR_BLACK;
}
else if (cur->type == MT_DROPTARGET_SHIELD)
{
cur->renderflags = (cur->renderflags|RF_FULLBRIGHT) ^ RF_FULLDARK; // the difference between semi and fullbright
}
cur->flags &= ~MF_NOCLIPTHING;
if ((player->mo->eflags & MFE_VERTICALFLIP) != (cur->eflags & MFE_VERTICALFLIP))
K_FlipFromObject(cur, player->mo);
if (!cur->health)
{
cur = curnext;
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))
{
cur = curnext;
continue;
}
// Shrink your items if the player shrunk too.
P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), finalscale)));
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->bananadrag > TICRATE
&& P_RandomChance(PR_UNDEFINED, min(FRACUNIT/2, FixedDiv(player->speed, K_GetKartSpeed(player, false, 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_MoveOrigin(cur, targx, targy, cur->z);
if (P_MobjWasRemoved(cur))
{
cur = curnext;
continue;
}
}
if (P_IsObjectOnGround(cur))
{
K_CalculateBananaSlope(cur, cur->x, cur->y, cur->z,
cur->radius, cur->height, (cur->eflags & MFE_VERTICALFLIP), false);
}
cur = curnext;
}
}
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->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->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
fixed_t sine = FixedMul(player->mo->scale, 8 * FINESINE((((M_TAU_FIXED * (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 && !P_MobjWasRemoved(cur->tracer))
{
fixed_t diffx, diffy, diffz;
diffx = targx - cur->x;
diffy = targy - cur->y;
diffz = targz - cur->z;
P_MoveOrigin(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_MoveOrigin(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;
}
}
mobj_t *K_FindJawzTarget(mobj_t *actor, player_t *source, angle_t range)
{
fixed_t best = INT32_MAX;
mobj_t *wtarg = NULL;
INT32 i;
if (specialstageinfo.valid == true)
{
// Always target the UFO (but not the emerald)
return K_GetPossibleSpecialTarget();
}
for (i = 0; i < MAXPLAYERS; i++)
{
angle_t thisang = ANGLE_MAX;
fixed_t thisdist = INT32_MAX;
fixed_t thisScore = INT32_MAX;
player_t *player = NULL;
if (playeringame[i] == false)
{
continue;
}
player = &players[i];
// Don't target yourself, stupid.
if (source != NULL && player == source)
{
continue;
}
if (player->spectator)
{
// Spectators
continue;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
// Invalid mobj
continue;
}
if (player->mo->health <= 0)
{
// dead
continue;
}
if (G_SameTeam(source, player) == true)
{
// Don't home in on teammates.
continue;
}
if (player->hyudorotimer > 0)
{
// Invisible player
continue;
}
thisdist = P_AproxDistance(player->mo->x - (actor->x + actor->momx), player->mo->y - (actor->y + actor->momy));
if (gametyperules & GTR_CIRCUIT)
{
if (source != NULL && player->position >= source->position)
{
// Don't pay attention to people who aren't above your position
continue;
}
}
else
{
// Z pos too high/low
if (abs(player->mo->z - (actor->z + actor->momz)) > FixedMul(RING_DIST/8, mapobjectscale))
{
continue;
}
// Distance too far away
if (thisdist > FixedMul(RING_DIST*2, mapobjectscale))
{
continue;
}
}
// Find the angle, see who's got the best.
thisang = AngleDelta(actor->angle, R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y));
// Don't go for people who are behind you
if (thisang > range)
{
continue;
}
thisScore = (AngleFixed(thisang) * 8) + (thisdist / 32);
//CONS_Printf("got score %f from player # %d\n", FixedToFloat(thisScore), i);
if (thisScore < best)
{
wtarg = player->mo;
best = thisScore;
}
}
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; // engine class number
UINT8 volume = 255;
fixed_t volumedampen = FRACUNIT;
INT32 targetsnd = 0;
INT32 i;
if (leveltime < 8 || player->spectator || gamestate != GS_LEVEL || player->exiting)
{
// Silence the engines, and reset sound number while we're at it.
player->karthud[khud_enginesnd] = 0;
return;
}
class = R_GetEngineClass(player->kartspeed, player->kartweight, 0); // there are no unique sounds for ENGINECLASS_J
#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_IsPartyPlayer(player)) // used to be !P_IsDisplayPlayer(player)
{
if (player->invincibilitytimer > 0) // Prioritize invincibility
sfxnum = sfx_alarmi;
else if (player->growshrinktimer > 0)
sfxnum = sfx_alarmg;
}
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);
#undef STOPTHIS
}
// This function is not strictly for non-netsynced properties.
// It's just a convenient name for things that don't stop during hitlag.
void K_KartPlayerHUDUpdate(player_t *player)
{
if (K_PlayerTallyActive(player) == true)
{
K_TickPlayerTally(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->karthud[khud_taunthorns])
player->karthud[khud_taunthorns]--;
if (player->karthud[khud_trickcool])
player->karthud[khud_trickcool]--;
if (player->positiondelay)
player->positiondelay--;
if (!(player->pflags & PF_FAULT || player->pflags & PF_VOID))
player->karthud[khud_fault] = 0;
else if (player->karthud[khud_fault] > 0 && player->karthud[khud_fault] <= 2*TICRATE)
player->karthud[khud_fault]++;
if (player->karthud[khud_itemblink] && player->karthud[khud_itemblink]-- <= 0)
{
player->karthud[khud_itemblinkmode] = 0;
player->karthud[khud_itemblink] = 0;
}
if (player->karthud[khud_rouletteoffset] != 0)
{
if (abs(player->karthud[khud_rouletteoffset]) < (FRACUNIT >> 1))
{
// Snap to 0, since the change is getting very small.
player->karthud[khud_rouletteoffset] = 0;
}
else
{
// Lerp to 0.
player->karthud[khud_rouletteoffset] = FixedMul(player->karthud[khud_rouletteoffset], FRACUNIT*3/4);
}
}
if (!(gametyperules & GTR_SPHERES))
{
if (!player->exiting
&& !(player->pflags & (PF_NOCONTEST|PF_ELIMINATED)))
{
player->hudrings = player->rings;
}
if (player->mo && player->mo->hitlag <= 0)
{
// 0 is the fast spin animation, set at 30 tics of ring boost or higher!
if (player->ringboost >= 30)
player->karthud[khud_ringdelay] = 0;
else
player->karthud[khud_ringdelay] = ((RINGANIM_DELAYMAX+1) * (30 - player->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->pflags & PF_RINGLOCK)
{
UINT8 normalanim = (leveltime % 14);
UINT8 debtanim = 14 + (leveltime % 2);
if (player->karthud[khud_ringspblock] >= 14) // debt animation
{
if ((player->hudrings > 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->hudrings <= 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 (player->exiting && !(player->pflags & PF_NOCONTEST))
{
if (player->karthud[khud_finish] <= 2*TICRATE)
player->karthud[khud_finish]++;
}
else
player->karthud[khud_finish] = 0;
// Tumble time stat update
if (demo.playback == false && P_IsMachineLocalPlayer(player) == true)
{
if (player->tumbleBounces != 0 && gamedata->totaltumbletime != UINT32_MAX)
{
gamedata->totaltumbletime++;
if (player->skin >= 0 && player->skin < numskins)
{
skin_t *playerskin;
playerskin = &skins[player->skin];
playerskin->records.tumbletime++;
}
}
}
}
#undef RINGANIM_DELAYMAX
// SRB2Kart: blockmap iterate for attraction shield users
static mobj_t *attractmo;
static fixed_t attractdist;
static fixed_t attractzdist;
static inline BlockItReturn_t PIT_AttractingRings(mobj_t *thing)
{
if (attractmo == NULL || P_MobjWasRemoved(attractmo) || attractmo->player == NULL)
{
return BMIT_ABORT;
}
if (thing == NULL || P_MobjWasRemoved(thing))
{
return BMIT_CONTINUE; // invalid
}
if (thing == attractmo)
{
return BMIT_CONTINUE; // invalid
}
if (!(thing->type == MT_RING || thing->type == MT_FLINGRING || thing->type == MT_EMERALD))
{
return BMIT_CONTINUE; // not a ring
}
if (thing->health <= 0)
{
return BMIT_CONTINUE; // dead
}
if (thing->extravalue1 && thing->type != MT_EMERALD)
{
return BMIT_CONTINUE; // in special ring animation
}
if (thing->tracer != NULL && P_MobjWasRemoved(thing->tracer) == false)
{
return BMIT_CONTINUE; // already attracted
}
// see if it went over / under
if (attractmo->z - attractzdist > thing->z + thing->height)
{
return BMIT_CONTINUE; // overhead
}
if (attractmo->z + attractmo->height + attractzdist < thing->z)
{
return BMIT_CONTINUE; // underneath
}
if (P_AproxDistance(attractmo->x - thing->x, attractmo->y - thing->y) > attractdist + thing->radius)
{
return BMIT_CONTINUE; // Too far away
}
if (RINGTOTAL(attractmo->player) >= 20 || (attractmo->player->pflags & PF_RINGLOCK))
{
// Already reached max -- just joustle rings around.
// Regular ring -> fling ring
if (thing->info->reactiontime && thing->type != (mobjtype_t)thing->info->reactiontime)
{
thing->type = thing->info->reactiontime;
thing->info = &mobjinfo[thing->type];
thing->flags = thing->info->flags;
P_InstaThrust(thing, P_RandomRange(PR_ITEM_RINGS, 0, 7) * ANGLE_45, 2 * thing->scale);
P_SetObjectMomZ(thing, 8<<FRACBITS, false);
thing->fuse = 120*TICRATE;
thing->cusval = 0; // Reset attraction flag
}
}
else
{
// set target
P_SetTarget(&thing->tracer, attractmo);
}
return BMIT_CONTINUE; // 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;
attractmo = pmo;
attractdist = (400 * pmo->scale);
attractzdist = attractdist >> 2;
// Use blockmap to check for nearby rings
yh = (unsigned)(pmo->y + (attractdist + MAXRADIUS) - bmaporgy)>>MAPBLOCKSHIFT;
yl = (unsigned)(pmo->y - (attractdist + MAXRADIUS) - bmaporgy)>>MAPBLOCKSHIFT;
xh = (unsigned)(pmo->x + (attractdist + MAXRADIUS) - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(pmo->x - (attractdist + MAXRADIUS) - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
P_BlockThingsIterator(bx, by, PIT_AttractingRings);
}
static void K_UpdateTripwire(player_t *player)
{
fixed_t speedThreshold = (3*K_GetKartSpeed(player, false, true))/4;
boolean goodSpeed = (player->speed >= speedThreshold);
boolean boostExists = (player->tripwireLeniency > 0); // can't be checked later because of subtractions...
tripwirepass_t triplevel = K_TripwirePassConditions(player);
if (triplevel != TRIPWIRE_NONE)
{
if (!boostExists)
{
mobj_t *front = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_TRIPWIREBOOST);
mobj_t *back = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_TRIPWIREBOOST);
P_SetTarget(&front->target, player->mo);
P_SetTarget(&back->target, player->mo);
P_SetTarget(&front->punt_ref, player->mo);
P_SetTarget(&back->punt_ref, player->mo);
front->dispoffset = 1;
front->old_angle = back->old_angle = K_MomentumAngle(player->mo);
back->dispoffset = -1;
back->extravalue1 = 1;
P_SetMobjState(back, S_TRIPWIREBOOST_BOTTOM);
}
player->tripwirePass = triplevel;
if (triplevel != TRIPWIRE_CONSUME)
player->tripwireLeniency = max(player->tripwireLeniency, TRIPWIRETIME);
}
// TRIPWIRE_CONSUME is only applied in very specific cases (currently, riding Garden Top)
// and doesn't need leniency; however, it should track leniency from other pass conditions,
// so that stripping Garden Top feels consistent.
if (triplevel == TRIPWIRE_NONE || triplevel == TRIPWIRE_CONSUME)
{
if (boostExists)
{
player->tripwireLeniency--;
if (goodSpeed == false && player->tripwireLeniency > 0)
{
// Decrease at double speed when your speed is bad.
player->tripwireLeniency--;
}
}
if (player->tripwireLeniency <= 0 && triplevel == TRIPWIRE_NONE)
{
player->tripwirePass = TRIPWIRE_NONE;
}
}
}
boolean K_PressingEBrake(const player_t *player)
{
return ((K_GetKartButtons(player) & BT_EBRAKEMASK) == BT_EBRAKEMASK);
}
/** \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)
{
const boolean onground = P_IsObjectOnGround(player->mo);
/* reset sprite offsets :) */
player->mo->sprxoff = 0;
player->mo->spryoff = 0;
player->mo->sprzoff = 0;
player->mo->spritexoffset = 0;
player->mo->spriteyoffset = 0;
player->cameraOffset = 0;
player->pflags &= ~(PF_CASTSHADOW);
if (player->curshield == KSHIELD_TOP)
{
mobj_t *top = K_GetGardenTop(player);
if (top)
{
/* FIXME: I cannot figure out how offset the
player correctly in real time to pivot around
the BOTTOM of the Top. This hack plus the one
in R_PlayerSpriteRotation. */
player->mo->spritexoffset += FixedMul(
FixedDiv(top->height, top->scale),
FINESINE(top->rollangle >> ANGLETOFINESHIFT));
player->mo->sprzoff += top->sprzoff + (
P_GetMobjHead(top) -
P_GetMobjFeet(player->mo));
}
}
if (!P_MobjWasRemoved(player->whip) && (player->whip->flags2 & MF2_AMBUSH))
{
// Linear acceleration and deceleration to a peak.
// There is a constant total time to complete but the
// acceleration and deceleration times can be made
// asymmetrical.
const fixed_t hop = 24 * mapobjectscale;
const INT32 duration = 12;
const INT32 mid = (duration / 2) - 1;
const INT32 t = (duration - mid) - player->whip->fuse;
player->cameraOffset = hop - (abs(t * hop) / (t < 0 ? mid : duration - mid));
player->mo->sprzoff += player->cameraOffset;
}
if (player->loop.radius)
{
// Offset sprite Z position so wheels touch top of
// hitbox when rotated 180 degrees.
// TODO: this should be generalized for pitch/roll
angle_t pitch = FixedAngle(player->loop.revolution * 360) / 2;
player->mo->sprzoff += FixedMul(player->mo->height, FSIN(pitch));
}
K_UpdateOffroad(player);
K_UpdateDraft(player);
K_UpdateEngineSounds(player); // Thanks, VAda!
Obj_DashRingPlayerThink(player);
// update boost angle if not spun out
if (!player->spinouttimer && !player->wipeoutslow)
player->boostangle = player->mo->angle;
K_GetKartBoostPower(player);
// Special effect objects!
if (player->mo && !player->spectator)
{
if (player->dashpadcooldown) // Twinkle Circuit afterimages
{
mobj_t *ghost;
ghost = P_SpawnGhostMobj(player->mo);
ghost->fuse = player->dashpadcooldown+1;
ghost->momx = player->mo->momx / (player->dashpadcooldown+1);
ghost->momy = player->mo->momy / (player->dashpadcooldown+1);
ghost->momz = player->mo->momz / (player->dashpadcooldown+1);
player->dashpadcooldown--;
}
if (player->speed > 0)
{
// Speed lines
if (player->sneakertimer || player->panelsneakertimer || player->ringboost
|| player->driftboost || player->startboost
|| player->eggmanexplode || player->trickboost
|| player->gateBoost || player->wavedashboost)
{
#if 0
if (player->invincibilitytimer)
K_SpawnInvincibilitySpeedLines(player->mo);
else
#endif
K_SpawnNormalSpeedLines(player);
}
if (player->numboosts > 0) // Boosting after images
{
mobj_t *ghost;
ghost = P_SpawnGhostMobj(player->mo);
ghost->extravalue1 = player->numboosts+1;
ghost->extravalue2 = (leveltime % ghost->extravalue1);
ghost->fuse = ghost->extravalue1;
ghost->renderflags |= RF_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))
{
// Draft dust
if (player->draftpower >= FRACUNIT)
{
K_SpawnDraftDust(player->mo);
/*if (leveltime % 23 == 0 || !S_SoundPlaying(player->mo, sfx_s265))
S_StartSound(player->mo, sfx_s265);*/
}
}
}
if (player->growshrinktimer != 0)
{
K_SpawnGrowShrinkParticles(player->mo, player->growshrinktimer);
}
// Race: spawn ring debt indicator
// Battle: spawn zero-bumpers indicator
if ((gametyperules & GTR_SPHERES) ? player->mo->health <= 1 : player->rings <= 0)
{
UINT8 doubler;
// GROSS. In order to have a transparent version of this for a splitscreen local player, we actually need to spawn two!
for (doubler = 0; doubler < 2; doubler++)
{
fixed_t heightOffset = player->mo->height + (24*player->mo->scale);
if (P_IsObjectFlipped(player->mo))
{
// This counteracts the offset added by K_FlipFromObject so it looks seamless from non-flipped.
heightOffset += player->mo->height - FixedMul(player->mo->scale, player->mo->height);
heightOffset *= P_MobjFlip(player->mo); // Fleep.
}
mobj_t *debtflag = P_SpawnMobj(player->mo->x + player->mo->momx, player->mo->y + player->mo->momy,
player->mo->z + P_GetMobjZMovement(player->mo) + heightOffset, MT_THOK);
debtflag->old_x = player->mo->old_x;
debtflag->old_y = player->mo->old_y;
debtflag->old_z = player->mo->old_z + P_GetMobjZMovement(player->mo) + heightOffset;
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;
if (doubler == 0) // Real copy. Draw for everyone but us.
{
debtflag->renderflags |= K_GetPlayerDontDrawFlag(player);
}
else if (doubler == 1) // Fake copy. Draw for only us, and go transparent after a bit.
{
debtflag->renderflags |= (RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(player));
if (player->ringvisualwarning <= 1 || gametyperules & GTR_SPHERES)
debtflag->renderflags |= RF_TRANS50;
}
}
}
if (player->springstars && (leveltime & 1))
{
fixed_t randx = P_RandomRange(PR_DECORATION, -40, 40) * player->mo->scale;
fixed_t randy = P_RandomRange(PR_DECORATION, -40, 40) * player->mo->scale;
fixed_t randz = P_RandomRange(PR_DECORATION, 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->springcolor;
star->flags |= MF_NOGRAVITY;
star->momx = player->mo->momx / 2;
star->momy = player->mo->momy / 2;
star->momz = P_GetMobjZMovement(player->mo) / 2;
star->fuse = 12;
star->scale = player->mo->scale;
star->destscale = star->scale / 2;
player->springstars--;
}
}
if (player->itemtype == KITEM_NONE)
player->itemflags &= ~IF_HOLDREADY;
if (onground || player->transfer < 10*player->mo->scale)
{
player->transfer = 0;
player->transfersound = false;
}
if (player->transfer)
{
boolean eligible = (abs(player->mo->momz) < (2*abs(player->transfer)/4)) || (player->mo->momz > 0) != (player->transfer > 0);
if ((player->cmd.buttons & BT_ACCELERATE) && eligible)
{
fixed_t fuckfactor = FRACUNIT;
fixed_t transfergravity = 10*FRACUNIT/100;
fixed_t transferclamp = min(abs(player->transfer), (player->mo->scale*100));
if (player->transfer < 0)
transferclamp *= -1;
if ((player->mo->momz > 0) == (transferclamp > 0))
{
fuckfactor = FRACUNIT/2;
}
else if (!player->transfersound)
{
S_StartSound(player->mo, sfx_ggfall);
player->transfersound = true;
}
fixed_t sx, sy;
sx = P_RandomRange(PR_DECORATION, -48, 48)*FRACUNIT;
sy = P_RandomRange(PR_DECORATION, -48, 48)*FRACUNIT;
mobj_t *spdl = P_SpawnMobjFromMobj(player->mo, sx, sy, 0, MT_DOWNLINE);
spdl->colorized = true;
spdl->color = player->skincolor;
K_MatchGenericExtraFlags(spdl, player->mo);
P_SetTarget(&spdl->owner, player->mo);
spdl->renderflags |= RF_REDUCEVFX;
P_InstaScale(spdl, 4*player->mo->scale/2);
if (abs(player->mo->momz) < (3*transferclamp/2))
player->mo->momz -= FixedMul(transferclamp, FixedMul(fuckfactor, transfergravity));
}
else
{
if (leveltime % 2)
K_SpawnFireworkTrail(player->mo);
}
}
// 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]);
}
if (onground)
{
if (player->karthud[khud_aircam] > 0)
{
player->karthud[khud_aircam] -= FRACUNIT / 5;
if (player->karthud[khud_aircam] < 0)
{
player->karthud[khud_aircam] = 0;
}
//CONS_Printf("cam: %f\n", FixedToFloat(player->karthud[khud_aircam]));
}
}
else
{
if (player->karthud[khud_aircam] < FRACUNIT)
{
player->karthud[khud_aircam] += FRACUNIT / TICRATE;
if (player->karthud[khud_aircam] > FRACUNIT)
{
player->karthud[khud_aircam] = FRACUNIT;
}
//CONS_Printf("cam: %f\n", FixedToFloat(player->karthud[khud_aircam]));
}
}
// Make ABSOLUTELY SURE that your flashing tics don't get set WHILE you're still in hit animations.
if (player->spinouttimer != 0)
{
if (( player->spinouttype & KSPIN_IFRAMES ) == 0)
player->flashing = 0;
else
player->flashing = K_GetKartFlashing(player);
}
if (player->spinouttimer)
{
if (((P_IsObjectOnGround(player->mo)
|| ( player->spinouttype & KSPIN_AIRTIMER ))
&& (!player->sneakertimer)
&& (!player->panelsneakertimer))
|| (player->respawn.state != RESPAWNST_NONE
&& player->spinouttimer > 1
&& (leveltime & 1)))
{
player->spinouttimer--;
if (player->wipeoutslow > 1)
player->wipeoutslow--;
}
}
else
{
if (player->wipeoutslow >= 1)
player->mo->friction = ORIG_FRICTION;
player->wipeoutslow = 0;
}
if (player->rings > 20)
player->rings = 20;
else if (player->rings < -20)
player->rings = -20;
if (cv_kartdebugbotwhip.value)
{
if (player->bot)
{
player->rings = 0;
player->itemtype = 0;
player->itemamount = 0;
player->itemRoulette.active = false;
}
}
if (player->spheres > 40)
player->spheres = 40;
// where's the < 0 check? see below the following block!
