mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
804 lines
20 KiB
C
804 lines
20 KiB
C
/// \file k_collide.c
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/// \brief SRB2Kart item collision hooks
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#include "k_collide.h"
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#include "doomtype.h"
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#include "p_mobj.h"
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#include "k_kart.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "r_main.h" // R_PointToAngle2, R_PointToDist2
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#include "hu_stuff.h" // Sink snipe print
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#include "doomdef.h" // Sink snipe print
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#include "g_game.h" // Sink snipe print
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angle_t K_GetCollideAngle(mobj_t *t1, mobj_t *t2)
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{
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fixed_t momux, momuy;
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angle_t test;
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if (!(t1->flags & MF_PAPERCOLLISION))
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{
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return R_PointToAngle2(t1->x, t1->y, t2->x, t2->y)+ANGLE_90;
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}
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test = R_PointToAngle2(0, 0, t2->momx, t2->momy) + ANGLE_90 - t1->angle;
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if (test > ANGLE_180)
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test = t1->angle + ANGLE_180;
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else
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test = t1->angle;
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// intentional way around - sine...
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momuy = P_AproxDistance(t2->momx, t2->momy);
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momux = t2->momx - P_ReturnThrustY(t2, test, 2*momuy);
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momuy = t2->momy - P_ReturnThrustX(t2, test, 2*momuy);
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return R_PointToAngle2(0, 0, momux, momuy);
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}
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boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
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{
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boolean damageitem = false;
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boolean sprung = false;
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if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
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return true;
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if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
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return true;
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if (t1->health <= 0 || t2->health <= 0)
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return true;
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if ((t1->type == MT_ORBINAUT_SHIELD || t1->type == MT_JAWZ_SHIELD) && t1->lastlook
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&& (t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD) && t2->lastlook
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&& (t1->target == t2->target)) // Don't hit each other if you have the same target
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return true;
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if (t2->player)
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{
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if ((t2->player->flashing > 0 && t2->hitlag == 0)
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&& !(t1->type == MT_ORBINAUT || t1->type == MT_JAWZ || t1->type == MT_JAWZ_DUD))
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return true;
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if (t2->player->hyudorotimer)
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return true; // no interaction
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if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
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{
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// Melt item
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S_StartSound(t2, sfx_s3k43);
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}
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else
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{
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// Player Damage
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P_DamageMobj(t2, t1, t1->target, 1, DMG_WIPEOUT|DMG_WOMBO);
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K_KartBouncing(t2, t1);
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S_StartSound(t2, sfx_s3k7b);
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}
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damageitem = true;
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}
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else if (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD
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|| t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD
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|| t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
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|| t2->type == MT_BALLHOG)
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{
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// Other Item Damage
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angle_t bounceangle = K_GetCollideAngle(t1, t2);
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S_StartSound(t2, t2->info->deathsound);
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P_KillMobj(t2, t1, t1, DMG_NORMAL);
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P_SetObjectMomZ(t2, 8*FRACUNIT, false);
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P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
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P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH);
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damageitem = true;
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}
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else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE)
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{
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damageitem = true;
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// Bomb death
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P_KillMobj(t2, t1, t1, DMG_NORMAL);
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}
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else if (t2->flags & MF_SPRING && (t1->type != MT_ORBINAUT_SHIELD && t1->type != MT_JAWZ_SHIELD))
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{
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// Let thrown items hit springs!
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sprung = P_DoSpring(t2, t1);
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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// Shootable damage
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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damageitem = true;
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}
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if (damageitem)
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{
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// This Item Damage
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angle_t bounceangle = K_GetCollideAngle(t2, t1);
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S_StartSound(t1, t1->info->deathsound);
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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P_SetObjectMomZ(t1, 8*FRACUNIT, false);
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P_InstaThrust(t1, bounceangle, 16*FRACUNIT);
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}
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if (sprung)
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{
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return false;
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}
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return true;
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}
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boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2)
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{
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boolean damageitem = false;
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if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
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return true;
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if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
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return true;
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if (t1->health <= 0 || t2->health <= 0)
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return true;
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if (((t1->type == MT_BANANA_SHIELD) && (t2->type == MT_BANANA_SHIELD))
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&& (t1->target == t2->target)) // Don't hit each other if you have the same target
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return true;
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if (t1->type == MT_BALLHOG && t2->type == MT_BALLHOG)
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return true; // Ballhogs don't collide with eachother
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if (t2->player)
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{
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if (t2->player->flashing > 0 && t2->hitlag == 0)
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return true;
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// Banana snipe!
