mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
* Fix majority of Battle resyncs.
* Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
* Correct over-the-network type of player->spheredigestion.
* Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.
10003 lines
260 KiB
C
10003 lines
260 KiB
C
// SONIC ROBO BLAST 2 KART ~ ZarroTsu
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//-----------------------------------------------------------------------------
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/// \file k_kart.c
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/// \brief SRB2kart general.
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/// All of the SRB2kart-unique stuff.
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#include "k_kart.h"
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#include "k_battle.h"
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#include "k_boss.h"
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#include "k_pwrlv.h"
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#include "k_color.h"
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#include "k_respawn.h"
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#include "doomdef.h"
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#include "hu_stuff.h"
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#include "g_game.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_slopes.h"
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#include "p_setup.h"
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#include "r_draw.h"
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#include "r_local.h"
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#include "s_sound.h"
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#include "st_stuff.h"
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#include "v_video.h"
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#include "z_zone.h"
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#include "m_misc.h"
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#include "m_cond.h"
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#include "f_finale.h"
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#include "lua_hud.h" // For Lua hud checks
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#include "lua_hook.h" // For MobjDamage and ShouldDamage
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#include "m_cheat.h" // objectplacing
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#include "p_spec.h"
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#include "k_waypoint.h"
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#include "k_bot.h"
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#include "k_hud.h"
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#include "k_terrain.h"
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#include "k_director.h"
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// SOME IMPORTANT VARIABLES DEFINED IN DOOMDEF.H:
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// gamespeed is cc (0 for easy, 1 for normal, 2 for hard)
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// franticitems is Frantic Mode items, bool
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// encoremode is Encore Mode (duh), bool
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// comeback is Battle Mode's karma comeback, also bool
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// battlewanted is an array of the WANTED player nums, -1 for no player in that slot
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// indirectitemcooldown is timer before anyone's allowed another Shrink/SPB
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// mapreset is set when enough players fill an empty server
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void K_TimerReset(void)
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{
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starttime = introtime = 3;
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numbulbs = 1;
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}
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void K_TimerInit(void)
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{
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UINT8 i;
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UINT8 numPlayers = 0;//, numspec = 0;
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if (!bossinfo.boss)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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{
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continue;
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}
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if (players[i].spectator == true)
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{
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//numspec++;
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continue;
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}
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numPlayers++;
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}
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if (numPlayers >= 2)
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{
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rainbowstartavailable = true;
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}
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else
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{
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rainbowstartavailable = false;
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}
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// No intro in Record Attack / 1v1
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// Leave unset for the value in K_TimerReset
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if (numPlayers > 2)
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{
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introtime = (108) + 5; // 108 for rotation, + 5 for white fade
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}
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numbulbs = 5;
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if (numPlayers > 2)
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{
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numbulbs += (numPlayers-2);
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}
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starttime = (introtime + (3*TICRATE)) + ((2*TICRATE) + (numbulbs * bulbtime)); // Start countdown time, + buffer time
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}
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// NOW you can try to spawn in the Battle capsules, if there's not enough players for a match
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K_BattleInit();
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//CONS_Printf("numbulbs set to %d (%d players, %d spectators) on tic %d\n", numbulbs, numPlayers, numspec, leveltime);
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}
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UINT32 K_GetPlayerDontDrawFlag(player_t *player)
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{
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UINT32 flag = 0;
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if (player == &players[displayplayers[0]])
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flag = RF_DONTDRAWP1;
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else if (r_splitscreen >= 1 && player == &players[displayplayers[1]])
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flag = RF_DONTDRAWP2;
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else if (r_splitscreen >= 2 && player == &players[displayplayers[2]])
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flag = RF_DONTDRAWP3;
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else if (r_splitscreen >= 3 && player == &players[displayplayers[3]])
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flag = RF_DONTDRAWP4;
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return flag;
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}
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player_t *K_GetItemBoxPlayer(mobj_t *mobj)
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{
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fixed_t closest = INT32_MAX;
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player_t *player = NULL;
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UINT8 i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!(playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo) && !players[i].spectator))
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{
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continue;
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}
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// Always use normal item box rules -- could pass in "2" for fakes but they blend in better like this
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if (P_CanPickupItem(&players[i], 1))
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{
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fixed_t dist = P_AproxDistance(P_AproxDistance(
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players[i].mo->x - mobj->x,
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players[i].mo->y - mobj->y),
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players[i].mo->z - mobj->z
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);
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if (dist > 8192*mobj->scale)
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{
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continue;
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}
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if (dist < closest)
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{
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player = &players[i];
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closest = dist;
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}
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}
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}
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return player;
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}
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// Angle reflection used by springs & speed pads
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angle_t K_ReflectAngle(angle_t yourangle, angle_t theirangle, fixed_t yourspeed, fixed_t theirspeed)
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{
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INT32 angoffset;
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boolean subtract = false;
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angoffset = yourangle - theirangle;
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if ((angle_t)angoffset > ANGLE_180)
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{
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// Flip on wrong side
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angoffset = InvAngle((angle_t)angoffset);
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subtract = !subtract;
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}
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// Fix going directly against the spring's angle sending you the wrong way
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if ((angle_t)angoffset > ANGLE_90)
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{
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angoffset = ANGLE_180 - angoffset;
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}
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// Offset is reduced to cap it (90 / 2 = max of 45 degrees)
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angoffset /= 2;
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// Reduce further based on how slow your speed is compared to the spring's speed
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// (set both to 0 to ignore this)
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if (theirspeed != 0 && yourspeed != 0)
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{
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if (theirspeed > yourspeed)
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{
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angoffset = FixedDiv(angoffset, FixedDiv(theirspeed, yourspeed));
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}
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}
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if (subtract)
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angoffset = (signed)(theirangle) - angoffset;
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else
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angoffset = (signed)(theirangle) + angoffset;
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return (angle_t)angoffset;
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}
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//{ SRB2kart Net Variables
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void K_RegisterKartStuff(void)
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{
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CV_RegisterVar(&cv_sneaker);
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CV_RegisterVar(&cv_rocketsneaker);
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CV_RegisterVar(&cv_invincibility);
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CV_RegisterVar(&cv_banana);
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CV_RegisterVar(&cv_eggmanmonitor);
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CV_RegisterVar(&cv_orbinaut);
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CV_RegisterVar(&cv_jawz);
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CV_RegisterVar(&cv_mine);
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CV_RegisterVar(&cv_landmine);
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CV_RegisterVar(&cv_droptarget);
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CV_RegisterVar(&cv_ballhog);
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CV_RegisterVar(&cv_selfpropelledbomb);
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CV_RegisterVar(&cv_grow);
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CV_RegisterVar(&cv_shrink);
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CV_RegisterVar(&cv_thundershield);
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CV_RegisterVar(&cv_bubbleshield);
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CV_RegisterVar(&cv_flameshield);
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CV_RegisterVar(&cv_hyudoro);
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CV_RegisterVar(&cv_pogospring);
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CV_RegisterVar(&cv_superring);
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CV_RegisterVar(&cv_kitchensink);
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CV_RegisterVar(&cv_dualsneaker);
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CV_RegisterVar(&cv_triplesneaker);
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CV_RegisterVar(&cv_triplebanana);
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CV_RegisterVar(&cv_decabanana);
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CV_RegisterVar(&cv_tripleorbinaut);
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CV_RegisterVar(&cv_quadorbinaut);
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CV_RegisterVar(&cv_dualjawz);
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CV_RegisterVar(&cv_kartminimap);
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CV_RegisterVar(&cv_kartcheck);
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CV_RegisterVar(&cv_kartinvinsfx);
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CV_RegisterVar(&cv_kartspeed);
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CV_RegisterVar(&cv_kartbumpers);
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CV_RegisterVar(&cv_kartfrantic);
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CV_RegisterVar(&cv_kartcomeback);
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CV_RegisterVar(&cv_kartencore);
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CV_RegisterVar(&cv_kartvoterulechanges);
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CV_RegisterVar(&cv_kartspeedometer);
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CV_RegisterVar(&cv_kartvoices);
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CV_RegisterVar(&cv_kartbot);
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CV_RegisterVar(&cv_karteliminatelast);
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CV_RegisterVar(&cv_kartusepwrlv);
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CV_RegisterVar(&cv_votetime);
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CV_RegisterVar(&cv_kartdebugitem);
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CV_RegisterVar(&cv_kartdebugamount);
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CV_RegisterVar(&cv_kartallowgiveitem);
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CV_RegisterVar(&cv_kartdebugdistribution);
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CV_RegisterVar(&cv_kartdebughuddrop);
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CV_RegisterVar(&cv_kartdebugwaypoints);
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CV_RegisterVar(&cv_kartdebugbotpredict);
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CV_RegisterVar(&cv_kartdebugcheckpoint);
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CV_RegisterVar(&cv_kartdebugnodes);
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CV_RegisterVar(&cv_kartdebugcolorize);
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CV_RegisterVar(&cv_kartdebugdirector);
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}
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//}
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boolean K_IsPlayerLosing(player_t *player)
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{
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INT32 winningpos = 1;
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UINT8 i, pcount = 0;
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if (battlecapsules && player->bumpers <= 0)
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return true; // DNF in break the capsules
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if (bossinfo.boss)
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return (player->bumpers <= 0); // anything short of DNF is COOL
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if (player->position == 1)
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return false;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator)
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continue;
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if (players[i].position > pcount)
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pcount = players[i].position;
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}
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if (pcount <= 1)
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return false;
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winningpos = pcount/2;
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if (pcount % 2) // any remainder?
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winningpos++;
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return (player->position > winningpos);
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}
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fixed_t K_GetKartGameSpeedScalar(SINT8 value)
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{
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// Easy = 81.25%
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// Normal = 100%
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// Hard = 118.75%
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// Nightmare = 137.5% ?!?!
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return ((13 + (3*value)) << FRACBITS) / 16;
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}
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//{ SRB2kart Roulette Code - Position Based
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consvar_t *KartItemCVars[NUMKARTRESULTS-1] =
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{
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&cv_sneaker,
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&cv_rocketsneaker,
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&cv_invincibility,
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&cv_banana,
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&cv_eggmanmonitor,
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&cv_orbinaut,
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&cv_jawz,
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&cv_mine,
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&cv_landmine,
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&cv_droptarget,
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&cv_ballhog,
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&cv_selfpropelledbomb,
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&cv_grow,
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&cv_shrink,
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&cv_thundershield,
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&cv_bubbleshield,
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&cv_flameshield,
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&cv_hyudoro,
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&cv_pogospring,
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&cv_superring,
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&cv_kitchensink,
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&cv_dualsneaker,
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&cv_triplesneaker,
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&cv_triplebanana,
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&cv_decabanana,
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&cv_tripleorbinaut,
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&cv_quadorbinaut,
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&cv_dualjawz
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};
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#define NUMKARTODDS 80
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// Less ugly 2D arrays
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static INT32 K_KartItemOddsRace[NUMKARTRESULTS-1][8] =
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{
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//P-Odds 0 1 2 3 4 5 6 7
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/*Sneaker*/ { 0, 0, 2, 4, 6, 0, 0, 0 }, // Sneaker
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/*Rocket Sneaker*/ { 0, 0, 0, 0, 0, 2, 4, 6 }, // Rocket Sneaker
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/*Invincibility*/ { 0, 0, 0, 0, 2, 4, 6, 9 }, // Invincibility
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/*Banana*/ { 4, 3, 1, 0, 0, 0, 0, 0 }, // Banana
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/*Eggman Monitor*/ { 1, 2, 0, 0, 0, 0, 0, 0 }, // Eggman Monitor
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/*Orbinaut*/ { 5, 4, 2, 2, 0, 0, 0, 0 }, // Orbinaut
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/*Jawz*/ { 0, 3, 2, 1, 1, 0, 0, 0 }, // Jawz
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/*Mine*/ { 0, 2, 3, 1, 0, 0, 0, 0 }, // Mine
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/*Land Mine*/ { 3, 0, 0, 0, 0, 0, 0, 0 }, // Land Mine
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/*Ballhog*/ { 0, 0, 2, 1, 0, 0, 0, 0 }, // Ballhog
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/*Self-Propelled Bomb*/ { 0, 0, 0, 0, 0, 2, 4, 0 }, // Self-Propelled Bomb
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/*Grow*/ { 0, 0, 0, 1, 2, 3, 0, 0 }, // Grow
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/*Shrink*/ { 0, 0, 0, 0, 0, 0, 2, 0 }, // Shrink
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/*Thunder Shield*/ { 1, 2, 0, 0, 0, 0, 0, 0 }, // Thunder Shield
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/*Bubble Shield*/ { 0, 1, 2, 1, 0, 0, 0, 0 }, // Bubble Shield
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/*Flame Shield*/ { 0, 0, 0, 0, 0, 1, 3, 5 }, // Flame Shield
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/*Hyudoro*/ { 0, 0, 0, 1, 1, 0, 0, 0 }, // Hyudoro
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/*Pogo Spring*/ { 0, 0, 0, 0, 0, 0, 0, 0 }, // Pogo Spring
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/*Super Ring*/ { 2, 1, 1, 0, 0, 0, 0, 0 }, // Super Ring
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/*Kitchen Sink*/ { 0, 0, 0, 0, 0, 0, 0, 0 }, // Kitchen Sink
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/*Drop Target*/ { 4, 0, 0, 0, 0, 0, 0, 0 }, // Drop Target
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/*Sneaker x2*/ { 0, 0, 2, 2, 1, 0, 0, 0 }, // Sneaker x2
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/*Sneaker x3*/ { 0, 0, 0, 2, 6,10, 5, 0 }, // Sneaker x3
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/*Banana x3*/ { 0, 1, 1, 0, 0, 0, 0, 0 }, // Banana x3
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/*Banana x10*/ { 0, 0, 0, 1, 0, 0, 0, 0 }, // Banana x10
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/*Orbinaut x3*/ { 0, 0, 1, 0, 0, 0, 0, 0 }, // Orbinaut x3
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/*Orbinaut x4*/ { 0, 0, 0, 1, 1, 0, 0, 0 }, // Orbinaut x4
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/*Jawz x2*/ { 0, 0, 1, 2, 0, 0, 0, 0 } // Jawz x2
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};
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static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][2] =
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{
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//P-Odds 0 1
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/*Sneaker*/ { 2, 1 }, // Sneaker
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/*Rocket Sneaker*/ { 0, 0 }, // Rocket Sneaker
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/*Invincibility*/ { 2, 1 }, // Invincibility
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/*Banana*/ { 1, 0 }, // Banana
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/*Eggman Monitor*/ { 1, 0 }, // Eggman Monitor
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/*Orbinaut*/ { 8, 0 }, // Orbinaut
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/*Jawz*/ { 8, 1 }, // Jawz
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/*Mine*/ { 6, 1 }, // Mine
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/*Land Mine*/ { 0, 0 }, // Land Mine
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/*Ballhog*/ { 2, 1 }, // Ballhog
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/*Self-Propelled Bomb*/ { 0, 0 }, // Self-Propelled Bomb
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/*Grow*/ { 2, 1 }, // Grow
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/*Shrink*/ { 0, 0 }, // Shrink
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/*Thunder Shield*/ { 4, 0 }, // Thunder Shield
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/*Bubble Shield*/ { 1, 0 }, // Bubble Shield
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/*Flame Shield*/ { 0, 0 }, // Flame Shield
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/*Hyudoro*/ { 2, 0 }, // Hyudoro
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/*Pogo Spring*/ { 2, 0 }, // Pogo Spring
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/*Super Ring*/ { 0, 0 }, // Super Ring
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/*Kitchen Sink*/ { 0, 0 }, // Kitchen Sink
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/*Drop Target*/ { 0, 0 }, // Drop Target
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/*Sneaker x2*/ { 0, 0 }, // Sneaker x2
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/*Sneaker x3*/ { 1, 1 }, // Sneaker x3
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/*Banana x3*/ { 1, 0 }, // Banana x3
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/*Banana x10*/ { 1, 1 }, // Banana x10
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/*Orbinaut x3*/ { 2, 0 }, // Orbinaut x3
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/*Orbinaut x4*/ { 1, 1 }, // Orbinaut x4
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/*Jawz x2*/ { 2, 1 } // Jawz x2
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};
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#define DISTVAR (2048) // Magic number distance for use with item roulette tiers
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#define SPBSTARTDIST (5*DISTVAR) // Distance when SPB is forced onto 2nd place
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#define SPBFORCEDIST (15*DISTVAR) // Distance when SPB is forced onto 2nd place
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#define ENDDIST (12*DISTVAR) // Distance when the game stops giving you bananas
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// Array of states to pick the starting point of the animation, based on the actual time left for invincibility.