{
tic_t spheredigestion = TICRATE*2; // Base rate of 1 every 2 seconds when playing.
tic_t digestionpower = ((10 - player->kartspeed) + (10 - player->kartweight))-1; // 1 to 17
// currently 0-34
digestionpower = ((player->spheres*digestionpower)/20);
if (digestionpower >= spheredigestion)
{
spheredigestion = 1;
}
else
{
spheredigestion -= digestionpower/2;
}
if ((player->spheres > 0) && (player->spheredigestion > 0))
{
// If you got a massive boost in spheres, catch up digestion as necessary.
if (spheredigestion < player->spheredigestion)
{
player->spheredigestion = (spheredigestion + player->spheredigestion)/2;
}
player->spheredigestion--;
if (player->spheredigestion == 0)
{
if (player->spheres > 5)
player->spheres--;
player->spheredigestion = spheredigestion;
}
if (K_PlayerGuard(player) && !K_PowerUpRemaining(player, POWERUP_BARRIER) && (player->ebrakefor%6 == 0))
player->spheres--;
if (player->instaWhipCharge && !K_PowerUpRemaining(players, POWERUP_BADGE) && leveltime%6 == 0 && !P_PlayerInPain(player))
player->spheres--;
}
else
{
player->spheredigestion = spheredigestion;
}
}
// where's the > 40 check? see above the previous block!
if (player->spheres < 0)
player->spheres = 0;
if (!(gametyperules & GTR_KARMA) || (player->pflags & PF_ELIMINATED))
{
player->karmadelay = 0;
}
else if (player->karmadelay > 0 && !P_PlayerInPain(player))
{
player->karmadelay--;
if (P_IsDisplayPlayer(player) && player->karmadelay <= 0)
comebackshowninfo = true; // client has already seen the message
}
if (player->shrinkLaserDelay)
player->shrinkLaserDelay--;
if (player->eggmanTransferDelay)
player->eggmanTransferDelay--;
if (player->tripwireReboundDelay)
player->tripwireReboundDelay--;
if (player->ringdelay)
player->ringdelay--;
if (player->trickpanel == TRICKSTATE_READY)
{
if (!player->throwdir && !cmd->turning)
player->tricklock = TICRATE/10;
else if (player->tricklock)
player->tricklock--;
}
else
{
player->tricklock = 0;
}
if (P_PlayerInPain(player))
{
player->ringboost = 0;
}
else if (player->ringboost)
{
// If a Ring Box or Super Ring isn't paying out, aggressively reduce
// extreme ringboost duration. Less aggressive for accel types, so they
// retain more speed for small payouts.
UINT8 roller = TICRATE*2;
roller += 4*(8-player->kartspeed);
if (player->superring == 0)
player->ringboost -= max((player->ringboost / roller), 1);
else
player->ringboost--;
}
if (player->sneakertimer)
{
player->sneakertimer--;
if (player->sneakertimer <= 0)
{
player->numsneakers = 0;
}
}
if (player->panelsneakertimer)
{
player->panelsneakertimer--;
if (player->panelsneakertimer <= 0)
{
player->numpanelsneakers = 0;
}
}
if (player->trickboost)
player->trickboost--;
if (player->flamedash)
{
player->flamedash--;
if (player->flamedash == 0)
S_StopSoundByID(player->mo, sfx_fshld1);
else if (player->flamedash == 3 && player->curshield == KSHIELD_FLAME) // "Why 3?" We can't blend sounds so this is the best shit I've got
S_StartSoundAtVolume(player->mo, sfx_fshld3, 255/3);
}
if (player->counterdash)
player->counterdash--;
if ((player->sneakertimer || player->panelsneakertimer) && player->wipeoutslow > 0 && player->wipeoutslow < wipeoutslowtime+1)
player->wipeoutslow = wipeoutslowtime+1;
if (player->floorboost > 0)
player->floorboost--;
if (player->driftboost)
player->driftboost--;
if (player->strongdriftboost)
player->strongdriftboost--;
if (player->gateBoost)
player->gateBoost--;
if (player->powerup.rhythmBadgeTimer > 0)
player->powerup.rhythmBadgeTimer--;
if (player->powerup.barrierTimer > 0)
{
player->powerup.barrierTimer--;
}
if (player->powerup.superTimer > 0)
{
player->powerup.superTimer--;
}
if (K_PlayerGuard(player))
{
if (!player->oldGuard)
S_StartSound(player->mo, sfx_s1af);
player->oldGuard = true;
}
else if (player->oldGuard)
{
player->defenseLockout = PUNISHWINDOW;
player->oldGuard = false;
}
if (player->startboost > 0 && onground == true)
{
player->startboost--;
}
if (player->dropdashboost)
player->dropdashboost--;
if (player->wavedashboost > 0 && onground == true)
{
player->wavedashboost--;
}
if (player->overdriveready)
{
if (player->amps == 0 || player->rings > 0)
player->overdriveready = 0;
else
{
player->overdriveready--;
K_Overdrive(player);
}
}
if (player->overdrivelenient)
{
// This is a Defensive Overdrive and shouldn't start deducting time until we recover
if (!P_PlayerInPain(player))
player->overdrivelenient = false;
}
else
{
if (player->overdrive > 0 && onground == true)
{
player->overdrive--;
}
if (player->overshield > 0 && onground == true)
{
player->overshield--;
}
}
if (player->wavedashboost == 0 || player->wavedashpower > FRACUNIT)
{
player->wavedashpower = FRACUNIT; // Safety
}
if (player->speedpunt)
player->speedpunt--;
// This timer can get out of control fast, clamp to match player expectations about "new" hazards
if (player->speedpunt > TICRATE*4)
player->speedpunt = TICRATE*4;
if (player->trickcharge > 0 && onground == true)
{
player->trickcharge--;
if (player->drift)
player->trickcharge = max(player->trickcharge, 1);
if (gametyperules & GTR_SPHERES && (leveltime % 10 == 0))
player->spheres++;
}
if (player->infinitether > 0)
{
player->infinitether--;
}
if (player->spindashboost)
{
player->spindashboost--;
if (player->spindashboost <= 0)
{
player->spindashspeed = player->spindashboost = 0;
}
}
if (player->invincibilitytimer && (player->ignoreAirtimeLeniency > 0 || onground == true || K_PowerUpRemaining(player, POWERUP_SMONITOR)))
{
player->invincibilitytimer--;
if (player->invincibilitytimer && K_IsPlayerScamming(player))
player->invincibilitytimer--;
}
if (!player->invincibilitytimer)
player->invincibilityextensions = 0;
if (player->preventfailsafe)
player->preventfailsafe--;
if (player->tripwireUnstuck > 150)
{
player->tripwireUnstuck = 0;
K_DoIngameRespawn(player);
}
if (player->amppickup && (leveltime%2))
{
if (P_IsDisplayPlayer(player))
{
S_StartSoundAtVolume(NULL, sfx_mbs43, 255);
S_StartSoundAtVolume(NULL, sfx_mbs43, 255);
}
else
{
S_StartSoundAtVolume(NULL, sfx_mbs43, 127);
}
player->amppickup--;
}
// Don't tick down while in damage state.
// There may be some maps where the timer activates for
// a moment during normal play, but would quickly correct
// itself when the player drives forward.
// If the player is in a damage state, they may not be
// able to move in time.
// Always let the respawn prompt appear.
if (player->bigwaypointgap && (player->bigwaypointgap > AUTORESPAWN_THRESHOLD || !P_PlayerInPain(player)))
{
player->bigwaypointgap--;
if (!player->bigwaypointgap)
K_DoIngameRespawn(player);
else if (player->bigwaypointgap == AUTORESPAWN_THRESHOLD)
K_AddMessageForPlayer(player, "Press <y> to respawn", true, false);
}
if (player->tripwireUnstuck && !player->mo->hitlag)
player->tripwireUnstuck--;
if ((player->respawn.state == RESPAWNST_NONE) && player->growshrinktimer != 0)
{
if (player->growshrinktimer > 0 && (onground == true || player->ignoreAirtimeLeniency > 0))
{
player->growshrinktimer--;
if (player->growshrinktimer && K_IsPlayerScamming(player))
player->growshrinktimer--;
}
if (player->growshrinktimer < 0)
player->growshrinktimer++;
// Back to normal
if (player->growshrinktimer == 0)
K_RemoveGrowShrink(player);
}
if (player->respawn.state != RESPAWNST_MOVE && (player->cmd.buttons & BT_RESPAWN) == BT_RESPAWN)
{
player->finalfailsafe++; // Decremented by ringshooter to "freeze" this timer
// Part-way through the auto-respawn timer, you can tap Ring Shooter to respawn early
if (player->finalfailsafe >= 4*TICRATE ||
(player->bigwaypointgap && player->bigwaypointgap < AUTORESPAWN_THRESHOLD))
{
K_DoIngameRespawn(player);
player->finalfailsafe = 0;
}
}
else
{
player->finalfailsafe = 0;
}
if (player->ignoreAirtimeLeniency)
player->ignoreAirtimeLeniency--;
if (player->freeRingShooterCooldown && !player->mo->hitlag)
player->freeRingShooterCooldown--;
if (player->superringalert)
{
player->superringdisplay = player->superringpeak;
player->superringalert--;
}
else
{
if (player->superringdisplay != player->superring)
{
INT16 delta = player->superring - player->superringdisplay;
if (player->superring > player->superringdisplay)
delta = max(delta/8, 1);
else
delta = min(delta/8, -1);
player->superringdisplay += delta;
}
}
if (player->superring)
{
player->nextringaward++;
UINT8 ringrate = 3 - min(2, player->superring / 20); // Used to consume fat stacks of cash faster.
if (player->nextringaward >= ringrate)
{
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->pickuprings++;
if (player->superring == 1)
ring->cvmem = 1; // play caching when collected
player->nextringaward = 0;
player->superring--;
}
}
else
{
player->nextringaward = 99; // Next time we need to award superring, spawn the first one instantly.
}
if (player->pflags & PF_VOID && player->mo->hitlag == 0) // Returning from FAULT VOID
{
player->pflags &= ~PF_VOID;
player->mo->renderflags &= ~RF_DONTDRAW;
player->mo->flags &= ~MF_NOCLIPTHING;
player->mo->momx = 0;
player->mo->momy = 0;
player->mo->momz = 0;
player->nocontrol = 0;
player->driftboost = 0;
player->strongdriftboost = 0;
player->tiregrease = 0;
player->sneakertimer = 0;
player->panelsneakertimer = 0;
player->spindashboost = 0;
player->flashing = TICRATE/2;
player->ringboost = 0;
player->driftboost = player->strongdriftboost = 0;
player->gateBoost = 0;
}
if (player->pflags & PF_FAULT && player->nocontrol) // Hold player on respawn platform, no fair skipping long POSITION areas
{
if (rainbowstartavailable && ((leveltime <= starttime) || (leveltime - starttime < 10*TICRATE)))
{
player->nocontrol = TICRATE/2;
player->mo->renderflags |= RF_DONTDRAW;
player->mo->flags |= MF_NOCLIPTHING;
}
}
// Players that bounce far off walls get reduced Top accel, to give them some time to get their bearings.
if ((player->mo->eflags & MFE_JUSTBOUNCEDWALL) && player->curshield == KSHIELD_TOP)
{
angle_t topdelta = player->mo->angle - K_MomentumAngle(player->mo);
fixed_t topmult = FINECOSINE(topdelta >> ANGLETOFINESHIFT);
topmult = (topmult/2) + (FRACUNIT/2); // 0 to original
player->topAccel = FixedMul(topmult, player->topAccel);
}
player->topAccel = min(player->topAccel + TOPACCELREGEN, MAXTOPACCEL);
if (player->stealingtimer == 0
&& player->rocketsneakertimer
&& onground == true)
player->rocketsneakertimer--;
if (player->hyudorotimer)
player->hyudorotimer--;
if (player->bumpUnstuck > 30*5)
{
player->bumpUnstuck = 0;
K_DoIngameRespawn(player);
}
else if (player->bumpUnstuck)
{
player->bumpUnstuck--;
}
if (player->fakeBoost)
player->fakeBoost--;
if (player->bumperinflate && player->mo->hitlag == 0)
{
fixed_t thrustdelta = MAXCOMBOTHRUST - MINCOMBOTHRUST;
fixed_t floatdelta = MAXCOMBOFLOAT - MINCOMBOFLOAT;
fixed_t thrustpertic = thrustdelta / MAXCOMBOTIME;
fixed_t floatpertic = floatdelta / MAXCOMBOTIME;
fixed_t totalthrust = thrustpertic * player->progressivethrust + MINCOMBOTHRUST;
fixed_t totalfloat = floatpertic * player->progressivethrust + MINCOMBOFLOAT;
if (player->speed > K_GetKartSpeed(player, false, false))
totalthrust = 0;
if (player->tumbleBounces && player->tumbleBounces <= TUMBLEBOUNCES)
{
player->mo->momz += totalfloat;
P_Thrust(player->mo, K_MomentumAngle(player->mo), totalthrust/2);
}
else
{
P_Thrust(player->mo, K_MomentumAngle(player->mo), totalthrust);
}
player->bumperinflate--;
}
if (player->ringvolume < MINRINGVOLUME)
player->ringvolume = MINRINGVOLUME;
else if (MAXRINGVOLUME - player->ringvolume < RINGVOLUMEREGEN)
player->ringvolume = MAXRINGVOLUME;
else
player->ringvolume += RINGVOLUMEREGEN;
// :D
if (player->ringtransparency < MINRINGTRANSPARENCY)
player->ringtransparency = MINRINGTRANSPARENCY;
else if (MAXRINGTRANSPARENCY - player->ringtransparency < RINGTRANSPARENCYREGEN)
player->ringtransparency = MAXRINGTRANSPARENCY;
else
player->ringtransparency += RINGTRANSPARENCYREGEN;
if (player->sadtimer)
player->sadtimer--;
if (player->stealingtimer > 0)
player->stealingtimer--;
else if (player->stealingtimer < 0)
player->stealingtimer++;
if (player->justbumped > 0)
player->justbumped--;
if (player->noEbrakeMagnet > 0)
player->noEbrakeMagnet--;
if (player->defenseLockout)
{
player->instaWhipCharge = 0;
player->defenseLockout--;
}
UINT16 normalturn = abs(cmd->turning);
UINT16 normalaim = abs(cmd->throwdir);
if (normalturn != 0 || normalaim != 0)
{
if (normalturn != KART_FULLTURN && normalturn != KART_FULLTURN/2 && normalturn != 0)
player->analoginput = true;
if (normalaim != KART_FULLTURN && normalaim != KART_FULLTURN/2 && normalaim != 0)
player->analoginput = true;
if (normalturn == KART_FULLTURN/2 && normalaim == KART_FULLTURN)
player->analoginput = false;
}
if (player->powerupVFXTimer > 0)
{
player->powerupVFXTimer--;
}
if (player->dotrickfx && !player->mo->hitlag)
{
int i;
S_StartSoundAtVolume(player->mo, sfx_trick1, 255/2);
if (!player->trickcharge)
{
for(i = 0;i < 5;i++)
{
mobj_t *aura = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height/2, MT_CHARGEAURA);
aura->eflags &= ~MFE_VERTICALFLIP;
aura->angle = player->mo->angle + i*ANG15;
P_SetTarget(&aura->target, player->mo);
if (i == 0)
aura->extravalue2 = 1;
else
aura->renderflags |= RF_TRANS50;
aura->cvmem = leveltime;
}
}
player->trickcharge = 8*TICRATE;
player->dotrickfx = false;
}
if (player->stingfx && !player->mo->hitlag)
{
S_StartSound(player->mo, sfx_s226l);
player->stingfx = false;
}
// Don't screw up chain ring pickup/usage with instawhip charge.
// If the button stays held, delay charge a bit.
if (player->instaWhipChargeLockout)
player->instaWhipChargeLockout--;
if (player->rings > 0 || player->itemamount || player->ringdelay || player->rocketsneakertimer || player->ringboxdelay)
player->instaWhipChargeLockout = INSTAWHIP_HOLD_DELAY;
else if (!(player->cmd.buttons & BT_ATTACK)) // Deliberate Item button release, no need to protect you from lockout
player->instaWhipChargeLockout = 0;
// OOPSIES FIXME pt.2: See OOPSIES FIXME pt.1.
// Don't draw attention to a useless, invisible whip charge!
if (player->instaWhipCharge && player->instaWhipCharge < INSTAWHIP_CHARGETIME && !player->itemRoulette.active)
{
if (!S_SoundPlaying(player->mo, sfx_wchrg1))
S_StartSoundAtVolume(player->mo, sfx_wchrg1, 255/2);
}
else
{
S_StopSoundByID(player->mo, sfx_wchrg1);
}
if (player->instaWhipCharge >= INSTAWHIP_CHARGETIME)
{
if (!S_SoundPlaying(player->mo, sfx_wchrg2))
S_StartSoundAtVolume(player->mo, sfx_wchrg2, 255/3);
}
else
{
S_StopSoundByID(player->mo, sfx_wchrg2);
}
if (player->itemamount || player->respawn.state != RESPAWNST_NONE || player->itemflags & (IF_ITEMOUT|IF_EGGMANOUT) || player->rocketsneakertimer || player->ringboxdelay)
player->instaWhipCharge = 0;
if (player->tiregrease)
{
// Remove grease faster if players are moving slower; players that are recovering
// from mistakes (or who got sprung purely for track traversal) need steering!
// Up to 4x degrease speed below 10FU/t (speed at which you lose drift sparks).
INT16 toDegrease = 1;
INT16 driftSpeedIncrements = player->speed / (10 * player->mo->scale); // Same breakpoints used for driftcharge stages.
toDegrease += max(3 - driftSpeedIncrements, 0);
if (player->tiregrease <= toDegrease)
player->tiregrease = 0;
else
player->tiregrease -= toDegrease;
}
if (player->spinouttimer || player->tumbleBounces)
{
if (player->ballhogcharge)
player->ballhogcharge = 0;
if (player->progressivethrust < MAXCOMBOTIME)
player->progressivethrust++;
if (player->incontrol > 0)
player->incontrol = 0;
player->incontrol--;
}
else
{
if (player->progressivethrust)
player->progressivethrust--;
if (player->incontrol < 0)
player->incontrol = 0;
player->incontrol++;
}
if (player->rings <= 0)
{
if (player->ringvisualwarning > 1)
player->ringvisualwarning--;
}
else
{
player->ringvisualwarning = 0;
}
if (player->ringvisualwarning == 0 && player->rings <= 0)
{
player->ringvisualwarning = 6*TICRATE/2;
}
player->incontrol = min(player->incontrol, 5*TICRATE);
player->incontrol = max(player->incontrol, -5*TICRATE);
if (player->incontrol == 3*TICRATE)
player->pitblame = -1;
if (P_PlayerInPain(player) || player->respawn.state != RESPAWNST_NONE)
{
// Too abusable! Revisit this with nerfed boxes or something.
// player->lastpickuptype = -1; // got your ass beat, go grab anything
player->defenseLockout = 0; // and reenable defensive tools just in case
}
if (player->tumbleBounces > 0)
{
K_HandleTumbleSound(player);
if (P_IsObjectOnGround(player->mo) && player->mo->momz * P_MobjFlip(player->mo) <= 0)
K_HandleTumbleBounce(player);
}
K_UpdateTripwire(player);
if (battleovertime.enabled)
{
fixed_t distanceToCenter = 0;
if (battleovertime.radius > 0)
{
distanceToCenter = R_PointToDist2(player->mo->x, player->mo->y, battleovertime.x, battleovertime.y);
}
if (distanceToCenter + player->mo->radius > battleovertime.radius)
{
if (distanceToCenter - (player->mo->radius * 2) > battleovertime.radius &&
(battleovertime.enabled >= 10*TICRATE) &&
!(player->pflags & PF_ELIMINATED) &&
!player->exiting)
{
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_TIMEOVER);
}
if (!player->exiting && !(player->pflags & PF_ELIMINATED))
{
if (leveltime < player->darkness_end)
{
if (leveltime > player->darkness_end - DARKNESS_FADE_TIME)
{
player->darkness_start = leveltime - (player->darkness_end - leveltime);
}
}
else
{
player->darkness_start = leveltime;
}
player->darkness_end = leveltime + (2 * DARKNESS_FADE_TIME);
}
}
}
extern consvar_t cv_fuzz;
if (cv_fuzz.value && P_CanPickupItem(player, 1))
{
K_StartItemRoulette(player, P_RandomRange(PR_FUZZ, 0, 1));
}
if (player->instashield)
player->instashield--;
if (player->justDI)
{
player->justDI--;
// return turning if player is fully actionable, no matter when!
if (!P_PlayerInPain(player))
player->justDI = 0;
}
if (player->eggmanexplode)
{
if (player->spectator)
player->eggmanexplode = 0;
else
{
player->eggmanexplode--;
if (!S_SoundPlaying(player->mo, sfx_kc51))
S_StartSound(player->mo, sfx_kc51);
if (player->eggmanexplode == 5*TICRATE/2)
S_StartSound(player->mo, sfx_s3k53);
if (player->eggmanexplode <= 0)
{
mobj_t *eggsexplode;
K_KartResetPlayerColor(player);
//player->flashing = 0;
eggsexplode = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SPBEXPLOSION);
eggsexplode->height = 2 * player->mo->height;
K_FlipFromObject(eggsexplode, player->mo);
S_StopSoundByID(player->mo, sfx_s3k53);
S_StopSoundByID(player->mo, sfx_kc51);
eggsexplode->threshold = KITEM_EGGMAN;
P_SetTarget(&eggsexplode->tracer, player->mo);
if (player->eggmanblame >= 0
&& player->eggmanblame < MAXPLAYERS
&& playeringame[player->eggmanblame]
&& !players[player->eggmanblame].spectator
&& players[player->eggmanblame].mo)
P_SetTarget(&eggsexplode->target, players[player->eggmanblame].mo);
}
}
}
if (player->itemtype == KITEM_BUBBLESHIELD)
{
if (player->bubblecool)
player->bubblecool--;
}
else
{
player->bubbleblowup = 0;
player->bubblecool = 0;
}
if (player->itemtype != KITEM_FLAMESHIELD)
{
if (player->flamedash)
K_FlameDashLeftoverSmoke(player->mo);
}
if (P_IsObjectOnGround(player->mo) && player->trickpanel != TRICKSTATE_NONE)
{
if (P_MobjFlip(player->mo) * player->mo->momz <= 0)
{
player->trickpanel = TRICKSTATE_NONE;
}
}
if (cmd->buttons & BT_DRIFT)
{
if (player->curshield == KSHIELD_TOP)
{
if (player->topdriftheld <= GARDENTOP_MAXGRINDTIME)
player->topdriftheld++;
// Squish :)
player->mo->spritexscale = 6*FRACUNIT/4;
player->mo->spriteyscale = 2*FRACUNIT/4;
if (leveltime & 1)
K_SpawnGardenTopSpeedLines(player);
}
// Only allow drifting while NOT trying to do an spindash input.
else if (K_PressingEBrake(player) == false)
{
player->pflags |= PF_DRIFTINPUT;
}
// else, keep the previous value, because it might be brake-drifting.