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if (t1->type == MT_BANANA && t1->health > 1)
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S_StartSound(t2, sfx_bsnipe);
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if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
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{
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// Melt item
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S_StartSound(t2, sfx_s3k43);
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}
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else
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{
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL|DMG_WOMBO);
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}
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damageitem = true;
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}
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else if (t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
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|| t2->type == MT_ORBINAUT || t2->type == MT_ORBINAUT_SHIELD
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|| t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD || t2->type == MT_JAWZ_SHIELD
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|| t2->type == MT_BALLHOG)
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{
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// Other Item Damage
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angle_t bounceangle = K_GetCollideAngle(t1, t2);
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S_StartSound(t2, t2->info->deathsound);
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P_KillMobj(t2, t1, t1, DMG_NORMAL);
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P_SetObjectMomZ(t2, 8*FRACUNIT, false);
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P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
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P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH);
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damageitem = true;
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}
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else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE)
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{
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damageitem = true;
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// Bomb death
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P_KillMobj(t2, t1, t1, DMG_NORMAL);
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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// Shootable damage
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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damageitem = true;
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}
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if (damageitem)
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{
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// This Item Damage
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angle_t bounceangle = K_GetCollideAngle(t2, t1);
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S_StartSound(t1, t1->info->deathsound);
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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P_SetObjectMomZ(t1, 8*FRACUNIT, false);
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P_InstaThrust(t1, bounceangle, 16*FRACUNIT);
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}
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return true;
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}
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boolean K_EggItemCollide(mobj_t *t1, mobj_t *t2)
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{
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if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
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return true;
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// Push fakes out of other item boxes
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if (t2->type == MT_RANDOMITEM || t2->type == MT_EGGMANITEM)
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{
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P_InstaThrust(t1, R_PointToAngle2(t2->x, t2->y, t1->x, t1->y), t2->radius/4);
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return true;
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}
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if (t2->player)
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{
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if ((t1->target == t2 || t1->target == t2->target) && (t1->threshold > 0))
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return true;
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if (t1->health <= 0 || t2->health <= 0)
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return true;
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if (!P_CanPickupItem(t2->player, 2))
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return true;
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if ((gametyperules & GTR_BUMPERS) && t2->player->bumpers <= 0)
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{
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return true;
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}
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else
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{
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K_DropItems(t2->player); //K_StripItems(t2->player);
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//K_StripOther(t2->player);
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t2->player->itemroulette = 1;
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t2->player->roulettetype = 2;
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}
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if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
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{
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// Melt item
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S_StartSound(t2, sfx_s3k43);
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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return true;
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}
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else
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{
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mobj_t *poof = P_SpawnMobj(t1->x, t1->y, t1->z, MT_EXPLODE);
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S_StartSound(poof, t1->info->deathsound);
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#if 0
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// Eggbox snipe!