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static INT32 K_SparkleTrailStartStates[KART_NUMINVSPARKLESANIM][2] = {
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{S_KARTINVULN12, S_KARTINVULNB12},
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{S_KARTINVULN11, S_KARTINVULNB11},
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{S_KARTINVULN10, S_KARTINVULNB10},
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{S_KARTINVULN9, S_KARTINVULNB9},
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{S_KARTINVULN8, S_KARTINVULNB8},
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{S_KARTINVULN7, S_KARTINVULNB7},
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{S_KARTINVULN6, S_KARTINVULNB6},
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{S_KARTINVULN5, S_KARTINVULNB5},
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{S_KARTINVULN4, S_KARTINVULNB4},
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{S_KARTINVULN3, S_KARTINVULNB3},
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{S_KARTINVULN2, S_KARTINVULNB2},
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{S_KARTINVULN1, S_KARTINVULNB1}
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};
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INT32 K_GetShieldFromItem(INT32 item)
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{
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switch (item)
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{
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case KITEM_THUNDERSHIELD: return KSHIELD_THUNDER;
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case KITEM_BUBBLESHIELD: return KSHIELD_BUBBLE;
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case KITEM_FLAMESHIELD: return KSHIELD_FLAME;
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default: return KSHIELD_NONE;
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}
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}
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/** \brief Item Roulette for Kart
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\param player player
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\param getitem what item we're looking for
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\return void
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*/
|
|
static void K_KartGetItemResult(player_t *player, SINT8 getitem)
|
|
{
|
|
if (getitem == KITEM_SPB || getitem == KITEM_SHRINK) // Indirect items
|
|
indirectitemcooldown = 20*TICRATE;
|
|
|
|
if (getitem == KITEM_HYUDORO) // Hyudoro cooldown
|
|
hyubgone = 5*TICRATE;
|
|
|
|
player->botvars.itemdelay = TICRATE;
|
|
player->botvars.itemconfirm = 0;
|
|
|
|
switch (getitem)
|
|
{
|
|
// Special roulettes first, then the generic ones are handled by default
|
|
case KRITEM_DUALSNEAKER: // Sneaker x2
|
|
player->itemtype = KITEM_SNEAKER;
|
|
player->itemamount = 2;
|
|
break;
|
|
case KRITEM_TRIPLESNEAKER: // Sneaker x3
|
|
player->itemtype = KITEM_SNEAKER;
|
|
player->itemamount = 3;
|
|
break;
|
|
case KRITEM_TRIPLEBANANA: // Banana x3
|
|
player->itemtype = KITEM_BANANA;
|
|
player->itemamount = 3;
|
|
break;
|
|
case KRITEM_TENFOLDBANANA: // Banana x10
|
|
player->itemtype = KITEM_BANANA;
|
|
player->itemamount = 10;
|
|
break;
|
|
case KRITEM_TRIPLEORBINAUT: // Orbinaut x3
|
|
player->itemtype = KITEM_ORBINAUT;
|
|
player->itemamount = 3;
|
|
break;
|
|
case KRITEM_QUADORBINAUT: // Orbinaut x4
|
|
player->itemtype = KITEM_ORBINAUT;
|
|
player->itemamount = 4;
|
|
break;
|
|
case KRITEM_DUALJAWZ: // Jawz x2
|
|
player->itemtype = KITEM_JAWZ;
|
|
player->itemamount = 2;
|
|
break;
|
|
default:
|
|
if (getitem <= 0 || getitem >= NUMKARTRESULTS) // Sad (Fallback)
|
|
{
|
|
if (getitem != 0)
|
|
CONS_Printf("ERROR: P_KartGetItemResult - Item roulette gave bad item (%d) :(\n", getitem);
|
|
player->itemtype = KITEM_SAD;
|
|
}
|
|
else
|
|
player->itemtype = getitem;
|
|
player->itemamount = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
fixed_t K_ItemOddsScale(UINT8 numPlayers, boolean spbrush)
|
|
{
|
|
const UINT8 basePlayer = 8; // The player count we design most of the game around.
|
|
UINT8 playerCount = (spbrush ? 2 : numPlayers);
|
|
fixed_t playerScaling = 0;
|
|
|
|
// Then, it multiplies it further if the player count isn't equal to basePlayer.
|
|
// This is done to make low player count races more interesting and high player count rates more fair.
|
|
// (If you're in SPB mode and in 2nd place, it acts like it's a 1v1, so the catch-up game is not weakened.)
|
|
if (playerCount < basePlayer)
|
|
{
|
|
// Less than basePlayer: increase odds significantly.
|
|
// 2P: x2.5
|
|
playerScaling = (basePlayer - playerCount) * (FRACUNIT / 4);
|
|
}
|
|
else if (playerCount > basePlayer)
|
|
{
|
|
// More than basePlayer: reduce odds slightly.
|
|
// 16P: x0.75
|
|
playerScaling = (basePlayer - playerCount) * (FRACUNIT / 32);
|
|
}
|
|
|
|
return playerScaling;
|
|
}
|
|
|
|
UINT32 K_ScaleItemDistance(UINT32 distance, UINT8 numPlayers, boolean spbrush)
|
|
{
|
|
if (mapobjectscale != FRACUNIT)
|
|
{
|
|
// Bring back to normal scale.
|
|
distance = FixedDiv(distance * FRACUNIT, mapobjectscale) / FRACUNIT;
|
|
}
|
|
|
|
if (franticitems == true)
|
|
{
|
|
// Frantic items pretends everyone's farther apart, for crazier items.
|
|
distance = (15 * distance) / 14;
|
|
}
|
|
|
|
if (numPlayers > 0)
|
|
{
|
|
// Items get crazier with the fewer players that you have.
|
|
distance = FixedMul(
|
|
distance * FRACUNIT,
|
|
FRACUNIT + (K_ItemOddsScale(numPlayers, spbrush) / 2)
|
|
) / FRACUNIT;
|
|
}
|
|
|
|
return distance;
|
|
}
|
|
|
|
/** \brief Item Roulette for Kart
|
|
|
|
\param player player object passed from P_KartPlayerThink
|
|
|
|
\return void
|
|
*/
|
|
|
|
INT32 K_KartGetItemOdds(
|
|
UINT8 pos, SINT8 item,
|
|
UINT32 ourDist,
|
|
fixed_t mashed,
|
|
boolean spbrush, boolean bot, boolean rival)
|
|
{
|
|
INT32 newodds;
|
|
INT32 i;
|
|
|
|
UINT8 pingame = 0, pexiting = 0;
|
|
|
|
SINT8 first = -1, second = -1;
|
|
UINT32 firstDist = UINT32_MAX;
|
|
UINT32 secondToFirst = UINT32_MAX;
|
|
|
|
boolean powerItem = false;
|
|
boolean cooldownOnStart = false;
|
|
boolean indirectItem = false;
|
|
boolean notNearEnd = false;
|
|
|
|
INT32 shieldtype = KSHIELD_NONE;
|
|
|
|
I_Assert(item > KITEM_NONE); // too many off by one scenarioes.
|
|
I_Assert(KartItemCVars[NUMKARTRESULTS-2] != NULL); // Make sure this exists
|
|
|
|
if (!KartItemCVars[item-1]->value && !modeattacking)
|
|
return 0;
|
|
|
|
/*
|
|
if (bot)
|
|
{
|
|
// TODO: Item use on bots should all be passed-in functions.
|
|
// Instead of manually inserting these, it should return 0
|
|
// for any items without an item use function supplied
|
|
|
|
switch (item)
|
|
{
|
|
case KITEM_SNEAKER:
|
|
break;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
*/
|
|
(void)bot;
|
|
|
|
if (gametype == GT_BATTLE)
|
|
{
|
|
I_Assert(pos < 2); // DO NOT allow positions past the bounds of the table
|
|
newodds = K_KartItemOddsBattle[item-1][pos];
|
|
}
|
|
else
|
|
{
|
|
I_Assert(pos < 8); // Ditto
|
|
newodds = K_KartItemOddsRace[item-1][pos];
|
|
}
|
|
|
|
// Base multiplication to ALL item odds to simulate fractional precision
|
|
newodds *= 4;
|
|
|
|
shieldtype = K_GetShieldFromItem(item);
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator)
|
|
continue;
|
|
|
|
if (!(gametyperules & GTR_BUMPERS) || players[i].bumpers)
|
|
pingame++;
|
|
|
|
if (players[i].exiting)
|
|
pexiting++;
|
|
|
|
if (shieldtype != KSHIELD_NONE && shieldtype == K_GetShieldFromItem(players[i].itemtype))
|
|
{
|
|
// Don't allow more than one of each shield type at a time
|
|
return 0;
|
|
}
|
|
|
|
if (players[i].mo && gametype == GT_RACE)
|
|
{
|
|
if (players[i].position == 1 && first == -1)
|
|
first = i;
|
|
if (players[i].position == 2 && second == -1)
|
|
second = i;
|
|
}
|
|
}
|
|
|
|
if (first != -1 && second != -1) // calculate 2nd's distance from 1st, for SPB
|
|
{
|
|
firstDist = players[first].distancetofinish;
|
|
|
|
if (mapobjectscale != FRACUNIT)
|
|
{
|
|
firstDist = FixedDiv(firstDist * FRACUNIT, mapobjectscale) / FRACUNIT;
|
|
}
|
|
|
|
secondToFirst = K_ScaleItemDistance(
|
|
players[second].distancetofinish - players[first].distancetofinish,
|
|
pingame, spbrush
|
|
);
|
|
}
|
|
|
|
switch (item)
|
|
{
|
|
case KITEM_BANANA:
|
|
case KITEM_EGGMAN:
|
|
case KITEM_SUPERRING:
|
|
notNearEnd = true;
|
|
break;
|
|
case KITEM_ROCKETSNEAKER:
|
|
case KITEM_JAWZ:
|
|
case KITEM_LANDMINE:
|
|
case KITEM_DROPTARGET:
|
|
case KITEM_BALLHOG:
|
|
case KRITEM_TRIPLESNEAKER:
|
|
case KRITEM_TRIPLEORBINAUT:
|
|
case KRITEM_QUADORBINAUT:
|
|
case KRITEM_DUALJAWZ:
|
|
powerItem = true;
|
|
break;
|
|
case KRITEM_TRIPLEBANANA:
|
|
case KRITEM_TENFOLDBANANA:
|
|
powerItem = true;
|
|
notNearEnd = true;
|
|
break;
|
|
case KITEM_INVINCIBILITY:
|
|
case KITEM_MINE:
|
|
case KITEM_GROW:
|
|
case KITEM_BUBBLESHIELD:
|
|
case KITEM_FLAMESHIELD:
|
|
cooldownOnStart = true;
|
|
powerItem = true;
|
|
break;
|
|
case KITEM_SPB:
|
|
cooldownOnStart = true;
|
|
indirectItem = true;
|
|
notNearEnd = true;
|
|
|
|
if (firstDist < ENDDIST) // No SPB near the end of the race
|
|
{
|
|
newodds = 0;
|
|
}
|
|
else
|
|
{
|
|
const INT32 distFromStart = max(0, (INT32)secondToFirst - SPBSTARTDIST);
|
|
const INT32 distRange = SPBFORCEDIST - SPBSTARTDIST;
|
|
const INT32 mulMax = 3;
|
|
|
|
INT32 multiplier = (distFromStart * mulMax) / distRange;
|
|
|
|
if (multiplier < 0)
|
|
multiplier = 0;
|
|
if (multiplier > mulMax)
|
|
multiplier = mulMax;
|
|
|
|
newodds *= multiplier;
|
|
}
|
|
break;
|
|
case KITEM_SHRINK:
|
|
cooldownOnStart = true;
|
|
powerItem = true;
|
|
indirectItem = true;
|
|
notNearEnd = true;
|
|
|
|
if (pingame-1 <= pexiting)
|
|
newodds = 0;
|
|
break;
|
|
case KITEM_THUNDERSHIELD:
|
|
cooldownOnStart = true;
|
|
powerItem = true;
|
|
|
|
if (spbplace != -1)
|
|
newodds = 0;
|
|
break;
|
|
case KITEM_HYUDORO:
|
|
cooldownOnStart = true;
|
|
notNearEnd = true;
|
|
|
|
if (hyubgone > 0)
|
|
newodds = 0;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (newodds == 0)
|
|
{
|
|
// Nothing else we want to do with odds matters at this point :p
|
|
return newodds;
|
|
}
|
|
|
|
if ((indirectItem == true) && (indirectitemcooldown > 0))
|
|
{
|
|
// Too many items that act indirectly in a match can feel kind of bad.
|
|
newodds = 0;
|
|
}
|
|
else if ((cooldownOnStart == true) && (leveltime < (30*TICRATE)+starttime))
|
|
{
|
|
// This item should not appear at the beginning of a race. (Usually really powerful crowd-breaking items)
|
|
newodds = 0;
|
|
}
|
|
else if ((notNearEnd == true) && (ourDist < ENDDIST))
|
|
{
|
|
// This item should not appear at the end of a race. (Usually trap items that lose their effectiveness)
|
|
newodds = 0;
|
|
}
|
|
else if (powerItem == true)
|
|
{
|
|
// This item is a "power item". This activates "frantic item" toggle related functionality.
|
|
fixed_t fracOdds = newodds * FRACUNIT;
|
|
|
|
if (franticitems == true)
|
|
{
|
|
// First, power items multiply their odds by 2 if frantic items are on; easy-peasy.
|
|
fracOdds *= 2;
|
|
}
|
|
|
|
if (rival == true)
|
|
{
|
|
// The Rival bot gets frantic-like items, also :p
|
|
fracOdds *= 2;
|
|
}
|
|
|
|
fracOdds = FixedMul(fracOdds, FRACUNIT + K_ItemOddsScale(pingame, spbrush));
|
|
|
|
if (mashed > 0)
|
|
{
|
|
// Lastly, it *divides* it based on your mashed value, so that power items are less likely when you mash.
|
|
fracOdds = FixedDiv(fracOdds, FRACUNIT + mashed);
|
|
}
|
|
|
|
newodds = fracOdds / FRACUNIT;
|
|
}
|
|
|
|
return newodds;
|
|
}
|
|
|
|
//{ SRB2kart Roulette Code - Distance Based, yes waypoints
|
|
|
|
UINT8 K_FindUseodds(player_t *player, fixed_t mashed, UINT32 pdis, UINT8 bestbumper, boolean spbrush)
|
|
{
|
|
UINT8 i;
|
|
UINT8 useodds = 0;
|
|
UINT8 disttable[14];
|
|
UINT8 distlen = 0;
|
|
boolean oddsvalid[8];
|
|
|
|
// Unused now, oops :V
|
|
(void)bestbumper;
|
|
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
UINT8 j;
|
|
boolean available = false;
|
|
|
|
if (gametype == GT_BATTLE && i > 1)
|
|
{
|
|
oddsvalid[i] = false;
|
|
break;
|
|
}
|
|
|
|
for (j = 1; j < NUMKARTRESULTS; j++)
|
|
{
|
|
if (K_KartGetItemOdds(
|
|
i, j,
|
|
player->distancetofinish,
|
|
mashed,
|
|
spbrush, player->bot, (player->bot && player->botvars.rival)
|
|
) > 0)
|
|
{
|
|
available = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
oddsvalid[i] = available;
|
|
}
|
|
|
|
#define SETUPDISTTABLE(odds, num) \
|
|
if (oddsvalid[odds]) \
|
|
for (i = num; i; --i) \
|
|
disttable[distlen++] = odds;
|
|
|
|
if (gametype == GT_BATTLE) // Battle Mode
|
|
{
|
|
if (player->roulettetype == 1 && oddsvalid[1] == true)
|
|
{
|
|
// 1 is the extreme odds of player-controlled "Karma" items
|
|
useodds = 1;
|
|
}
|
|
else
|
|
{
|
|
useodds = 0;
|
|
|
|
if (oddsvalid[0] == false && oddsvalid[1] == true)
|
|
{
|
|
// try to use karma odds as a fallback
|
|
useodds = 1;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SETUPDISTTABLE(0,1);
|
|
SETUPDISTTABLE(1,1);
|
|
SETUPDISTTABLE(2,1);
|
|
SETUPDISTTABLE(3,2);
|
|
SETUPDISTTABLE(4,2);
|
|
SETUPDISTTABLE(5,3);
|
|
SETUPDISTTABLE(6,3);
|
|
SETUPDISTTABLE(7,1);
|
|
|
|
if (pdis == 0)
|
|
useodds = disttable[0];
|
|
else if (pdis > DISTVAR * ((12 * distlen) / 14))
|
|
useodds = disttable[distlen-1];
|
|
else
|
|
{
|
|
for (i = 1; i < 13; i++)
|
|
{
|
|
if (pdis <= DISTVAR * ((i * distlen) / 14))
|
|
{
|
|
useodds = disttable[((i * distlen) / 14)];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef SETUPDISTTABLE
|
|
|
|
return useodds;
|
|
}
|
|
|
|
static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd)
|
|
{
|
|
INT32 i;
|
|
UINT8 pingame = 0;
|
|
UINT8 roulettestop;
|
|
UINT32 pdis = 0;
|
|
UINT8 useodds = 0;
|
|
INT32 spawnchance[NUMKARTRESULTS];
|
|
INT32 totalspawnchance = 0;
|
|
UINT8 bestbumper = 0;
|
|
fixed_t mashed = 0;
|
|
boolean dontforcespb = false;
|
|
boolean spbrush = false;
|
|
|
|
// This makes the roulette cycle through items - if this is 0, you shouldn't be here.
|
|
if (!player->itemroulette)
|
|
return;
|
|
player->itemroulette++;
|
|
|
|
// Gotta check how many players are active at this moment.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator)
|
|
continue;
|
|
pingame++;
|
|
if (players[i].exiting)
|
|
dontforcespb = true;
|
|
if (players[i].bumpers > bestbumper)
|
|
bestbumper = players[i].bumpers;
|
|
}
|
|
|
|
// No forced SPB in 1v1s, it has to be randomly rolled
|
|
if (pingame <= 2)
|
|
dontforcespb = true;
|
|
|
|
// This makes the roulette produce the random noises.
|
|
if ((player->itemroulette % 3) == 1 && P_IsDisplayPlayer(player) && !demo.freecam)
|
|
{
|
|
#define PLAYROULETTESND S_StartSound(NULL, sfx_itrol1 + ((player->itemroulette / 3) % 8))
|
|
for (i = 0; i <= r_splitscreen; i++)
|
|
{
|
|
if (player == &players[displayplayers[i]] && players[displayplayers[i]].itemroulette)
|
|
PLAYROULETTESND;
|
|
}
|
|
#undef PLAYROULETTESND
|
|
}
|
|
|
|
roulettestop = TICRATE + (3*(pingame - player->position));
|
|
|
|
// If the roulette finishes or the player presses BT_ATTACK, stop the roulette and calculate the item.
|
|
// I'm returning via the exact opposite, however, to forgo having another bracket embed. Same result either way, I think.
|
|
// Finally, if you get past this check, now you can actually start calculating what item you get.
|
|
if ((cmd->buttons & BT_ATTACK) && (player->itemroulette >= roulettestop)
|
|
&& !(player->pflags & (PF_ITEMOUT|PF_EGGMANOUT|PF_USERINGS)))
|
|
{
|
|
// Mashing reduces your chances for the good items
|
|
mashed = FixedDiv((player->itemroulette)*FRACUNIT, ((TICRATE*3)+roulettestop)*FRACUNIT) - FRACUNIT;
|
|
}
|
|
else if (!(player->itemroulette >= (TICRATE*3)))
|
|
return;
|
|
|
|
if (cmd->buttons & BT_ATTACK)
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && !players[i].spectator
|
|
&& players[i].position == 1)
|
|
{
|
|
// This player is first! Yay!
|
|
|
|
if (player->distancetofinish <= players[i].distancetofinish)
|
|
{
|
|
// Guess you're in first / tied for first?
|
|
pdis = 0;
|
|
}
|
|
else
|
|
{
|
|
// Subtract 1st's distance from your distance, to get your distance from 1st!