}
else
{
player->pflags &= ~PF_DRIFTINPUT;
}
// Roulette Code
K_KartItemRoulette(player, cmd);
// Handle invincibility sfx
K_UpdateInvincibilitySounds(player); // Also thanks, VAda!
if (player->tripwireState != TRIPSTATE_NONE)
{
if (player->tripwireState == TRIPSTATE_PASSED)
S_StartSound(player->mo, sfx_cdfm63);
else if (player->tripwireState == TRIPSTATE_BLOCKED)
S_StartSound(player->mo, sfx_kc4c);
player->tripwireState = TRIPSTATE_NONE;
}
// If the player is out of the game, these visuals may
// look really strange.
if (player->spectator == false && !(player->pflags & PF_NOCONTEST))
{
K_KartEbrakeVisuals(player);
Obj_ServantHandSpawning(player);
}
if (K_GetKartButtons(player) & BT_BRAKE &&
P_IsObjectOnGround(player->mo) &&
K_GetKartSpeed(player, false, false) / 2 <= player->speed)
{
K_SpawnBrakeVisuals(player);
}
else
{
player->mo->spriteyoffset = 0;
}
K_HandleDelayedHitByEm(player);
player->pflags &= ~PF_POINTME;
if (player->icecube.frozen && player->icecube.shaketimer)
{
player->mo->sprxoff += P_RandomRange(PR_DECORATION, -4, 4) * player->mo->scale;
player->mo->spryoff += P_RandomRange(PR_DECORATION, -4, 4) * player->mo->scale;
player->mo->sprzoff += P_RandomRange(PR_DECORATION, -4, 4) * player->mo->scale;
player->icecube.shaketimer--;
}
if ((player->mo->eflags & MFE_UNDERWATER) && player->curshield != KSHIELD_BUBBLE)
{
if (player->breathTimer < UINT16_MAX)
player->breathTimer++;
}
if (spbplace == -1 && modeattacking & ATTACKING_SPB && !player->mo->hitlag && player->mo->health && !P_PlayerInPain(player) && player->laps > 0 && !player->exiting && !(player->pflags & PF_NOCONTEST))
{
// I'd like this to play a sound to make the situation clearer, but this codepath seems
// to run even when you make standard contact with the SPB. Not sure why. Oh well!
// S_StartSound(NULL, sfx_s26d);
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL);
}
}
void K_KartResetPlayerColor(player_t *player)
{
boolean fullbright = false;
if (!player->mo || P_MobjWasRemoved(player->mo)) // Can't do anything
return;
if (player->mo->health <= 0 || player->playerstate == PST_DEAD || (player->respawn.state == RESPAWNST_MOVE)) // Override everything
{
goto base;
}
if (player->eggmanexplode) // You're gonna diiiiie
{
const INT32 flashtime = 4<<(player->eggmanexplode/TICRATE);
if (player->eggmanexplode % (flashtime/2) != 0)
{
;
}
else if (player->eggmanexplode % flashtime == 0)
{
player->mo->colorized = true;
player->mo->color = SKINCOLOR_BLACK;
fullbright = true;
goto finalise;
}
else
{
player->mo->colorized = true;
player->mo->color = SKINCOLOR_CRIMSON;
fullbright = true;
goto finalise;
}
}
if (player->invincibilitytimer) // You're gonna kiiiiill
{
const tic_t defaultTime = itemtime+(2*TICRATE);
tic_t flicker = 2;
boolean skip = false;
fullbright = true;
if (player->invincibilitytimer > defaultTime)
{
player->mo->color = K_RainbowColor(leveltime / 2);
player->mo->colorized = true;
skip = true;
}
else
{
flicker += (defaultTime - player->invincibilitytimer) / TICRATE / 2;
}
if (leveltime % flicker == 0)
{
player->mo->color = SKINCOLOR_INVINCFLASH;
player->mo->colorized = true;
skip = true;
}
if (skip)
{
goto finalise;
}
}
if (player->growshrinktimer) // Ditto, for grow/shrink
{
if (player->growshrinktimer % 5 == 0)
{
player->mo->colorized = true;
player->mo->color = (player->growshrinktimer < 0 ? SKINCOLOR_CREAMSICLE : SKINCOLOR_PERIWINKLE);
fullbright = true;
goto finalise;
}
}
if (player->eggmanTransferDelay)
{
player->mo->colorized = true;
if (player->eggmanTransferDelay % 2)
{
player->mo->color = SKINCOLOR_BLACK;
}
else
{
player->mo->color = SKINCOLOR_CRIMSON;
}
goto finalise;
}
if (player->overdrive && (leveltime & 1))
{
player->mo->colorized = true;
fullbright = true;
player->mo->color = player->skincolor;
goto finalise;
}
else if (player->overdrive)
{
player->mo->colorized = true;
fullbright = true;
player->mo->color = SKINCOLOR_WHITE;
goto finalise;
}
if (player->ringboost && (leveltime & 1)) // ring boosting
{
player->mo->colorized = true;
fullbright = true;
goto finalise;
}
if (player->icecube.frozen)
{
player->mo->colorized = true;
player->mo->color = SKINCOLOR_CYAN;
goto finalise;
}
base:
if (player->dye)
{
player->mo->colorized = true;
player->mo->color = player->dye;
}
else
{
player->mo->colorized = false;
player->mo->color = player->skincolor;
}
finalise:
if (player->curshield && player->curshield != KSHIELD_TOP)
{
fullbright = true;
}
if (fullbright == true)
{
player->mo->frame |= FF_FULLBRIGHT;
}
else
{
if (!(player->mo->state->frame & FF_FULLBRIGHT))
player->mo->frame &= ~FF_FULLBRIGHT;
}
}
void K_KartPlayerAfterThink(player_t *player)
{
K_KartResetPlayerColor(player);
K_UpdateStumbleIndicator(player);
K_UpdateWavedashIndicator(player);
K_UpdateTrickIndicator(player);
// Move held objects (Bananas, Orbinaut, etc)
K_MoveHeldObjects(player);
// Jawz reticule (seeking)
if (player->itemtype == KITEM_JAWZ && (player->itemflags & IF_ITEMOUT))
{
const INT32 lastTargID = player->lastjawztarget;
mobj_t *lastTarg = NULL;
INT32 targID = MAXPLAYERS;
mobj_t *targ = NULL;
mobj_t *ret = NULL;
if (specialstageinfo.valid == true
&& lastTargID == MAXPLAYERS)
{
// Aiming at the UFO (but never the emerald).
lastTarg = K_GetPossibleSpecialTarget();
}
else if ((lastTargID >= 0 && lastTargID <= MAXPLAYERS)
&& playeringame[lastTargID] == true)
{
if (players[lastTargID].spectator == false)
{
lastTarg = players[lastTargID].mo;
}
}
if (player->throwdir == -1)
{
// Backwards Jawz targets yourself.
targ = player->mo;
player->jawztargetdelay = 0;
}
else
{
// Find a new target.
targ = K_FindJawzTarget(player->mo, player, ANGLE_45);
}
if (targ != NULL && P_MobjWasRemoved(targ) == false)
{
if (targ->player != NULL)
{
targID = targ->player - players;
}
if (targID == lastTargID)
{
// Increment delay.
if (player->jawztargetdelay < 10)
{
player->jawztargetdelay++;
}
}
else
{
if (player->jawztargetdelay > 0)
{
// Wait a bit before swapping...
player->jawztargetdelay--;
targ = lastTarg;
}
else
{
// Allow a swap.
if (P_IsDisplayPlayer(player) || P_IsDisplayPlayer(targ->player))
{
S_StartSound(NULL, sfx_s3k89);
}
else
{
S_StartSound(targ, sfx_s3k89);
}
player->lastjawztarget = targID;
player->jawztargetdelay = 5;
}
}
}
if (targ == NULL || P_MobjWasRemoved(targ) == true)
{
player->lastjawztarget = -1;
player->jawztargetdelay = 0;
return;
}
ret = P_SpawnMobj(targ->x, targ->y, targ->z, MT_PLAYERRETICULE);
ret->sprzoff = targ->sprzoff;
ret->old_x = targ->old_x;
ret->old_y = targ->old_y;
ret->old_z = targ->old_z;
P_SetTarget(&ret->target, targ);
ret->frame |= ((leveltime % 10) / 2);
ret->tics = 1;
ret->color = player->skincolor;
}
else
{
player->lastjawztarget = -1;
player->jawztargetdelay = 0;
}
if (player->itemtype == KITEM_LIGHTNINGSHIELD || ((gametyperules & GTR_POWERSTONES) && K_IsPlayerWanted(player)))
{
K_LookForRings(player->mo);
}
if (player->nullHitlag > 0)
{
if (!P_MobjWasRemoved(player->mo))
{
player->mo->hitlag -= player->nullHitlag;
}
player->nullHitlag = 0;
}
}
/*--------------------------------------------------
static boolean K_SetPlayerNextWaypoint(player_t *player)
Sets 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.
Also sets the current waypoint.
Input Arguments:-
player - The player the next waypoint is being found for
Return:-
Whether it is safe to update the respawn waypoint
--------------------------------------------------*/
static boolean K_SetPlayerNextWaypoint(player_t *player)
{
waypoint_t *finishline = K_GetFinishLineWaypoint();
waypoint_t *bestwaypoint = NULL;
boolean updaterespawn = false;
if ((player != NULL) && (player->mo != NULL) && (P_MobjWasRemoved(player->mo) == false))
{
waypoint_t *waypoint = K_GetBestWaypointForMobj(player->mo, player->currentwaypoint);
// Our current waypoint.
bestwaypoint = waypoint;
if (bestwaypoint != NULL)
{
player->currentwaypoint = bestwaypoint;
}
// 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)
{
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_180;
angle_t momdelta = ANGLE_180;
angledelta = playerangle - angletowaypoint;
if (angledelta > ANGLE_180)
{
angledelta = InvAngle(angledelta);
}
momdelta = momangle - angletowaypoint;
if (momdelta > ANGLE_180)
{
momdelta = InvAngle(momdelta);
}
// 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 0
if (angledelta > ANGLE_45 || momdelta > ANGLE_45)
#endif
{
angle_t nextbestdelta = ANGLE_90;
angle_t nextbestmomdelta = ANGLE_90;
angle_t nextbestanydelta = ANGLE_MAX;
size_t i = 0U;
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 < nextbestanydelta || momdelta < nextbestanydelta)
{
nextbestanydelta = min(angledelta, momdelta);
player->besthanddirection = angletowaypoint;
if (nextbestanydelta >= ANGLE_90)
continue;
// Wanted to use a next waypoint, so remove WRONG WAY flag.
// Done here instead of when set, because of finish line
// hacks meaning we might not actually use this one, but
// we still want to acknowledge we're facing the right way.
player->pflags &= ~PF_WRONGWAY;
if (waypoint->nextwaypoints[i] != finishline) // Allow finish line.
{
if (P_TraceWaypointTraversal(player->mo, waypoint->nextwaypoints[i]->mobj) == false)
{
// Save sight checks when all of the other checks pass, so we only do it if we have to
continue;
}
}
bestwaypoint = waypoint->nextwaypoints[i];
if (angledelta < nextbestdelta)
{
nextbestdelta = angledelta;
}
if (momdelta < nextbestmomdelta)
{
nextbestmomdelta = momdelta;
}
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)
{
if (waypoint->prevwaypoints[i] == finishline) // NEVER allow finish line.
{
continue;
}
if (P_TraceWaypointTraversal(player->mo, waypoint->prevwaypoints[i]->mobj) == false)
{
// Save sight checks when all of the other checks pass, so we only do it if we have to
continue;
}
bestwaypoint = waypoint->prevwaypoints[i];
nextbestdelta = angledelta;
nextbestmomdelta = momdelta;
// Set wrong way flag if we're using prevwaypoints
player->pflags |= PF_WRONGWAY;
updaterespawn = false;
}
}
}
}
}
if (!P_IsObjectOnGround(player->mo))
{
updaterespawn = false;
}
if (player->pflags & PF_UPDATEMYRESPAWN)
{
updaterespawn = true;
player->pflags &= ~PF_UPDATEMYRESPAWN;
}
// 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.
if (bestwaypoint != NULL)
{
player->nextwaypoint = bestwaypoint;
}
}
return updaterespawn;
}
/*--------------------------------------------------
static 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
--------------------------------------------------*/
static void K_UpdateDistanceFromFinishLine(player_t *const player)
{
if ((player != NULL) && (player->mo != NULL))
{
waypoint_t *finishline = K_GetFinishLineWaypoint();
// nextwaypoint is now the waypoint that is in front of us
if ((player->exiting && !(player->pflags & PF_NOCONTEST)) || player->spectator)
{
// Player has finished, we don't need to calculate this
player->distancetofinish = 0U;
}
else if (player->pflags & PF_NOCONTEST)
{
// We also don't need to calculate this, but there's also no need to destroy the data...
;
}
else if ((player->currentwaypoint != NULL) && (player->nextwaypoint != NULL) && (finishline != NULL))
{
const boolean useshortcuts = false;
const boolean huntbackwards = false;
boolean pathfindsuccess = false;
path_t pathtofinish = {0};
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)
{
const boolean pathBackwardsReverse = ((player->pflags & PF_WRONGWAY) == 0);
boolean pathBackwardsSuccess = false;
path_t pathBackwards = {0};
fixed_t disttonext = 0;
UINT32 traveldist = 0;
UINT32 adddist = 0;
disttonext =
P_AproxDistance(
(player->mo->x >> FRACBITS) - (player->nextwaypoint->mobj->x >> FRACBITS),
(player->mo->y >> FRACBITS) - (player->nextwaypoint->mobj->y >> FRACBITS));
disttonext = P_AproxDistance(disttonext, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
traveldist = ((UINT32)disttonext) * 2;
pathBackwardsSuccess =
K_PathfindThruCircuit(player->nextwaypoint, traveldist, &pathBackwards, false, pathBackwardsReverse);
if (pathBackwardsSuccess == true)
{
if (pathBackwards.numnodes > 1)
{
// Find the closest segment, and add the distance to reach it.
vector3_t point;
size_t i;
vector3_t best;
fixed_t bestPoint = INT32_MAX;
fixed_t bestDist = INT32_MAX;
UINT32 bestGScore = UINT32_MAX;
point.x = player->mo->x;
point.y = player->mo->y;
point.z = player->mo->z;
best.x = point.x;
best.y = point.y;
best.z = point.z;
for (i = 1; i < pathBackwards.numnodes; i++)
{
vector3_t line[2];
vector3_t result;
waypoint_t *pwp = (waypoint_t *)pathBackwards.array[i - 1].nodedata;
waypoint_t *wp = (waypoint_t *)pathBackwards.array[i].nodedata;
fixed_t pDist = 0;
UINT32 g = pathBackwards.array[i - 1].gscore;
line[0].x = pwp->mobj->x;
line[0].y = pwp->mobj->y;
line[0].z = pwp->mobj->z;
line[1].x = wp->mobj->x;
line[1].y = wp->mobj->y;
line[1].z = wp->mobj->z;
P_ClosestPointOnLine3D(&point, line, &result);
pDist = P_AproxDistance(point.x - result.x, point.y - result.y);
pDist = P_AproxDistance(pDist, point.z - result.z);
if (pDist < bestPoint)
{
FV3_Copy(&best, &result);
bestPoint = pDist;
bestDist =
P_AproxDistance(
(result.x >> FRACBITS) - (line[0].x >> FRACBITS),
(result.y >> FRACBITS) - (line[0].y >> FRACBITS));
bestDist = P_AproxDistance(bestDist, (result.z >> FRACBITS) - (line[0].z >> FRACBITS));
bestGScore = g + ((UINT32)bestDist);
}
}
#if 0
if (cv_kartdebugwaypoints.value)
{
mobj_t *debugmobj = P_SpawnMobj(best.x, best.y, best.z, MT_SPARK);
P_SetMobjState(debugmobj, S_WAYPOINTORB);
debugmobj->frame &= ~FF_TRANSMASK;
debugmobj->frame |= FF_FULLBRIGHT; //FF_TRANS20
debugmobj->tics = 1;
debugmobj->color = SKINCOLOR_BANANA;
}
#endif
adddist = bestGScore;
}
/*
else
{
// Only one point to work with, so just add your euclidean distance to that.
waypoint_t *wp = (waypoint_t *)pathBackwards.array[0].nodedata;
fixed_t disttowaypoint =
P_AproxDistance(
(player->mo->x >> FRACBITS) - (wp->mobj->x >> FRACBITS),
(player->mo->y >> FRACBITS) - (wp->mobj->y >> FRACBITS));
disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (wp->mobj->z >> FRACBITS));
adddist = (UINT32)disttowaypoint;
}
*/
Z_Free(pathBackwards.array);
}
/*
else
{
// Fallback to adding euclidean distance to the next waypoint to the distancetofinish
adddist = (UINT32)disttonext;
}
*/
if (pathBackwardsReverse == false)
{
if (pathtofinish.totaldist > adddist)
{
player->distancetofinish = pathtofinish.totaldist - adddist;
}
else
{
player->distancetofinish = 0;
}
}
else
{
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
const mapheader_t *mapheader = mapheaderinfo[gamemap - 1];
if ((mapheader->levelflags & LF_SECTIONRACE) == 0U)
{
const UINT8 numfulllapsleft = ((UINT8)numlaps - player->laps) / mapheader->lapspersection;
player->distancetofinish += numfulllapsleft * K_GetCircuitLength();
}
}
}
}
}
static UINT32 u32_delta(UINT32 x, UINT32 y)
{
return x > y ? x - y : y - x;
}
/*--------------------------------------------------
static void K_UpdatePlayerWaypoints(player_t *const player)
Updates the player's waypoints and finish line distance.
Input Arguments:-
player - The player to update
Return:-
None
--------------------------------------------------*/
static void K_UpdatePlayerWaypoints(player_t *const player)
{
if (player->pflags & PF_FREEZEWAYPOINTS)
{
player->pflags &= ~PF_FREEZEWAYPOINTS;
return;
}
const UINT32 distance_threshold = FixedMul(32768, mapobjectscale);
waypoint_t *const old_currentwaypoint = player->currentwaypoint;
waypoint_t *const old_nextwaypoint = player->nextwaypoint;
boolean updaterespawn = K_SetPlayerNextWaypoint(player);
// Update prev value (used for grief prevention code)
player->distancetofinishprev = player->distancetofinish;
K_UpdateDistanceFromFinishLine(player);
UINT32 delta = u32_delta(player->distancetofinish, player->distancetofinishprev);
if (delta > distance_threshold &&
player->respawn.state == RESPAWNST_NONE && // Respawning should be a full reset.
old_currentwaypoint != NULL && // So should touching the first waypoint ever.
player->laps != 0 && // POSITION rooms may have unorthodox waypoints to guide bots.
!(player->pflags & PF_TRUSTWAYPOINTS)) // Special exception.
{
extern consvar_t cv_debuglapcheat;
#define debug_args "Player %s: waypoint ID %d too far away (%u > %u)\n", \
sizeu1(player - players), K_GetWaypointID(player->nextwaypoint), delta, distance_threshold
if (cv_debuglapcheat.value)
CONS_Printf(debug_args);
else
CONS_Debug(DBG_GAMELOGIC, debug_args);
#undef debug_args
if (!cv_debuglapcheat.value)
{
// Distance jump is too great, keep the old waypoints and old distance.
player->currentwaypoint = old_currentwaypoint;
player->nextwaypoint = old_nextwaypoint;
player->distancetofinish = player->distancetofinishprev;
// Start the auto respawn timer when the distance jumps.
if (!player->bigwaypointgap)
{
player->bigwaypointgap = AUTORESPAWN_TIME;
}
}
}
else
{
// Reset the auto respawn timer if distance changes are back to normal.
if (player->bigwaypointgap && player->bigwaypointgap <= AUTORESPAWN_THRESHOLD + 1)
{
player->bigwaypointgap = 0;
// While the player was in the "bigwaypointgap" state, laps did not change from crossing finish lines.
// So reset the lap back to normal, in case they were able to get behind the line.
player->laps = player->lastsafelap;
player->cheatchecknum = player->lastsafecheatcheck;
}
}
// Respawn point should only be updated when we're going to a nextwaypoint
if ((updaterespawn) &&
(player->bigwaypointgap == 0) &&
(player->respawn.state == RESPAWNST_NONE) &&
(player->nextwaypoint != old_nextwaypoint) &&
(K_GetWaypointIsSpawnpoint(player->nextwaypoint)) &&
(K_GetWaypointIsEnabled(player->nextwaypoint) == true))
{
player->respawn.wp = player->nextwaypoint;
player->lastsafelap = player->laps;
player->lastsafecheatcheck = player->cheatchecknum;
}
player->pflags &= ~PF_TRUSTWAYPOINTS; // clear special exception
}
INT32 K_GetKartRingPower(const player_t *player, boolean boosted)
{
fixed_t ringPower = ((9 - player->kartspeed) + (9 - player->kartweight)) * (FRACUNIT/2);
if (boosted == true)
{
ringPower = FixedMul(ringPower, K_RingDurationBoost(player));
}
return max(ringPower / FRACUNIT, 1);
}
// 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(const player_t *player, fixed_t countersteer)
{
INT16 basedrift, driftadjust;
fixed_t driftweight = player->kartweight*14; // 12
if (player->drift == 0 || !P_IsObjectOnGround(player->mo))
{
// If they aren't drifting or on the ground, this doesn't apply
return 0;
}
if (player->pflags & PF_DRIFTEND)
{
// Drift has ended and we are tweaking their angle back a bit
return -266*player->drift;
}
basedrift = (83 * player->drift) - (((driftweight - 14) * player->drift) / 5); // 415 - 303
driftadjust = abs((252 - driftweight) * player->drift / 5);
if (player->tiregrease > 0) // Buff drift-steering while in greasemode
{
basedrift += (basedrift / greasetics) * player->tiregrease;
}
#if 0
if (player->mo->eflags & MFE_UNDERWATER)
{
countersteer = FixedMul(countersteer, 3*FRACUNIT/2);
}
#endif
// Compat level for 2.0 staff ghosts
if (G_CompatLevel(0x000A))
{
return basedrift + (FixedMul(driftadjust * FRACUNIT, countersteer) / FRACUNIT);
}
else
{
return basedrift + FixedMul(driftadjust, countersteer);
}
}
INT16 K_UpdateSteeringValue(INT16 inputSteering, INT16 destSteering)
{
// player->steering is the turning value, but with easing applied.
// Keeps micro-turning from old easing, but isn't controller dependent.
INT16 amount = KART_FULLTURN/3;
INT16 diff = destSteering - inputSteering;
INT16 outputSteering = inputSteering;
// We switched steering directions, lighten up on easing for a more responsive countersteer.
// (Don't do this for steering 0, let digital inputs tap-adjust!)
if ((inputSteering > 0 && destSteering < 0) || (inputSteering < 0 && destSteering > 0))
{
// Don't let small turns in direction X allow instant turns in direction Y.
INT16 countersteer = min(KART_FULLTURN, abs(inputSteering)); // The farthest we should go is to 0 -- neutral.
amount = max(countersteer, amount); // But don't reduce turning strength from baseline either.
}
if (abs(diff) <= amount)
{
// Reached the intended value, set instantly.
outputSteering = destSteering;
}
else
{
// Go linearly towards the value we wanted.
if (diff < 0)
{
outputSteering -= amount;
}
else
{
outputSteering += amount;
}
}
return outputSteering;
}
static fixed_t K_GetUnderwaterStrafeMul(const player_t *player)
{
const fixed_t minSpeed = 11 * player->mo->scale;
fixed_t baseline = INT32_MAX;
baseline = 2 * K_GetKartSpeed(player, true, true) / 3;
return max(0, FixedDiv(max(player->speed, minSpeed) - minSpeed, baseline - minSpeed));
}
INT16 K_GetKartTurnValue(const 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;
}
// Staff ghosts - direction-only trickpanel behavior
if (G_CompatLevel(0x000A) || K_PlayerUsesBotMovement(player))
{
if (player->trickpanel == TRICKSTATE_READY || player->trickpanel == TRICKSTATE_FORWARD)
{
// Forward trick or rising from trickpanel
return 0;
}
}
if (player->justDI > 0)
{
// No turning until you let go after DI-ing.
return 0;
}
if (Obj_PlayerRingShooterFreeze(player) == true)
{
// No turning while using Ring Shooter
return 0;
}
currentSpeed = FixedHypot(player->mo->momx, player->mo->momy);
if ((currentSpeed <= 0) // Not moving
&& (K_PressingEBrake(player) == false) // Not e-braking
&& (player->respawn.state == RESPAWNST_NONE) // Not respawning
&& (player->curshield != KSHIELD_TOP) // Not riding a Top
&& (P_IsObjectOnGround(player->mo) == true)) // On the ground
{
return 0;
}
p_maxspeed = K_GetKartSpeed(player, false, true);
if (player->curshield == KSHIELD_TOP)
{
// Do not downscale turning speed with faster
// movement speed; behaves as if turning in place.
p_speed = 0;
}
else
{
if (G_CompatLevel(0x000A))
{
// Compat level for 2.0 staff ghosts
p_speed = min(currentSpeed, p_maxspeed * 2);
}
else
{
// Turning dampens as you go faster, but at extremely high speeds, keeping some control is important.