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if (t1->type == MT_EGGMANITEM && t1->health > 1)
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S_StartSound(t2, sfx_bsnipe);
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#endif
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if (t1->target && t1->target->player)
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{
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if ((gametyperules & GTR_CIRCUIT) || t1->target->player->bumpers > 0)
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t2->player->eggmanblame = t1->target->player-players;
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else
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t2->player->eggmanblame = t2->player-players;
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if (t1->target->hnext == t1)
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{
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P_SetTarget(&t1->target->hnext, NULL);
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t1->target->player->pflags &= ~PF_EGGMANOUT;
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}
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}
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P_RemoveMobj(t1);
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return true;
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}
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}
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return true;
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}
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boolean K_MineCollide(mobj_t *t1, mobj_t *t2)
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{
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if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
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return true;
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if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
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return true;
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if (t1->health <= 0 || t2->health <= 0)
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return true;
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if (t2->player)
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{
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if (t2->player->flashing > 0 && t2->hitlag == 0)
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return true;
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// Bomb punting
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if ((t1->state >= &states[S_SSMINE1] && t1->state <= &states[S_SSMINE4])
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|| (t1->state >= &states[S_SSMINE_DEPLOY8] && t1->state <= &states[S_SSMINE_DEPLOY13]))
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{
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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}
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else
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{
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K_PuntMine(t1, t2);
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}
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}
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else if (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD
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|| t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD)
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{
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// Bomb death
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angle_t bounceangle = K_GetCollideAngle(t1, t2);
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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// Other Item Damage
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S_StartSound(t2, t2->info->deathsound);
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P_KillMobj(t2, t1, t1, DMG_NORMAL);
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P_SetObjectMomZ(t2, 8*FRACUNIT, false);
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P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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// Bomb death
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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// Shootable damage
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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}
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return true;
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}
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boolean K_MineExplosionCollide(mobj_t *t1, mobj_t *t2)
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{
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if (t2->player)
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{
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if (t2->player->flashing > 0 && t2->hitlag == 0)
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return true;
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if (t1->state == &states[S_MINEEXPLOSION1])
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{
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P_DamageMobj(t2, t1, t1->target, 1, DMG_EXPLODE);
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}
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else
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{
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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}
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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// Shootable damage
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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}
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return true;
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}
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boolean K_LandMineCollide(mobj_t *t1, mobj_t *t2)
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{
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if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
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return true;
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if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
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return true;
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if (t1->health <= 0 || t2->health <= 0)
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return true;
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if (t2->player)
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{
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if (t2->player->flashing)
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return true;
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// Banana snipe!
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if (t1->health > 1)
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S_StartSound(t2, sfx_bsnipe);
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if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
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{
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// Melt item
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S_StartSound(t2, sfx_s3k43);
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}
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else
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{
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// Player Damage
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P_DamageMobj(t2, t1, t1->target, 1, DMG_TUMBLE);
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}
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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}
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else if (t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
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|| t2->type == MT_ORBINAUT || t2->type == MT_ORBINAUT_SHIELD
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|| t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD || t2->type == MT_JAWZ_SHIELD
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|| t2->type == MT_BALLHOG)
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{
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// Other Item Damage
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angle_t bounceangle = K_GetCollideAngle(t1, t2);
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if (t2->eflags & MFE_VERTICALFLIP)
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t2->z -= t2->height;
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else
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t2->z += t2->height;
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S_StartSound(t2, t2->info->deathsound);
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P_KillMobj(t2, t1, t1, DMG_NORMAL);
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P_SetObjectMomZ(t2, 8*FRACUNIT, false);
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P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
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P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH);
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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}
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else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE)
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{
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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// Bomb death
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P_KillMobj(t2, t1, t1, DMG_NORMAL);
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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// Shootable damage
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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P_KillMobj(t1, t2, t2, DMG_NORMAL);
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}
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return true;
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}
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boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2)
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{
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mobj_t *draggeddroptarget = (t1->type == MT_DROPTARGET_SHIELD) ? t1->target : NULL;
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if ((t1->threshold > 0 && (t2->hitlag > 0 || !draggeddroptarget)) || (t2->threshold > 0 && t1->hitlag > 0))
|
|
return true;
|
|
|
|
if (((t1->target == t2) || (t1->target == t2->target)) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
|
|
return true;
|
|
|
|
if (t1->health <= 0 || t2->health <= 0)
|
|
return true;
|
|
|
|
if (t2->player && (t2->player->hyudorotimer || t2->player->justbumped))
|
|
return true;
|
|
|
|
// Intensify bumps if already spinning...
|
|
P_Thrust(t1, R_PointToAngle2(t1->x, t1->y, t2->x, t2->y),
|
|
(t1->reactiontime && !draggeddroptarget) ? 35*FRACUNIT : 20*FRACUNIT);
|
|
|
|
if (draggeddroptarget)
|
|
{
|
|
// "Pass through" the shock of the impact, part 1.