|
|
pdis = player->distancetofinish - players[i].distancetofinish;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (spbplace != -1 && player->position == spbplace+1)
|
|
{
|
|
// SPB Rush Mode: It's 2nd place's job to catch-up items and make 1st place's job hell
|
|
pdis = (3 * pdis) / 2;
|
|
spbrush = true;
|
|
}
|
|
|
|
pdis = K_ScaleItemDistance(pdis, pingame, spbrush);
|
|
|
|
if (player->bot && player->botvars.rival)
|
|
{
|
|
// Rival has better odds :)
|
|
pdis = (15 * pdis) / 14;
|
|
}
|
|
|
|
// SPECIAL CASE No. 1:
|
|
// Fake Eggman items
|
|
if (player->roulettetype == 2)
|
|
{
|
|
player->eggmanexplode = 4*TICRATE;
|
|
//player->karthud[khud_itemblink] = TICRATE;
|
|
//player->karthud[khud_itemblinkmode] = 1;
|
|
player->itemroulette = 0;
|
|
player->roulettetype = 0;
|
|
if (P_IsDisplayPlayer(player) && !demo.freecam)
|
|
S_StartSound(NULL, sfx_itrole);
|
|
return;
|
|
}
|
|
|
|
// SPECIAL CASE No. 2:
|
|
// Give a debug item instead if specified
|
|
if (cv_kartdebugitem.value != 0 && !modeattacking)
|
|
{
|
|
K_KartGetItemResult(player, cv_kartdebugitem.value);
|
|
player->itemamount = cv_kartdebugamount.value;
|
|
player->karthud[khud_itemblink] = TICRATE;
|
|
player->karthud[khud_itemblinkmode] = 2;
|
|
player->itemroulette = 0;
|
|
player->roulettetype = 0;
|
|
if (P_IsDisplayPlayer(player) && !demo.freecam)
|
|
S_StartSound(NULL, sfx_dbgsal);
|
|
return;
|
|
}
|
|
|
|
// SPECIAL CASE No. 3:
|
|
// Record Attack / alone mashing behavior
|
|
if (modeattacking || pingame == 1)
|
|
{
|
|
if (gametype == GT_RACE)
|
|
{
|
|
if (mashed && (modeattacking || cv_superring.value)) // ANY mashed value? You get rings.
|
|
{
|
|
K_KartGetItemResult(player, KITEM_SUPERRING);
|
|
player->karthud[khud_itemblinkmode] = 1;
|
|
if (P_IsDisplayPlayer(player))
|
|
S_StartSound(NULL, sfx_itrolm);
|
|
}
|
|
else
|
|
{
|
|
if (modeattacking || cv_sneaker.value) // Waited patiently? You get a sneaker!
|
|
K_KartGetItemResult(player, KITEM_SNEAKER);
|
|
else // Default to sad if nothing's enabled...
|
|
K_KartGetItemResult(player, KITEM_SAD);
|
|
player->karthud[khud_itemblinkmode] = 0;
|
|
if (P_IsDisplayPlayer(player))
|
|
S_StartSound(NULL, sfx_itrolf);
|
|
}
|
|
}
|
|
else if (gametype == GT_BATTLE)
|
|
{
|
|
if (mashed && (modeattacking || bossinfo.boss || cv_banana.value)) // ANY mashed value? You get a banana.
|
|
{
|
|
K_KartGetItemResult(player, KITEM_BANANA);
|
|
player->karthud[khud_itemblinkmode] = 1;
|
|
if (P_IsDisplayPlayer(player))
|
|
S_StartSound(NULL, sfx_itrolm);
|
|
}
|
|
else if (bossinfo.boss)
|
|
{
|
|
K_KartGetItemResult(player, KITEM_ORBINAUT);
|
|
player->karthud[khud_itemblinkmode] = 0;
|
|
if (P_IsDisplayPlayer(player))
|
|
S_StartSound(NULL, sfx_itrolf);
|
|
}
|
|
else
|
|
{
|
|
if (modeattacking || cv_tripleorbinaut.value) // Waited patiently? You get Orbinaut x3!
|
|
K_KartGetItemResult(player, KRITEM_TRIPLEORBINAUT);
|
|
else // Default to sad if nothing's enabled...
|
|
K_KartGetItemResult(player, KITEM_SAD);
|
|
player->karthud[khud_itemblinkmode] = 0;
|
|
if (P_IsDisplayPlayer(player))
|
|
S_StartSound(NULL, sfx_itrolf);
|
|
}
|
|
}
|
|
|
|
player->karthud[khud_itemblink] = TICRATE;
|
|
player->itemroulette = 0;
|
|
player->roulettetype = 0;
|
|
return;
|
|
}
|
|
|
|
// SPECIAL CASE No. 4:
|
|
// Being in ring debt occasionally forces Super Ring on you if you mashed
|
|
if (!(gametyperules & GTR_SPHERES) && mashed && player->rings < 0 && cv_superring.value)
|
|
{
|
|
INT32 debtamount = min(20, abs(player->rings));
|
|
if (P_RandomChance((debtamount*FRACUNIT)/20))
|
|
{
|
|
K_KartGetItemResult(player, KITEM_SUPERRING);
|
|
player->karthud[khud_itemblink] = TICRATE;
|
|
player->karthud[khud_itemblinkmode] = 1;
|
|
player->itemroulette = 0;
|
|
player->roulettetype = 0;
|
|
if (P_IsDisplayPlayer(player))
|
|
S_StartSound(NULL, sfx_itrolm);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// SPECIAL CASE No. 5:
|
|
// Force SPB onto 2nd if they get too far behind
|
|
if ((gametyperules & GTR_CIRCUIT) && player->position == 2 && pdis > SPBFORCEDIST
|
|
&& spbplace == -1 && !indirectitemcooldown && !dontforcespb
|
|
&& cv_selfpropelledbomb.value)
|
|
{
|
|
K_KartGetItemResult(player, KITEM_SPB);
|
|
player->karthud[khud_itemblink] = TICRATE;
|
|
player->karthud[khud_itemblinkmode] = 2;
|
|
player->itemroulette = 0;
|
|
player->roulettetype = 0;
|
|
if (P_IsDisplayPlayer(player))
|
|
S_StartSound(NULL, sfx_itrolk);
|
|
return;
|
|
}
|
|
|
|
// NOW that we're done with all of those specialized cases, we can move onto the REAL item roulette tables.
|
|
// Initializes existing spawnchance values
|
|
for (i = 0; i < NUMKARTRESULTS; i++)
|
|
spawnchance[i] = 0;
|
|
|
|
// Split into another function for a debug function below
|
|
useodds = K_FindUseodds(player, mashed, pdis, bestbumper, spbrush);
|
|
|
|
for (i = 1; i < NUMKARTRESULTS; i++)
|
|
{
|
|
spawnchance[i] = (totalspawnchance += K_KartGetItemOdds(
|
|
useodds, i,
|
|
player->distancetofinish,
|
|
mashed,
|
|
spbrush, player->bot, (player->bot && player->botvars.rival))
|
|
);
|
|
}
|
|
|
|
// Award the player whatever power is rolled
|
|
if (totalspawnchance > 0)
|
|
{
|
|
totalspawnchance = P_RandomKey(totalspawnchance);
|
|
for (i = 0; i < NUMKARTRESULTS && spawnchance[i] <= totalspawnchance; i++);
|
|
|
|
K_KartGetItemResult(player, i);
|
|
}
|
|
else
|
|
{
|
|
player->itemtype = KITEM_SAD;
|
|
player->itemamount = 1;
|
|
}
|
|
|
|
if (P_IsDisplayPlayer(player) && !demo.freecam)
|
|
S_StartSound(NULL, ((player->roulettetype == 1) ? sfx_itrolk : (mashed ? sfx_itrolm : sfx_itrolf)));
|
|
|
|
player->karthud[khud_itemblink] = TICRATE;
|
|
player->karthud[khud_itemblinkmode] = ((player->roulettetype == 1) ? 2 : (mashed ? 1 : 0));
|
|
|
|
player->itemroulette = 0; // Since we're done, clear the roulette number
|
|
player->roulettetype = 0; // This too
|
|
}
|
|
|
|
//}
|
|
|
|
//{ SRB2kart p_user.c Stuff
|
|
|
|
static fixed_t K_PlayerWeight(mobj_t *mobj, mobj_t *against)
|
|
{
|
|
fixed_t weight = 5*FRACUNIT;
|
|
|
|
if (!mobj->player)
|
|
return weight;
|
|
|
|
if (against && !P_MobjWasRemoved(against) && against->player
|
|
&& ((!P_PlayerInPain(against->player) && P_PlayerInPain(mobj->player)) // You're hurt
|
|
|| (against->player->itemtype == KITEM_BUBBLESHIELD && mobj->player->itemtype != KITEM_BUBBLESHIELD))) // They have a Bubble Shield
|
|
{
|
|
weight = 0; // This player does not cause any bump action
|
|
}
|
|
else
|
|
{
|
|
weight = (mobj->player->kartweight) * FRACUNIT;
|
|
if (mobj->player->speed > K_GetKartSpeed(mobj->player, false))
|
|
weight += (mobj->player->speed - K_GetKartSpeed(mobj->player, false))/8;
|
|
if (mobj->player->itemtype == KITEM_BUBBLESHIELD)
|
|
weight += 9*FRACUNIT;
|
|
}
|
|
|
|
return weight;
|
|
}
|
|
|
|
fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against)
|
|
{
|
|
fixed_t weight = 5*FRACUNIT;
|
|
|
|
switch (mobj->type)
|
|
{
|
|
case MT_PLAYER:
|
|
if (!mobj->player)
|
|
break;
|
|
weight = K_PlayerWeight(mobj, against);
|
|
break;
|
|
case MT_KART_LEFTOVER:
|
|
weight = 5*FRACUNIT/2;
|
|
|
|
if (mobj->extravalue1 > 0)
|
|
{
|
|
weight = mobj->extravalue1 * (FRACUNIT >> 1);
|
|
}
|
|
break;
|
|
case MT_BUBBLESHIELD:
|
|
weight = K_PlayerWeight(mobj->target, against);
|
|
break;
|
|
case MT_FALLINGROCK:
|
|
if (against->player)
|
|
{
|
|
if (against->player->invincibilitytimer || against->player->growshrinktimer > 0)
|
|
weight = 0;
|
|
else
|
|
weight = K_PlayerWeight(against, NULL);
|
|
}
|
|
break;
|
|
case MT_ORBINAUT:
|
|
case MT_ORBINAUT_SHIELD:
|
|
if (against->player)
|
|
weight = K_PlayerWeight(against, NULL);
|
|
break;
|
|
case MT_JAWZ:
|
|
case MT_JAWZ_DUD:
|
|
case MT_JAWZ_SHIELD:
|
|
if (against->player)
|
|
weight = K_PlayerWeight(against, NULL) + (3*FRACUNIT);
|
|
else
|
|
weight += 3*FRACUNIT;
|
|
break;
|
|
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)
|
|
{
|
|
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
|
|
{
|
|
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->spindash = 0;
|
|
|
|
if (player->spinouttimer)
|
|
{
|
|
player->wipeoutslow = wipeoutslowtime+1;
|
|
player->spinouttimer = max(wipeoutslowtime+1, player->spinouttimer);
|
|
//player->spinouttype = KSPIN_WIPEOUT; // Enforce type
|
|
}
|
|
}
|
|
|
|
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 (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)
|
|
{
|
|
mobj1->player->justbumped = bumptime;
|
|
return false;
|
|
}
|
|
|
|
if (mobj2->player && mobj2->player->justbumped)
|
|
{
|
|
mobj2->player->justbumped = bumptime;
|
|
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);
|
|
|
|
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, dist;
|
|
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)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// Multiply by force
|
|
distx = FixedMul(force, distx);
|
|
disty = FixedMul(force, disty);
|
|
dist = FixedHypot(distx, disty);
|
|
|
|
{
|
|
// Normalize to the desired push value.
|
|
fixed_t normalisedx = FixedDiv(distx, dist);
|
|
fixed_t normalisedy = FixedDiv(disty, dist);
|
|
fixed_t bounceSpeed;
|
|
|
|
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 UINT8 K_CheckOffroadCollide(mobj_t *mo)
|
|
{
|
|
// Check for sectors in touching_sectorlist
|
|
UINT8 i; // special type iter
|
|
msecnode_t *node; // touching_sectorlist iter
|
|
sector_t *s; // main sector shortcut
|
|
sector_t *s2; // FOF sector shortcut
|
|
ffloor_t *rover; // FOF
|
|
|
|
fixed_t flr;
|
|
fixed_t cel; // floor & ceiling for height checks to make sure we're touching the offroad sector.
|
|
|
|
I_Assert(mo != NULL);
|
|
I_Assert(!P_MobjWasRemoved(mo));
|
|
|
|
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
|
{
|
|
if (!node->m_sector)
|
|
break; // shouldn't happen.
|
|
|
|
s = node->m_sector;
|
|
// 1: Check for the main sector, make sure we're on the floor of that sector and see if we can apply offroad.
|
|
// Make arbitrary Z checks because we want to check for 1 sector in particular, we don't want to affect the player if the offroad sector is way below them and they're lineriding a normal sector above.
|
|
|
|
flr = P_MobjFloorZ(mo, s, s, mo->x, mo->y, NULL, false, true);
|
|
cel = P_MobjCeilingZ(mo, s, s, mo->x, mo->y, NULL, true, true); // get Z coords of both floors and ceilings for this sector (this accounts for slopes properly.)
|
|
// NOTE: we don't use P_GetZAt with our x/y directly because the mobj won't have the same height because of its hitbox on the slope. Complex garbage but tldr it doesn't work.
|
|
|
|
if ( ((s->flags & SF_FLIPSPECIAL_FLOOR) && mo->z == flr) // floor check
|
|
|| ((mo->eflags & MFE_VERTICALFLIP && (s->flags & SF_FLIPSPECIAL_CEILING) && (mo->z + mo->height) == cel)) ) // ceiling check.
|
|
|
|
for (i = 2; i < 5; i++) // check for sector special
|
|
|
|
if (GETSECSPECIAL(s->special, 1) == i)
|
|
return i-1; // return offroad type
|
|
|
|
// 2: If we're here, we haven't found anything. So let's try looking for FOFs in the sectors using the same logic.
|
|
for (rover = s->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS)) // This FOF doesn't exist anymore.
|
|
continue;
|
|
|
|
s2 = §ors[rover->secnum]; // makes things easier for us
|
|
|
|
flr = P_GetFOFBottomZ(mo, s, rover, mo->x, mo->y, NULL);
|
|
cel = P_GetFOFTopZ(mo, s, rover, mo->x, mo->y, NULL); // Z coords for fof top/bottom.
|
|
|
|
// we will do essentially the same checks as above instead of bothering with top/bottom height of the FOF.
|
|
// Reminder that an FOF's floor is its bottom, silly!
|
|
if ( ((s2->flags & SF_FLIPSPECIAL_FLOOR) && mo->z == cel) // "floor" check
|
|
|| ((s2->flags & SF_FLIPSPECIAL_CEILING) && (mo->z + mo->height) == flr) ) // "ceiling" check.
|
|
|
|
for (i = 2; i < 5; i++) // check for sector special
|
|
|
|
if (GETSECSPECIAL(s2->special, 1) == i)
|
|
return i-1; // return offroad type
|
|
|
|
}
|
|
}
|
|
|
|
return 0; // couldn't find any offroad
|
|
}
|
|
|
|
/** \brief Updates the Player's offroad value once per frame
|
|
|
|
\param player player object passed from K_KartPlayerThink
|
|
|
|
\return void
|
|
*/
|
|
static void K_UpdateOffroad(player_t *player)
|
|
{
|
|
terrain_t *terrain = player->mo->terrain;
|
|
fixed_t offroadstrength = 0;
|
|
|
|
if (terrain != NULL && terrain->offroad > 0)
|
|
{
|
|
offroadstrength = (terrain->offroad << FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
offroadstrength = (K_CheckOffroadCollide(player->mo) << FRACBITS);
|
|
}
|
|
|
|
// If you are in offroad, a timer starts.
|
|
if (offroadstrength)
|
|
{
|
|
if (player->offroad < offroadstrength)
|
|
player->offroad += offroadstrength / TICRATE;
|
|
|
|
if (player->offroad > offroadstrength)
|
|
player->offroad = offroadstrength;
|
|
}
|
|
else
|
|
player->offroad = 0;
|
|
}
|
|
|
|
static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t curdist, fixed_t maxdist, boolean transparent)
|
|
{
|
|
#define CHAOTIXBANDLEN 15
|
|
#define CHAOTIXBANDCOLORS 9
|
|
static const UINT8 colors[CHAOTIXBANDCOLORS] = {
|
|
SKINCOLOR_SAPPHIRE,
|
|
SKINCOLOR_PLATINUM,
|
|
SKINCOLOR_TEA,
|
|
SKINCOLOR_GARDEN,
|
|
SKINCOLOR_BANANA,
|
|
SKINCOLOR_GOLD,
|
|
SKINCOLOR_ORANGE,
|
|
SKINCOLOR_SCARLET,
|
|
SKINCOLOR_TAFFY
|
|
};
|
|
fixed_t minimumdist = FixedMul(RING_DIST>>1, player->mo->scale);
|
|
UINT8 n = CHAOTIXBANDLEN;
|
|
UINT8 offset = ((leveltime / 3) % 3);
|
|
fixed_t stepx, stepy, stepz;
|
|
fixed_t curx, cury, curz;
|
|
UINT8 c;
|
|
|
|
if (maxdist == 0)
|
|
c = 0;
|
|
else
|
|
c = FixedMul(CHAOTIXBANDCOLORS<<FRACBITS, FixedDiv(curdist-minimumdist, maxdist-minimumdist)) >> FRACBITS;
|
|
|
|
stepx = (victim->mo->x - player->mo->x) / CHAOTIXBANDLEN;
|
|
stepy = (victim->mo->y - player->mo->y) / CHAOTIXBANDLEN;
|
|
stepz = ((victim->mo->z + (victim->mo->height / 2)) - (player->mo->z + (player->mo->height / 2))) / CHAOTIXBANDLEN;
|
|
|
|
curx = player->mo->x + stepx;
|
|
cury = player->mo->y + stepy;
|
|
curz = player->mo->z + stepz;
|
|
|
|
while (n)
|
|
{
|
|
if (offset == 0)
|
|
{
|
|
mobj_t *band = P_SpawnMobj(curx + (P_RandomRange(-12,12)*mapobjectscale),
|
|
cury + (P_RandomRange(-12,12)*mapobjectscale),
|
|
curz + (P_RandomRange(24,48)*mapobjectscale),
|
|
MT_SIGNSPARKLE);
|
|
|
|
P_SetMobjState(band, S_SIGNSPARK1 + (leveltime % 11));
|
|
P_SetScale(band, (band->destscale = (3*player->mo->scale)/2));
|
|
|
|
band->color = colors[c];
|
|
band->colorized = true;
|
|
|
|
band->fuse = 2;
|
|
|
|
if (transparent)
|
|
band->renderflags |= RF_GHOSTLY;
|
|
|
|
band->renderflags |= RF_DONTDRAW & ~(K_GetPlayerDontDrawFlag(player) | K_GetPlayerDontDrawFlag(victim));
|
|
}
|
|
|
|
curx += stepx;
|
|
cury += stepy;
|
|
curz += stepz;
|
|
|
|
offset = abs(offset-1) % 3;
|
|
n--;
|
|
}
|
|
#undef CHAOTIXBANDLEN
|
|
}
|
|
|
|
/** \brief Updates the player's drafting values once per frame
|
|
|
|
\param player player object passed from K_KartPlayerThink
|
|
|
|
\return void
|
|
*/
|
|
static void K_UpdateDraft(player_t *player)
|
|
{
|
|
fixed_t topspd = K_GetKartSpeed(player, false);
|
|
fixed_t draftdistance;
|
|
fixed_t minDist;
|
|
UINT8 leniency;
|
|
UINT8 i;
|
|
|
|
if (player->itemtype == KITEM_FLAMESHIELD)
|
|
{
|
|
// Flame Shield gets infinite draft distance as its passive effect.
|
|
draftdistance = 0;
|
|
}
|
|
else
|
|
{
|
|
// Distance you have to be to draft. If you're still accelerating, then this distance is lessened.
|
|
// This distance biases toward low weight! (min weight gets 4096 units, max weight gets 3072 units)
|
|
// This distance is also scaled based on game speed.
|
|
draftdistance = (3072 + (128 * (9 - player->kartweight))) * player->mo->scale;
|
|
if (player->speed < topspd)
|
|
draftdistance = FixedMul(draftdistance, FixedDiv(player->speed, topspd));
|
|
draftdistance = FixedMul(draftdistance, K_GetKartGameSpeedScalar(gamespeed));
|
|
}
|
|
|
|
minDist = 640 * player->mo->scale;
|
|
if (gametype == GT_BATTLE)
|
|
{
|
|
// TODO: gametyperules
|
|
minDist /= 4;
|
|
}
|
|
|
|
// On the contrary, the leniency period biases toward high weight.
|
|
// (See also: the leniency variable in K_SpawnDraftDust)
|
|
leniency = (3*TICRATE)/4 + ((player->kartweight-1) * (TICRATE/4));
|
|
|
|
// Not enough speed to draft.
|
|
if (player->speed >= 20*player->mo->scale)
|
|
{
|
|
//#define EASYDRAFTTEST
|
|
// Let's hunt for players to draft off of!