// Dampening is applied in two stages, one harsh and one soft.
// The harsh window is larger for characters with better baseline maneuverability.
fixed_t stageSpeed = min(currentSpeed, (110 + 2*(9-player->kartweight)) * p_maxspeed/100);
if (stageSpeed < currentSpeed)
{
stageSpeed += (currentSpeed - stageSpeed) / 2;
}
p_speed = min(stageSpeed, p_maxspeed * 2);
}
}
if (K_PodiumSequence() == true)
{
// Normalize turning for podium
weightadjust = FixedDiv((p_maxspeed * 3), (p_maxspeed * 3) + (2 * FRACUNIT));
turnfixed = FixedMul(turnfixed, weightadjust);
turnfixed *= 2;
return (turnfixed / FRACUNIT);
}
weightadjust = FixedDiv((p_maxspeed * 3) - p_speed, (p_maxspeed * 3) + (player->kartweight * FRACUNIT));
if (K_PlayerUsesBotMovement(player))
{
turnfixed = FixedMul(turnfixed, 2*FRACUNIT); // Base increase to turning
}
if (player->drift != 0 && P_IsObjectOnGround(player->mo))
{
if (G_CompatLevel(0x000A))
{
// Compat level for 2.0 staff ghosts
fixed_t countersteer = FixedDiv(turnfixed, KART_FULLTURN * FRACUNIT);
if (player->pflags & PF_DRIFTEND)
{
countersteer = FRACUNIT;
}
return K_GetKartDriftValue(player, countersteer);
}
else
{
if (player->pflags & PF_DRIFTEND)
{
// Sal: This was an unintended control regression from SRB2Kart, but we
// kind of prefer how it feels. It kind of sucks because the original
// eats turning entirely for a few tics. Let's do a healthy medium between
// SRB2Kart and RR: the kick-out value is eased towards normal turning control.
fixed_t drift_end_term = K_GetKartDriftValue(player, FRACUNIT) * FRACUNIT;
fixed_t drift_exit_frac = (abs(player->drift) * FRACUNIT) / 5;
turnfixed = Easing_InSine(
drift_exit_frac,
turnfixed,
drift_end_term
);
return (turnfixed / FRACUNIT);
}
else
{
// If we're drifting we have a completely different turning value
fixed_t countersteer = FixedDiv(turnfixed, KART_FULLTURN * FRACUNIT);
return K_GetKartDriftValue(player, countersteer);
}
}
}
fixed_t finalhandleboost = player->handleboost;
// If you're sliptiding, don't interact with handling boosts.
// You need turning power proportional to your speed, no matter what!
fixed_t topspeed = K_GetKartSpeed(player, false, false);
if (K_Sliptiding(player))
{
fixed_t sliptide_handle;
if (G_CompatLevel(0x000A))
{
// Compat level for 2.0 staff ghosts
sliptide_handle = 5 * SLIPTIDEHANDLING / 4;
}
else
{
sliptide_handle = 3 * SLIPTIDEHANDLING / 4;
}
finalhandleboost = FixedMul(sliptide_handle, FixedDiv(player->speed, topspeed));
}
if (finalhandleboost > 0 && player->respawn.state == RESPAWNST_NONE)
{
turnfixed = FixedMul(turnfixed, FRACUNIT + finalhandleboost);
}
if (player->curshield == KSHIELD_TOP)
;
else if (player->mo->eflags & MFE_UNDERWATER)
{
fixed_t div = min(FRACUNIT + K_GetUnderwaterStrafeMul(player), 2*FRACUNIT);
turnfixed = FixedDiv(turnfixed, div);
}
// Weight has a small effect on turning
turnfixed = FixedMul(turnfixed, weightadjust);
// Side trick
if (player->trickpanel == TRICKSTATE_LEFT || player->trickpanel == TRICKSTATE_RIGHT)
{
turnfixed /= 2;
}
// 2.2 - Presteering allowed in trickpanels
if (!G_CompatLevel(0x000A) && !K_PlayerUsesBotMovement(player))
{
if (player->trickpanel == TRICKSTATE_READY || player->trickpanel == TRICKSTATE_FORWARD)
{
// Forward trick or rising from trickpanel
turnfixed /= 2;
if (player->tricklock)
turnfixed /= (player->tricklock/2 + 1);
}
}
return (turnfixed / FRACUNIT);
}
INT32 K_GetUnderwaterTurnAdjust(const player_t *player)
{
if (player->mo->eflags & MFE_UNDERWATER)
{
INT32 steer = (K_GetKartTurnValue(player,
player->steering) << TICCMD_REDUCE);
if (!player->drift)
steer = 9 * steer / 5;
return FixedMul(steer, 8 * K_GetUnderwaterStrafeMul(player));
}
else
return 0;
}
INT32 K_GetKartDriftSparkValue(const player_t *player)
{
return (26*4 + player->kartspeed*2 + (9 - player->kartweight))*8;
}
INT32 K_GetKartDriftSparkValueForStage(const player_t *player, UINT8 stage)
{
fixed_t mul = FRACUNIT;
// This code is function is pretty much useless now that the timing changes are linear but bleh.
switch (stage)
{
case 2:
mul = 2*FRACUNIT; // x2
break;
case 3:
mul = 3*FRACUNIT; // x3
break;
case 4:
mul = 4*FRACUNIT; // x4
break;
}
return (FixedMul(K_GetKartDriftSparkValue(player) * FRACUNIT, mul) / FRACUNIT);
}
/*
Stage 1: yellow sparks
Stage 2: red sparks
Stage 3: blue sparks
Stage 4: 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);
overlay->angle = K_MomentumAngle(player->mo);
P_SetTarget(&overlay->target, player->mo);
P_SetScale(overlay, (overlay->destscale = player->mo->scale));
K_FlipFromObject(overlay, player->mo);
switch (stage)
{
case 1:
overlay->fuse = 16;
break;
case 2:
overlay->fuse = 32;
S_StartSound(player->mo, sfx_kc5b);
break;
case 3:
overlay->fuse = 48;
S_StartSound(player->mo, sfx_kc5b);
break;
case 4:
overlay->fuse = 120;
S_StartSound(player->mo, sfx_kc5b);
S_StartSound(player->mo, sfx_s3kc4l);
break;
case 0:
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_GetKartDriftSparkValueForStage(player, 1);
const INT32 dstwo = K_GetKartDriftSparkValueForStage(player, 2);
const INT32 dsthree = K_GetKartDriftSparkValueForStage(player, 3);
const INT32 dsfour = K_GetKartDriftSparkValueForStage(player, 4);
const UINT16 buttons = K_GetKartButtons(player);
boolean dokicker = false;
// 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->drift != -5 && player->drift != 5)
{
if (player->driftcharge < 0 || player->driftcharge >= dsone)
{
angle_t pushdir = K_MomentumAngle(player->mo);
S_StartSound(player->mo, sfx_s23c);
//K_SpawnDashDustRelease(player);
// Used to detect useful driftboosts.
UINT8 oldDriftBoost = player->driftboost;
// Airtime means we're not gaining speed. Get grounded!
if (!onground)
player->mo->momz -= player->speed/2;
if (player->driftcharge < 0)
{
// Stage 0: Grey sparks
if (!onground)
P_Thrust(player->mo, pushdir, player->speed / 8);
if (player->driftboost < 15)
player->driftboost = 15;
}
else if (player->driftcharge >= dsone && player->driftcharge < dstwo)
{
// Stage 1: Yellow sparks
if (!onground)
P_Thrust(player->mo, pushdir, player->speed / 3);
if (player->driftboost < 20)
player->driftboost = 20;
K_SpawnDriftBoostExplosion(player, 1);
}
else if (player->driftcharge < dsthree)
{
// Stage 2: Red sparks
if (!onground)
P_Thrust(player->mo, pushdir, player->speed / 2);
if (player->driftboost < 50)
player->driftboost = 50;
K_SpawnDriftBoostExplosion(player, 2);
}
else if (player->driftcharge < dsfour)
{
// Stage 3: Blue sparks
if (!onground)
P_Thrust(player->mo, pushdir, player->speed);
if (player->driftboost < 85)
player->driftboost = 85;
if (player->strongdriftboost < 85)
player->strongdriftboost = 85;
K_SpawnDriftBoostExplosion(player, 3);
K_SpawnDriftElectricSparks(player, K_DriftSparkColor(player, player->driftcharge), false);
dokicker = true;
}
else if (player->driftcharge >= dsfour)
{
// Stage 4: Rainbow sparks
if (!onground)
P_Thrust(player->mo, pushdir, (5 * player->speed / 4));
if (player->driftboost < 125)
player->driftboost = 125;
if (player->strongdriftboost < 125)
player->strongdriftboost = 125;
K_SpawnDriftBoostExplosion(player, 4);
K_SpawnDriftElectricSparks(player, K_DriftSparkColor(player, player->driftcharge), false);
dokicker = true;
}
if (player->trickcharge && dokicker)
{
// 2.2 - Egg-friendly trick stuff
if (G_CompatLevel(0x000B))
{
player->driftboost += 20;
player->wavedashboost += 10;
player->wavedashpower = FRACUNIT;
P_Thrust(player->mo, pushdir, player->speed / 2);
}
else
{
player->driftboost += TICRATE;
player->counterdash += TICRATE/2;
P_Thrust(player->mo, pushdir, player->speed / 6);
}
S_StartSound(player->mo, sfx_gshba);
player->trickcharge = 0;
player->infinitether = TICRATE*2;
}
// If you actually used a useful driftboost, adjust the added boost, biasing towards bottom-right.
// Everyone else has speed-retention mechanics they can chain into themselves: Metal needs help!
if (player->driftboost > oldDriftBoost)
{
player->driftboost = (38 + player->kartweight + player->kartspeed) * player->driftboost / 40;
}
}
// Remove charge
player->driftcharge = 0;
}
// Drifting: left or right?
if (!(player->pflags & PF_DRIFTINPUT))
{
// drift is not being performed so if we're just finishing set driftend and decrement counters
if (player->drift > 0)
{
player->drift--;
player->pflags |= PF_DRIFTEND;
}
else if (player->drift < 0)
{
player->drift++;
player->pflags |= PF_DRIFTEND;
}
else
player->pflags &= ~PF_DRIFTEND;
}
else if (player->speed > minspeed
&& (player->drift == 0 || (player->pflags & PF_DRIFTEND)))
{
// Uses turning over steering, since this is very binary.
// Using steering would cause a lot more "wrong drifts".
if (player->cmd.turning > 0)
{
// Starting left drift
player->drift = 1;
player->driftcharge = 0;
player->pflags &= ~PF_DRIFTEND;
}
else if (player->cmd.turning < 0)
{
// Starting right drift
player->drift = -1;
player->driftcharge = 0;
player->pflags &= ~PF_DRIFTEND;
}
}
if (P_PlayerInPain(player) || player->speed <= 0)
{
// Stop drifting
player->drift = player->driftcharge = player->aizdriftstrat = 0;
player->pflags &= ~(PF_BRAKEDRIFT|PF_GETSPARKS);
// And take away wavedash properties: advanced cornering demands advanced finesse
player->wavedash = 0;
player->wavedashboost = 0;
player->trickcharge = 0;
}
else if ((player->pflags & PF_DRIFTINPUT) && player->drift != 0)
{
// Incease/decrease the drift value to continue drifting in that direction
fixed_t driftadditive = 24;
boolean playsound = false;
if (onground)
{
if (player->drift >= 1) // Drifting to the left
{
player->drift++;
if (player->drift > 5)
player->drift = 5;
if (player->steering > 0) // Inward
driftadditive += abs(player->steering)/100;
if (player->steering < 0) // Outward
driftadditive -= abs(player->steering)/75;
}
else if (player->drift <= -1) // Drifting to the right
{
player->drift--;
if (player->drift < -5)
player->drift = -5;
if (player->steering < 0) // Inward
driftadditive += abs(player->steering)/100;
if (player->steering > 0) // Outward
driftadditive -= abs(player->steering)/75;
}
// Disable drift-sparks until you're going fast enough
if (!(player->pflags & PF_GETSPARKS)
|| (player->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->pflags |= PF_GETSPARKS;
if (player->driftcharge <= -1)
{
player->driftcharge = dsone; // Back to red
playsound = true;
}
}
else if (player->speed <= minspeed)
{
player->pflags &= ~PF_GETSPARKS;
driftadditive = 0;
if (player->driftcharge >= dsone)
{
player->driftcharge = -1; // Set yellow sparks
playsound = true;
}
}
}
else
{
driftadditive = 0;
}
if (player->trickcharge && driftadditive)
driftadditive += 16;
// This spawns the drift sparks
if ((player->driftcharge + driftadditive >= dsone)
|| (player->driftcharge < 0))
{
K_SpawnDriftSparks(player);
}
if ((player->driftcharge < dsone && player->driftcharge+driftadditive >= dsone)
|| (player->driftcharge < dstwo && player->driftcharge+driftadditive >= dstwo)
|| (player->driftcharge < dsthree && player->driftcharge+driftadditive >= dsthree))
{
playsound = true;
}
// Sound whenever you get a different tier of sparks
if (playsound && P_IsDisplayPlayer(player))
{
if (player->driftcharge == -1)
S_StartSoundAtVolume(player->mo, sfx_sploss, 192); // Yellow spark sound
else
S_StartSoundAtVolume(player->mo, sfx_s3ka2, 192);
}
player->driftcharge += driftadditive;
player->pflags &= ~PF_DRIFTEND;
}
// No longer meet the conditions to sliptide?
// We'll spot you the sliptide as long as you keep turning, but no charging wavedashes.
boolean extendedSliptide = false;
// We don't meet sliptide conditions!
if ((player->handleboost < (SLIPTIDEHANDLING/2))
|| (!player->steering)
|| (!player->aizdriftstrat)
|| (player->steering > 0) != (player->aizdriftstrat > 0))
{
if (!player->drift && player->steering && player->aizdriftextend // If we were sliptiding last tic,
&& (player->steering > 0) == (player->aizdriftextend > 0) // we're steering in the right direction,
&& player->speed >= K_GetKartSpeed(player, false, true)) // and we're above the threshold to spawn dust...
{
extendedSliptide = true; // Then keep your current sliptide, but note the behavior change for wavedash handling.
}
else // Otherwise, update sliptide status as usual.
{
if (!player->drift)
player->aizdriftstrat = 0;
else
player->aizdriftstrat = ((player->drift > 0) ? 1 : -1);
}
}
if (player->airtime > 2) // Arbitrary number. Small discontinuities due to Super Jank shouldn't thrash your handling properties.
{
player->aizdriftstrat = 0;
extendedSliptide = false;
}
// If we're sliptiding, whether through an extension or otherwise, allow sliptide extensions next tic.
if (K_Sliptiding(player))
player->aizdriftextend = player->aizdriftstrat;
else
player->aizdriftextend = 0;
if ((player->aizdriftstrat && !player->drift)
|| (extendedSliptide))
{
K_SpawnAIZDust(player);
if (!extendedSliptide)
{
// Give charge proportional to your angle. Sharp turns are rewarding, slow analog slides are not—remember, this is giving back the speed you gave up.
UINT16 addCharge = FixedInt(
FixedMul(10*FRACUNIT,
FixedDiv(abs(player->steering)*FRACUNIT, (9*KART_FULLTURN/10)*FRACUNIT)
));
addCharge = min(10, max(addCharge, 1));
// "Why 9*KART_FULLTURN/10?" For bullshit turn solver reasons, it's extremely common to steer at like 99% of FULLTURN even when at the edge of your analog range.
// This makes wavedash charge noticeably slower on even modest delay, despite the magnitude of the turn seeming the same.
// So we only require 90% of a turn to get full charge strength.
player->wavedash += addCharge;
if (player->wavedash >= MIN_WAVEDASH_CHARGE && (player->wavedash - addCharge) < MIN_WAVEDASH_CHARGE)
S_StartSound(player->mo, sfx_waved5);
}
if (abs(player->aizdrifttilt) < ANGLE_22h)
{
player->aizdrifttilt =
(abs(player->aizdrifttilt) + ANGLE_11hh / 4) *
player->aizdriftstrat;
}
if (abs(player->aizdriftturn) < ANGLE_112h)
{
player->aizdriftturn =
(abs(player->aizdriftturn) + ANGLE_11hh) *
player->aizdriftstrat;
}
}
/*
if (player->mo->eflags & MFE_UNDERWATER)
player->aizdriftstrat = 0;
*/
if (!K_Sliptiding(player) || extendedSliptide)
{
if (!extendedSliptide && K_IsLosingWavedash(player) && player->wavedash > 0)
{
if (player->wavedash > HIDEWAVEDASHCHARGE && !S_SoundPlaying(player->mo, sfx_waved2))
S_StartSoundAtVolume(player->mo, sfx_waved2,
Easing_InSine(
min(FRACUNIT, FRACUNIT * player->wavedash / MIN_WAVEDASH_CHARGE),
120,
255
)
); // Losing combo time, going to boost
S_StopSoundByID(player->mo, sfx_waved1);
S_StopSoundByID(player->mo, sfx_waved4);
player->wavedashdelay++;
if (player->wavedashdelay > TICRATE/2)
{
if (player->wavedash > HIDEWAVEDASHCHARGE)
{
fixed_t maxZipPower = 2*FRACUNIT;
fixed_t minZipPower = 1*FRACUNIT;
fixed_t powerSpread = maxZipPower - minZipPower;
int minPenalty = 2*1 + (9-9); // Kinda doing a similar thing to driftspark stage timers here.
int maxPenalty = 2*9 + (9-1); // 1/9 gets max, 9/1 gets min, everyone else gets something in between.
int penaltySpread = maxPenalty - minPenalty;
int yourPenalty = 2*player->kartspeed + (9 - player->kartweight); // And like driftsparks, speed hurts double.
yourPenalty -= minPenalty; // Normalize; minimum penalty should take away 0 power.
fixed_t yourPowerReduction = FixedDiv(yourPenalty * FRACUNIT, penaltySpread * FRACUNIT);
fixed_t yourPower = maxZipPower - FixedMul(yourPowerReduction, powerSpread);
int yourBoost = FixedInt(FixedMul(yourPower, player->wavedash/10 * FRACUNIT));
// Award boost.
player->wavedashboost += yourBoost;
// Set power of the resulting boost.
player->wavedashpower = min(FRACUNIT, FRACUNIT * player->wavedash / MIN_WAVEDASH_CHARGE);
// Scale boost sound to power.
S_StartSoundAtVolume(player->mo, sfx_waved3,
Easing_InSine(
player->wavedashpower,
120,
255
)
);
K_SpawnDriftBoostExplosion(player, 0);
}
S_StopSoundByID(player->mo, sfx_waved1);
S_StopSoundByID(player->mo, sfx_waved2);
S_StopSoundByID(player->mo, sfx_waved4);
player->wavedash = 0;
player->wavedashdelay = 0;
}
}
else
{
S_StopSoundByID(player->mo, sfx_waved1);
S_StopSoundByID(player->mo, sfx_waved2);
if (player->wavedash > 0 && !S_SoundPlaying(player->mo, sfx_waved4))
S_StartSoundAtVolume(player->mo, sfx_waved4, 255); // Passive woosh
}
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;
}
else
{
player->wavedashdelay = 0;
S_StopSoundByID(player->mo, sfx_waved2);
S_StopSoundByID(player->mo, sfx_waved4);
if (player->wavedash > HIDEWAVEDASHCHARGE && !S_SoundPlaying(player->mo, sfx_waved1))
S_StartSoundAtVolume(player->mo, sfx_waved1, 255); // Charging
}
if (player->drift
&& ((buttons & BT_BRAKE)
|| !(buttons & BT_ACCELERATE))
&& P_IsObjectOnGround(player->mo))
{
if (!(player->pflags & PF_BRAKEDRIFT))
K_SpawnBrakeDriftSparks(player);
player->pflags |= PF_BRAKEDRIFT;
}
else
player->pflags &= ~PF_BRAKEDRIFT;
}
//
// K_KartUpdatePosition
//
void K_KartUpdatePosition(player_t *player)
{
UINT8 position = 1;
UINT8 oldposition = player->position;
UINT8 team_position = 1;
UINT32 team_importance = 0;
fixed_t i;
INT32 realplayers = 0;
if (player->spectator || !player->mo)
{
// Ensure these are reset for spectators
player->position = 0;
player->positiondelay = 0;
player->teamposition = 0;
player->teamimportance = 0;
return;
}
if (K_PodiumSequence() == true)
{
position = K_GetPodiumPosition(player);
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || !players[i].mo)
continue;
realplayers++;
}
}
else
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || !players[i].mo)
continue;
realplayers++;
const boolean same_team = G_SameTeam(player, &players[i]);
#define increment_position(condition) \
if (condition) \
{ \
position++; \
if (!same_team) \
{ \
team_position++; \
} \
} \
else \
{ \
if (!same_team) \
{ \
team_importance++; \
} \
}
if (gametyperules & GTR_CIRCUIT)
{
if (player->exiting) // End of match standings
{
// Only time matters
increment_position(players[i].realtime < player->realtime)
}
else
{
// I'm a lap behind this player OR
// My distance to the finish line is higher, so I'm behind
increment_position(
(players[i].laps > player->laps)
|| (players[i].distancetofinish < player->distancetofinish)
)
}
}
else
{
if (player->exiting) // End of match standings
{
// Only score matters
increment_position(players[i].roundscore > player->roundscore)
}
else
{
UINT8 myEmeralds = K_NumEmeralds(player);
UINT8 yourEmeralds = K_NumEmeralds(&players[i]);
// First compare all points
if (players[i].roundscore > player->roundscore)
{
increment_position(true)
}
else if (players[i].roundscore == player->roundscore)
{
// Emeralds are a tie breaker
if (yourEmeralds > myEmeralds)
{
increment_position(true)
}
else if (yourEmeralds == myEmeralds)
{
// Bumpers are the second tier tie breaker
increment_position(K_Bumpers(&players[i]) > K_Bumpers(player))
}
}
}
}
#undef increment_position
}
}
if (leveltime < starttime || oldposition == 0)
oldposition = position;
if (position != oldposition) // Changed places?
{
if (!K_Cooperative() && player->positiondelay <= 0 && position < oldposition && P_IsDisplayPlayer(player) == true)
{
// Play sound when getting closer to 1st.