|
|
t1->momx = t1->target->momx;
|
|
t1->momy = t1->target->momy;
|
|
t1->momz = t1->target->momz;
|
|
}
|
|
|
|
{
|
|
angle_t t2angle = R_PointToAngle2(t2->momx, t2->momy, 0, 0);
|
|
angle_t t2deflect;
|
|
fixed_t t1speed, t2speed;
|
|
K_KartBouncing(t1, t2);
|
|
t1speed = FixedHypot(t1->momx, t1->momy);
|
|
t2speed = FixedHypot(t2->momx, t2->momy);
|
|
|
|
t2deflect = t2angle - R_PointToAngle2(0, 0, t2->momx, t2->momy);
|
|
if (t2deflect > ANGLE_180)
|
|
t2deflect = InvAngle(t2deflect);
|
|
if (t2deflect < ANG10)
|
|
P_InstaThrust(t2, t2angle, t2speed);
|
|
|
|
P_InitAngle(t1, R_PointToAngle2(0, 0, t1->momx, t1->momy));
|
|
|
|
t1->reactiontime = 7*(t1speed+t2speed)/FRACUNIT;
|
|
if (t1->reactiontime < 10)
|
|
t1->reactiontime = 10;
|
|
t1->threshold = 10;
|
|
}
|
|
|
|
t1->renderflags &= ~RF_FULLDARK; // brightest on the bump
|
|
|
|
if (draggeddroptarget)
|
|
{
|
|
// "Pass through" the shock of the impact, part 2.
|
|
draggeddroptarget->momx = t1->momx;
|
|
draggeddroptarget->momy = t1->momy;
|
|
draggeddroptarget->momz = t1->momz;
|
|
|
|
// Have the drop target travel between them.
|
|
t1->momx = (t1->momx + t2->momx)/2;
|
|
t1->momy = (t1->momy + t2->momy)/2;
|
|
t1->momz = (t1->momz + t2->momz)/2;
|
|
|
|
K_AddHitLag(t1->target, 6, false);
|
|
}
|
|
|
|
K_AddHitLag(t1, 6, true);
|
|
K_AddHitLag(t2, 6, false);
|
|
|
|
{
|
|
mobj_t *ghost = P_SpawnGhostMobj(t1);
|
|
UINT8 i;
|
|
|
|
P_SetScale(ghost, 3*ghost->destscale/2);
|
|
ghost->destscale = 15*ghost->destscale/2;
|
|
ghost->fuse = 10;
|
|
ghost->scalespeed = (ghost->destscale - ghost->scale)/ghost->fuse;
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
mobj_t *blast = P_SpawnMobjFromMobj(t1, 0, 0, FixedDiv(t1->height, t1->scale), MT_BATTLEBUMPER_BLAST);
|
|
P_SetScale(blast, 5*blast->scale/2);
|
|
|
|
blast->angle = R_PointToAngle2(0, 0, t1->momx, t1->momy) + ANGLE_45;
|
|
if (i & 1)
|
|
{
|
|
blast->angle += ANGLE_90;
|
|
}
|
|
P_InitAngle(blast, blast->angle);
|
|
|
|
blast->destscale *= 10;
|
|
}
|
|
}
|
|
|
|
t1->flags |= MF_SHOOTABLE;
|
|
// The following sets t1->target to t2, so draggeddroptarget keeps it persisting...
|
|
P_DamageMobj(t1, t2, (t2->target ? t2->target : t2), 1, DMG_NORMAL);
|
|
t1->color = (t1->health > 1)
|
|
? SKINCOLOR_GOLD
|
|
: SKINCOLOR_CRIMSON;
|
|
t1->flags &= ~MF_SHOOTABLE;
|
|
|
|
t1->spritexscale = 3*FRACUNIT;
|
|
t1->spriteyscale = 3*FRACUNIT/2;
|
|
|
|
if (!t2->player)
|
|
{
|
|
t2->angle += ANGLE_180;
|
|
if (t2->type == MT_JAWZ)
|
|
P_SetTarget(&t2->tracer, t2->target); // Back to the source!