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
fixed_t dist, olddraft;
|
|
#ifndef EASYDRAFTTEST
|
|
angle_t yourangle, theirangle, diff;
|
|
#endif
|
|
|
|
if (!playeringame[i] || players[i].spectator || !players[i].mo)
|
|
continue;
|
|
|
|
#ifndef EASYDRAFTTEST
|
|
// Don't draft on yourself :V
|
|
if (&players[i] == player)
|
|
continue;
|
|
#endif
|
|
|
|
// Not enough speed to draft off of.
|
|
if (players[i].speed < 20*players[i].mo->scale)
|
|
continue;
|
|
|
|
// No tethering off of the guy who got the starting bonus :P
|
|
if (players[i].startboost > 0)
|
|
continue;
|
|
|
|
#ifndef EASYDRAFTTEST
|
|
yourangle = K_MomentumAngle(player->mo);
|
|
theirangle = K_MomentumAngle(players[i].mo);
|
|
|
|
diff = R_PointToAngle2(player->mo->x, player->mo->y, players[i].mo->x, players[i].mo->y) - yourangle;
|
|
if (diff > ANGLE_180)
|
|
diff = InvAngle(diff);
|
|
|
|
// Not in front of this player.
|
|
if (diff > ANG10)
|
|
continue;
|
|
|
|
diff = yourangle - theirangle;
|
|
if (diff > ANGLE_180)
|
|
diff = InvAngle(diff);
|
|
|
|
// Not moving in the same direction.
|
|
if (diff > ANGLE_90)
|
|
continue;
|
|
#endif
|
|
|
|
dist = P_AproxDistance(P_AproxDistance(players[i].mo->x - player->mo->x, players[i].mo->y - player->mo->y), players[i].mo->z - player->mo->z);
|
|
|
|
#ifndef EASYDRAFTTEST
|
|
// TOO close to draft.
|
|
if (dist < minDist)
|
|
continue;
|
|
|
|
// Not close enough to draft.
|
|
if (dist > draftdistance && draftdistance > 0)
|
|
continue;
|
|
#endif
|
|
|
|
olddraft = player->draftpower;
|
|
|
|
player->draftleeway = leniency;
|
|
player->lastdraft = i;
|
|
|
|
// Draft power is used later in K_GetKartBoostPower, ranging from 0 for normal speed and FRACUNIT for max draft speed.
|
|
// How much this increments every tic biases toward acceleration! (min speed gets 1.5% per tic, max speed gets 0.5% per tic)
|
|
if (player->draftpower < FRACUNIT)
|
|
player->draftpower += (FRACUNIT/200) + ((9 - player->kartspeed) * ((3*FRACUNIT)/1600));
|
|
|
|
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, &players[i], dist, draftdistance, false);
|
|
|
|
return; // Finished doing our draft.
|
|
}
|
|
}
|
|
|
|
// No one to draft off of? Then you can knock that off.
|
|
if (player->draftleeway) // Prevent small disruptions from stopping your draft.
|
|
{
|
|
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, dist, draftdistance, true);
|
|
}
|
|
}
|
|
else // Remove draft speed boost.
|
|
{
|
|
player->draftpower = 0;
|
|
player->lastdraft = -1;
|
|
}
|
|
}
|
|
|
|
void K_KartPainEnergyFling(player_t *player)
|
|
{
|
|
static const UINT8 numfling = 5;
|
|
INT32 i;
|
|
mobj_t *mo;
|
|
angle_t fa;
|
|
fixed_t ns;
|
|
fixed_t z;
|
|
|
|
// Better safe than sorry.
|
|
if (!player)
|
|
return;
|
|
|
|
// P_PlayerRingBurst: "There's no ring spilling in kart, so I'm hijacking this for the same thing as TD"
|
|
// :oh:
|
|
|
|
for (i = 0; i < numfling; i++)
|
|
{
|
|
INT32 objType = mobjinfo[MT_FLINGENERGY].reactiontime;
|
|
fixed_t momxy, momz; // base horizonal/vertical thrusts
|
|
|
|
z = player->mo->z;
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
z += player->mo->height - mobjinfo[objType].height;
|
|
|
|
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, objType);
|
|
|
|
mo->fuse = 8*TICRATE;
|
|
P_SetTarget(&mo->target, player->mo);
|
|
|
|
mo->destscale = player->mo->scale;
|
|
P_SetScale(mo, player->mo->scale);
|
|
|
|
// Angle offset by player angle, then slightly offset by amount of fling
|
|
fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT) - ((numfling-1)*FINEANGLES/32)) & FINEMASK;
|
|
|
|
if (i > 15)
|
|
{
|
|
momxy = 3*FRACUNIT;
|
|
momz = 4*FRACUNIT;
|
|
}
|
|
else
|
|
{
|
|
momxy = 28*FRACUNIT;
|
|
momz = 3*FRACUNIT;
|
|
}
|
|
|
|
ns = FixedMul(momxy, mo->scale);
|
|
mo->momx = FixedMul(FINECOSINE(fa),ns);
|
|
|
|
ns = momz;
|
|
P_SetObjectMomZ(mo, ns, false);
|
|
|
|
if (i & 1)
|
|
P_SetObjectMomZ(mo, ns, true);
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
mo->momz *= -1;
|
|
}
|
|
}
|
|
|
|
// Adds gravity flipping to an object relative to its master and shifts the z coordinate accordingly.
|
|
void K_FlipFromObject(mobj_t *mo, mobj_t *master)
|
|
{
|
|
mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP)|(master->eflags & MFE_VERTICALFLIP);
|
|
mo->flags2 = (mo->flags2 & ~MF2_OBJECTFLIP)|(master->flags2 & MF2_OBJECTFLIP);
|
|
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
mo->z += master->height - FixedMul(master->scale, mo->height);
|
|
}
|
|
|
|
void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master)
|
|
{
|
|
// flipping
|
|
// handle z shifting from there too. This is here since there's no reason not to flip us if needed when we do this anyway;
|
|
K_FlipFromObject(mo, master);
|
|
|
|
// visibility (usually for hyudoro)
|
|
mo->renderflags = (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)
|
|
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);
|
|
P_InitAngle(dust, 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 void K_SpawnBrakeDriftSparks(player_t *player) // Be sure to update the mobj thinker case too!
|
|
{
|
|
mobj_t *sparks;
|
|
|
|
I_Assert(player != NULL);
|
|
I_Assert(player->mo != NULL);
|
|
I_Assert(!P_MobjWasRemoved(player->mo));
|
|
|
|
// Position & etc are handled in its thinker, and its spawned invisible.
|
|
// This avoids needing to dupe code if we don't need it.
|
|
sparks = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BRAKEDRIFT);
|
|
P_SetTarget(&sparks->target, player->mo);
|
|
P_SetScale(sparks, (sparks->destscale = player->mo->scale));
|
|
K_MatchGenericExtraFlags(sparks, player->mo);
|
|
sparks->renderflags |= RF_DONTDRAW;
|
|
}
|
|
|
|
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(FRACUNIT/2, FRACUNIT)),
|
|
FixedMul(scale, player->speed));
|
|
}
|
|
|
|
void K_SpawnDriftBoostClipSpark(mobj_t *clip)
|
|
{
|
|
mobj_t *spark;
|
|
|
|
spark = P_SpawnMobj(clip->x, clip->y, clip->z, MT_DRIFTCLIPSPARK);
|
|
|
|
P_SetTarget(&spark->target, clip);
|
|
P_SetScale(spark, ( spark->destscale = clip->scale ));
|
|
K_MatchGenericExtraFlags(spark, clip);
|
|
|
|
spark->momx = clip->momx/2;
|
|
spark->momy = clip->momx/2;
|
|
}
|
|
|
|
void K_SpawnNormalSpeedLines(player_t *player)
|
|
{
|
|
mobj_t *fast = P_SpawnMobj(player->mo->x + (P_RandomRange(-36,36) * player->mo->scale),
|
|
player->mo->y + (P_RandomRange(-36,36) * player->mo->scale),
|
|
player->mo->z + (player->mo->height/2) + (P_RandomRange(-20,20) * player->mo->scale),
|
|
MT_FASTLINE);
|
|
|
|
P_SetTarget(&fast->target, player->mo);
|
|
P_InitAngle(fast, K_MomentumAngle(player->mo));
|
|
fast->momx = 3*player->mo->momx/4;
|
|
fast->momy = 3*player->mo->momy/4;
|
|
fast->momz = 3*P_GetMobjZMovement(player->mo)/4;
|
|
|
|
K_MatchGenericExtraFlags(fast, player->mo);
|
|
|
|
// Make it red when you have the eggman speed boost
|
|
if (player->eggmanexplode)
|
|
{
|
|
fast->color = SKINCOLOR_RED;
|
|
fast->colorized = true;
|
|
}
|
|
}
|
|
|
|
void K_SpawnInvincibilitySpeedLines(mobj_t *mo)
|
|
{
|
|
mobj_t *fast = P_SpawnMobjFromMobj(mo,
|
|
P_RandomRange(-48, 48) * FRACUNIT,
|
|
P_RandomRange(-48, 48) * FRACUNIT,
|
|
P_RandomRange(0, 64) * FRACUNIT,
|
|
MT_FASTLINE);
|
|
|
|
fast->momx = 3*mo->momx/4;
|
|
fast->momy = 3*mo->momy/4;
|
|
fast->momz = 3*P_GetMobjZMovement(mo)/4;
|
|
|
|
P_SetTarget(&fast->target, mo);
|
|
P_InitAngle(fast, K_MomentumAngle(mo));
|
|
fast->color = mo->color;
|
|
fast->colorized = true;
|
|
K_MatchGenericExtraFlags(fast, mo);
|
|
P_SetMobjState(fast, S_KARTINVLINES1);
|
|
if (mo->player->invincibilitytimer < 10*TICRATE)
|
|
fast->destscale = 6*((mo->player->invincibilitytimer/TICRATE)*FRACUNIT)/8;
|
|
}
|
|
|
|
void K_SpawnBumpEffect(mobj_t *mo)
|
|
{
|
|
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;
|
|
|
|
S_StartSound(mo, sfx_s3k49);
|
|
}
|
|
|
|
static SINT8 K_GlanceAtPlayers(player_t *glancePlayer)
|
|
{
|
|
const fixed_t maxdistance = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
|
|
const angle_t blindSpotSize = ANG10; // ANG5
|
|
UINT8 i;
|
|
SINT8 glanceDir = 0;
|
|
SINT8 lastValidGlance = 0;
|
|
|
|
// See if there's any players coming up behind us.
|
|
// If so, your character will glance at 'em.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
player_t *p;
|
|
angle_t back;
|
|
angle_t diff;
|
|
fixed_t distance;
|
|
SINT8 dir = -1;
|
|
|
|
if (!playeringame[i])
|
|
{
|
|
// Invalid player
|
|
continue;
|
|
}
|
|
|
|
p = &players[i];
|
|
|
|
if (p == glancePlayer)
|
|
{
|
|
// FOOL! Don't glance at yerself!
|
|
continue;
|
|
}
|
|
|
|
if (!p->mo || P_MobjWasRemoved(p->mo))
|
|
{
|
|
// Invalid mobj
|
|
continue;
|
|
}
|
|
|
|
if (p->spectator || p->hyudorotimer > 0)
|
|
{
|
|
// Not playing / invisible
|
|
continue;
|
|
}
|
|
|
|
distance = R_PointToDist2(glancePlayer->mo->x, glancePlayer->mo->y, p->mo->x, p->mo->y);
|
|
|
|
if (distance > maxdistance)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
back = glancePlayer->mo->angle + ANGLE_180;
|
|
diff = R_PointToAngle2(glancePlayer->mo->x, glancePlayer->mo->y, p->mo->x, p->mo->y) - back;
|
|
|
|
if (diff > ANGLE_180)
|
|
{
|
|
diff = InvAngle(diff);
|
|
dir = -dir;
|
|
}
|
|
|
|
if (diff > ANGLE_90)
|
|
{
|
|
// Not behind the player
|
|
continue;
|
|
}
|
|
|
|
if (diff < blindSpotSize)
|
|
{
|
|
// Small blindspot directly behind your back, gives the impression of smoothly turning.
|
|
continue;
|
|
}
|
|
|
|
if (P_CheckSight(glancePlayer->mo, p->mo) == true)
|
|
{
|
|
// Not blocked by a wall, we can glance at 'em!
|
|
// Adds, so that if there's more targets on one of your sides, it'll glance on that side.
|
|
glanceDir += dir;
|
|
|
|
// That poses a limitation if there's an equal number of targets on both sides...
|
|
// In that case, we'll pick the last chosen glance direction.
|
|
lastValidGlance = dir;
|
|
}
|
|
}
|
|
|
|
if (glanceDir > 0)
|
|
{
|
|
return 1;
|
|
}
|
|
else if (glanceDir < 0)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
return lastValidGlance;
|
|
}
|
|
|
|
/** \brief Handles the state changing for moving players, moved here to eliminate duplicate code
|
|
|
|
\param player player data
|
|
|
|
\return void
|
|
*/
|
|
void K_KartMoveAnimation(player_t *player)
|
|
{
|
|
const INT16 minturn = KART_FULLTURN/8;
|
|
|
|
const fixed_t fastspeed = (K_GetKartSpeed(player, false) * 17) / 20; // 85%
|
|
const fixed_t speedthreshold = player->mo->scale / 8;
|
|
|
|
const boolean onground = P_IsObjectOnGround(player->mo);
|
|
|
|
UINT16 buttons = K_GetKartButtons(player);
|
|
const boolean spinningwheels = (((buttons & BT_ACCELERATE) == BT_ACCELERATE) || (onground && player->speed > 0));
|
|
const boolean lookback = ((buttons & BT_LOOKBACK) == BT_LOOKBACK);
|
|
|
|
SINT8 turndir = 0;
|
|
SINT8 destGlanceDir = 0;
|
|
SINT8 drift = player->drift;
|
|
|
|
if (!lookback)
|
|
{
|
|
player->pflags &= ~PF_LOOKDOWN;
|
|
|
|
// 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_LOOKDOWN;
|
|
}
|
|
else if (player->aizdriftturn)
|
|
{
|
|
drift = intsign(player->aizdriftturn);
|
|
turndir = 0;
|
|
}
|
|
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.
|
|
destGlanceDir = K_GlanceAtPlayers(player);
|
|
|
|
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_LOOKDOWN))
|
|
{
|
|
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_LOOKDOWN;
|
|
}
|
|
}
|
|
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_LOOKDOWN;
|
|
|
|
// Update lastspeed value -- we use to display slow driving frames instead of fast driving when slowing down.
|
|
player->lastspeed = player->speed;
|
|
}
|
|
|
|
static void K_TauntVoiceTimers(player_t *player)
|
|
{
|
|
if (!player)
|
|
return;
|
|
|
|
player->karthud[khud_tauntvoices] = 6*TICRATE;
|
|
player->karthud[khud_voices] = 4*TICRATE;
|
|
}
|
|
|
|
static void K_RegularVoiceTimers(player_t *player)
|
|
{
|
|
if (!player)
|
|
return;
|
|
|
|
player->karthud[khud_voices] = 4*TICRATE;
|
|
|
|
if (player->karthud[khud_tauntvoices] < 4*TICRATE)
|
|
player->karthud[khud_tauntvoices] = 4*TICRATE;
|
|
}
|
|
|
|
void K_PlayAttackTaunt(mobj_t *source)
|
|
{
|
|
sfxenum_t pick = P_RandomKey(2); // Gotta roll the RNG every time this is called for sync reasons
|
|
boolean tasteful = (!source->player || !source->player->karthud[khud_tauntvoices]);
|
|
|
|
if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2))
|
|
S_StartSound(source, sfx_kattk1+pick);
|
|
|
|
if (!tasteful)
|
|
return;
|
|
|
|
K_TauntVoiceTimers(source->player);
|
|
}
|
|
|
|
void K_PlayBoostTaunt(mobj_t *source)
|
|
{
|
|
sfxenum_t pick = P_RandomKey(2); // Gotta roll the RNG every time this is called for sync reasons
|
|
boolean tasteful = (!source->player || !source->player->karthud[khud_tauntvoices]);
|
|
|
|
if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2))
|
|
S_StartSound(source, sfx_kbost1+pick);
|
|
|
|
if (!tasteful)
|
|
return;
|
|
|
|
K_TauntVoiceTimers(source->player);
|
|
}
|
|
|
|
void K_PlayOvertakeSound(mobj_t *source)
|
|
{
|
|
boolean tasteful = (!source->player || !source->player->karthud[khud_voices]);
|
|
|
|
if (!gametype == GT_RACE) // Only in race
|
|
return;
|
|
|
|
// 4 seconds from before race begins, 10 seconds afterwards
|
|
if (leveltime < starttime+(10*TICRATE))
|
|
return;
|
|
|
|
if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2))
|
|
S_StartSound(source, sfx_kslow);
|
|
|
|
if (!tasteful)
|
|
return;
|
|
|
|
K_RegularVoiceTimers(source->player);
|
|
}
|
|
|
|
void K_PlayPainSound(mobj_t *source)
|
|
{
|
|
sfxenum_t pick = P_RandomKey(2); // Gotta roll the RNG every time this is called for sync reasons
|
|
|
|
if (cv_kartvoices.value)
|
|
S_StartSound(source, sfx_khurt1 + pick);
|
|
|
|
K_RegularVoiceTimers(source->player);
|
|
}
|
|
|
|
void K_PlayHitEmSound(mobj_t *source)
|
|
{
|
|
|
|
if (source->player->follower)
|
|
{
|
|
follower_t fl = followers[source->player->followerskin];
|
|
source->player->follower->movecount = fl.hitconfirmtime; // movecount is used to play the hitconfirm animation for followers.