UINT32 soundpos = (max(0, position - 1) * MAXPLAYERS)/realplayers; // always 1-15 despite there being 16 players at max...
#if MAXPLAYERS > 16
if (soundpos < 15)
{
soundpos = 15;
}
#endif
S_ReducedVFXSound(player->mo, sfx_pass02 + soundpos, NULL); // ...which is why we can start at index 2 for a lower general pitch
}
player->positiondelay = POS_DELAY_TIME + 4; // Position number growth
}
/* except in FREE PLAY */
if (player->curshield == KSHIELD_TOP &&
(gametyperules & GTR_CIRCUIT) &&
realplayers > 1)
{
/* grace period so you don't fall off INSTANTLY */
if (K_GetItemRouletteDistance(player, 8) < 2000 && player->topinfirst < 2*TICRATE) // "Why 8?" Literally no reason, but since we intend for constant-ish distance we choose a fake fixed playercount.
{
player->topinfirst++;
}
else
{
if (position == 1)
{
Obj_GardenTopThrow(player);
}
else
{
if (player->topinfirst && (leveltime%3 == 0))
player->topinfirst--;
}
}
}
else
{
player->topinfirst = 0;
}
player->position = position;
player->teamposition = team_position;
// "Team importance" is used for scoring
// in gametypes without scoring / point limit.
player->teamimportance = (team_importance * 2);
if (position == 1)
{
player->teamimportance++;
}
}
void K_UpdateAllPlayerPositions(void)
{
INT32 i;
// First loop: Ensure all players' distance to the finish line are all accurate
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *player = &players[i];
if (!playeringame[i] || player->spectator || !player->mo || P_MobjWasRemoved(player->mo))
{
continue;
}
if (K_PodiumSequence() == true)
{
K_UpdatePodiumWaypoints(player);
continue;
}
if (player->respawn.state == RESPAWNST_MOVE &&
player->respawn.init == true &&
player->lastsafelap != player->laps)
{
player->laps = player->lastsafelap;
player->cheatchecknum = player->lastsafecheatcheck;
}
K_UpdatePlayerWaypoints(player);
}
// Second loop: Ensure all player positions reflect everyone's distances
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
{
K_KartUpdatePosition(&players[i]);
}
}
// Team Race: Live update score.
if (G_GametypeHasTeams() == true && (gametyperules & GTR_POINTLIMIT) == 0)
{
for (i = 0; i < TEAM__MAX; i++)
{
g_teamscores[i] = 0;
}
for (i = 0; i < MAXPLAYERS; i++)
{
const player_t *player = &players[i];
if (playeringame[i] == false || player->spectator == true || player->team == TEAM_UNASSIGNED)
{
continue;
}
g_teamscores[player->team] += player->teamimportance;
}
}
}
//
// K_StripItems
//
void K_StripItems(player_t *player)
{
K_DropRocketSneaker(player);
K_DropKitchenSink(player);
player->itemtype = KITEM_NONE;
player->itemamount = 0;
player->itemflags &= ~(IF_ITEMOUT|IF_EGGMANOUT);
if (player->itemRoulette.eggman == false)
{
K_StopRoulette(&player->itemRoulette);
}
player->hyudorotimer = 0;
player->stealingtimer = 0;
player->curshield = KSHIELD_NONE;
player->bananadrag = 0;
player->ballhogcharge = 0;
player->sadtimer = 0;
K_UpdateHnextList(player, true);
}
void K_StripOther(player_t *player)
{
K_StopRoulette(&player->itemRoulette);
player->invincibilitytimer = 0;
if (player->growshrinktimer)
{
K_RemoveGrowShrink(player);
}
if (player->eggmanexplode)
{
player->eggmanexplode = 0;
player->eggmanblame = -1;
K_KartResetPlayerColor(player);
}
}
static INT32 K_FlameShieldMax(player_t *player)
{
UINT32 disttofinish = 0;
UINT32 distv = 1024; // Pre no-scams: 2048
distv = distv * 16 / FLAMESHIELD_MAX; // Old distv was based on a 16-segment bar
UINT8 numplayers = 0;
UINT32 scamradius = 1500; // How close is close enough that we shouldn't be allowed to scam 1st?
UINT8 i;
if (gametyperules & GTR_CIRCUIT)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
numplayers++;
if (players[i].position == 1)
disttofinish = players[i].distancetofinish;
}
}
disttofinish = player->distancetofinish - disttofinish;
distv = FixedMul(distv, mapobjectscale);
if (numplayers <= 1)
{
return FLAMESHIELD_MAX; // max when alone, for testing
// and when in battle, for chaos
}
else if (player->position == 1 || disttofinish < scamradius)
{
return 0; // minimum for first
}
disttofinish = disttofinish - scamradius;
return min(FLAMESHIELD_MAX, (FLAMESHIELD_MAX / 16) + (disttofinish / distv)); // Ditto for this minimum, old value was 1/16
}
boolean K_PlayerEBrake(const player_t *player)
{
if (player->respawn.state != RESPAWNST_NONE
&& (player->respawn.init == true || player->respawn.fromRingShooter == true))
{
return false;
}
if (Obj_PlayerRingShooterFreeze(player) == true)
{
return false;
}
if (player->fastfall != 0)
{
return true;
}
if (K_PressingEBrake(player) == true
&& (player->drift == 0 || P_IsObjectOnGround(player->mo) == false)
&& P_PlayerInPain(player) == false
&& player->justbumped == 0
&& player->spindashboost == 0
&& player->nocontrol == 0)
{
return true;
}
return false;
}
boolean K_PlayerGuard(const player_t *player)
{
if (player->defenseLockout != 0)
{
return false;
}
if (P_PlayerInPain(player) == true)
{
return false;
}
if (K_PowerUpRemaining(player, POWERUP_BARRIER))
{
return true;
}
if (player->instaWhipCharge != 0)
{
return false;
}
if (player->spheres == 0)
return false;
// Ugh. Duplicating a lot of this because while Guard _superficially_ looks like it's
// restricted similarly to ebrake, it's actually _really_ bad if we can't guard after item bumps.
if (player->respawn.state != RESPAWNST_NONE
&& (player->respawn.init == true || player->respawn.fromRingShooter == true))
{
return false;
}
if (Obj_PlayerRingShooterFreeze(player) == true)
{
return false;
}
if (K_PressingEBrake(player) == true
&& (player->drift == 0 || P_IsObjectOnGround(player->mo) == false)
&& player->spindashboost == 0
&& player->nocontrol == 0)
{
return true;
}
return false;
}
SINT8 K_Sliptiding(const player_t *player)
{
/*
if (player->mo->eflags & MFE_UNDERWATER)
return 0;
*/
return player->drift ? 0 : player->aizdriftstrat;
}
INT32 K_StairJankFlip(INT32 value)
{
return P_AltFlip(value, 2);
}
// Ebraking visuals for mo
// we use mo->hprev for the hold bubble. If another hprev exists for some reason, remove it.
void K_KartEbrakeVisuals(player_t *p)
{
mobj_t *wave;
mobj_t *spdl;
fixed_t sx, sy;
if (K_PlayerEBrake(p) == true)
{
if (p->ebrakefor % 20 == 0)
{
wave = P_SpawnMobj(p->mo->x, p->mo->y, P_GetMobjGround(p->mo), MT_SOFTLANDING);
P_InstaScale(wave, p->mo->scale);
P_SetTarget(&wave->target, p->mo);
P_SetTarget(&wave->owner, p->mo);
wave->renderflags |= RF_REDUCEVFX;
}
// sound
if (!S_SoundPlaying(p->mo, sfx_s3kd9s) && (leveltime > starttime || P_IsDisplayPlayer(p)))
S_ReducedVFXSound(p->mo, sfx_s3kd9s, p);
// HOLD! bubble.
if (!p->ebrakefor)
{
if (p->mo->hprev && !P_MobjWasRemoved(p->mo->hprev))
{
// for some reason, there's already an hprev. Remove it.
P_RemoveMobj(p->mo->hprev);
}
P_SetTarget(&p->mo->hprev, P_SpawnMobj(p->mo->x, p->mo->y, p->mo->z, MT_HOLDBUBBLE));
p->mo->hprev->renderflags |= (RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(p));
if (encoremode)
{
// Don't render this text/digit mirrored.
p->mo->hprev->renderflags ^= RF_HORIZONTALFLIP;
}
}
// Update HOLD bubble.
if (p->mo->hprev && !P_MobjWasRemoved(p->mo->hprev))
{
P_MoveOrigin(p->mo->hprev, p->mo->x, p->mo->y, p->mo->z);
p->mo->hprev->angle = p->mo->angle;
p->mo->hprev->fuse = TICRATE/2; // When we leave spindash for any reason, make sure this bubble goes away soon after.
K_FlipFromObject(p->mo->hprev, p->mo);
P_SetTarget(&p->mo->hprev->owner, p->mo);
p->mo->hprev->renderflags |= RF_REDUCEVFX;
p->mo->hprev->sprzoff = p->mo->sprzoff;
p->mo->hprev->colorized = false;
p->mo->hprev->spritexoffset = 0;
p->mo->hprev->spriteyoffset = 0;
}
if (!p->spindash)
{
// Spawn downwards fastline
sx = p->mo->x + P_RandomRange(PR_DECORATION, -48, 48)*p->mo->scale;
sy = p->mo->y + P_RandomRange(PR_DECORATION, -48, 48)*p->mo->scale;
spdl = P_SpawnMobj(sx, sy, p->mo->z, MT_DOWNLINE);
spdl->colorized = true;
spdl->color = SKINCOLOR_WHITE;
K_MatchGenericExtraFlags(spdl, p->mo);
P_SetTarget(&spdl->owner, p->mo);
spdl->renderflags |= RF_REDUCEVFX;
P_SetScale(spdl, p->mo->scale);
// squish the player a little bit.
p->mo->spritexscale = FRACUNIT*115/100;
p->mo->spriteyscale = FRACUNIT*85/100;
}
else
{
const UINT16 MAXCHARGETIME = K_GetSpindashChargeTime(p);
const fixed_t MAXSHAKE = FRACUNIT;
// update HOLD bubble with numbers based on charge.
if (p->mo->hprev && !P_MobjWasRemoved(p->mo->hprev))
{
const INT16 overcharge = (p->spindash - MAXCHARGETIME);
const boolean desperation = (p->rings <= 0); // desperation spindash
UINT8 frame = min(1 + ((p->spindash*3) / MAXCHARGETIME), 4);
// ?! limit.
if (overcharge >= TICRATE)
frame = 5;
p->mo->hprev->frame = frame|FF_FULLBRIGHT;
if (overcharge >= 0)
{
// overcharged spindash flashes red.
p->mo->hprev->color = SKINCOLOR_MAROON;
p->mo->hprev->colorized = (overcharge % 12) >= 6;
p->mo->hprev->spritexoffset = P_AltFlip(2*FRACUNIT, 2);
}
if (desperation)
{
// desperation spindash shakes VIOLENTLY.
p->mo->hprev->spritexoffset = P_AltFlip(4*FRACUNIT, 2);
p->mo->hprev->spriteyoffset = P_AltFlip(2*FRACUNIT, 1);
}
}
// shake the player as they charge their spindash!
// "gentle" shaking as we start...
if (p->spindash < MAXCHARGETIME)
{
fixed_t shake = FixedMul(((p->spindash)*FRACUNIT/MAXCHARGETIME), MAXSHAKE);
SINT8 mult = leveltime & 1 ? 1 : -1;
p->mo->spritexoffset = shake*mult;
}
else // get VIOLENT on overcharge :)
{
fixed_t shake = MAXSHAKE + FixedMul(((p->spindash-MAXCHARGETIME)*FRACUNIT/TICRATE), MAXSHAKE)*3;
SINT8 mult = leveltime & 1 ? 1 : -1;
p->mo->spritexoffset = shake*mult;
}
// sqish them a little MORE....
p->mo->spritexscale = FRACUNIT*12/10;
p->mo->spriteyscale = FRACUNIT*8/10;
}
p->ebrakefor++;
}
else if (p->ebrakefor) // cancel effects
{
// reset scale
p->mo->spritexscale = FRACUNIT;
p->mo->spriteyscale = FRACUNIT;
// reset shake
p->mo->spritexoffset = 0;
// remove the bubble instantly unless it's in the !? state
if (p->mo->hprev && !P_MobjWasRemoved(p->mo->hprev) && (p->mo->hprev->frame & FF_FRAMEMASK) != 5)
{
P_RemoveMobj(p->mo->hprev);
P_SetTarget(&p->mo->hprev, NULL);
}
p->ebrakefor = 0;
}
}
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(PR_DECORATION, 6, 12) * parent->scale;
fixed_t vmomentum = P_RandomRange(PR_DECORATION, 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(PR_DECORATION,-36,36) * FRACUNIT,
P_RandomRange(PR_DECORATION,-36,36) * FRACUNIT,
FixedDiv(parent->height / 2, parent->scale) + (P_RandomRange(PR_DECORATION,-20,20) * FRACUNIT),
MT_SPINDASHWIND
);
P_SetTarget(&wind->target, parent);
if (parent->player && parent->player->wavedashboost)
P_SetScale(wind, wind->scale * 2);
if (parent->player && parent->player->overdrive)
P_SetScale(wind, wind->scale * 2);
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 * P_GetMobjZMovement(parent) / 4;
K_MatchGenericExtraFlags(wind, parent);
P_SetTarget(&wind->owner, parent);
wind->renderflags |= RF_REDUCEVFX;
}
// Time after which you get a thrust for releasing spindash
#define SPINDASHTHRUSTTIME 20
static void K_KartSpindash(player_t *player)
{
const boolean onGround = P_IsObjectOnGround(player->mo);
const INT16 MAXCHARGETIME = K_GetSpindashChargeTime(player);
UINT16 buttons = K_GetKartButtons(player);
boolean spawnWind = (leveltime % 2 == 0);
if (player->mo->hitlag > 0 || P_PlayerInPain(player) || player->curshield == KSHIELD_TOP)
{
player->spindash = 0;
}
if (player->spindash > 0 && (buttons & (BT_DRIFT|BT_BRAKE|BT_ACCELERATE)) != (BT_DRIFT|BT_BRAKE|BT_ACCELERATE))
{
player->spindashspeed = (min(player->spindash, MAXCHARGETIME) * FRACUNIT) / MAXCHARGETIME;
player->spindashboost = TICRATE;
// if spindash was charged enough, give a small thrust.
if (player->spindash >= SPINDASHTHRUSTTIME)
{
fixed_t thrust = FixedMul(player->mo->scale, player->spindash*FRACUNIT/5);
// Old behavior, before emergency zero-ring spindash
/*
if (gametyperules & GTR_CLOSERPLAYERS)
thrust *= 2;
*/
// Give a bit of a boost depending on charge.
P_InstaThrust(player->mo, player->mo->angle, thrust);
}
K_SetTireGrease(player, 2*TICRATE);
player->spindash = 0;
S_ReducedVFXSound(player->mo, sfx_s23c, player);
S_StopSoundByID(player->mo, sfx_kc38);
}
if ((player->spindashboost > 0) && (spawnWind == true))
{
K_KartSpindashWind(player->mo);
}
if ((player->wavedashboost > 0) && (spawnWind == true))
{
K_KartSpindashWind(player->mo);
}
if (player->spindashboost > (TICRATE/2))
{
K_KartSpindashDust(player->mo);
}
// 2.2 - Driftbrake slideoff fastfall prevention
if (!G_CompatLevel(0x000A))
{
if (player->drift && onGround && player->cmd.buttons & BT_BRAKE)
{
player->pflags |= PF_NOFASTFALL;
return;
}
}
if (K_PlayerEBrake(player) == false)
{
player->spindash = 0;
player->pflags &= ~PF_NOFASTFALL;
return;
}
else
{
// 2.2 - More responsive ebrake
if (!G_CompatLevel(0x000A))
{
if (onGround && player->noEbrakeMagnet == 0 && (FixedHypot(player->mo->momx, player->mo->momy) < 20*player->mo->scale))
{
P_Thrust(player->mo, K_MomentumAngleReal(player->mo) + ANGLE_180, FixedHypot(player->mo->momx, player->mo->momy)/8);
}
}
}
// Handle fast falling behaviors first.
if (player->respawn.state != RESPAWNST_NONE)
{
// This is handled in K_MovePlayerToRespawnPoint.
return;
}
else if (onGround == false)
{
if (player->pflags & PF_NOFASTFALL)
return;
if (player->fastfall == 0)
{
// Factors 3D momentum.
player->fastfallBase = FixedHypot(player->speed, player->mo->momz);
}
// Update fastfall.
player->fastfall = player->mo->momz;
player->spindash = 0;
P_ResetPitchRoll(player->mo);
return;
}
else if (player->fastfall != 0)
{
// Still handling fast-fall bounce.
player->pflags |= PF_NOFASTFALL;
return;
}
player->pflags |= PF_NOFASTFALL;
if (player->speed == 0 && player->steering != 0 && leveltime % 8 == 0)
{
// Rubber burn turn sfx
S_ReducedVFXSound(player->mo, sfx_ruburn, player);
}
if (player->speed < 6*player->mo->scale && player->curshield != KSHIELD_TOP)
{
if ((buttons & (BT_DRIFT|BT_BRAKE)) == (BT_DRIFT|BT_BRAKE))
{
UINT8 ringdropframes = 2 + (player->kartspeed + player->kartweight);
boolean spawnOldEffect = true;
INT16 chargetime = MAXCHARGETIME - ++player->spindash;
if (player->rings <= 0 && chargetime >= 0) // Desperation spindash
{
player->spindash++;
if (!S_SoundPlaying(player->mo, sfx_kc38))
S_StartSound(player->mo, sfx_kc38);
}
if (player->spindash >= SPINDASHTHRUSTTIME)
{
K_KartSpindashDust(player->mo);
spawnOldEffect = false;
}
if (chargetime <= (MAXCHARGETIME / 4) && spawnWind == true)
{
K_KartSpindashWind(player->mo);
}
if (player->flashing > 0 && (player->spindash % ringdropframes == 0) && player->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.
// 2.2 - No extended ring debt for recovery spindash
if (G_CompatLevel(0x000A))
{
P_PlayerRingBurst(player, 1);
}
else
{
if (player->rings > 0)
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_ReducedVFXSound(player->mo, sfx_s3kab, player);
}
}
else if (chargetime < -TICRATE)
{
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_NORMAL);
}
}
}
else
{
if (leveltime % 4 == 0)
S_ReducedVFXSound(player->mo, sfx_kc2b, player);
}
}
#undef SPINDASHTHRUSTTIME
boolean K_FastFallBounce(player_t *player)
{
// Handle fastfall bounce.
if (player->fastfall != 0)
{
const fixed_t maxBounce = mapobjectscale * 10;
const fixed_t minBounce = mapobjectscale;
fixed_t bounce = 2 * abs(player->fastfall) / 3;
if (player->curshield != KSHIELD_BUBBLE && bounce <= 2 * maxBounce)
{
// Lose speed on bad bounce.
// Slow down more as horizontal momentum shrinks
// compared to vertical momentum.
angle_t a = R_PointToAngle2(0, 0, 4 * maxBounce, player->speed);
fixed_t f = FSIN(a);
player->mo->momx = FixedMul(player->mo->momx, f);
player->mo->momy = FixedMul(player->mo->momy, f);
}
if (bounce > maxBounce)
{
bounce = maxBounce;
}
else if (bounce < minBounce)
{
bounce = minBounce;
}
if (player->curshield == KSHIELD_BUBBLE)
{
S_StartSound(player->mo, sfx_s3k44);
// This is a slightly irritating way of doing this, but because ground contact while
// bubblebouncing gives you 1 tic of ground friction, naively using a factor of player
// speed makes your sustained speed heavily gamespeed dependent.
fixed_t minspeed = 12*K_GetKartSpeed(player, false, false)/10;
fixed_t fallspeed = abs(player->fastfall);
P_InstaThrust(player->mo, player->mo->angle, 11*max(minspeed, fallspeed)/10);
player->ignoreAirtimeLeniency = max(player->ignoreAirtimeLeniency, TICRATE);
bounce += 3 * mapobjectscale;
UINT8 i;
UINT8 numplayers = 0;
if (gametyperules & GTR_CIRCUIT)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
numplayers++;
}
}
else
{
numplayers = 1; // solo behavior
}
if (player->position == 1 && player->positiondelay <= 0 && numplayers != 1)
{
S_StartSound(player->mo, sfx_kc31);
K_StripItems(player);
K_AddHitLag(player->mo, 4, false);
vector3_t offset = { 0, 0, 0 };
K_SpawnSingleHitLagSpark(player->mo, &offset, player->mo->scale*2, 4, 0, player->skincolor);
}
if (player->tripwireReboundDelay)
bounce /= 2;
}
else
{
S_StartSound(player->mo, sfx_ffbonc);
}
if (player->mo->eflags & MFE_UNDERWATER)
bounce = (117 * bounce) / 200;
player->pflags |= PF_UPDATEMYRESPAWN;
player->fastfall = 0;
// 2.2 - More lenient fastfall
if (!G_CompatLevel(0x000A))
{
if (player->curshield != KSHIELD_BUBBLE)
{
// Nudge the player in their facing angle, and provide a little starting momentum if they need it.
// The bounce is already a strong tradeoff, so this allows it to be used for saves and get you back into flow.
angle_t momangle = K_MomentumAngle(player->mo);
fixed_t minspeed = K_GetKartSpeed(player, false, false)/2;
fixed_t returnspeed = max(FixedHypot(player->mo->momx, player->mo->momy), minspeed);
// Initial momentum set uses real speed to avoid some weird twitchy behavior at low XY speed
P_InstaThrust(player->mo, momangle, FixedHypot(player->mo->momx, player->mo->momy)/2);
P_Thrust(player->mo, player->mo->angle, returnspeed/2);
}
}
player->mo->momz = bounce * P_MobjFlip(player->mo);
// CONS_Printf("%s FastFallBounce %d\n", player_names[player-players], player->mo->momz);
return true;
}
return false;
}
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->preventfailsafe) // You just got hit or interacted with something committal, no mashing for distance
{
player->pflags &= ~PF_AIRFAILSAFE;
return;
}
// Maps with "drop-in" POSITION areas (Dragonspire, Hydrocity) cause problems if we allow failsafe.
if (leveltime < introtime)
return;
UINT8 buttons = K_GetKartButtons(player);
// Accel inputs queue air-failsafe for when they're released,
// as long as they're not part of a fastfall attempt.
if ((buttons & (BT_ACCELERATE|BT_BRAKE)) == BT_ACCELERATE || K_GetForwardMove(player) != 0)
{
player->pflags |= PF_AIRFAILSAFE;
return;
}
if (player->pflags & PF_AIRFAILSAFE)
{
// Push the player forward
P_Thrust(player->mo, K_MomentumAngle(player->mo), thrustSpeed);
S_StartSound(player->mo, sfx_s23c);
K_SpawnDriftBoostExplosion(player, 0);
player->pflags &= ~PF_AIRFAILSAFE;
}
}
//
// K_PlayerBaseFriction
//
fixed_t K_PlayerBaseFriction(const player_t *player, fixed_t original)
{
const fixed_t factor = FixedMul(
FixedDiv(FRACUNIT - original, FRACUNIT - ORIG_FRICTION),
K_GetKartGameSpeedScalar(gamespeed)
);
fixed_t frict = original;
if (player->dashpadcooldown == 0) // attempt to fix Hot Shelter
{
if (K_PodiumSequence() == true)
{
frict -= FixedMul(FRACUNIT >> 4, factor);
}
else if (K_PlayerUsesBotMovement(player) == true)
{
const fixed_t speedPercent = min(FRACUNIT, FixedDiv(player->speed, K_GetKartSpeed(player, false, false)));
const fixed_t extraFriction = FixedMul(FixedMul(FRACUNIT >> 5, factor), speedPercent);
// A bit extra friction to help them without drifting.