|
|
t2->threshold = 10;
|
|
}
|
|
|
|
if (draggeddroptarget && draggeddroptarget->player)
|
|
{
|
|
// The following removes t1, be warned
|
|
// (its newly assigned properties are moved across)
|
|
K_DropHnextList(draggeddroptarget->player, true);
|
|
// Do NOT modify or reference t1 after this line
|
|
// I mean it! Do not even absentmindedly try it
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
|
|
{
|
|
if (t2->type == MT_PLAYER)
|
|
{
|
|
// Counter desyncs
|
|
/*mobj_t *oldthing = thing;
|
|
mobj_t *oldtmthing = tmthing;
|
|
|
|
P_Thrust(tmthing, R_PointToAngle2(thing->x, thing->y, tmthing->x, tmthing->y), 4*thing->scale);
|
|
|
|
thing = oldthing;
|
|
P_SetTarget(&tmthing, oldtmthing);*/
|
|
|
|
if (P_PlayerInPain(t2->player)
|
|
|| t2->player->flashing || t2->player->hyudorotimer
|
|
|| t2->player->justbumped || t2->scale > t1->scale + (mapobjectscale/8))
|
|
return true;
|
|
|
|
// Player Damage
|
|
P_DamageMobj(t2, ((t1->type == MT_BUBBLESHIELD) ? t1->target : t1), t1, 1, DMG_NORMAL|DMG_WOMBO);
|
|
S_StartSound(t1, sfx_s3k44);
|
|
}
|
|
else
|
|
{
|
|
if (!t2->threshold)
|
|
{
|
|
if (!t2->momx && !t2->momy)
|
|
{
|
|
t2->momz += (24*t2->scale) * P_MobjFlip(t2);
|
|
}
|
|
else
|
|
{
|
|
t2->momx = -4*t2->momx;
|
|
t2->momy = -4*t2->momy;
|
|
t2->momz = -4*t2->momz;
|
|
t2->angle += ANGLE_180;
|
|
}
|
|
if (t2->type == MT_JAWZ)
|
|
P_SetTarget(&t2->tracer, t2->target); // Back to the source!
|
|
t2->threshold = 10;
|
|
S_StartSound(t1, sfx_s3k44);
|
|
}
|
|
}
|
|
|
|
// no interaction
|
|
return true;
|
|
}
|
|
|
|
boolean K_KitchenSinkCollide(mobj_t *t1, mobj_t *t2)
|
|
{
|
|
if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
|
|
return true;
|
|
|
|
if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
|
|
return true;
|
|
|
|
if (t2->player)
|
|
{
|
|
if (t2->player->flashing > 0 && t2->hitlag == 0)
|
|
return true;
|
|
|
|
S_StartSound(NULL, sfx_bsnipe); // let all players hear it.
|
|
|
|
HU_SetCEchoFlags(0);
|
|
HU_SetCEchoDuration(5);
|
|
HU_DoCEcho(va("%s\\was hit by a kitchen sink.\\\\\\\\", player_names[t2->player-players]));
|
|
I_OutputMsg("%s was hit by a kitchen sink.\n", player_names[t2->player-players]);
|
|
|
|
P_DamageMobj(t2, t1, t1->target, 1, DMG_INSTAKILL);
|
|
P_KillMobj(t1, t2, t2, DMG_NORMAL);
|
|
}
|
|
else if (t2->flags & MF_SHOOTABLE)
|
|
{
|
|
// Shootable damage
|
|
P_KillMobj(t2, t2, t1->target, DMG_NORMAL);
|
|
// This item damage
|
|
P_KillMobj(t1, t2, t2, DMG_NORMAL);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
boolean K_FallingRockCollide(mobj_t *t1, mobj_t *t2)
|
|
{
|
|
if (t2->player || t2->type == MT_FALLINGROCK)
|
|
K_KartBouncing(t2, t1);
|
|
return true;
|
|
}
|
|
|
|
boolean K_SMKIceBlockCollide(mobj_t *t1, mobj_t *t2)
|
|
{
|
|
if (!(t2->flags & MF_SOLID || t2->flags & MF_SHOOTABLE))
|
|
return true;
|
|
|
|
if (!(t2->health))
|
|
return true;
|
|
|
|
if (t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
|
|
|| t2->type == MT_EGGMANITEM || t2->type == MT_EGGMANITEM_SHIELD
|
|
|| t2->type == MT_SSMINE || t2->type == MT_SSMINE_SHIELD
|
|
|| t2->type == MT_DROPTARGET_SHIELD
|
|
|| t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD)
|
|
return false;
|
|
|
|
if (t1->health)
|
|
P_KillMobj(t1, t2, t2, DMG_NORMAL);
|
|
|
|
/*
|
|
if (t2->player && (t2->player->invincibilitytimer > 0