|
|
}
|
|
|
|
if (cv_kartvoices.value)
|
|
S_StartSound(source, sfx_khitem);
|
|
else
|
|
S_StartSound(source, sfx_s1c9); // The only lost gameplay functionality with voices disabled
|
|
|
|
K_RegularVoiceTimers(source->player);
|
|
}
|
|
|
|
void K_PlayPowerGloatSound(mobj_t *source)
|
|
{
|
|
if (cv_kartvoices.value)
|
|
S_StartSound(source, sfx_kgloat);
|
|
|
|
K_RegularVoiceTimers(source->player);
|
|
}
|
|
|
|
void K_MomentumToFacing(player_t *player)
|
|
{
|
|
angle_t dangle = player->mo->angle - K_MomentumAngle(player->mo);
|
|
|
|
if (dangle > ANGLE_180)
|
|
dangle = InvAngle(dangle);
|
|
|
|
// If you aren't on the ground or are moving in too different of a direction don't do this
|
|
if (player->mo->eflags & MFE_JUSTHITFLOOR)
|
|
; // Just hit floor ALWAYS redirects
|
|
else if (!P_IsObjectOnGround(player->mo) || dangle > ANGLE_90)
|
|
return;
|
|
|
|
P_Thrust(player->mo, player->mo->angle, player->speed - FixedMul(player->speed, player->mo->friction));
|
|
player->mo->momx = FixedMul(player->mo->momx - player->cmomx, player->mo->friction) + player->cmomx;
|
|
player->mo->momy = FixedMul(player->mo->momy - player->cmomy, player->mo->friction) + player->cmomy;
|
|
}
|
|
|
|
boolean K_ApplyOffroad(player_t *player)
|
|
{
|
|
if (player->invincibilitytimer || player->hyudorotimer || player->sneakertimer)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
boolean K_SlopeResistance(player_t *player)
|
|
{
|
|
if (player->invincibilitytimer || player->sneakertimer || player->tiregrease || player->flamedash)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
boolean K_TripwirePass(player_t *player)
|
|
{
|
|
if (
|
|
player->invincibilitytimer ||
|
|
player->sneakertimer ||
|
|
player->growshrinktimer > 0 ||
|
|
player->flamedash ||
|
|
player->speed > 2 * K_GetKartSpeed(player, false)
|
|
)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
boolean K_WaterRun(player_t *player)
|
|
{
|
|
if (
|
|
player->invincibilitytimer ||
|
|
player->sneakertimer ||
|
|
player->tiregrease ||
|
|
player->flamedash ||
|
|
player->speed > 2 * K_GetKartSpeed(player, false)
|
|
)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
static fixed_t K_FlameShieldDashVar(INT32 val)
|
|
{
|
|
// 1 second = 75% + 50% top speed
|
|
return (3*FRACUNIT/4) + (((val * FRACUNIT) / TICRATE) / 2);
|
|
}
|
|
|
|
INT16 K_GetSpindashChargeTime(player_t *player)
|
|
{
|
|
// more charge time for higher speed
|
|
// Tails = 2s, Mighty = 3s, Fang = 4s, Metal = 4s
|
|
return (player->kartspeed + 4) * (TICRATE/3);
|
|
}
|
|
|
|
fixed_t K_GetSpindashChargeSpeed(player_t *player)
|
|
{
|
|
// more speed for higher weight & speed
|
|
// Tails = +6.25%, Fang = +20.31%, Mighty = +20.31%, Metal = +25%
|
|
// (can be higher than this value when overcharged)
|
|
return (player->kartspeed + player->kartweight) * (FRACUNIT/32);
|
|
}
|
|
|
|
|
|
// sets boostpower, speedboost, accelboost, and handleboost to whatever we need it to be
|
|
static void K_GetKartBoostPower(player_t *player)
|
|
{
|
|
// Light weights have stronger boost stacking -- aka, better metabolism than heavies XD
|
|
const fixed_t maxmetabolismincrease = FRACUNIT/2;
|
|
const fixed_t metabolism = FRACUNIT - ((9-player->kartweight) * maxmetabolismincrease / 8);
|
|
|
|
// v2 almost broke sliptiding when it fixed turning bugs!
|
|
// This value is fine-tuned to feel like v1 again without reverting any of those changes.
|
|
const fixed_t sliptidehandling = FRACUNIT/2;
|
|
|
|
fixed_t boostpower = FRACUNIT;
|
|
fixed_t speedboost = 0, accelboost = 0, handleboost = 0;
|
|
UINT8 numboosts = 0;
|
|
|
|
if (player->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!
|
|
// When you're not, it just uses the best instead of adding together, like the old behavior.
|
|
#define ADDBOOST(s,a,h) { \
|
|
numboosts++; \
|
|
speedboost += FixedDiv(s, FRACUNIT + (metabolism * (numboosts-1))); \
|
|
accelboost += FixedDiv(a, FRACUNIT + (metabolism * (numboosts-1))); \
|
|
if (player->aizdriftstrat) \
|
|
handleboost += FixedDiv(h, FRACUNIT + (metabolism * (numboosts-1))); \
|
|
else \
|
|
handleboost = max(h, handleboost); \
|
|
}
|
|
|
|
if (player->sneakertimer) // Sneaker
|
|
{
|
|
UINT8 i;
|
|
for (i = 0; i < player->numsneakers; i++)
|
|
{
|
|
ADDBOOST(FRACUNIT/2, 8*FRACUNIT, sliptidehandling); // + 50% top speed, + 800% acceleration, +50% handling
|
|
}
|
|
}
|
|
|
|
if (player->invincibilitytimer) // Invincibility
|
|
{
|
|
ADDBOOST(3*FRACUNIT/8, 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->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/2, 4*FRACUNIT, 0); // + 50% top speed, + 400% acceleration, +0% handling
|
|
}
|
|
|
|
if (player->driftboost) // Drift Boost
|
|
{
|
|
if (player->strongdriftboost) // Purple/Rainbow drift boost
|
|
{
|
|
ADDBOOST(FRACUNIT/3, 4*FRACUNIT, 0); // + 33% top speed, + 400% acceleration, +0% handling
|
|
}
|
|
else
|
|
{
|
|
ADDBOOST(FRACUNIT/4, 4*FRACUNIT, 0); // + 25% 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->ringboost) // Ring Boost
|
|
{
|
|
ADDBOOST(FRACUNIT/5, 4*FRACUNIT, 0); // + 20% top speed, + 400% acceleration, +0% handling
|
|
}
|
|
|
|
if (player->eggmanexplode) // Ready-to-explode
|
|
{
|
|
ADDBOOST(3*FRACUNIT/20, FRACUNIT, 0); // + 15% top speed, + 100% acceleration, +0% handling
|
|
}
|
|
|
|
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 (gametype == GT_BATTLE)
|
|
{
|
|
// TODO: gametyperules
|
|
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(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(player_t *player, boolean doboostpower)
|
|
{
|
|
const boolean mobjValid = (player->mo != NULL && P_MobjWasRemoved(player->mo) == false);
|
|
fixed_t finalspeed = K_GetKartSpeedFromStat(player->kartspeed);
|
|
|
|
if (player->spheres > 0)
|
|
{
|
|
fixed_t sphereAdd = (FRACUNIT/80); // 50% at max
|
|
finalspeed = FixedMul(finalspeed, FRACUNIT + (sphereAdd * player->spheres));
|
|
}
|
|
|
|
if (K_PlayerUsesBotMovement(player))
|
|
{
|
|
// Increase bot speed by 1-10% depending on difficulty
|
|
fixed_t add = (player->botvars.difficulty * (FRACUNIT/10)) / MAXBOTDIFFICULTY;
|
|
finalspeed = FixedMul(finalspeed, FRACUNIT + add);
|
|
|
|
if (player->botvars.rival == true)
|
|
{
|
|
// +10% top speed for the rival
|
|
finalspeed = FixedMul(finalspeed, 11*FRACUNIT/10);
|
|
}
|
|
}
|
|
|
|
finalspeed = FixedMul(finalspeed, mapobjectscale);
|
|
|
|
if (doboostpower == true)
|
|
{
|
|
if (mobjValid == true)
|
|
{
|
|
// Scale with the player.
|
|
finalspeed = FixedMul(finalspeed, K_GrowShrinkSpeedMul(player));
|
|
}
|
|
|
|
if (K_PlayerUsesBotMovement(player))
|
|
{
|
|
finalspeed = FixedMul(finalspeed, K_BotTopSpeedRubberband(player));
|
|
}
|
|
|
|
finalspeed = FixedMul(finalspeed, player->boostpower + player->speedboost);
|
|
}
|
|
|
|
return finalspeed;
|
|
}
|
|
|
|
fixed_t K_GetKartAccel(player_t *player)
|
|
{
|
|
fixed_t k_accel = 121;
|
|
|
|
k_accel += 17 * (9 - player->kartspeed); // 121 - 257
|
|
|
|
if (player->spheres > 0)
|
|
{
|
|
fixed_t sphereAdd = (FRACUNIT/10); // 500% at max
|
|
k_accel = FixedMul(k_accel, FRACUNIT + (sphereAdd * player->spheres));
|
|
}
|
|
|
|
return FixedMul(k_accel, (FRACUNIT + player->accelboost) / 4);
|
|
}
|
|
|
|
UINT16 K_GetKartFlashing(player_t *player)
|
|
{
|
|
UINT16 tics = flashingtics;
|
|
|
|
if (gametype == GT_BATTLE)
|
|
{
|
|
// TODO: gametyperules
|
|
return 1;
|
|
}
|
|
|
|
if (player == NULL)
|
|
{
|
|
return tics;
|
|
}
|
|
|
|
tics += (tics/8) * (player->kartspeed);
|
|
return tics;
|
|
}
|
|
|
|
boolean K_PlayerShrinkCheat(player_t *player)
|
|
{
|
|
return (
|
|
(player->pflags & PF_SHRINKACTIVE)
|
|
&& (player->bot == false)
|
|
&& (modeattacking == false) // 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(player_t *player)
|
|
{
|
|
return ((player->pflags & PF_KICKSTARTACCEL)
|
|
&& (!K_PlayerUsesBotMovement(player))
|
|
&& (player->kickstartaccel >= ACCEL_KICKSTART));
|
|
}
|
|
|
|
UINT16 K_GetKartButtons(player_t *player)
|
|
{
|
|
return (player->cmd.buttons |
|
|
(K_KartKickstart(player) ? BT_ACCELERATE : 0));
|
|
}
|
|
|
|
SINT8 K_GetForwardMove(player_t *player)
|
|
{
|
|
SINT8 forwardmove = player->cmd.forwardmove;
|
|
|
|
if ((player->pflags & PF_STASIS) || (player->carry == CR_SLIDING))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (player->sneakertimer || player->spindashboost)
|
|
{
|
|
return MAXPLMOVE;
|
|
}
|
|
|
|
if (player->spinouttimer || K_PlayerEBrake(player))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (K_KartKickstart(player)) // unlike the brute forward of sneakers, allow for backwards easing here
|
|
{
|
|
forwardmove += MAXPLMOVE;
|
|
if (forwardmove > MAXPLMOVE)
|
|
forwardmove = MAXPLMOVE;
|
|
}
|
|
|
|
return forwardmove;
|
|
}
|
|
|
|
fixed_t K_GetNewSpeed(player_t *player)
|
|
{
|
|
const fixed_t accelmax = 4000;
|
|
const fixed_t p_speed = K_GetKartSpeed(player, true);
|
|
const fixed_t p_accel = K_GetKartAccel(player);
|
|
|
|
fixed_t newspeed, oldspeed, finalspeed;
|
|
fixed_t orig = ORIG_FRICTION;
|
|
|
|
if (K_PlayerUsesBotMovement(player))
|
|
{
|
|
orig = K_BotFrictionRubberband(player, ORIG_FRICTION);
|
|
}
|
|
|
|
oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale);
|
|
// Don't calculate the acceleration as ever being above top speed
|
|
if (oldspeed > p_speed)
|
|
oldspeed = p_speed;
|
|
newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), orig);
|
|
|
|
finalspeed = newspeed - oldspeed;
|
|
|
|
return finalspeed;
|
|
}
|
|
|
|
fixed_t K_3dKartMovement(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_MomentumAngle(mobj_t *mo)
|
|
{
|
|
if (mo->momx || mo->momy)
|
|
{
|
|
return R_PointToAngle2(0, 0, mo->momx, mo->momy);
|
|
}
|
|
else
|
|
{
|
|
return mo->angle; // default to facing angle, rather than 0
|
|
}
|
|
}
|
|
|
|
void K_AddHitLag(mobj_t *mo, INT32 tics, boolean fromDamage)
|
|
{
|
|
if (mo == NULL || P_MobjWasRemoved(mo) || (mo->flags & MF_NOHITLAGFORME && mo->type != MT_PLAYER))
|
|
{
|
|
return;
|
|
}
|
|
|
|
mo->hitlag += tics;
|
|
mo->hitlag = min(mo->hitlag, MAXHITLAGTICS);
|
|
|
|
if (fromDamage == true)
|
|
{
|
|
// Dunno if this should flat-out &~ the flag out too.
|
|
// Decided it probably just just keep it since it's "adding" hitlag.
|
|
mo->eflags |= MFE_DAMAGEHITLAG;
|
|
}
|
|
}
|
|
|
|
void K_SetHitLagForObjects(mobj_t *mo1, mobj_t *mo2, INT32 tics, boolean fromDamage)
|
|
{
|
|
INT32 finalTics = tics;
|
|
|
|
if (tics <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((mo1 && !P_MobjWasRemoved(mo1)) == true && (mo2 && !P_MobjWasRemoved(mo2)) == true)
|
|
{
|
|
const fixed_t speedTicFactor = (mapobjectscale * 8);
|
|
const INT32 angleTicFactor = ANGLE_22h;
|
|
|
|
const fixed_t mo1speed = FixedHypot(FixedHypot(mo1->momx, mo1->momy), mo1->momz);
|
|
const fixed_t mo2speed = FixedHypot(FixedHypot(mo2->momx, mo2->momy), mo2->momz);
|
|
const fixed_t speedDiff = abs(mo2speed - mo1speed);
|
|
|
|
const fixed_t scaleDiff = abs(mo2->scale - mo1->scale);
|
|
|
|
angle_t mo1angle = K_MomentumAngle(mo1);
|
|
angle_t mo2angle = K_MomentumAngle(mo2);
|
|
INT32 angleDiff = 0;
|
|
|
|
if (mo1speed > 0 && mo2speed > 0)
|
|
{
|
|
// If either object is completely not moving, their speed doesn't matter.
|
|
angleDiff = AngleDelta(mo1angle, mo2angle);
|
|
}
|
|
|
|
// Add extra "damage" based on what was happening to the objects on impact.
|
|
finalTics += (FixedMul(speedDiff, FRACUNIT + scaleDiff) / speedTicFactor) + (angleDiff / angleTicFactor);
|
|
|
|
// This shouldn't happen anymore, but just in case something funky happens.
|
|
if (finalTics < tics)
|
|
{
|
|
finalTics = tics;
|
|
}
|
|
}
|
|
|
|
K_AddHitLag(mo1, finalTics, fromDamage);
|
|
K_AddHitLag(mo2, finalTics, fromDamage);
|
|
}
|
|
|
|
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_BattleAwardHit(player_t *player, player_t *victim, mobj_t *inflictor, UINT8 bumpersRemoved)
|
|
{
|
|
UINT8 points = 1;
|
|
boolean trapItem = false;
|
|
|
|
if (player == NULL || victim == NULL)
|
|
{
|
|
// Invalid player or victim
|
|
return;
|
|
}
|
|
|
|
if (player == victim)
|
|
{
|
|
// You cannot give yourself points
|
|
return;
|
|
}
|
|
|
|
if ((inflictor && !P_MobjWasRemoved(inflictor)) && (inflictor->type == MT_BANANA && inflictor->health > 1))
|
|
{
|
|
trapItem = true;
|
|
}
|
|
|
|
// Only apply score bonuses to non-bananas
|
|
if (trapItem == false)
|
|
{
|
|
if (K_IsPlayerWanted(victim))
|
|
{
|
|
// +3 points for hitting a wanted player
|
|
points = 3;
|
|
}
|
|
else if (gametyperules & GTR_BUMPERS)
|
|
{
|
|
if ((victim->bumpers > 0) && (victim->bumpers <= bumpersRemoved))
|
|
{
|
|
// +2 points for finishing off a player
|
|
points = 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gametyperules & GTR_POINTLIMIT)
|
|
{
|
|
P_AddPlayerScore(player, points);
|
|
K_SpawnBattlePoints(player, victim, points);
|
|
}
|
|
}
|
|
|
|
void K_SpinPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 type)
|
|
{
|
|
(void)inflictor;
|
|
(void)source;
|
|
|
|
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
|
|
if (player->speed < K_GetKartSpeed(player, true)/4)
|
|
P_InstaThrust(player->mo, player->mo->angle, FixedMul(K_GetKartSpeed(player, true)/4, player->mo->scale));
|
|
S_StartSound(player->mo, sfx_slip);
|
|
}
|
|
|
|
player->spinouttimer = (3*TICRATE/2)+2;
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
|
|
}
|
|
|
|
static void K_RemoveGrowShrink(player_t *player)
|
|
{
|
|
if (player->mo && !P_MobjWasRemoved(player->mo))
|
|
{
|
|
if (player->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);
|
|
|
|
if (player->invincibilitytimer == 0)
|
|
player->mo->color = player->skincolor;
|
|
|
|
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;
|
|
|
|
P_RestoreMusic(player);
|
|
}
|
|
|
|
void K_TumblePlayer(player_t *player, mobj_t *inflictor, mobj_t *source)
|
|
{
|
|
fixed_t gravityadjust;
|
|
(void)source;
|
|
|
|
K_DirectorFollowAttack(player, inflictor, source);
|
|
|
|
player->tumbleBounces = 1;
|
|
|
|
if (player->tripWireState == TRIP_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))
|
|
{
|
|
const fixed_t addHeight = FixedHypot(FixedHypot(inflictor->momx, inflictor->momy) / 2, FixedHypot(player->mo->momx, player->mo->momy) / 2);
|
|
player->tumbleHeight += (addHeight / player->mo->scale);
|
|
}
|
|
|
|
S_StartSound(player->mo, sfx_s3k9b);
|
|
|
|
// adapt momz w/ gravity?