// Remove this line once they can drift.
frict -= extraFriction;
// Bots gain more traction as they rubberband.
const fixed_t traction_value = FixedMul(player->botvars.rubberband, max(FRACUNIT, K_BotMapModifier()));
if (traction_value > FRACUNIT)
{
const fixed_t traction_mul = traction_value - FRACUNIT;
frict -= FixedMul(extraFriction, traction_mul);
}
}
}
if (frict > FRACUNIT) { frict = FRACUNIT; }
if (frict < 0) { frict = 0; }
return frict;
}
//
// K_AdjustPlayerFriction
//
void K_AdjustPlayerFriction(player_t *player)
{
const fixed_t prevfriction = K_PlayerBaseFriction(player, player->mo->friction);
if (P_IsObjectOnGround(player->mo) == false)
{
return;
}
player->mo->friction = prevfriction;
// Reduce friction after hitting a spring
if (player->tiregrease)
{
player->mo->friction += ((FRACUNIT - prevfriction) / greasetics) * player->tiregrease;
}
// Less friction on Top unless grinding
if (player->curshield == KSHIELD_TOP &&
K_GetForwardMove(player) > 0 &&
player->speed < 2 * K_GetKartSpeed(player, false, false))
{
player->mo->friction += 1024;
}
/*
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_TOUCHWATER) &&
!player->offroad)
{
player->mo->friction += 614;
}
else if ((player->mo->eflags & MFE_UNDERWATER))
{
if (!K_Sliptiding(player))
player->mo->friction += 312;
}
// Wipeout slowdown
if (player->speed > 0 && player->spinouttimer && player->wipeoutslow)
{
if (player->offroad)
player->mo->friction -= 4912;
if (player->wipeoutslow == 1)
player->mo->friction -= 9824;
}
if (player->icecube.frozen)
{
player->mo->friction = FRACUNIT;
}
// 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 = P_MoveFactorFromFriction(player->mo->friction);
}
}
//
// K_trickPanelTimingVisual
// Spawns the timing visual for trick panels depending on the given player's momz.
// If the player has tricked and is not in hitlag, this will send the half circles flying out.
// if you tumble, they'll fall off instead.
//
#define RADIUSSCALING 6
#define MINRADIUS 12
static void K_trickPanelTimingVisual(player_t *player, fixed_t momz)
{
fixed_t pos, tx, ty, tz;
mobj_t *flame;
angle_t hang = R_PointToAnglePlayer(player, player->mo->x, player->mo->y) + ANG1*90; // horizontal angle
angle_t vang = -FixedAngle(momz)*12 + (ANG1*45); // vertical angle dependant on momz, we want it to line up at 45 degrees at the perfect frame to trick at
fixed_t dist = FixedMul(max(MINRADIUS<<FRACBITS, abs(momz)*RADIUSSCALING), player->mo->scale); // distance.
UINT8 i;
// Do you like trig? cool, me neither.
for (i=0; i < 2; i++)
{
pos = FixedMul(dist, FINESINE(vang>>ANGLETOFINESHIFT));
tx = player->mo->x + FixedMul(pos, FINECOSINE(hang>>ANGLETOFINESHIFT));
ty = player->mo->y + FixedMul(pos, FINESINE(hang>>ANGLETOFINESHIFT));
tz = player->mo->z + player->mo->height/2 + FixedMul(dist, FINECOSINE(vang>>ANGLETOFINESHIFT));
// All coordinates set, spawn our fire, now.
flame = P_SpawnMobj(tx, ty, tz, MT_THOK);
P_SetScale(flame, player->mo->scale);
// Visuals
flame->sprite = SPR_TRCK;
flame->frame = i|FF_FULLBRIGHT;
if (player->trickpanel <= TRICKSTATE_READY && !player->tumbleBounces)
{
flame->tics = 2;
flame->momx = player->mo->momx;
flame->momy = player->mo->momy;
flame->momz = player->mo->momz;
}
else
{
flame->tics = TICRATE;
if (player->trickpanel > TRICKSTATE_READY) // we tricked
{
// Send the thing outwards via ghetto maths which involves redoing the whole 3d sphere again, witht the "vertical" angle shifted by 90 degrees.
// There's probably a simplier way to do this the way I want to but this works.
pos = FixedMul(48*player->mo->scale, FINESINE((vang +ANG1*90)>>ANGLETOFINESHIFT));
tx = player->mo->x + FixedMul(pos, FINECOSINE(hang>>ANGLETOFINESHIFT));
ty = player->mo->y + FixedMul(pos, FINESINE(hang>>ANGLETOFINESHIFT));
tz = player->mo->z + player->mo->height/2 + FixedMul(48*player->mo->scale, FINECOSINE((vang +ANG1*90)>>ANGLETOFINESHIFT));
flame->momx = tx -player->mo->x;
flame->momy = ty -player->mo->y;
flame->momz = tz -(player->mo->z+player->mo->height/2);
}
else // we failed the trick, drop the half circles, it'll be funny I promise.
{
flame->flags &= ~MF_NOGRAVITY;
P_SetObjectMomZ(flame, 4<<FRACBITS, false);
P_InstaThrust(flame, R_PointToAngle2(player->mo->x, player->mo->y, flame->x, flame->y), 8*mapobjectscale);
flame->momx += player->mo->momx;
flame->momy += player->mo->momy;
flame->momz += player->mo->momz;
}
}
// make sure this is only drawn for our local player
flame->renderflags |= (RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(player));
vang += FixedAngle(180<<FRACBITS); // Avoid overflow warnings...
}
}
#undef RADIUSSCALING
#undef MINRADIUS
void K_SetItemOut(player_t *player)
{
player->itemflags |= IF_ITEMOUT;
player->itemscale = K_GetItemScaleConst(player->mo->scale);
}
void K_UnsetItemOut(player_t *player)
{
player->itemflags &= ~IF_ITEMOUT;
player->itemscale = ITEMSCALE_NORMAL;
player->bananadrag = 0;
}
//
// K_MoveKartPlayer
//
void K_MoveKartPlayer(player_t *player, boolean onground)
{
ticcmd_t *cmd = &player->cmd;
boolean ATTACK_IS_DOWN = ((cmd->buttons & BT_ATTACK) && !(player->oldcmd.buttons & BT_ATTACK) && (player->respawn.state == RESPAWNST_NONE));
boolean HOLDING_ITEM = (player->itemflags & (IF_ITEMOUT|IF_EGGMANOUT));
boolean NO_HYUDORO = (player->stealingtimer == 0);
// Play overtake sounds, but only if
// - your place changed
// - not exiting
// - in relevant gametype
// - more than 10 seconds after initial scramble
if (player->oldposition != player->position
&& !player->exiting
&& (gametyperules & GTR_CIRCUIT)
&& !K_Cooperative()
&& leveltime >= starttime+(10*TICRATE))
{
if (player->oldposition < player->position) // But first, if you lost a place,
{
// then the other player taunts.
K_RegularVoiceTimers(player); // and you can't for a bit
}
else // Otherwise,
{
K_PlayOvertakeSound(player->mo); // Say "YOU'RE TOO SLOW!"
}
}
player->oldposition = player->position;
// Prevent ring misfire
if (!(cmd->buttons & BT_ATTACK))
{
if (player->itemtype == KITEM_NONE
&& NO_HYUDORO && !(HOLDING_ITEM
|| player->itemamount
|| player->itemRoulette.active == true
|| player->rocketsneakertimer
|| player->eggmanexplode))
player->itemflags |= IF_USERINGS;
else
player->itemflags &= ~IF_USERINGS;
}
if (player->ringboxdelay)
{
player->ringboxdelay--;
if (player->ringboxdelay == 0)
{
UINT32 award = 5*player->ringboxaward + 10;
if (!K_ThunderDome())
award = 3 * award / 2;
if (modeattacking & ATTACKING_SPB)
{
// SPB Attack is hard.
award = award / 2;
}
else if (modeattacking)
{
// At high distance values, the power of Ring Box is mainly an extra source of speed, to be
// stacked with power items (or itself!) during the payout period.
// Low-dist Ring Box follows some special rules, to somewhat normalize the reward between stat
// blocks that respond to rings differently; here, variance in payout period counts for a lot!
UINT8 accel = 10-player->kartspeed;
UINT8 weight = player->kartweight;
// Fixed point math can suck a dick.
if (accel > weight)
{
accel *= 10;
weight *= 3;
}
else
{
accel *= 3;
weight *= 10;
}
award = (110 + accel + weight) * award / 120;
}
else
{
UINT32 behind = K_GetItemRouletteDistance(player, player->itemRoulette.playing);
behind = FixedMul(behind, max(player->exp, FRACUNIT/2));
UINT32 behindMulti = behind / 500;
behindMulti = min(behindMulti, 60);
award = award * (behindMulti + 10) / 10;
}
K_AwardPlayerRings(player, award, true);
player->ringboxaward = 0;
}
}
// This looks a lot like the check that's right under it, but this check is specifically for instawhip charge,
// which is allowed during painstate as a last-ditch defensive option.
if (player && player->mo && player->mo->health > 0 && !player->spectator && !mapreset && leveltime > introtime)
{
boolean chargingwhip = (cmd->buttons & BT_ATTACK) && (player->rings <= 0) && (!player->instaWhipChargeLockout);
boolean releasedwhip = (!(cmd->buttons & BT_ATTACK)) && (player->rings <= 0 && player->instaWhipCharge) && !(P_PlayerInPain(player));
if (K_PowerUpRemaining(player, POWERUP_BADGE))
{
if (P_PlayerInPain(player))
{
releasedwhip = false;
player->instaWhipCharge = 0;
}
else
{
releasedwhip = (ATTACK_IS_DOWN && player->rings <= 0 && player->itemflags & IF_USERINGS);
player->instaWhipCharge = INSTAWHIP_CHARGETIME;
}
chargingwhip = false;
}
if (leveltime < starttime || player->itemflags & (IF_ITEMOUT|IF_EGGMANOUT) || player->rocketsneakertimer || (player->defenseLockout && !K_PowerUpRemaining(player, POWERUP_BADGE)))
{
chargingwhip = false;
player->instaWhipCharge = 0;
}
if (chargingwhip && (K_PressingEBrake(player) && player->drift == 0))
{
// 1) E-braking on the ground: cancels Insta-Whip.
// Still lets you keep your Whip while fast-falling.
// 2) Do not interrupt Guard.
if (P_IsObjectOnGround(player->mo) || K_PlayerGuard(player))
{
if (player->instaWhipCharge)
player->defenseLockout = PUNISHWINDOW;
player->instaWhipCharge = 0;
}
}
else if (chargingwhip)
{
player->instaWhipCharge = min(player->instaWhipCharge + 1, INSTAWHIP_TETHERBLOCK + 1);
// OOPSIES FIXME pt.1: You can charge instawhip between picking up and confirming an item box.
// This is vanishingly rare in race and impossible in battle, but SUPER common in prisons!
//
// ...But this was discovered after staff ghost recording started, and charging whip prevents
// flingring pickup, meaning it has a small but desync-capable gameplay effect.
//
// So instead of stopping charge, we hide it. How embarrassing!
if (player->instaWhipCharge == 1 && !player->itemRoulette.active)
{
Obj_SpawnInstaWhipRecharge(player, 0);
Obj_SpawnInstaWhipRecharge(player, ANGLE_120);
Obj_SpawnInstaWhipRecharge(player, ANGLE_240);
}
if (player->instaWhipCharge == INSTAWHIP_CHARGETIME)
{
Obj_SpawnInstaWhipReject(player);
}
if (player->instaWhipCharge > INSTAWHIP_CHARGETIME)
{
if ((leveltime%(INSTAWHIP_RINGDRAINEVERY)) == 0 && !(gametyperules & GTR_SPHERES))
{
if (player->rings > -20 && P_IsDisplayPlayer(player))
S_StartSound(player->mo, sfx_antiri);
player->rings--;
}
}
}
else if (releasedwhip)
{
if (player->instaWhipCharge < INSTAWHIP_CHARGETIME)
{
// OOPSIES FIXME pt.3: See OOPSIES FIXME pt.1.
if (!player->itemRoulette.active)
S_StartSound(player->mo, sfx_kc50);
player->instaWhipCharge = 0;
player->botvars.itemconfirm = 0;
}
else
{
player->instaWhipCharge = 0;
if (!K_PowerUpRemaining(player, POWERUP_BARRIER))
{
player->defenseLockout = PUNISHWINDOW;
}
S_StartSound(player->mo, sfx_iwhp);
mobj_t *whip = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INSTAWHIP);
P_SetTarget(&player->whip, whip);
P_SetScale(whip, player->mo->scale);
P_SetTarget(&whip->target, player->mo);
K_MatchGenericExtraFlags(whip, player->mo);
P_SpawnFakeShadow(whip, 20);
whip->fuse = INSTAWHIP_DURATION;
player->flashing = max(player->flashing, INSTAWHIP_DURATION);
if (P_IsObjectOnGround(player->mo))
{
whip->flags2 |= MF2_AMBUSH;
}
player->botvars.itemconfirm = 0;
}
}
else if (!(player->instaWhipCharge >= INSTAWHIP_CHARGETIME && P_PlayerInPain(player))) // Allow reversal whip
player->instaWhipCharge = 0;
}
// OOPSIES FIXME pt.4: This one is kind of esoteric and only theoretically abusable, but
// if a player picks up an item during the instawhip input safety window—the one that triggers
// after you burn to 0 rings—they can continue to hold the input, then charge a usable whip
// without stopping the roulette and acquiring an item, which cancels it.
//
// No ghosts use this technique, but your least favorite tournament player might.
if (player->itemRoulette.active)
{
player->instaWhipCharge = min(player->instaWhipCharge, INSTAWHIP_CHARGETIME - 2);
}
if (player && player->mo && K_PlayerCanUseItem(player))
{
// First, the really specific, finicky items that function without the item being directly in your item slot.
{
// Ring boosting
if (player->itemflags & IF_USERINGS)
{
// Auto-Ring
UINT8 tiereddelay = 5;
player->autoring = false;
if (
player->pflags & PF_AUTORING
&& leveltime > starttime
&& K_GetForwardMove(player) > 0
&& P_IsObjectOnGround(player->mo)
)
{
fixed_t pspeed = FixedDiv(player->speed * 100, K_GetKartSpeed(player, false, true));
if (player->rings >= 18 && pspeed < 100*FRACUNIT)
{
player->autoring = true;
tiereddelay = 3;
}
else if (player->rings >= 10 && pspeed < 85*FRACUNIT)
{
player->autoring = true;
tiereddelay = 4;
}
else if (player->rings >= 4 && pspeed < 35*FRACUNIT)
{
player->autoring = true;
tiereddelay = 5;
}
else
player->autoring = false;
}
if (((cmd->buttons & BT_ATTACK) || player->autoring) && !player->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);
if (P_IsDisplayPlayer(player))
{
UINT8 startfade = 220;
UINT8 transfactor = 10 * (min(startfade, player->ringtransparency)) / startfade;
if (transfactor < 10)
{
transfactor = max(transfactor, 4);
ring->renderflags |= ((10-transfactor) << RF_TRANSSHIFT);
ring->renderflags |= RF_ADD;
}
}
player->ringtransparency -= RINGTRANSPARENCYUSEPENALTY;
ring->extravalue1 = 1; // Ring use animation timer
ring->extravalue2 = 1; // Ring use animation flag
ring->shadowscale = 0;
P_SetTarget(&ring->target, player->mo); // user
const INT32 followerskin = K_GetEffectiveFollowerSkin(player);
if (player->autoring
&& player->follower != NULL
&& P_MobjWasRemoved(player->follower) == false
&& followerskin >= 0
&& followerskin < numfollowers)
{
const follower_t *fl = &followers[followerskin];
ring->cusval = player->follower->x - player->mo->x;
ring->cvmem = player->follower->y - player->mo->y;
ring->movefactor = P_GetMobjHead(player->follower) - P_GetMobjHead(player->mo);
// cvmem is used to play the ring animation for followers
player->follower->cvmem = fl->ringtime;
}
else
{
ring->cusval = ring->cvmem = ring->movefactor = 0;
}
// really silly stupid dumb HACK to fix interp
// without needing to duplicate any code
A_AttractChase(ring);
P_SetOrigin(ring, ring->x, ring->y, ring->z);
ring->extravalue1 = 1;
player->rings--;
if (player->autoring && !(cmd->buttons & BT_ATTACK))
player->ringdelay = tiereddelay;
else
player->ringdelay = 3;
if (player->rings == 0)
K_Overdrive(player);
}
}
// Other items
else
{
// Eggman Monitor exploding
if (player->eggmanexplode)
{
if (ATTACK_IS_DOWN && player->eggmanexplode <= 3*TICRATE && player->eggmanexplode > 1)
{
player->eggmanexplode = 1;
player->botvars.itemconfirm = 0;
}
}
// Eggman Monitor throwing
else if (player->itemflags & IF_EGGMANOUT)
{
if (ATTACK_IS_DOWN)
{
K_ThrowKartItem(player, false, MT_EGGMANITEM, -1, 0, 0);
K_PlayAttackTaunt(player->mo);
player->itemflags &= ~IF_EGGMANOUT;
K_UpdateHnextList(player, true);
player->botvars.itemconfirm = 0;
}
}
// Rocket Sneaker usage
else if (player->rocketsneakertimer > 1)
{
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO)
{
K_DoSneaker(player, 2);
K_PlayBoostTaunt(player->mo);
if (player->rocketsneakertimer <= 3*TICRATE)
player->rocketsneakertimer = 1;
else
player->rocketsneakertimer -= 3*TICRATE;
player->botvars.itemconfirm = 2*TICRATE;
}
}
else if (player->itemamount == 0)
{
K_UnsetItemOut(player);
}
else
{
switch (player->itemtype)
{
case KITEM_SNEAKER:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO)
{
K_DoSneaker(player, 1);
K_PlayBoostTaunt(player->mo);
player->itemamount--;
player->botvars.itemconfirm = 0;
}
break;
case KITEM_ROCKETSNEAKER:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO
&& player->rocketsneakertimer == 0)
{
INT32 moloop;
mobj_t *mo = NULL;
mobj_t *prev = player->mo;
K_PlayBoostTaunt(player->mo);
S_StartSound(player->mo, sfx_s3k3a);
//K_DoSneaker(player, 2);
player->rocketsneakertimer = (itemtime*3);
player->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;
}
player->botvars.itemconfirm = 0;
}
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
{
UINT32 behind = K_GetItemRouletteDistance(player, player->itemRoulette.playing);
UINT32 behindScaled = behind * TICRATE / 4500;
behindScaled = min(behindScaled, 10*TICRATE);
K_DoInvincibility(player,
max(7u * TICRATE + behindScaled, player->invincibilitytimer + 5u*TICRATE));
K_PlayPowerGloatSound(player->mo);
player->itemamount--;
player->botvars.itemconfirm = 0;
}
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);
K_SetItemOut(player);
S_StartSound(player->mo, sfx_s254);
for (moloop = 0; moloop < player->itemamount; moloop++)
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BANANA_SHIELD);
if (!mo)
{
player->itemamount = moloop;
break;
}
mo->flags |= MF_NOCLIPTHING;
mo->threshold = 10;
mo->movecount = player->itemamount;
mo->movedir = moloop+1;
mo->cusval = player->itemscale;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&mo->hprev, prev);
P_SetTarget(&prev->hnext, mo);
prev = mo;
}
player->botvars.itemconfirm = 0;
}
else if (ATTACK_IS_DOWN && (player->itemflags & IF_ITEMOUT)) // Banana x3 thrown
{
player->itemamount--;
K_ThrowKartItem(player, false, MT_BANANA, -1, 0, 0);
K_PlayAttackTaunt(player->mo);
K_UpdateHnextList(player, false);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_EGGMAN:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
player->itemamount--;
player->itemflags |= IF_EGGMANOUT;
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;
mo->cusval = player->itemscale;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&player->mo->hnext, mo);
}
player->botvars.itemconfirm = 0;
}
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);
K_SetItemOut(player);
S_StartSound(player->mo, sfx_s3k3a);
for (moloop = 0; moloop < player->itemamount; moloop++)
{
newangle = (player->mo->angle + ANGLE_157h) + FixedAngle(((360 / player->itemamount) * moloop) << FRACBITS) + ANGLE_90;
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ORBINAUT_SHIELD);
if (!mo)
{
player->itemamount = moloop;
break;
}
mo->flags |= MF_NOCLIPTHING;
mo->angle = newangle;
mo->threshold = 10;
mo->movecount = player->itemamount;
mo->movedir = mo->lastlook = moloop+1;
mo->color = player->skincolor;
mo->cusval = player->itemscale;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&mo->hprev, prev);
P_SetTarget(&prev->hnext, mo);
prev = mo;
}
player->botvars.itemconfirm = 0;
}
else if (ATTACK_IS_DOWN && (player->itemflags & IF_ITEMOUT)) // Orbinaut x3 thrown
{
player->itemamount--;
K_ThrowKartItem(player, true, MT_ORBINAUT, 1, 0, 0);
K_PlayAttackTaunt(player->mo);
K_UpdateHnextList(player, false);
player->botvars.itemconfirm = 0;
}
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);
K_SetItemOut(player);
S_StartSound(player->mo, sfx_s3k3a);
for (moloop = 0; moloop < player->itemamount; moloop++)
{
newangle = (player->mo->angle + ANGLE_157h) + FixedAngle(((360 / player->itemamount) * moloop) << FRACBITS) + ANGLE_90;
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_JAWZ_SHIELD);
if (!mo)
{
player->itemamount = moloop;
break;
}
mo->flags |= MF_NOCLIPTHING;
mo->angle = newangle;
mo->threshold = 10;
mo->movecount = player->itemamount;
mo->movedir = mo->lastlook = moloop+1;
mo->cusval = player->itemscale;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&mo->hprev, prev);
P_SetTarget(&prev->hnext, mo);
prev = mo;
}
player->botvars.itemconfirm = 0;
}
else if (ATTACK_IS_DOWN && HOLDING_ITEM && (player->itemflags & IF_ITEMOUT)) // Jawz thrown
{
player->itemamount--;
K_ThrowKartItem(player, true, MT_JAWZ, 1, 0, 0);
K_PlayAttackTaunt(player->mo);
K_UpdateHnextList(player, false);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_MINE:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
K_SetItemOut(player);
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;
mo->cusval = player->itemscale;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&player->mo->hnext, mo);
}
player->botvars.itemconfirm = 0;
}
else if (ATTACK_IS_DOWN && (player->itemflags & IF_ITEMOUT))
{
player->itemamount--;
K_ThrowKartItem(player, false, MT_SSMINE, 1, 1, 0);
K_PlayAttackTaunt(player->mo);
player->itemflags &= ~IF_ITEMOUT;
K_UpdateHnextList(player, true);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_LANDMINE:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->itemamount--;
K_ThrowLandMine(player);
K_PlayAttackTaunt(player->mo);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_DROPTARGET:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
K_SetItemOut(player);
S_StartSound(player->mo, sfx_s254);
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_DROPTARGET_SHIELD);
if (mo)
{
mo->flags |= MF_NOCLIPTHING;
mo->threshold = 10;
mo->movecount = 1;
mo->movedir = 1;
mo->cusval = player->itemscale;
P_SetTarget(&mo->tracer, player->mo);
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&player->mo->hnext, mo);
}
player->botvars.itemconfirm = 0;
}
else if (ATTACK_IS_DOWN && (player->itemflags & IF_ITEMOUT))
{
player->itemamount--;
mobj_t *drop = K_ThrowKartItem(player, (player->throwdir > 0), MT_DROPTARGET, -1, 0, 0);
P_SetTarget(&drop->tracer, player->mo);
K_PlayAttackTaunt(player->mo);
player->itemflags &= ~IF_ITEMOUT;
K_UpdateHnextList(player, true);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_BALLHOG:
if (!HOLDING_ITEM && NO_HYUDORO)
{
INT32 ballhogmax = player->itemamount * BALLHOGINCREMENT;
// This construct looks a little goofy, but we're basically just
// trying to prevent rapid taps from restarting a charge, while
// still allowing quick tapfire.