|
|
|| t2->player->growshrinktimer > 0))
|
|
return true;
|
|
*/
|
|
|
|
K_KartSolidBounce(t1, t2);
|
|
return true;
|
|
}
|
|
|
|
boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
|
|
{
|
|
boolean t1Condition = false;
|
|
boolean t2Condition = false;
|
|
boolean stungT1 = false;
|
|
boolean stungT2 = false;
|
|
|
|
// Grow damage
|
|
t1Condition = (t1->scale > t2->scale + (mapobjectscale/8));
|
|
t2Condition = (t2->scale > t1->scale + (mapobjectscale/8));
|
|
|
|
if (t1Condition == true && t2Condition == false)
|
|
{
|
|
P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE);
|
|
return true;
|
|
}
|
|
else if (t1Condition == false && t2Condition == true)
|
|
{
|
|
P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
|
|
return true;
|
|
}
|
|
|
|
// Invincibility damage
|
|
t1Condition = (t1->player->invincibilitytimer > 0);
|
|
t2Condition = (t2->player->invincibilitytimer > 0);
|
|
|
|
if (t1Condition == true && t2Condition == false)
|
|
{
|
|
P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE);
|
|
return true;
|
|
}
|
|
else if (t1Condition == false && t2Condition == true)
|
|
{
|
|
P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
|
|
return true;
|
|
}
|
|
|
|
// Flame Shield dash damage
|
|
t1Condition = (t1->player->flamedash > 0 && t1->player->itemtype == KITEM_FLAMESHIELD);
|
|
t2Condition = (t2->player->flamedash > 0 && t2->player->itemtype == KITEM_FLAMESHIELD);
|
|
|
|
if (t1Condition == true && t2Condition == false)
|
|
{
|
|
P_DamageMobj(t2, t1, t1, 1, DMG_WIPEOUT|DMG_WOMBO);
|
|
return true;
|
|
}
|
|
else if (t1Condition == false && t2Condition == true)
|
|
{
|
|
P_DamageMobj(t1, t2, t2, 1, DMG_WIPEOUT|DMG_WOMBO);
|
|
return true;
|
|
}
|
|
|
|
// Battle Mode Sneaker damage
|
|
// (Pogo Spring damage is handled in head-stomping code)
|
|
if (gametyperules & GTR_BUMPERS)
|
|
{
|
|
t1Condition = ((t1->player->sneakertimer > 0)
|
|
&& !P_PlayerInPain(t1->player)
|
|
&& (t1->player->flashing == 0));
|
|
t2Condition = ((t2->player->sneakertimer > 0)
|
|
&& !P_PlayerInPain(t2->player)
|
|
&& (t2->player->flashing == 0));
|
|
|
|
if (t1Condition == true && t2Condition == false)
|
|
{
|
|
P_DamageMobj(t2, t1, t1, 1, DMG_WIPEOUT|DMG_STEAL|DMG_WOMBO);
|
|
return true;
|
|
}
|
|
else if (t1Condition == false && t2Condition == true)
|
|
{
|
|
P_DamageMobj(t1, t2, t2, 1, DMG_WIPEOUT|DMG_STEAL|DMG_WOMBO);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Ring sting, this is a bit more unique
|
|
t1Condition = (K_GetShieldFromItem(t2->player->itemtype) == KSHIELD_NONE);
|
|
t2Condition = (K_GetShieldFromItem(t1->player->itemtype) == KSHIELD_NONE);
|
|
|
|
if (t1Condition == true)
|
|
{
|
|
if (t2->player->rings <= 0)
|
|
{
|
|
P_DamageMobj(t2, t1, t1, 1, DMG_STING|DMG_WOMBO);
|
|
stungT2 = true;
|
|
}
|
|
|
|
P_PlayerRingBurst(t2->player, 1);
|
|
}
|
|
|
|
if (t2Condition == true)
|
|
{
|
|
if (t1->player->rings <= 0)
|
|
{
|
|
P_DamageMobj(t1, t2, t2, 1, DMG_STING|DMG_WOMBO);
|
|
stungT1 = true;
|
|
}
|
|
|
|
P_PlayerRingBurst(t1->player, 1);
|
|
}
|
|
|
|
// No damage hitlag for stinging.
|
|
if (stungT1 == true && stungT2 == false)
|
|
{
|
|
t2->eflags &= ~MFE_DAMAGEHITLAG;
|
|
}
|
|
else if (stungT2 == true && stungT1 == false)
|
|
{
|
|
t1->eflags &= ~MFE_DAMAGEHITLAG;
|
|
}
|
|
|
|
return (stungT1 || stungT2);
|
|
}
|