|
|
// as far as kart goes normal gravity is 2 (FRACUNIT*2)
|
|
|
|
gravityadjust = P_GetMobjGravity(player->mo)/2; // so we'll halve it for our calculations.
|
|
|
|
if (player->mo->eflags & MFE_UNDERWATER)
|
|
gravityadjust /= 2; // halve "gravity" underwater
|
|
|
|
// and then modulate momz like that...
|
|
player->mo->momz = -gravityadjust * player->tumbleHeight;
|
|
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
|
|
|
|
if (P_IsDisplayPlayer(player))
|
|
P_StartQuake(64<<FRACBITS, 10);
|
|
}
|
|
|
|
static boolean K_LastTumbleBounceCondition(player_t *player)
|
|
{
|
|
return (player->tumbleBounces > TUMBLEBOUNCES && player->tumbleHeight < 60);
|
|
}
|
|
|
|
static void K_HandleTumbleBounce(player_t *player)
|
|
{
|
|
fixed_t gravityadjust;
|
|
player->tumbleBounces++;
|
|
player->tumbleHeight = (player->tumbleHeight * ((player->tumbleHeight > 100) ? 3 : 4)) / 5;
|
|
player->pflags &= ~PF_TUMBLESOUND;
|
|
|
|
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
|
|
}
|
|
}
|
|
|
|
if (P_IsDisplayPlayer(player) && player->tumbleHeight >= 40)
|
|
P_StartQuake((player->tumbleHeight*3/2)<<FRACBITS, 6); // funny earthquakes for the FEEL
|
|
|
|
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;
|
|
|
|
// adapt momz w/ gravity?
|
|
// as far as kart goes normal gravity is 2 (FRACUNIT*2)
|
|
|
|
gravityadjust = P_GetMobjGravity(player->mo)/2; // so we'll halve it for our calculations.
|
|
|
|
if (player->mo->eflags & MFE_UNDERWATER)
|
|
gravityadjust /= 2; // halve "gravity" underwater
|
|
|
|
// and then modulate momz like that...
|
|
player->mo->momz = -gravityadjust * player->tumbleHeight;
|
|
}
|
|
|
|
// Play a falling sound when you start falling while tumbling and you're nowhere near done bouncing
|
|
static void K_HandleTumbleSound(player_t *player)
|
|
{
|
|
fixed_t momz;
|
|
momz = player->mo->momz * P_MobjFlip(player->mo);
|
|
|
|
if (!K_LastTumbleBounceCondition(player) &&
|
|
!(player->pflags & PF_TUMBLESOUND) && momz < -10*player->mo->scale)
|
|
{
|
|
S_StartSound(player->mo, sfx_s3k51);
|
|
player->pflags |= PF_TUMBLESOUND;
|
|
}
|
|
}
|
|
|
|
void K_ApplyTripWire(player_t *player, tripwirestate_t state)
|
|
{
|
|
if (state == TRIP_PASSED)
|
|
S_StartSound(player->mo, sfx_ssa015);
|
|
else if (state == TRIP_BLOCKED)
|
|
S_StartSound(player->mo, sfx_kc40);
|
|
|
|
player->tripWireState = state;
|
|
K_AddHitLag(player->mo, 10, false);
|
|
|
|
if (state == TRIP_PASSED && player->spinouttimer &&
|
|
player->speed > 2* K_GetKartSpeed(player, false))
|
|
{
|
|
K_TumblePlayer(player, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
INT32 K_ExplodePlayer(player_t *player, mobj_t *inflictor, mobj_t *source) // A bit of a hack, we just throw the player up higher here and extend their spinout timer
|
|
{
|
|
INT32 ringburst = 10;
|
|
|
|
(void)source;
|
|
|
|
K_DirectorFollowAttack(player, inflictor, source);
|
|
|
|
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 (inflictor && !P_MobjWasRemoved(inflictor))
|
|
{
|
|
if (inflictor->type == MT_SPBEXPLOSION && inflictor->extravalue1)
|
|
{
|
|
player->spinouttimer = ((5*player->spinouttimer)/2)+1;
|
|
player->mo->momz *= 2;
|
|
ringburst = 20;
|
|
}
|
|
}
|
|
|
|
if (player->mo->eflags & MFE_UNDERWATER)
|
|
player->mo->momz = (117 * player->mo->momz) / 200;
|
|
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
|
|
|
|
if (P_IsDisplayPlayer(player))
|
|
P_StartQuake(64<<FRACBITS, 5);
|
|
|
|
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);
|
|
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
|
|
}
|
|
|
|
void K_HandleBumperChanges(player_t *player, UINT8 prevBumpers)
|
|
{
|
|
if (!(gametyperules & GTR_BUMPERS))
|
|
{
|
|
// Bumpers aren't being used
|
|
return;
|
|
}
|
|
|
|
// TODO: replace all console text print-outs with a real visual
|
|
|
|
if (player->bumpers > 0 && prevBumpers == 0)
|
|
{
|
|
if (netgame)
|
|
{
|
|
CONS_Printf(M_GetText("%s is back in the game!\n"), player_names[player-players]);
|
|
}
|
|
}
|
|
else if (player->bumpers == 0 && prevBumpers > 0)
|
|
{
|
|
mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX);
|
|
P_SetTarget(&karmahitbox->target, player->mo);
|
|
|
|
karmahitbox->destscale = player->mo->destscale;
|
|
P_SetScale(karmahitbox, player->mo->scale);
|
|
|
|
player->karmadelay = comebacktime;
|
|
|
|
if (bossinfo.boss)
|
|
{
|
|
P_DoTimeOver(player);
|
|
}
|
|
else if (netgame)
|
|
{
|
|
CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]);
|
|
}
|
|
}
|
|
|
|
K_CalculateBattleWanted();
|
|
K_CheckBumpers();
|
|
}
|
|
|
|
void K_DestroyBumpers(player_t *player, UINT8 amount)
|
|
{
|
|
UINT8 oldBumpers = player->bumpers;
|
|
|
|
if (!(gametyperules & GTR_BUMPERS))
|
|
{
|
|
return;
|
|
}
|
|
|
|
amount = min(amount, player->bumpers);
|
|
|
|
if (amount == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
player->bumpers -= amount;
|
|
K_HandleBumperChanges(player, oldBumpers);
|
|
}
|
|
|
|
void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount)
|
|
{
|
|
UINT8 oldPlayerBumpers = player->bumpers;
|
|
UINT8 oldVictimBumpers = victim->bumpers;
|
|
|
|
UINT8 tookBumpers = 0;
|
|
|
|
if (!(gametyperules & GTR_BUMPERS))
|
|
{
|
|
return;
|
|
}
|
|
|
|
amount = min(amount, victim->bumpers);
|
|
|
|
if (amount == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
while ((tookBumpers < amount) && (victim->bumpers > 0))
|
|
{
|
|
UINT8 newbumper = player->bumpers;
|
|
|
|
angle_t newangle, diff;
|
|
fixed_t newx, newy;
|
|
|
|
mobj_t *newmo;
|
|
|
|
if (newbumper <= 1)
|
|
{
|
|
diff = 0;
|
|
}
|
|
else
|
|
{
|
|
diff = FixedAngle(360*FRACUNIT/newbumper);
|
|
}
|
|
|
|
newangle = player->mo->angle;
|
|
newx = player->mo->x + P_ReturnThrustX(player->mo, newangle + ANGLE_180, 64*FRACUNIT);
|
|
newy = player->mo->y + P_ReturnThrustY(player->mo, newangle + ANGLE_180, 64*FRACUNIT);
|
|
|
|
newmo = P_SpawnMobj(newx, newy, player->mo->z, MT_BATTLEBUMPER);
|
|
newmo->threshold = newbumper;
|
|
|
|
P_SetTarget(&newmo->tracer, victim->mo);
|
|
P_SetTarget(&newmo->target, player->mo);
|
|
|
|
P_InitAngle(newmo, (diff * (newbumper-1)));
|
|
newmo->color = victim->skincolor;
|
|
|
|
if (newbumper+1 < 2)
|
|
{
|
|
P_SetMobjState(newmo, S_BATTLEBUMPER3);
|
|
}
|
|
else if (newbumper+1 < 3)
|
|
{
|
|
P_SetMobjState(newmo, S_BATTLEBUMPER2);
|
|
}
|
|
else
|
|
{
|
|
P_SetMobjState(newmo, S_BATTLEBUMPER1);
|
|
}
|
|
|
|
player->bumpers++;
|
|
victim->bumpers--;
|
|
tookBumpers++;
|
|
}
|
|
|
|
if (tookBumpers == 0)
|
|
{
|
|
// No change occured.
|
|
return;
|
|
}
|
|
|
|
// Play steal sound
|
|
S_StartSound(player->mo, sfx_3db06);
|
|
|
|
K_HandleBumperChanges(player, oldPlayerBumpers);
|
|
K_HandleBumperChanges(victim, oldVictimBumpers);
|
|
}
|
|
|
|
// source is the mobj that originally threw the bomb that exploded etc.
|
|
// Spawns the sphere around the explosion that handles spinout
|
|
void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source)
|
|
{
|
|
mobj_t *mobj;
|
|
mobj_t *ghost = NULL;
|
|
INT32 i;
|
|
TVector v;
|
|
TVector *res;
|
|
fixed_t finalx, finaly, finalz, dist;
|
|
//mobj_t hoopcenter;
|
|
angle_t degrees, fa, closestangle;
|
|
fixed_t mobjx, mobjy, mobjz;
|
|
|
|
//hoopcenter.x = x;
|
|
//hoopcenter.y = y;
|
|
//hoopcenter.z = z;
|
|
|
|
//hoopcenter.z = z - mobjinfo[type].height/2;
|
|
|
|
degrees = FINEANGLES/number;
|
|
|
|
closestangle = 0;
|
|
|
|
// Create the hoop!
|
|
for (i = 0; i < number; i++)
|
|
{
|
|
fa = (i*degrees);
|
|
v[0] = FixedMul(FINECOSINE(fa),radius);
|
|
v[1] = 0;
|
|
v[2] = FixedMul(FINESINE(fa),radius);
|
|
v[3] = FRACUNIT;
|
|
|
|
res = VectorMatrixMultiply(v, *RotateXMatrix(rotangle));
|
|
M_Memcpy(&v, res, sizeof (v));
|
|
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
|
|
M_Memcpy(&v, res, sizeof (v));
|
|
|
|
finalx = x + v[0];
|
|
finaly = y + v[1];
|
|
finalz = z + v[2];
|
|
|
|
mobj = P_SpawnMobj(finalx, finaly, finalz, type);
|
|
|
|
mobj->z -= mobj->height>>1;
|
|
|
|
// change angle
|
|
P_InitAngle(mobj, R_PointToAngle2(mobj->x, mobj->y, x, y));
|
|
|
|
// change slope
|
|
dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z);
|
|
|
|
if (dist < 1)
|
|
dist = 1;
|
|
|
|
mobjx = mobj->x;
|
|
mobjy = mobj->y;
|
|
mobjz = mobj->z;
|
|
|
|
if (ghostit)
|
|
{
|
|
ghost = P_SpawnGhostMobj(mobj);
|
|
P_SetMobjState(mobj, S_NULL);
|
|
mobj = ghost;
|
|
}
|
|
|
|
if (spawncenter)
|
|
{
|
|
mobj->x = x;
|
|
mobj->y = y;
|
|
mobj->z = z;
|
|
}
|
|
|
|
mobj->momx = FixedMul(FixedDiv(mobjx - x, dist), FixedDiv(dist, 6*FRACUNIT));
|
|
mobj->momy = FixedMul(FixedDiv(mobjy - y, dist), FixedDiv(dist, 6*FRACUNIT));
|
|
mobj->momz = FixedMul(FixedDiv(mobjz - z, dist), FixedDiv(dist, 6*FRACUNIT));
|
|
|
|
if (source && !P_MobjWasRemoved(source))
|
|
P_SetTarget(&mobj->target, source);
|
|
}
|
|
}
|
|
|
|
#define MINEQUAKEDIST 4096
|
|
|
|
// Does the proximity screen flash and quake for explosions
|
|
void K_MineFlashScreen(mobj_t *source)
|
|
{
|
|
INT32 pnum;
|
|
player_t *p;
|
|
|
|
// check for potential display players near the source so we can have a sick earthquake / flashpal.
|
|
for (pnum = 0; pnum < MAXPLAYERS; pnum++)
|
|
{
|
|
p = &players[pnum];
|
|
|
|
if (!playeringame[pnum] || !P_IsDisplayPlayer(p))
|
|
continue;
|
|
|
|
if (R_PointToDist2(p->mo->x, p->mo->y, source->x, source->y) < mapobjectscale*MINEQUAKEDIST)
|
|
{
|
|
P_StartQuake(55<<FRACBITS, 12);
|
|
if (!bombflashtimer && P_CheckSight(p->mo, source))
|
|
{
|
|
bombflashtimer = TICRATE*2;
|
|
P_FlashPal(p, PAL_WHITE, 1);
|
|
}
|
|
break; // we can break right now because quakes are global to all split players somehow.
|
|
}
|
|
}
|
|
}
|
|
|
|
// Spawns the purely visual explosion
|
|
void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
|
|
{
|
|
INT32 i, radius, height;
|
|
mobj_t *smoldering = P_SpawnMobj(source->x, source->y, source->z, MT_SMOLDERING);
|
|
mobj_t *dust;
|
|
mobj_t *truc;
|
|
INT32 speed, speed2;
|
|
|
|
K_MineFlashScreen(source);
|
|
|
|
K_MatchGenericExtraFlags(smoldering, source);
|
|
smoldering->tics = TICRATE*3;
|
|
radius = source->radius>>FRACBITS;
|
|
height = source->height>>FRACBITS;
|
|
|
|
if (!color)
|
|
color = SKINCOLOR_KETCHUP;
|
|
|
|
for (i = 0; i < 32; i++)
|
|
{
|
|
dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE);
|
|
P_SetMobjState(dust, S_OPAQUESMOKE1);
|
|
P_InitAngle(dust, (ANGLE_180/16) * i);
|
|
P_SetScale(dust, source->scale);
|
|
dust->destscale = source->scale*10;
|
|
dust->scalespeed = source->scale/12;
|
|
P_InstaThrust(dust, dust->angle, FixedMul(20*FRACUNIT, source->scale));
|
|
|
|
truc = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT,
|
|
source->y + P_RandomRange(-radius, radius)*FRACUNIT,
|
|
source->z + P_RandomRange(0, height)*FRACUNIT, MT_BOOMEXPLODE);
|
|
K_MatchGenericExtraFlags(truc, source);
|
|
P_SetScale(truc, source->scale);
|
|
truc->destscale = source->scale*6;
|
|
truc->scalespeed = source->scale/12;
|
|
speed = FixedMul(10*FRACUNIT, source->scale)>>FRACBITS;
|
|
truc->momx = P_RandomRange(-speed, speed)*FRACUNIT;
|
|
truc->momy = P_RandomRange(-speed, speed)*FRACUNIT;
|
|
speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS;
|
|
truc->momz = P_RandomRange(-speed, speed)*FRACUNIT*P_MobjFlip(truc);
|
|
if (truc->eflags & MFE_UNDERWATER)
|
|
truc->momz = (117 * truc->momz) / 200;
|
|
truc->color = color;
|
|
}
|
|
|
|
for (i = 0; i < 16; i++)
|
|
{
|
|
dust = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT,
|
|
source->y + P_RandomRange(-radius, radius)*FRACUNIT,
|
|
source->z + P_RandomRange(0, height)*FRACUNIT, MT_SMOKE);
|
|
P_SetMobjState(dust, S_OPAQUESMOKE1);
|
|
P_SetScale(dust, source->scale);
|
|
dust->destscale = source->scale*10;
|
|
dust->scalespeed = source->scale/12;
|
|
dust->tics = 30;
|
|
dust->momz = P_RandomRange(FixedMul(3*FRACUNIT, source->scale)>>FRACBITS, FixedMul(7*FRACUNIT, source->scale)>>FRACBITS)*FRACUNIT;
|
|
|
|
truc = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT,
|
|
source->y + P_RandomRange(-radius, radius)*FRACUNIT,
|
|
source->z + P_RandomRange(0, height)*FRACUNIT, MT_BOOMPARTICLE);
|
|
K_MatchGenericExtraFlags(truc, source);
|
|
P_SetScale(truc, source->scale);
|
|
truc->destscale = source->scale*5;
|
|
truc->scalespeed = source->scale/12;
|
|
speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS;
|
|
truc->momx = P_RandomRange(-speed, speed)*FRACUNIT;
|
|
truc->momy = P_RandomRange(-speed, speed)*FRACUNIT;
|
|
speed = FixedMul(15*FRACUNIT, source->scale)>>FRACBITS;
|
|
speed2 = FixedMul(45*FRACUNIT, source->scale)>>FRACBITS;
|
|
truc->momz = P_RandomRange(speed, speed2)*FRACUNIT*P_MobjFlip(truc);
|
|
if (P_RandomChance(FRACUNIT/2))
|
|
truc->momz = -truc->momz;
|
|
if (truc->eflags & MFE_UNDERWATER)
|
|
truc->momz = (117 * truc->momz) / 200;
|
|
truc->tics = TICRATE*2;
|
|
truc->color = color;
|
|
}
|
|
}
|
|
|
|
#undef MINEQUAKEDIST
|
|
|
|
fixed_t K_ItemScaleForPlayer(player_t *player)
|
|
{
|
|
switch (player->itemscale)
|
|
{
|
|
case ITEMSCALE_GROW:
|
|
return FixedMul(GROW_SCALE, mapobjectscale);
|
|
|
|
case ITEMSCALE_SHRINK:
|
|
return FixedMul(SHRINK_SCALE, mapobjectscale);
|
|
|
|
default:
|
|
return mapobjectscale;
|
|
}
|
|
}
|
|
|
|
static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, INT32 flags2, fixed_t speed)
|
|
{
|
|
mobj_t *th;
|
|
fixed_t x, y, z;
|
|
fixed_t finalspeed = speed;
|
|
fixed_t finalscale = mapobjectscale;
|
|
mobj_t *throwmo;
|
|
|
|
if (source->player != NULL)
|
|
{
|
|
if (source->player->itemscale == ITEMSCALE_SHRINK)
|
|
{
|
|
// Nerf the base item speed a bit.
|
|
finalspeed = FixedMul(finalspeed, SHRINK_PHYSICS_SCALE);
|
|
}
|
|
|
|
if (source->player->speed > K_GetKartSpeed(source->player, false))
|
|
{
|
|
angle_t input = source->angle - an;
|
|
boolean invert = (input > ANGLE_180);
|
|
if (invert)
|
|
input = InvAngle(input);
|
|
|
|
finalspeed = max(speed, FixedMul(speed, FixedMul(
|
|
FixedDiv(source->player->speed, K_GetKartSpeed(source->player, false)), // Multiply speed to be proportional to your own, boosted maxspeed.