// (The player still has to pace their shots like this, it's not
// semi-auto, but that's probably kind of okay.)
if (player->ballhogcharge && !(cmd->buttons & BT_ATTACK))
player->ballhogtap = true;
if (player->ballhogcharge == 0)
player->ballhogtap = false;
boolean realcharge = (cmd->buttons & BT_ATTACK) && (player->itemflags & IF_HOLDREADY) /*&& (player->ballhogcharge < ballhogmax)*/;
if ((realcharge && !player->ballhogtap) || (player->ballhogtap && player->ballhogcharge < BALLHOGINCREMENT))
{
if (player->ballhogcharge < ballhogmax)
{
player->ballhogcharge++;
if (player->ballhogcharge % BALLHOGINCREMENT == 0)
{
sfxenum_t hogsound[] =
{
sfx_bhog00,
sfx_bhog01,
sfx_bhog02,
sfx_bhog03,
sfx_bhog04,
sfx_bhog05
};
UINT8 chargesound = max(1, min(player->ballhogcharge / BALLHOGINCREMENT, 6));
S_StartSound(player->mo, hogsound[chargesound-1]);
}
}
}
else
{
if (player->ballhogcharge > 0)
{
INT32 numhogs = K_HogChargeToHogCount(player->ballhogcharge, player->itemamount);
if (numhogs > 0) // no tapfire scams
{
K_SetItemOut(player); // need this to set itemscale
player->itemamount -= numhogs;
K_PlayAttackTaunt(player->mo);
K_DoBallhogAttack(player, numhogs);
K_UnsetItemOut(player);
}
player->ballhogcharge = 0;
player->itemflags &= ~IF_HOLDREADY;
player->botvars.itemconfirm = 0;
}
else
{
if (cmd->buttons & BT_ATTACK)
{
player->itemflags &= ~IF_HOLDREADY;
}
else
{
player->itemflags |= IF_HOLDREADY;
}
}
}
}
break;
case KITEM_SPB:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->itemamount--;
K_SetItemOut(player);
K_ThrowKartItem(player, true, MT_SPB, 1, 0, 0);
K_UnsetItemOut(player);
K_PlayAttackTaunt(player->mo);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_GROW:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
if (player->growshrinktimer < 0)
{
// Old v1 behavior was to have Grow counter Shrink,
// but Shrink is now so ephemeral that it should just work.
K_RemoveGrowShrink(player);
// So we fall through here.
}
K_PlayPowerGloatSound(player->mo);
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = FixedMul(mapobjectscale, GROW_SCALE);
if (K_PlayerShrinkCheat(player) == true)
{
player->mo->destscale = FixedMul(player->mo->destscale, SHRINK_SCALE);
}
if (P_IsPartyPlayer(player) == false && player->invincibilitytimer == 0)
{
// don't play this if the player has invincibility -- that takes priority
S_StartSound(player->mo, sfx_alarmg);
}
player->growshrinktimer = max(0, player->growshrinktimer);
player->growshrinktimer += ((gametyperules & GTR_CLOSERPLAYERS) ? 8 : 12) * TICRATE;
S_StartSound(player->mo, sfx_kc5a);
player->itemamount--;
player->botvars.itemconfirm = 0;
}
break;
case KITEM_SHRINK:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
K_DoShrink(player);
player->itemamount--;
K_PlayPowerGloatSound(player->mo);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_LIGHTNINGSHIELD:
if (player->curshield != KSHIELD_LIGHTNING)
{
mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_LIGHTNINGSHIELD);
P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2));
P_SetTarget(&shield->target, player->mo);
S_StartSound(player->mo, sfx_s3k41);
player->curshield = KSHIELD_LIGHTNING;
}
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
K_DoLightningShield(player);
if (player->itemamount > 0)
{
// Why is this a conditional?
// Lightning shield: the only item that allows you to
// activate a mine while you're out of its radius,
// the SAME tic it sets your itemamount to 0
// ...:dumbestass:
player->itemamount--;
K_PlayAttackTaunt(player->mo);
player->botvars.itemconfirm = 0;
}
}
break;
case KITEM_GARDENTOP:
if (player->curshield == KSHIELD_TOP && K_GetGardenTop(player) == NULL)
{
Obj_GardenTopDeploy(player->mo);
player->botvars.itemconfirm = 0;
}
else if (ATTACK_IS_DOWN && NO_HYUDORO)
{
if (player->curshield != KSHIELD_TOP)
{
player->topinfirst = 0;
Obj_GardenTopDeploy(player->mo);
}
else
{
if (player->throwdir == -1)
{
const angle_t angle = P_IsObjectOnGround(player->mo) ?
player->mo->angle : K_MomentumAngle(player->mo);
mobj_t *top = Obj_GardenTopDestroy(player);
// Fly off the Top at high speed
P_InstaThrust(player->mo, angle, player->speed + (80 * mapobjectscale));
P_SetObjectMomZ(player->mo, player->mo->info->height / 8, true);
// Limit top spaceflight, whether accidental or on purpose, by forcing a fastfall
player->cmd.buttons |= BT_EBRAKEMASK;
player->pflags &= ~PF_NOFASTFALL;
if (top != NULL)
{
top->momx = player->mo->momx;
top->momy = player->mo->momy;
top->momz = player->mo->momz;
}
}
else
{
Obj_GardenTopThrow(player);
S_StartSound(player->mo, sfx_tossed); // play only when actually thrown :^,J
K_PlayAttackTaunt(player->mo);
}
}
player->botvars.itemconfirm = 0;
}
break;
case KITEM_BUBBLESHIELD:
if (player->curshield != KSHIELD_BUBBLE)
{
mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BUBBLESHIELD);
// MT_BUBBLESHIELD doesn't have MF_NOBLOCKMAP so we need to remove this manually.
// Otherwise if you roll a bubble shield while flipped, the visuals look too mismatched.
shield->eflags &= ~MFE_VERTICALFLIP;
P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2));
P_SetTarget(&shield->target, player->mo);
S_StartSound(player->mo, sfx_s3k3f);
player->curshield = KSHIELD_BUBBLE;
}
if (!HOLDING_ITEM && NO_HYUDORO)
{
if ((cmd->buttons & BT_ATTACK) && (player->itemflags & IF_HOLDREADY))
{
if (player->bubbleblowup == 0)
S_StartSound(player->mo, sfx_s3k75);
player->bubbleblowup++;
player->bubblecool = player->bubbleblowup*4;
if (player->bubbleblowup > bubbletime*2)
{
player->itemamount--;
K_ThrowKartItem(player, (player->throwdir > 0), MT_BUBBLESHIELDTRAP, -1, 0, 0);
if (player->throwdir == -1)
{
P_InstaThrust(player->mo, player->mo->angle, player->speed + (80 * mapobjectscale));
player->wavedashboost += TICRATE;
player->wavedashpower = FRACUNIT;
player->fakeBoost += TICRATE/2;
}
K_PlayAttackTaunt(player->mo);
player->bubbleblowup = 0;
player->bubblecool = 0;
player->itemflags &= ~IF_HOLDREADY;
player->botvars.itemconfirm = 0;
}
}
else
{
if (player->bubbleblowup > bubbletime)
player->bubbleblowup = bubbletime;
if (player->bubbleblowup)
player->bubbleblowup--;
if (player->bubblecool)
player->itemflags &= ~IF_HOLDREADY;
else
player->itemflags |= IF_HOLDREADY;
}
}
break;
case KITEM_FLAMESHIELD:
if (player->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->curshield = KSHIELD_FLAME;
}
if (!HOLDING_ITEM && NO_HYUDORO)
{
INT32 destlen = K_FlameShieldMax(player);
INT32 flamemax = 0;
if (player->flamelength < destlen)
player->flamelength = min(destlen, player->flamelength + 7); // Allows gauge to grow quickly when first acquired. 120/16 = ~7
flamemax = player->flamelength + TICRATE; // TICRATE leniency period, but we block most effects at flamelength 0 down below
if ((cmd->buttons & BT_ATTACK) && (player->itemflags & IF_HOLDREADY))
{
const INT32 incr = (gametyperules & GTR_CLOSERPLAYERS) ? 4 : 2;
player->flamemeter += incr;
if (player->flamelength)
{
if (player->flamedash == 0)
{
//S_StartSound(player->mo, sfx_s3k43);
K_PlayBoostTaunt(player->mo);
S_StartSoundAtVolume(player->mo, sfx_fshld0, 255/3);
S_StartSoundAtVolume(player->mo, sfx_fshld1, 255/3);
}
S_StopSoundByID(player->mo, sfx_fshld3);
player->flamedash += incr;
if (!onground)
{
P_Thrust(
player->mo, K_MomentumAngle(player->mo),
FixedMul(player->mo->scale, K_GetKartGameSpeedScalar(gamespeed))
);
}
}
if (player->flamemeter > flamemax)
{
P_Thrust(
player->mo, player->mo->angle,
FixedMul((50*player->mo->scale), K_GetKartGameSpeedScalar(gamespeed))
);
player->wavedashboost += TICRATE;
player->wavedashpower = FRACUNIT;
player->fakeBoost = TICRATE/3;
S_StopSoundByID(player->mo, sfx_fshld1);
S_StopSoundByID(player->mo, sfx_fshld0);
S_StartSoundAtVolume(player->mo, sfx_fshld2, 255/3);
player->flamemeter = 0;
player->flamelength = 0;
player->itemflags &= ~IF_HOLDREADY;
player->itemamount--;
}
}
else
{
player->itemflags |= IF_HOLDREADY;
if (!(gametyperules & GTR_CLOSERPLAYERS) || leveltime % 6 == 0)
{
if (player->flamemeter > 0)
{
player->flamemeter--;
if (!player->flamemeter)
S_StopSoundByID(player->mo, sfx_fshld3);
}
}
if (player->flamelength > destlen)
{
player->flamelength--; // Can ONLY go down if you're not using it
flamemax = player->flamelength;
if (flamemax > 0)
flamemax += TICRATE; // leniency period
}
if (player->flamemeter > flamemax)
player->flamemeter = flamemax;
}
}
break;
case KITEM_HYUDORO:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->itemamount--;
//K_DoHyudoroSteal(player); // yes. yes they do.
Obj_HyudoroDeploy(player->mo);
K_PlayAttackTaunt(player->mo);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_POGOSPRING:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO && player->trickpanel == TRICKSTATE_NONE)
{
K_PlayBoostTaunt(player->mo);
//K_DoPogoSpring(player->mo, 32<<FRACBITS, 2);
P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_POGOSPRING);
player->itemamount--;
player->botvars.itemconfirm = 0;
}
break;
case KITEM_SUPERRING:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
S_StartSound(player->mo, sfx_gsha7);
P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
UINT8 numsparks = 8;
for (UINT8 i = 0; i < numsparks; i++)
{
mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RINGSPARKS);
P_InstaScale(sparkle, player->mo->scale*2);
P_SetTarget(&sparkle->target, player->mo);
sparkle->angle = player->mo->angle + FixedAngle((360*i/numsparks)<<FRACBITS);
player->sparkleanim = (player->sparkleanim+1) % 20;
P_SetTarget(&sparkle->owner, player->mo);
sparkle->renderflags |= RF_REDUCEVFX;
}
mobj_t *burst = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height/2, MT_AMPBURST);
burst->momx = player->mo->momx/2;
burst->momy = player->mo->momy/2;
burst->momz = player->mo->momz/2;
burst->angle = player->mo->angle + ANGLE_90;
burst->scalespeed = burst->scale;
burst->destscale = burst->scale*8;
burst->color = SKINCOLOR_GOLD;
burst->fuse = 8;
// player->strongdriftboost += TICRATE;
// player->driftboost += TICRATE;
K_AwardPlayerRings(player, 20*player->itemamount, true);
player->itemamount = 0;
player->botvars.itemconfirm = 0;
}
break;
case KITEM_KITCHENSINK:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
K_SetItemOut(player);
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;
mo->cusval = player->itemscale;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&player->mo->hnext, mo);
}
player->botvars.itemconfirm = 0;
}
else if (ATTACK_IS_DOWN && HOLDING_ITEM && (player->itemflags & IF_ITEMOUT)) // Sink thrown
{
player->itemamount--;
K_ThrowKartItem(player, false, MT_SINK, 1, 2, 0);
K_PlayAttackTaunt(player->mo);
player->itemflags &= ~IF_ITEMOUT;
K_UpdateHnextList(player, true);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_GACHABOM:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->itemamount--;
K_SetItemOut(player); // need this to set itemscale
K_ThrowKartItem(player, true, MT_GACHABOM, 0, 0, 0);
K_UnsetItemOut(player);
K_PlayAttackTaunt(player->mo);
player->roundconditions.gachabom_miser = (
(player->roundconditions.gachabom_miser == 0)
? 1 : 0xFF
);
K_UpdateHnextList(player, false);
player->botvars.itemconfirm = 0;
}
break;
case KITEM_SAD:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO
&& !player->sadtimer)
{
player->sadtimer = stealtime;
player->itemamount--;
player->botvars.itemconfirm = 0;
}
break;
default:
break;
}
}
}
}
// No more!
if (!player->itemamount)
{
player->itemflags &= ~IF_ITEMOUT;
player->itemtype = KITEM_NONE;
}
if (K_GetShieldFromItem(player->itemtype) == KSHIELD_NONE)
{
player->curshield = KSHIELD_NONE; // RESET shield type
player->bubbleblowup = 0;
player->bubblecool = 0;
player->flamelength = 0;
player->flamemeter = 0;
}
if (spbplace == -1 || player->position != spbplace)
{
player->pflags &= ~PF_RINGLOCK; // reset ring lock
}
if (K_ItemSingularity(player->itemtype) == true)
{
K_SetItemCooldown(player->itemtype, 20*TICRATE);
}
if (player->hyudorotimer > 0)
{
player->mo->renderflags |= RF_DONTDRAW | RF_MODULATE;
player->mo->renderflags &= ~K_GetPlayerDontDrawFlag(player);
if (!(leveltime & 1) && (player->hyudorotimer < (TICRATE/2) || player->hyudorotimer > hyudorotime-(TICRATE/2)))
{
player->mo->renderflags &= ~(RF_DONTDRAW | RF_BLENDMASK);
}
player->flashing = player->hyudorotimer; // We'll do this for now, let's people know about the invisible people through subtle hints
}
else if (player->hyudorotimer == 0)
{
player->mo->renderflags &= ~RF_BLENDMASK;
}
if (player->trickpanel == TRICKSTATE_READY)
{
const angle_t lr = ANGLE_45;
fixed_t momz = FixedDiv(player->mo->momz, mapobjectscale); // bring momz back to scale...
fixed_t invertscale = FixedDiv(FRACUNIT, K_GrowShrinkSpeedMul(player));
fixed_t speedmult = max(0, FRACUNIT - abs(momz)/TRICKMOMZRAMP); // TRICKMOMZRAMP momz is minimum speed (Should be 20)
fixed_t basespeed = FixedMul(invertscale, K_GetKartSpeed(player, false, false)); // at WORSE, keep your normal speed when tricking.
fixed_t speed = FixedMul(invertscale, FixedMul(speedmult, P_AproxDistance(player->mo->momx, player->mo->momy)));
if (P_MobjWasRemoved(player->trickIndicator) == false)
{
const fixed_t indicatormult = 3*(mapobjectscale/5);
player->trickIndicator->destscale = FixedMul(speedmult + FRACUNIT, indicatormult);
fixed_t trans = ((player->trickIndicator->scale * 9)/indicatormult) - 9;
if (trans < 10) // it's fine if it stays barely visible imo
{
UINT32 renderflags = player->trickIndicator->renderflags & ~RF_TRANSMASK;
if (trans > 0)
renderflags |= (trans << RF_TRANSSHIFT);
player->trickIndicator->renderflags = renderflags;
}
}
// streaks:
if (momz*P_MobjFlip(player->mo) > 0) // only spawn those while you're going upwards relative to your current gravity
{
// these are all admittedly arbitrary numbers...
INT32 n;
INT32 maxlines = max(1, (momz/FRACUNIT)/16);
INT32 frequency = max(1, 5-(momz/FRACUNIT)/4);
fixed_t sx, sy, sz;
mobj_t *spdl;
if (!(leveltime % frequency))
{
for (n=0; n < maxlines; n++)
{
sx = player->mo->x + P_RandomRange(PR_DECORATION, -24, 24)*player->mo->scale;
sy = player->mo->y + P_RandomRange(PR_DECORATION, -24, 24)*player->mo->scale;
sz = player->mo->z + P_RandomRange(PR_DECORATION, 0, 48)*player->mo->scale;
spdl = P_SpawnMobj(sx, sy, sz, MT_FASTLINE);
P_SetTarget(&spdl->target, player->mo);
spdl->angle = R_PointToAngle2(spdl->x, spdl->y, player->mo->x, player->mo->y);
spdl->rollangle = -ANG1*90*P_MobjFlip(player->mo); // angle them downwards relative to the player's gravity...
spdl->spriteyscale = player->trickboostpower+FRACUNIT;
spdl->momx = player->mo->momx;
spdl->momy = player->mo->momy;
}
}
}
// We'll never need to go above that.
if (player->tricktime <= TRICKDELAY)
{
// 2.3 - Prevent accidental fastfalls during trickdelay
if (!G_CompatLevel(0x000C))
player->pflags |= PF_NOFASTFALL;
player->tricktime++;
}
// debug shit
//CONS_Printf("%d\n", player->mo->momz / mapobjectscale);
if (momz * P_MobjFlip(player->mo) < -10*FRACUNIT) // :youfuckedup:
{
// tumble if you let your chance pass!!
player->tumbleBounces = 1;
player->pflags &= ~PF_TUMBLESOUND;
player->tumbleHeight = 30; // Base tumble bounce height
player->trickpanel = TRICKSTATE_NONE;
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
if (gametype != GT_TUTORIAL)
K_AddMessageForPlayer(player, "Press <dpad> + <a> to trick!", true, false);
if (player->itemflags & (IF_ITEMOUT|IF_EGGMANOUT))
{
//K_PopPlayerShield(player); // shield is just being yeeted, don't pop
K_DropHnextList(player);
}
}
else if (!(player->pflags & PF_TRICKDELAY)) // don't allow tricking at the same frame you tumble obv
{
// For tornado trick effects
angle_t tornadotrickspeed = ANG30;
const angle_t angledelta = FixedAngle(36*FRACUNIT);
angle_t baseangle = player->mo->angle + angledelta/2;
// Old ambiguous-input filter, no longer needed for 2.2 tricks
// INT16 aimingcompare = abs(cmd->throwdir) - abs(cmd->turning);
boolean cantrick = true;
UINT16 buttons = player->cmd.buttons;
INT16 TRICKTHRESHOLD = 2*KART_FULLTURN/3;
// 2.3 - aimingcompare
if (!G_CompatLevel(0x000C))
{
TRICKTHRESHOLD = KART_FULLTURN/2;
INT16 aimingcompare = abs(cmd->throwdir) - abs(cmd->turning);
if (abs(aimingcompare) < TRICKTHRESHOLD)
cantrick = false;
}
// 2.2 - Pre-steering trickpanels
if (!G_CompatLevel(0x000A) && !K_PlayerUsesBotMovement(player))
{
if (!(buttons & BT_ACCELERATE))
{
cantrick = false;
}
// 2.3 - also allow tricking with the Spindash button
else if (!G_CompatLevel(0x000C) && ((buttons & BT_SPINDASHMASK) == BT_SPINDASHMASK))
{
player->pflags |= PF_NOFASTFALL;
}
}
// Uses cmd->turning over steering intentionally.
if (cantrick && abs(cmd->turning) > TRICKTHRESHOLD) // side trick
{
S_StartSoundAtVolume(player->mo, sfx_trick0, 255/2);
player->dotrickfx = true;
// Calculate speed boost decay:
// Base speed boost duration is 35 tics.
// At most, lose 3/4th of your boost.
player->trickboostdecay = min(TICRATE*3/4, abs(momz/FRACUNIT));
if (cmd->turning > 0)
{
P_InstaThrust(player->mo, player->mo->angle + lr, max(basespeed, speed*5/2));
player->trickpanel = TRICKSTATE_RIGHT;
if (P_MobjWasRemoved(player->trickIndicator) == false)
{
player->trickIndicator->rollangle = ANGLE_270;
}
player->drawangle -= ANGLE_45;
P_SetPlayerMobjState(player->mo, S_KART_FAST_LOOK_L);
}
else
{
P_InstaThrust(player->mo, player->mo->angle - lr, max(basespeed, speed*5/2));
player->trickpanel = TRICKSTATE_LEFT;
if (P_MobjWasRemoved(player->trickIndicator) == false)
{
player->trickIndicator->rollangle = ANGLE_90;
}
tornadotrickspeed = InvAngle(tornadotrickspeed);
player->drawangle += ANGLE_45;
P_SetPlayerMobjState(player->mo, S_KART_FAST_LOOK_R);
}
}
else if (cantrick && abs(cmd->throwdir) > TRICKTHRESHOLD) // forward/back trick
{
S_StartSoundAtVolume(player->mo, sfx_trick0, 255/2);
player->dotrickfx = true;
// Calculate speed boost decay:
// Base speed boost duration is 35 tics.
// At most, lose 3/4th of your boost.
player->trickboostdecay = min(TICRATE*3/4, abs(momz/FRACUNIT));
if (cmd->throwdir > 0) // forward trick
{
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->trickpanel = TRICKSTATE_FORWARD;
if (P_MobjWasRemoved(player->trickIndicator) == false)
{
player->trickIndicator->rollangle = 0;
}
P_SetPlayerMobjState(player->mo, S_KART_FAST);
}
else if (cmd->throwdir < 0) // back trick
{
player->mo->momx /= 3;
player->mo->momy /= 3;
if (player->mo->momz * P_MobjFlip(player->mo) <= 0)
{
player->mo->momz = 0; // relative = false;
}
player->mo->momz += P_MobjFlip(player->mo)*48*mapobjectscale;
player->trickpanel = TRICKSTATE_BACK;
if (P_MobjWasRemoved(player->trickIndicator) == false)
{
player->trickIndicator->rollangle = ANGLE_180;
}
//tornadotrickspeed = InvAngle(tornadotrickspeed);
//player->drawangle += ANGLE_45;
P_SetPlayerMobjState(player->mo, S_KART_FAST);
}
}
// Finalise everything.
if (player->trickpanel != TRICKSTATE_READY) // just changed from 1?