|
|
(((180<<FRACBITS) - AngleFixed(input)) / 180) // multiply speed based on angle diff... i.e: don't do this for firing backward :V
|
|
)));
|
|
}
|
|
|
|
finalscale = K_ItemScaleForPlayer(source->player);
|
|
}
|
|
|
|
if (type == MT_BUBBLESHIELDTRAP)
|
|
{
|
|
finalscale = source->scale;
|
|
}
|
|
|
|
x = source->x + source->momx + FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT));
|
|
y = source->y + source->momy + FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT));
|
|
z = source->z; // spawn on the ground please
|
|
|
|
th = P_SpawnMobj(x, y, z, type); // 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;
|
|
|
|
if (P_IsObjectOnGround(source))
|
|
{
|
|
// floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn
|
|
// This should set it for FOFs
|
|
P_SetOrigin(th, th->x, th->y, th->z); // however, THIS can fuck up your day. just absolutely ruin you.
|
|
if (P_MobjWasRemoved(th))
|
|
return NULL;
|
|
|
|
// spawn on the ground if the player is on the ground
|
|
if (P_MobjFlip(source) < 0)
|
|
{
|
|
th->z = th->ceilingz - th->height;
|
|
th->eflags |= MFE_VERTICALFLIP;
|
|
}
|
|
else
|
|
th->z = th->floorz;
|
|
}
|
|
|
|
P_InitAngle(th, 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:
|
|
if (source && source->player)
|
|
th->color = source->player->skincolor;
|
|
else
|
|
th->color = SKINCOLOR_GREY;
|
|
th->movefactor = finalspeed;
|
|
break;
|
|
case MT_JAWZ:
|
|
if (source && source->player)
|
|
{
|
|
INT32 lasttarg = source->player->lastjawztarget;
|
|
th->cvmem = source->player->skincolor;
|
|
if ((lasttarg >= 0 && lasttarg < MAXPLAYERS)
|
|
&& playeringame[lasttarg]
|
|
&& !players[lasttarg].spectator
|
|
&& players[lasttarg].mo)
|
|
{
|
|
P_SetTarget(&th->tracer, players[lasttarg].mo);
|
|
}
|
|
}
|
|
else
|
|
th->cvmem = SKINCOLOR_KETCHUP;
|
|
/* FALLTHRU */
|
|
case MT_JAWZ_DUD:
|
|
S_StartSound(th, th->info->activesound);
|
|
/* FALLTHRU */
|
|
case MT_SPB:
|
|
th->movefactor = finalspeed;
|
|
break;
|
|
case MT_BUBBLESHIELDTRAP:
|
|
P_SetScale(th, ((5*th->destscale)>>2)*4);
|
|
th->destscale = (5*th->destscale)>>2;
|
|
S_StartSound(th, sfx_s3kbfl);
|
|
S_StartSound(th, sfx_cdfm35);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (type != MT_BUBBLESHIELDTRAP)
|
|
{
|
|
x = x + P_ReturnThrustX(source, an, source->radius + th->radius);
|
|
y = y + P_ReturnThrustY(source, an, source->radius + th->radius);
|
|
throwmo = P_SpawnMobj(x, y, z, MT_FIREDITEM);
|
|
throwmo->movecount = 1;
|
|
throwmo->movedir = source->angle - an;
|
|
P_SetTarget(&throwmo->target, source);
|
|
}
|
|
|
|
return 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: Yellow
|
|
color = SKINCOLOR_GOLD;
|
|
}
|
|
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: Purple
|
|
if (charge <= dsthree+(16*3))
|
|
{
|
|
// transition 1
|
|
color = SKINCOLOR_TAFFY;
|
|
}
|
|
else if (charge <= dsthree+(32*3))
|
|
{
|
|
// transition 2
|
|
color = SKINCOLOR_MOONSET;
|
|
}
|
|
else
|
|
{
|
|
color = SKINCOLOR_PURPLE;
|
|
}
|
|
}
|
|
else if (charge >= dstwo)
|
|
{
|
|
// Stage 2: Blue
|
|
if (charge <= dstwo+(32*3))
|
|
{
|
|
// transition
|
|
color = SKINCOLOR_NOVA;
|
|
}
|
|
else
|
|
{
|
|
color = SKINCOLOR_SAPPHIRE;
|
|
}
|
|
}
|
|
else if (charge >= dsone)
|
|
{
|
|
// Stage 1: Red
|
|
if (charge <= dsone+(32*3))
|
|
{
|
|
// transition
|
|
color = SKINCOLOR_TANGERINE;
|
|
}
|
|
else
|
|
{
|
|
color = SKINCOLOR_KETCHUP;
|
|
}
|
|
}
|
|
|
|
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);
|
|
P_InitAngle(spark, sparkangle);
|
|
spark->momx = mo->momx;
|
|
spark->momy = mo->momy;
|
|
spark->momz = mo->momz;
|
|
spark->color = color;
|
|
K_GenericExtraFlagsNoZAdjust(spark, mo);
|
|
|
|
spark->spritexscale += scalefactor/3;
|
|
spark->spriteyscale += scalefactor/8;
|
|
}
|
|
}
|
|
|
|
void K_SpawnDriftElectricSparks(player_t *player)
|
|
{
|
|
SINT8 hdir, vdir, i;
|
|
|
|
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 * mobjinfo[MT_DRIFTELECTRICSPARK].radius;
|
|
UINT16 color = K_DriftSparkColor(player, player->driftcharge);
|
|
|
|
// if the sparks are spawned from first blood rather than drift boost, color will be SKINCOLOR_NONE. ew!
|
|
if (color == SKINCOLOR_NONE)
|
|
color = SKINCOLOR_SILVER;
|
|
|
|
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;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
fixed_t xoff = P_ReturnThrustX(mo, sparkangle, sparkradius);
|
|
fixed_t yoff = P_ReturnThrustY(mo, sparkangle, sparkradius);
|
|
mobj_t *spark = P_SpawnMobjFromMobj(mo, x + xoff, y + yoff, z, MT_DRIFTELECTRICSPARK);
|
|
|
|
P_InitAngle(spark, 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);
|
|
|
|
sparkangle += ANGLE_90;
|
|
}
|
|
}
|
|
}
|
|
S_StartSound(mo, sfx_s3k45);
|
|
}
|
|
|
|
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);
|
|
P_InitAngle(spark, 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);
|
|
}
|
|
|
|
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))
|
|
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);
|
|
|
|
P_InitAngle(spark, travelangle+(player->aizdriftstrat*ANGLE_90));
|
|
P_SetScale(spark, (spark->destscale = (3*player->mo->scale)>>2));
|
|
|
|
spark->momx = (6*player->mo->momx)/5;
|
|
spark->momy = (6*player->mo->momy)/5;
|
|
spark->momz = 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
|
|
|| ((gametyperules & GTR_BUMPERS) && player->bumpers <= 0 && player->karmadelay))
|
|
return;
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
ground = player->mo->ceilingz;
|
|
else
|
|
ground = player->mo->floorz;
|
|
|
|
if (player->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);
|
|
P_InitAngle(flame, travelangle);
|
|
flame->fuse = TICRATE*2;
|
|
flame->destscale = player->mo->scale;
|
|
P_SetScale(flame, player->mo->scale);
|
|
// not K_MatchGenericExtraFlags so that a stolen sneaker can be seen
|
|
K_FlipFromObject(flame, player->mo);
|
|
|
|
flame->momx = 8;
|
|
P_XYMovement(flame);
|
|
if (P_MobjWasRemoved(flame))
|
|
continue;
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (flame->z + flame->height < flame->ceilingz)
|
|
P_RemoveMobj(flame);
|
|
}
|
|
else if (flame->z > flame->floorz)
|
|
P_RemoveMobj(flame);
|
|
}
|
|
}
|
|
|
|
void K_SpawnSparkleTrail(mobj_t *mo)
|
|
{
|
|
const INT32 rad = (mo->radius*3)/FRACUNIT;
|
|
mobj_t *sparkle;
|
|
INT32 i;
|
|
UINT8 invanimnum; // Current sparkle animation number
|
|
INT32 invtime;// Invincibility time left, in seconds
|
|
UINT8 index = 0;
|
|
fixed_t newx, newy, newz;
|
|
|
|
I_Assert(mo != NULL);
|
|
I_Assert(!P_MobjWasRemoved(mo));
|
|
|
|
if ((mo->player->sneakertimer
|
|
|| mo->player->ringboost || mo->player->driftboost
|
|
|| mo->player->startboost || mo->player->eggmanexplode))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (leveltime & 2)
|
|
index = 1;
|
|
|
|
invtime = mo->player->invincibilitytimer/TICRATE+1;
|
|
|
|
//CONS_Printf("%d\n", index);
|
|
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
newx = mo->x + (P_RandomRange(-rad, rad)*FRACUNIT);
|
|
newy = mo->y + (P_RandomRange(-rad, rad)*FRACUNIT);
|
|
newz = mo->z + (P_RandomRange(0, mo->height>>FRACBITS)*FRACUNIT);
|
|
|
|
sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL);
|
|
P_InitAngle(sparkle, R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y));
|
|
sparkle->movefactor = R_PointToDist2(mo->x, mo->y, sparkle->x, sparkle->y); // Save the distance we spawned away from the player.
|
|
//CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT);
|
|
sparkle->extravalue1 = (sparkle->z - mo->z); // Keep track of our Z position relative to the player's, I suppose.
|
|
sparkle->extravalue2 = P_RandomRange(0, 1) ? 1 : -1; // Rotation direction?
|
|
sparkle->cvmem = P_RandomRange(-25, 25)*mo->scale; // Vertical "angle"
|
|
K_FlipFromObject(sparkle, mo);
|
|
|
|
//if (i == 0)
|
|
//P_SetMobjState(sparkle, S_KARTINVULN_LARGE1);
|
|
|
|
P_SetTarget(&sparkle->target, mo);
|
|
sparkle->destscale = mo->destscale;
|
|
P_SetScale(sparkle, mo->scale);
|
|
}
|
|
|
|
invanimnum = (invtime >= 11) ? 11 : invtime;
|
|
//CONS_Printf("%d\n", invanimnum);
|
|
P_SetMobjState(sparkle, K_SparkleTrailStartStates[invanimnum][index]);
|
|
sparkle->colorized = true;
|
|
sparkle->color = mo->color;
|
|
}
|
|
|
|
void K_SpawnWipeoutTrail(mobj_t *mo)
|
|
{
|
|
mobj_t *dust;
|
|
angle_t aoff;
|
|
|
|
I_Assert(mo != NULL);
|
|
I_Assert(!P_MobjWasRemoved(mo));
|
|
|
|
if (mo->player)
|
|
aoff = (mo->player->drawangle + ANGLE_180);
|
|
else
|
|
aoff = (mo->angle + ANGLE_180);
|
|
|
|
if ((leveltime / 2) & 1)
|
|
aoff -= ANGLE_45;
|
|
else
|
|
aoff += ANGLE_45;
|
|
|
|
dust = P_SpawnMobj(mo->x + FixedMul(24*mo->scale, FINECOSINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(-8,8) << FRACBITS),
|
|
mo->y + FixedMul(24*mo->scale, FINESINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(-8,8) << FRACBITS),
|
|
mo->z, MT_WIPEOUTTRAIL);
|
|
|
|
P_SetTarget(&dust->target, mo);
|
|
P_InitAngle(dust, K_MomentumAngle(mo));
|
|
dust->destscale = mo->scale;
|
|
P_SetScale(dust, mo->scale);
|
|
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));
|
|
|
|
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);
|
|
P_InitAngle(dust, 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(-spawnrange, spawnrange) << FRACBITS;
|
|
fixed_t spawny = P_RandomRange(-spawnrange, spawnrange) << FRACBITS;
|
|
INT32 speedrange = 2;
|
|
mobj_t *dust = P_SpawnMobj(spawner->x + spawnx, spawner->y + spawny, spawner->z, MT_DRIFTDUST);
|
|
dust->momx = FixedMul(spawner->momx + (P_RandomRange(-speedrange, speedrange) * spawner->scale), 3*FRACUNIT/4);
|
|
dust->momy = FixedMul(spawner->momy + (P_RandomRange(-speedrange, speedrange) * spawner->scale), 3*FRACUNIT/4);
|
|
dust->momz = P_MobjFlip(spawner) * (P_RandomRange(1, 4) * (spawner->scale));
|
|
P_SetScale(dust, spawner->scale/2);
|
|
dust->destscale = spawner->scale * 3;
|
|
dust->scalespeed = spawner->scale/12;
|
|
|
|
if (leveltime % 6 == 0)
|
|
S_StartSound(spawner, sfx_screec);
|
|
|
|
K_MatchGenericExtraFlags(dust, spawner);
|
|
|
|
// Sparkle-y warning for when you're about to change drift sparks!
|
|
if (spawner->player && spawner->player->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);
|
|
}
|
|
|
|
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_ThrowKartItem(player_t *player, boolean missile, mobjtype_t mapthing, INT32 defaultDir, INT32 altthrow)
|
|
{
|
|
mobj_t *mo;
|
|
INT32 dir;
|
|
fixed_t PROJSPEED;
|
|
angle_t newangle;
|
|
fixed_t newx, newy, newz;
|
|
mobj_t *throwmo;
|
|
|
|
if (!player)
|
|
return NULL;
|
|
|
|
// Figure out projectile speed by game speed
|
|
if (missile)
|
|
{
|
|
// Use info->speed for missiles
|
|
PROJSPEED = FixedMul(mobjinfo[mapthing].speed, K_GetKartGameSpeedScalar(gamespeed));
|
|
}
|
|
else
|
|
{
|
|
// Use pre-determined speed for tossing
|
|
PROJSPEED = FixedMul(82 * FRACUNIT, K_GetKartGameSpeedScalar(gamespeed));
|
|
}
|
|
|
|
// Scale to map scale
|
|
// Intentionally NOT player scale, that doesn't work.
|
|
PROJSPEED = FixedMul(PROJSPEED, mapobjectscale);
|
|
|
|
if (altthrow)
|
|
{
|
|
if (altthrow == 2) // Kitchen sink throwing
|
|
{
|
|
#if 0
|
|
if (player->throwdir == 1)
|
|
dir = 3;
|
|
else if (player->throwdir == -1)
|
|
dir = 1;
|
|
else
|
|
dir = 2;
|
|
#else
|
|
if (player->throwdir == 1)
|
|
dir = 2;
|
|
else
|
|
dir = 1;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
if (player->throwdir == 1)
|
|
dir = 2;
|
|
else if (player->throwdir == -1)
|
|
dir = -1;
|
|
else
|
|
dir = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (player->throwdir != 0)
|
|
dir = player->throwdir;
|
|
else
|
|
dir = defaultDir;
|
|
}
|
|
|
|
if (missile) // Shootables
|
|
{
|
|
if (mapthing == MT_BALLHOG) // Messy
|
|
{
|
|
mo = NULL; // can't return multiple projectiles
|
|
if (dir == -1)
|
|
{
|
|
// Shoot backward
|
|
K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) - 0x06000000, 0, PROJSPEED/8);
|
|
K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) - 0x03000000, 0, PROJSPEED/8);
|
|
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/8);
|
|
K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + 0x03000000, 0, PROJSPEED/8);
|
|
K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + 0x06000000, 0, PROJSPEED/8);
|
|
}
|
|
else
|
|
{
|
|
// Shoot forward
|
|
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle - 0x06000000, 0, PROJSPEED);
|
|
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle - 0x03000000, 0, PROJSPEED);
|
|
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED);
|
|
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + 0x03000000, 0, PROJSPEED);
|
|
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + 0x06000000, 0, PROJSPEED);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (dir == -1 && mapthing != MT_SPB)
|
|
{
|
|
// Shoot backward
|
|
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/8);
|
|
}
|
|
else
|
|
{
|
|
// Shoot forward
|
|
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED);
|
|
}
|
|
|
|
if (mapthing == MT_DROPTARGET && mo)
|
|
{
|
|
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);
|
|
|
|
// These are really weird so let's make it a very specific case to make SURE it works...