{
player->mo->hitlag = TRICKLAG;
player->mo->eflags &= ~MFE_DAMAGEHITLAG;
if (abs(momz) < FRACUNIT*99) // Let's use that as baseline for PERFECT trick.
{
player->karthud[khud_trickcool] = TICRATE;
}
INT32 j;
skincolornum_t trickcolor = SKINCOLOR_NONE;
if (P_MobjWasRemoved(player->trickIndicator) == false)
trickcolor = player->trickIndicator->color;
if (player->trickpanel == TRICKSTATE_FORWARD)
{
for (j = 0; j < 2; j++)
{
mobj_t *fwush = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_FORWARDTRICK);
P_SetTarget(&fwush->target, player->mo);
fwush->hitlag = TRICKLAG;
fwush->color = trickcolor;
fwush->renderflags |= RF_DONTDRAW;
fwush->flags2 |= MF2_AMBUSH; // don't interp on first think
fwush->threshold = 0;
fwush->movedir = player->mo->angle;
if (j == 0)
{
fwush->angle = fwush->old_angle = fwush->movedir + ANGLE_135;
fwush->movefactor = 1;
}
else
{
fwush->angle = fwush->old_angle = fwush->movedir - ANGLE_135;
fwush->movefactor = -1;
}
}
}
else for (j = 0; j < 8; j++, baseangle += angledelta)
{
mobj_t *swipe = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SIDETRICK);
if (player->trickpanel == TRICKSTATE_BACK)
P_SetMobjState(swipe, S_BACKTRICK);
P_SetTarget(&swipe->target, player->mo);
swipe->hitlag = TRICKLAG;
swipe->color = trickcolor;
swipe->angle = baseangle + ANGLE_90;
swipe->renderflags |= RF_DONTDRAW;
swipe->flags2 |= MF2_AMBUSH; // don't interp on first think
swipe->movedir = tornadotrickspeed;
swipe->frame |= (j % 4);
swipe->threshold = 0;
// This is so they make a 10-sided shape with one-sprite gap
if (j != 3)
continue;
baseangle += angledelta;
}
if (P_MobjWasRemoved(player->trickIndicator) == false)
{
K_TrickCatholocismBlast(player->trickIndicator, player->trickIndicator->scale*10, 0);
player->trickIndicator->renderflags &= ~RF_TRANSMASK;
P_InstaScale(player->trickIndicator, 3*mapobjectscale/2);
player->trickIndicator->old_scale = player->trickIndicator->scale;
P_SetMobjState(player->trickIndicator, S_TRICKINDICATOR_UNDERLAY_ARROW);
if (P_MobjWasRemoved(player->trickIndicator->tracer) == false)
{
P_InstaScale(player->trickIndicator->tracer, player->trickIndicator->scale);
player->trickIndicator->tracer->old_scale = player->trickIndicator->tracer->scale;
P_SetMobjState(player->trickIndicator->tracer, S_TRICKINDICATOR_OVERLAY_ARROW);
}
}
}
}
K_trickPanelTimingVisual(player, momz);
}
else if ((player->trickpanel != TRICKSTATE_NONE) && P_IsObjectOnGround(player->mo)) // Landed from trick
{
K_SpawnDashDustRelease(player);
if (player->fastfall)
{
if (player->curshield != KSHIELD_BUBBLE) // Allow bubblebounce (it's cute) but don't give standard trick rewards
{
P_InstaThrust(player->mo, player->mo->angle, 2*abs(player->fastfall)/3 + 15*FRACUNIT);
player->mo->hitlag = 3;
S_StartSound(player->mo, sfx_gshba);
player->fastfall = 0; // intentionally skip bounce
player->trickcharge = 0;
UINT8 i;
for (i = 0; i < 4; i++)
{
mobj_t *arc = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_CHARGEFALL);
P_SetTarget(&arc->target, player->mo);
arc->extravalue1 = i;
}
}
}
else
{
S_StartSound(player->mo, sfx_s23c);
UINT8 award = TICRATE - player->trickboostdecay;
player->trickboost = award;
if (!(gametyperules & GTR_SPHERES))
K_AwardPlayerRings(player,
(TICRATE-player->trickboostdecay) * player->lastairtime/3 / TICRATE, // Scale ring award by same amount as trickboost
true);
if (player->trickpanel == TRICKSTATE_FORWARD)
player->trickboostpower /= 18;
else if (player->trickpanel != TRICKSTATE_BACK)
player->trickboostpower /= 9;
}
player->trickpanel = TRICKSTATE_NONE;
player->trickboostdecay = 0;
}
// 2.2 - Lenient trickpanels
if (G_CompatLevel(0x000A) || K_PlayerUsesBotMovement(player))
{
// Wait until we let go off the control stick to remove the delay
// buttons must be neutral after the initial trick delay. This prevents weirdness where slight nudges after blast off would send you flying.
if ((player->pflags & PF_TRICKDELAY) && !player->throwdir && !cmd->turning && (player->tricktime >= TRICKDELAY))
{
player->pflags &= ~PF_TRICKDELAY;
}
}
else
{
if (G_CompatLevel(0x000C))
{
if ((player->pflags & PF_TRICKDELAY) && !(player->cmd.buttons & BT_ACCELERATE) && (player->tricktime >= TRICKDELAY))
{
player->pflags &= ~PF_TRICKDELAY;
}
}
else
// 2.3 - Spindash to trick
{
// Ignore pre-existing Accel inputs if not pressing Spindash. Always ignore pre-existing Spindash inputs to prevent accidental tricking.
if ((player->pflags & PF_TRICKDELAY) && (!(player->cmd.buttons & BT_ACCELERATE) || (((player->cmd.buttons & BT_SPINDASHMASK) == BT_SPINDASHMASK) && (player->oldcmd.buttons & BT_SPINDASHMASK) != BT_SPINDASHMASK)) && (player->tricktime >= TRICKDELAY))
{
player->pflags &= ~PF_TRICKDELAY;
player->pflags |= PF_NOFASTFALL;
}
}
}
}
K_KartDrift(player, onground);
K_KartSpindash(player);
if (onground == false
&& !player->bungee // if this list of condition ever gets bigger, maybe this should become a function.
)
{
K_AirFailsafe(player);
}
else
{
player->pflags &= ~PF_AIRFAILSAFE;
}
Obj_RingShooterInput(player);
if (player->bungee)
Obj_playerBungeeThink(player);
if (player->dlzrocket)
Obj_playerDLZRocket(player);
if (player->seasawcooldown && !player->seasaw)
player->seasawcooldown--;
if (player->turbine)
{
if (player->mo->tracer && !P_MobjWasRemoved(player->mo->tracer))
Obj_playerWPZTurbine(player);
else
player->turbine--; // acts as a cooldown
}
if (player->icecube.frozen)
{
Obj_IceCubeInput(player);
}
Obj_PlayerCloudThink(player);
Obj_PlayerBulbThink(player);
UINT8 hog_count = 0;
if (player->itemtype == KITEM_BALLHOG)
{
hog_count = K_HogChargeToHogCount(player->ballhogcharge, player->itemamount);
}
K_UpdateBallhogReticules(player, hog_count, false);
}
void K_CheckSpectateStatus(boolean considermapreset)
{
UINT8 respawnlist[MAXPLAYERS];
UINT8 i, j, numingame = 0, numjoiners = 0;
UINT8 numhumans = 0, numbots = 0;
// Maintain spectate wait timer
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
{
continue;
}
if (!players[i].spectator)
{
numingame++;
if (players[i].bot)
{
numbots++;
}
else
{
numhumans++;
}
players[i].spectatewait = 0;
players[i].spectatorReentry = 0;
continue;
}
if ((players[i].pflags & PF_WANTSTOJOIN))
{
players[i].spectatewait++;
}
else
{
players[i].spectatewait = 0;
}
if (gamestate != GS_LEVEL || considermapreset == false)
{
players[i].spectatorReentry = 0;
}
else if (players[i].spectatorReentry > 0)
{
players[i].spectatorReentry--;
}
}
// No one's allowed to join
if (!cv_allowteamchange.value)
return;
// DON'T allow if you've hit the in-game player cap
if (cv_maxplayers.value && numhumans >= cv_maxplayers.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)
{
// Allow if you're not in a level
if (gamestate != GS_LEVEL)
continue;
// DON'T allow if anyone's exiting
if (players[i].exiting)
return;
// Allow if the match hasn't started yet
if (numingame < 2 || leveltime < starttime || mapreset)
continue;
// DON'T allow if the match is 20 seconds in
if (leveltime > (starttime + 20*TICRATE))
return;
// DON'T allow if the race is at 2 laps
if ((gametyperules & GTR_CIRCUIT) && players[i].laps >= 2)
return;
continue;
}
if (players[i].bot)
{
// Spectating bots are controlled by other mechanisms.
continue;
}
if (!(players[i].pflags & PF_WANTSTOJOIN))
{
// This spectator does not want to join.
continue;
}
if (netgame && numingame > 0 && players[i].spectatorReentry > 0)
{
// This person has their reentry cooldown active.
continue;
}
respawnlist[numjoiners++] = i;
}
// Literally zero point in going any further if nobody is joining.
if (!numjoiners)
return;
// Organize by spectate wait timer (if there's more than one to sort)
if (cv_maxplayers.value && numjoiners > 1)
{
UINT8 oldrespawnlist[MAXPLAYERS];
memcpy(oldrespawnlist, respawnlist, numjoiners);
for (i = 0; i < numjoiners; i++)
{
UINT8 pos = 0;
INT32 ispecwait = players[oldrespawnlist[i]].spectatewait;
for (j = 0; j < numjoiners; j++)
{
INT32 jspecwait = players[oldrespawnlist[j]].spectatewait;
if (j == i)
continue;
if (jspecwait > ispecwait)
pos++;
else if (jspecwait == ispecwait && j < i)
pos++;
}
respawnlist[pos] = oldrespawnlist[i];
}
}
const UINT8 previngame = numingame;
INT16 removeBotID = MAXPLAYERS - 1;
// Finally, we can de-spectate everyone!
for (i = 0; i < numjoiners; i++)
{
// Hit the in-game player cap while adding people?
if (cv_maxplayers.value && numingame >= cv_maxplayers.value)
{
if (numbots > 0)
{
// Find a bot to kill to make room
while (removeBotID >= 0)
{
if (playeringame[removeBotID] && players[removeBotID].bot)
{
//CONS_Printf("bot %s kicked to make room on tic %d\n", player_names[removeBotID], leveltime);
CL_RemovePlayer(removeBotID, KR_LEAVE);
numbots--;
numingame--;
break;
}
removeBotID--;
}
if (removeBotID < 0)
{
break;
}
}
else
{
break;
}
}
//CONS_Printf("player %s is joining on tic %d\n", player_names[respawnlist[i]], leveltime);
P_SpectatorJoinGame(&players[respawnlist[i]]);
numhumans++;
numingame++;
}
if (considermapreset == false)
return;
// Reset the match when 2P joins 1P, DUEL mode
// Reset the match when 3P joins 1P and 2P, DUEL mode must be disabled
extern consvar_t cv_debugnewchallenger;
if (i > 0 && !mapreset && gamestate == GS_LEVEL && (previngame < 3 && numingame >= 2) && !cv_debugnewchallenger.value)
{
Music_Play("comeon"); // COME ON
mapreset = 3*TICRATE; // Even though only the server uses this for game logic, set for everyone for HUD
}
}
UINT8 K_GetInvincibilityItemFrame(void)
{
return ((leveltime % (7*3)) / 3);
}
UINT8 K_GetOrbinautItemFrame(UINT8 count)
{
return min(count - 1, 3);
}
boolean K_IsSPBInGame(void)
{
// is there an SPB chasing anyone?
if (spbplace != -1)
return true;
// do any players have an SPB in their item slot?
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (players[i].itemtype == KITEM_SPB)
return true;
}
// spbplace is still -1 until a fired SPB finds a target, so look for an in-map SPB just in case
mobj_t *mobj;
for (mobj = trackercap; mobj; mobj = mobj->itnext)
{
if (mobj->type != MT_SPB)
continue;
return true;
}
return false;
}
void K_HandleDirectionalInfluence(player_t *player)
{
fixed_t strength = FRACUNIT >> 1; // 1.0 == 45 degrees
ticcmd_t *cmd = NULL;
angle_t sideAngle = ANGLE_MAX;
INT16 inputX, inputY;
INT16 inputLen;
fixed_t diX, diY;
fixed_t diLen;
fixed_t dot, invDot;
fixed_t finalX, finalY;
fixed_t finalLen;
fixed_t speed;
if (player->playerstate != PST_LIVE || player->spectator)
{
// ded
return;
}
// DI attempted!!
player->justDI = MAXHITLAGTICS;
cmd = &player->cmd;
inputX = cmd->throwdir;
inputY = -cmd->turning;
if (player->flipDI == true)
{
// Bananas flip the DI direction.
// Otherwise, DIing bananas is a little brain-dead easy :p
inputX = -inputX;
inputY = -inputY;
}
if (inputX == 0 && inputY == 0)
{
// No DI input, no need to do anything else.
return;
}
inputLen = FixedHypot(inputX, inputY);
if (inputLen > KART_FULLTURN)
{
inputLen = KART_FULLTURN;
}
// Shallow inputs = less angle change.
strength = FixedMul(strength, (inputLen * FRACUNIT) / KART_FULLTURN);
if (player->tumbleBounces > 0)
{
// Very strong DI for tumble.
strength *= 3;
}
sideAngle = player->mo->angle - ANGLE_90;
diX = FixedMul(inputX, FINECOSINE(player->mo->angle >> ANGLETOFINESHIFT)) + FixedMul(inputY, FINECOSINE(sideAngle >> ANGLETOFINESHIFT));
diY = FixedMul(inputX, FINESINE(player->mo->angle >> ANGLETOFINESHIFT)) + FixedMul(inputY, FINESINE(sideAngle >> ANGLETOFINESHIFT));
diLen = FixedHypot(diX, diY);
// Normalize
if (diLen > 0)
{
diX = FixedDiv(diX, diLen);
diY = FixedDiv(diY, diLen);
}
// Now that we got the DI direction, we can
// actually preform the velocity redirection.
speed = FixedHypot(player->mo->momx, player->mo->momy);
finalX = FixedDiv(player->mo->momx, speed);
finalY = FixedDiv(player->mo->momy, speed);
dot = FixedMul(diX, finalX) + FixedMul(diY, finalY);
invDot = FRACUNIT - abs(dot);
finalX += FixedMul(FixedMul(diX, invDot), strength);
finalY += FixedMul(FixedMul(diY, invDot), strength);
finalLen = FixedHypot(finalX, finalY);
if (finalLen > 0)
{
finalX = FixedDiv(finalX, finalLen);
finalY = FixedDiv(finalY, finalLen);
}
player->mo->momx = FixedMul(speed, finalX);
player->mo->momy = FixedMul(speed, finalY);
}
void K_UpdateMobjItemOverlay(mobj_t *part, SINT8 itemType, UINT8 itemCount)
{
switch (itemType)
{
case KITEM_ORBINAUT:
part->sprite = SPR_ITMO;
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetOrbinautItemFrame(itemCount);
break;
case KITEM_INVINCIBILITY:
part->sprite = SPR_ITMI;
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetInvincibilityItemFrame();
break;
case KITEM_SAD:
part->sprite = SPR_ITEM;
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE;
break;
default:
if (itemType >= FIRSTPOWERUP)
{
part->sprite = SPR_PWRB;
// Not a papersprite. See K_CreatePaperItem for why.
part->frame = FF_FULLBRIGHT|(itemType - FIRSTPOWERUP);
}
else
{
part->sprite = SPR_ITEM;
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|(itemType);
}
break;
}
}
void K_EggmanTransfer(player_t *source, player_t *victim)
{
if (victim->eggmanTransferDelay)
return;
if (source->eggmanTransferDelay)
return;
if (victim->eggmanexplode)
return;
K_AddHitLag(victim->mo, 5, false);
K_DropItems(victim);
victim->eggmanexplode = 6*TICRATE;
victim->eggmanblame = (source - players);
K_StopRoulette(&victim->itemRoulette);
if (P_IsDisplayPlayer(victim))
S_StartSound(NULL, sfx_itrole);
K_AddHitLag(source->mo, 5, false);
source->eggmanexplode = 0;
source->eggmanblame = -1;
K_StopRoulette(&source->itemRoulette);
source->eggmanTransferDelay = 25;
victim->eggmanTransferDelay = 15;
S_StopSoundByID(source->mo, sfx_s3k53);
S_StopSoundByID(source->mo, sfx_kc51);
}
tic_t K_TimeLimitForGametype(void)
{
const tic_t gametypeDefault = gametypes[gametype]->timelimit * (60*TICRATE);
if (!(gametyperules & GTR_TIMELIMIT))
{
return 0;
}
if (modeattacking)
{
return 0;
}
// Grand Prix
if (!K_CanChangeRules(true))
{
if (battleprisons)
{
if (grandprixinfo.gp)
{
if (grandprixinfo.gamespeed == KARTSPEED_EASY)
return 30*TICRATE;
}
return 20*TICRATE;
}
return gametypeDefault;
}
if (cv_timelimit.value != -1)
{
return cv_timelimit.value * TICRATE;
}
// No time limit for Break the Capsules FREE PLAY
if (battleprisons)
{
return 0;
}
return gametypeDefault;
}
UINT32 K_PointLimitForGametype(void)
{
const UINT32 gametypeDefault = gametypes[gametype]->pointlimit;
const UINT32 battleRules = GTR_BUMPERS|GTR_CLOSERPLAYERS|GTR_PAPERITEMS;
UINT32 ptsCap = gametypeDefault;
if (!(gametyperules & GTR_POINTLIMIT))
{
return 0;
}
if (K_Cooperative())
{
return 0;
}
if (K_CanChangeRules(true) == true && cv_pointlimit.value != -1)
{
return cv_pointlimit.value;
}
if ((gametyperules & battleRules) == battleRules) // why isn't this just another GTR_??
{
INT32 i;
// It's frustrating that this shitty for-loop needs to
// be duplicated every time the players need to be
// counted.
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] == true && players[i].spectator == false)
{
ptsCap += 3;
}
}
if (ptsCap > 16)
{
ptsCap = 16;
}
if (G_GametypeHasTeams() == true)
{
// Scale up the point limit based on
// the team sizes. Based upon the smallest
// team, because it would make an uneven
// fucked up 1v15 possible to win, even
// if it was still unbalanced.
const UINT32 old_ptsCap = ptsCap;
UINT8 smallest_team = MAXPLAYERS;
for (i = TEAM_UNASSIGNED+1; i < TEAM__MAX; i++)
{
UINT8 countteam = G_CountTeam(i);
smallest_team = min( smallest_team, countteam );
}
if (smallest_team > 1)
{
UINT8 pts_accumulator = ptsCap / 2;
for (i = 0; i < smallest_team - 1; i++)
{
if (pts_accumulator == 0)
{
break;
}
ptsCap += pts_accumulator;
pts_accumulator /= 2;
}
}
CONS_Debug(
DBG_TEAMS, "Team Battle: points cap increased from %u to %u. (team size is %u)\n",
old_ptsCap, ptsCap, smallest_team
);
}
}
return ptsCap;
}
boolean K_Cooperative(void)
{
if (battleprisons)
{
return true;
}
if (bossinfo.valid)
{
return true;
}
if (specialstageinfo.valid)
{
return true;
}
if (gametype == GT_TUTORIAL)
{
// Maybe this should be a rule. Eventually?
return true;
}
return false;
}
void K_SetTireGrease(player_t *player, tic_t tics)
{
if (!player->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;
P_SetTarget(&grease->owner, player->mo);
grease->renderflags |= RF_REDUCEVFX;
}
}
player->tiregrease = tics;
}
// somewhat sensible check for HUD sounds in a post-bot-takeover world
boolean K_IsPlayingDisplayPlayer(player_t *player)
{
return P_IsDisplayPlayer(player) && (!player->exiting);
}
boolean K_PlayerCanPunt(player_t *player)
{
if (player->trickpanel > TRICKSTATE_READY)
{
return true;
}
if (player->invincibilitytimer > 0)
{
return true;
}
if (player->flamedash > 0 && player->itemtype == KITEM_FLAMESHIELD)
{
return true;
}
if (player->growshrinktimer > 0)
{
return true;
}
if (player->tripwirePass >= TRIPWIRE_BLASTER && player->speed >= K_PlayerTripwireSpeedThreshold(player))
{
return true;
}
return false;
}
void K_MakeObjectReappear(mobj_t *mo)
{
(!P_MobjWasRemoved(mo->punt_ref) ? mo->punt_ref : mo)->reappear = leveltime + (30*TICRATE);
}
boolean K_PlayerCanUseItem(player_t *player)
{
return (player->mo->health > 0 && !player->spectator && !P_PlayerInPain(player) && !mapreset && leveltime > introtime);
}
fixed_t K_GetExpAdjustment(player_t *player)
{
fixed_t exp_power = 3*FRACUNIT/100; // adjust to change overall xp volatility
fixed_t exp_stablerate = 3*FRACUNIT/10; // how low is your placement before losing XP? 4*FRACUNIT/10 = top 40% of race will gain
fixed_t result = 0;
INT32 live_players = 0; // players we are competing against
for (INT32 i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || player == players+i)
continue;
if (G_SameTeam(player, &players[i]) == true)
{
// You don't win/lose against your teammates.
continue;
}
live_players++;
}
if (live_players < 8)
{
exp_power += (8 - live_players) * exp_power/4;
}
// Increase XP for each player you're beating...
for (INT32 i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || player == players+i)
continue;
if (G_SameTeam(player, &players[i]) == true)
{
// You don't win/lose against your teammates.
continue;
}
if (player->position < players[i].position)
result += exp_power;
}
// ...then take all of the XP you could possibly have earned,
// and lose it proportional to the stable rate. If you're below
// the stable threshold, this results in you losing XP.
result -= FixedMul(exp_power, FixedMul(live_players*FRACUNIT, FRACUNIT - exp_stablerate));
return result;
}
UINT16 K_GetDisplayEXP(player_t *player)
{
UINT32 numgradingpoints = K_GetNumGradingPoints();
if (!numgradingpoints)
return UINT16_MAX;
// target is where you should be if you're doing good and at a 1.0 mult
fixed_t clampedexp = max(FRACUNIT/2, min(FRACUNIT*7/5, player->exp)); // clamp between 0.5 and 1.4
fixed_t targetdisplayexp = (500*player->gradingpointnum/numgradingpoints)<<FRACBITS;
UINT16 displayexp = FixedMul(clampedexp, targetdisplayexp)>>FRACBITS;
return displayexp;
}
UINT32 K_GetNumGradingPoints(void)
{
if (K_Cooperative())
return 0;
return numlaps * (1 + Obj_GetCheckpointCount());
}
//}