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
mo->z -= player->mo->height;
|
|
mo->eflags |= MFE_VERTICALFLIP;
|
|
mo->flags2 |= (player->mo->flags2 & MF2_OBJECTFLIP);
|
|
}
|
|
|
|
mo->threshold = 10;
|
|
P_SetTarget(&mo->target, player->mo);
|
|
|
|
S_StartSound(player->mo, mo->info->seesound);
|
|
|
|
if (mo)
|
|
{
|
|
angle_t fa = player->mo->angle>>ANGLETOFINESHIFT;
|
|
fixed_t HEIGHT = ((20 + (dir*10)) * FRACUNIT) + (FixedDiv(player->mo->momz, mapobjectscale)*P_MobjFlip(player->mo)); // Also intentionally not player scale
|
|
|
|
P_SetObjectMomZ(mo, HEIGHT, false);
|
|
mo->momx = player->mo->momx + FixedMul(FINECOSINE(fa), PROJSPEED*dir);
|
|
mo->momy = player->mo->momy + FixedMul(FINESINE(fa), PROJSPEED*dir);
|
|
|
|
mo->extravalue2 = dir;
|
|
|
|
if (mo->eflags & MFE_UNDERWATER)
|
|
mo->momz = (117 * mo->momz) / 200;
|
|
|
|
P_SetScale(mo, finalscale);
|
|
mo->destscale = finalscale;
|
|
}
|
|
|
|
// 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;
|
|
|
|
if (mapthing == MT_SSMINE)
|
|
mo->extravalue1 = 49; // Pads the start-up length from 21 frames to a full 2 seconds
|
|
else if (mapthing == MT_BUBBLESHIELDTRAP)
|
|
{
|
|
P_SetScale(mo, ((5*mo->destscale)>>2)*4);
|
|
mo->destscale = (5*mo->destscale)>>2;
|
|
S_StartSound(mo, sfx_s3kbfl);
|
|
}
|
|
}
|
|
}
|
|
|
|
return mo;
|
|
}
|
|
|
|
void K_PuntMine(mobj_t *origMine, mobj_t *punter)
|
|
{
|
|
angle_t fa = K_MomentumAngle(punter);
|
|
fixed_t z = (punter->momz * P_MobjFlip(punter)) + (30 * FRACUNIT);
|
|
fixed_t spd;
|
|
mobj_t *mine;
|
|
|
|
if (!origMine || P_MobjWasRemoved(origMine))
|
|
return;
|
|
|
|
if (punter->hitlag > 0)
|
|
return;
|
|
|
|
// This guarantees you hit a mine being dragged
|
|
if (origMine->type == MT_SSMINE_SHIELD) // Create a new mine, and clean up the old one
|
|
{
|
|
mobj_t *mineOwner = origMine->target;
|
|
|
|
mine = P_SpawnMobj(origMine->x, origMine->y, origMine->z, MT_SSMINE);
|
|
|
|
P_SetTarget(&mine->target, mineOwner);
|
|
|
|
mine->angle = origMine->angle;
|
|
mine->flags2 = origMine->flags2;
|
|
mine->floorz = origMine->floorz;
|
|
mine->ceilingz = origMine->ceilingz;
|
|
|
|
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_NOCLIPTHING;
|
|
|
|
P_SetMobjState(mine, S_SSMINE_AIR1);
|
|
mine->threshold = 10;
|
|
mine->reactiontime = mine->info->reactiontime;
|
|
|
|
mine->momx = punter->momx + FixedMul(FINECOSINE(fa >> ANGLETOFINESHIFT), spd);
|
|
mine->momy = punter->momy + FixedMul(FINESINE(fa >> ANGLETOFINESHIFT), spd);
|
|
P_SetObjectMomZ(mine, z, false);
|
|
|
|
//K_SetHitLagForObjects(punter, mine, 5);
|
|
|
|
mine->flags &= ~MF_NOCLIPTHING;
|
|
}
|
|
|
|
#define THUNDERRADIUS 320
|
|
|
|
static void K_DoThunderShield(player_t *player)
|
|
{
|
|
mobj_t *mo;
|
|
int i = 0;
|
|
fixed_t sx;
|
|
fixed_t sy;
|
|
angle_t an;
|
|
|
|
S_StartSound(player->mo, sfx_zio3);
|
|
P_NukeEnemies(player->mo, player->mo, RING_DIST/4);
|
|
|
|
// spawn vertical bolt
|
|
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
|
|
P_SetTarget(&mo->target, player->mo);
|
|
P_SetMobjState(mo, S_LZIO11);
|
|
mo->color = SKINCOLOR_TEAL;
|
|
mo->scale = player->mo->scale*3 + (player->mo->scale/2);
|
|
|
|
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
|
|
P_SetTarget(&mo->target, player->mo);
|
|
P_SetMobjState(mo, S_LZIO21);
|
|
mo->color = SKINCOLOR_CYAN;
|
|
mo->scale = player->mo->scale*3 + (player->mo->scale/2);
|
|
|
|
// spawn horizontal bolts;
|
|
for (i=0; i<7; i++)
|
|
{
|
|
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
|
|
P_InitAngle(mo, P_RandomRange(0, 359)*ANG1);
|
|
mo->fuse = P_RandomRange(20, 50);
|
|
P_SetTarget(&mo->target, player->mo);
|
|
P_SetMobjState(mo, S_KLIT1);
|
|
}
|
|
|
|
// spawn the radius thing:
|
|
an = ANGLE_22h;
|
|
for (i=0; i<15; i++)
|
|
{
|
|
sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT));
|
|
sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT));
|
|
mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK);
|
|
P_InitAngle(mo, an*i);
|
|
mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something.
|
|
mo->scale = player->mo->scale*3;
|
|
P_SetTarget(&mo->target, player->mo);
|
|
P_SetMobjState(mo, S_KSPARK1);
|
|
}
|
|
}
|
|
|
|
#undef THUNDERRADIUS
|
|
|
|
static void K_FlameDashLeftoverSmoke(mobj_t *src)
|
|
{
|
|
UINT8 i;
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
mobj_t *smoke = P_SpawnMobj(src->x, src->y, src->z+(8<<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(135, 225)<<FRACBITS), P_RandomRange(0, 8) * src->scale);
|
|
smoke->momz += P_RandomRange(0, 4) * src->scale;
|
|
}
|
|
}
|
|
|
|
static void K_DoHyudoroSteal(player_t *player)
|
|
{
|
|
INT32 i, numplayers = 0;
|
|
INT32 playerswappable[MAXPLAYERS];
|
|
INT32 stealplayer = -1; // The player that's getting stolen from
|
|
INT32 prandom = 0;
|
|
boolean sink = P_RandomChance(FRACUNIT/64);
|
|
INT32 hyu = hyudorotime;
|
|
|
|
if (gametype == GT_RACE)
|
|
hyu *= 2; // double in race
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE
|
|
&& player != &players[i] && !players[i].exiting && !players[i].spectator // Player in-game
|
|
|
|
// Can steal from this player
|
|
&& (gametype == GT_RACE //&& players[i].position < player->position)
|
|
|| ((gametyperules & GTR_BUMPERS) && players[i].bumpers > 0))
|
|
|
|
// Has an item
|
|
&& (players[i].itemtype
|
|
&& players[i].itemamount
|
|
&& !(players[i].pflags & PF_ITEMOUT)))
|
|
{
|
|
playerswappable[numplayers] = i;
|
|
numplayers++;
|
|
}
|
|
}
|
|
|
|
prandom = P_RandomFixed();
|
|
S_StartSound(player->mo, sfx_s3k92);
|
|
|
|
if (sink && numplayers > 0 && cv_kitchensink.value) // BEHOLD THE KITCHEN SINK
|
|
{
|
|
player->hyudorotimer = hyu;
|
|
player->stealingtimer = stealtime;
|
|
|
|
player->itemtype = KITEM_KITCHENSINK;
|
|
player->itemamount = 1;
|
|
K_UnsetItemOut(player);
|
|
return;
|
|
}
|
|
else if ((gametype == GT_RACE && player->position == 1) || numplayers == 0) // No-one can be stolen from? Oh well...
|
|
{
|
|
player->hyudorotimer = hyu;
|
|
player->stealingtimer = stealtime;
|
|
return;
|
|
}
|
|
else if (numplayers == 1) // With just 2 players, we just need to set the other player to be the one to steal from
|
|
{
|
|
stealplayer = playerswappable[numplayers-1];
|
|
}
|
|
else if (numplayers > 1) // We need to choose between the available candidates for the 2nd player
|
|
{
|
|
stealplayer = playerswappable[prandom%(numplayers-1)];
|
|
}
|
|
|
|
if (stealplayer > -1) // Now here's where we do the stealing, has to be done here because we still know the player we're stealing from
|
|
{
|
|
player->hyudorotimer = hyu;
|
|
player->stealingtimer = stealtime;
|
|
players[stealplayer].stealingtimer = -stealtime;
|
|
|
|
player->itemtype = players[stealplayer].itemtype;
|
|
player->itemamount = players[stealplayer].itemamount;
|
|
K_UnsetItemOut(player);
|
|
|
|
players[stealplayer].itemtype = KITEM_NONE;
|
|
players[stealplayer].itemamount = 0;
|
|
K_UnsetItemOut(&players[stealplayer]);
|
|
|
|
if (P_IsDisplayPlayer(&players[stealplayer]) && !r_splitscreen)
|
|
S_StartSound(NULL, sfx_s3k92);
|
|
}
|
|
}
|
|
|
|
void K_DoSneaker(player_t *player, INT32 type)
|
|
{
|
|
const fixed_t intendedboost = FRACUNIT/2;
|
|
|
|
if (player->floorboost == 0 || player->floorboost == 3)
|
|
{
|
|
const sfxenum_t normalsfx = sfx_cdfm01;
|
|
const sfxenum_t smallsfx = sfx_cdfm40;
|
|
sfxenum_t sfx = normalsfx;
|
|
|
|
if (player->numsneakers)
|
|
{
|
|
// Use a less annoying sound when stacking sneakers.
|
|
sfx = smallsfx;
|
|
}
|
|
|
|
S_StopSoundByID(player->mo, normalsfx);
|
|
S_StopSoundByID(player->mo, smallsfx);
|
|
S_StartSound(player->mo, sfx);
|
|
|
|
K_SpawnDashDustRelease(player);
|
|
if (intendedboost > player->speedboost)
|
|
player->karthud[khud_destboostcam] = FixedMul(FRACUNIT, FixedDiv((intendedboost - player->speedboost), intendedboost));
|
|
|
|
player->numsneakers++;
|
|
}
|
|
|
|
if (player->sneakertimer == 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);
|
|
}
|
|
}
|
|
|
|
if (type != 0)
|
|
{
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
K_PlayBoostTaunt(player->mo);
|
|
}
|
|
|
|
player->sneakertimer = sneakertime;
|
|
|
|
// set angle for spun out players:
|
|
player->boostangle = player->mo->angle;
|
|
}
|
|
|
|
static void K_DoShrink(player_t *user)
|
|
{
|
|
INT32 i;
|
|
mobj_t *mobj, *next;
|
|
|
|
S_StartSound(user->mo, sfx_kc46); // Sound the BANG!
|
|
user->pflags |= PF_ATTACKDOWN;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator || !players[i].mo)
|
|
continue;
|
|
if (&players[i] == user)
|
|
continue;
|
|
if (players[i].position < user->position)
|
|
{
|
|
//P_FlashPal(&players[i], PAL_NUKE, 10);
|
|
|
|
// Grow should get taken away.
|
|
if (players[i].growshrinktimer > 0)
|
|
K_RemoveGrowShrink(&players[i]);
|
|
else
|
|
{
|
|
// Start shrinking!
|
|
K_DropItems(&players[i]);
|
|
players[i].growshrinktimer = -(15*TICRATE);
|
|
|
|
if (players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
{
|
|
players[i].mo->scalespeed = mapobjectscale/TICRATE;
|
|
players[i].mo->destscale = FixedMul(mapobjectscale, SHRINK_SCALE);
|
|
|
|
if (K_PlayerShrinkCheat(&players[i]) == true)
|
|
{
|
|
players[i].mo->destscale = FixedMul(players[i].mo->destscale, SHRINK_SCALE);
|
|
}
|
|
|
|
S_StartSound(players[i].mo, sfx_kc59);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// kill everything in the kitem list while we're at it:
|
|
for (mobj = kitemcap; mobj; mobj = next)
|
|
{
|
|
next = mobj->itnext;
|
|
|
|
// check if the item is being held by a player behind us before removing it.
|
|
// check if the item is a "shield" first, bc i'm p sure thrown items keep the player that threw em as target anyway
|
|
|
|
if (mobj->type == MT_BANANA_SHIELD || mobj->type == MT_JAWZ_SHIELD ||
|
|
mobj->type == MT_SSMINE_SHIELD || mobj->type == MT_EGGMANITEM_SHIELD ||
|
|
mobj->type == MT_SINK_SHIELD || mobj->type == MT_ORBINAUT_SHIELD ||
|
|
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
|
|
|
|
if (mobj->type == MT_SPB)
|
|
spbplace = -1;
|
|
}
|
|
}
|
|
|
|
void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, UINT8 sound)
|
|
{
|
|
const fixed_t vscale = mapobjectscale + (mo->scale - mapobjectscale);
|
|
fixed_t thrust = 0;
|
|
|
|
if (mo->player && mo->player->spectator)
|
|
return;
|
|
|
|
if (mo->eflags & MFE_SPRUNG)
|
|
return;
|
|
|
|
mo->standingslope = NULL;
|
|
mo->terrain = NULL;
|
|
|
|
mo->eflags |= MFE_SPRUNG;
|
|
|
|
if (vertispeed == 0)
|
|
{
|
|
thrust = P_AproxDistance(mo->momx, mo->momy) * P_MobjFlip(mo);
|
|
thrust = FixedMul(thrust, FINESINE(ANGLE_22h >> ANGLETOFINESHIFT));
|
|
}
|
|
else
|
|
{
|
|
thrust = vertispeed * P_MobjFlip(mo);
|
|
}
|
|
|
|
if (mo->player)
|
|
{
|
|
if (mo->player->sneakertimer)
|
|
{
|
|
thrust = FixedMul(thrust, 5*FRACUNIT/4);
|
|
}
|
|
else if (mo->player->invincibilitytimer)
|
|
{
|
|
thrust = FixedMul(thrust, 9*FRACUNIT/8);
|
|
}
|
|
|
|
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)) - FRACUNIT, 0)*125/100;
|
|
//CONS_Printf("Got boost: %d%\n", mo->player->trickboostpower*100 / FRACUNIT);
|
|
}
|
|
|
|
mo->momz = FixedMul(thrust, vscale);
|
|
|
|
if (mo->eflags & MFE_UNDERWATER)
|
|
{
|
|
mo->momz = FixedDiv(mo->momz, FixedSqrt(3*FRACUNIT));
|
|
}
|
|
|
|
if (sound)
|
|
{
|
|
S_StartSound(mo, (sound == 1 ? sfx_kc2f : sfx_kpogos));
|
|
}
|
|
}
|
|
|
|
static void K_ThrowLandMine(player_t *player)
|
|
{
|
|
mobj_t *landMine;
|
|
mobj_t *throwmo;
|
|
|
|
landMine = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_LANDMINE);
|
|
K_FlipFromObject(landMine, player->mo);
|
|
landMine->threshold = 10;
|
|
|
|
if (landMine->info->seesound)
|
|
S_StartSound(player->mo, landMine->info->seesound);
|
|
|
|
P_SetTarget(&landMine->target, player->mo);
|
|
|
|
P_SetScale(landMine, player->mo->scale);
|
|
landMine->destscale = player->mo->destscale;
|
|
|
|
P_InitAngle(landMine, player->mo->angle);
|
|
|
|
landMine->momz = (30 * mapobjectscale * P_MobjFlip(player->mo)) + player->mo->momz;
|
|
landMine->color = player->skincolor;
|
|
|
|
throwmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FIREDITEM);
|
|
P_SetTarget(&throwmo->target, player->mo);
|
|
// Ditto:
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
throwmo->z -= player->mo->height;
|
|
throwmo->eflags |= MFE_VERTICALFLIP;
|
|
}
|
|
|
|
throwmo->movecount = 0; // above player
|
|
}
|
|
|
|
void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source)
|
|
{
|
|
mobj_t *cachenext;
|
|
|
|
killnext:
|
|
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, 8*FRACUNIT, false);
|
|
if (inflictor)
|
|
P_InstaThrust(banana, R_PointToAngle2(inflictor->x, inflictor->y, banana->x, banana->y)+ANGLE_90, 16*FRACUNIT);
|
|
}
|
|
|
|
if ((banana = cachenext))
|
|
goto killnext;
|
|
}
|
|
|
|
// Just for firing/dropping items.
|
|
void K_UpdateHnextList(player_t *player, boolean clean)
|
|
{
|
|
mobj_t *work = player->mo, *nextwork;
|
|
|
|
if (!work)
|
|
return;
|
|
|
|
nextwork = work->hnext;
|
|
|
|
while ((work = nextwork) && !(work == NULL || P_MobjWasRemoved(work)))
|
|
{
|
|
nextwork = work->hnext;
|
|
|
|
if (!clean && (!work->movedir || work->movedir <= (UINT16)player->itemamount))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
P_RemoveMobj(work);
|
|
}
|
|
|
|
if (player->mo->hnext == NULL || P_MobjWasRemoved(player->mo->hnext))
|
|
{
|
|
// Like below, try to clean up the pointer if it's NULL.
|
|
// Maybe this was a cause of the shrink/eggbox fails?
|
|
P_SetTarget(&player->mo->hnext, NULL);
|
|
}
|
|
}
|
|
|
|
// For getting hit!
|
|
void K_DropHnextList(player_t *player, boolean keepshields)
|
|
{
|
|
mobj_t *work = player->mo, *nextwork, *dropwork;
|
|
INT32 flip;
|
|
mobjtype_t type;
|
|
boolean orbit, ponground, dropall = true;
|
|
INT32 shield = K_GetShieldFromItem(player->itemtype);
|
|
|
|
if (work == NULL || P_MobjWasRemoved(work))
|
|
{
|
|
return;
|
|
}
|
|
|
|
flip = P_MobjFlip(player->mo);
|
|
ponground = P_IsObjectOnGround(player->mo);
|
|
|
|
if (shield != KSHIELD_NONE && !keepshields)
|
|
{
|
|
if (shield == KSHIELD_THUNDER)
|
|
{
|
|
K_DoThunderShield(player);
|
|
}
|
|
|
|
player->curshield = KSHIELD_NONE;
|
|
player->itemtype = KITEM_NONE;
|
|
player->itemamount = 0;
|
|
K_UnsetItemOut(player);
|
|
}
|
|
|
|
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_DUD;
|
|
break;
|
|
// Kart trailing items
|
|
case MT_BANANA_SHIELD:
|
|
orbit = false;
|
|
type = MT_BANANA;
|
|
break;
|
|
case MT_SSMINE_SHIELD:
|
|
orbit = false;
|
|
dropall = false;
|
|
type = MT_SSMINE;
|
|
break;
|
|
case MT_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:
|
|
return;
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
dropwork = P_SpawnMobj(work->x, work->y, work->z, type);
|
|
|
|
P_SetTarget(&dropwork->target, player->mo);
|
|
P_AddKartItem(dropwork); // needs to be called here so shrink can bust items off players in front of the user.
|
|
|
|
dropwork->angle = work->angle;
|
|
|
|
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;
|
|
|
|
// 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_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_NOCLIPTHING;
|
|
}
|
|
|
|
dropwork->flags2 |= MF2_AMBUSH;
|
|
|
|
dropwork->z += flip;
|
|
|
|
dropwork->momx = player->mo->momx>>1;
|
|
dropwork->momy = player->mo->momy>>1;
|
|
dropwork->momz = 3*flip*mapobjectscale;
|
|
|
|
if (dropwork->eflags & MFE_UNDERWATER)
|
|
dropwork->momz = (117 * dropwork->momz) / 200;
|
|
|
|
P_Thrust(dropwork, work->angle - ANGLE_90, 6*mapobjectscale);
|
|
|
|
dropwork->movecount = 2;
|
|
dropwork->movedir = work->angle - ANGLE_90;
|
|
|
|
P_SetMobjState(dropwork, dropwork->info->deathstate);
|
|
|
|
dropwork->tics = -1;
|
|
|
|
if (type == MT_JAWZ_DUD)
|
|
{
|
|
dropwork->z += 20*flip*dropwork->scale;
|
|
}
|
|
else
|
|
{
|
|
dropwork->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;
|
|
P_SetMobjState(dropwork, mobjinfo[type].painstate);
|
|
}
|
|
}
|
|
|
|
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->pflags & PF_EGGMANOUT)
|
|
{
|
|
player->pflags &= ~PF_EGGMANOUT;
|
|
}
|
|
else if ((player->pflags & PF_ITEMOUT)
|
|
&& (dropall || (--player->itemamount <= 0)))
|
|
{
|
|
player->itemamount = 0;
|
|
K_UnsetItemOut(player);
|
|
player->itemtype = KITEM_NONE;
|
|
}
|
|
}
|
|
|
|
mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 type, UINT8 amount)
|
|
{
|
|
mobj_t *drop = P_SpawnMobj(x, y, z, MT_FLOATINGITEM);
|
|
P_SetScale(drop, drop->scale>>4);
|
|
drop->destscale = (3*drop->destscale)/2;
|
|
|
|
P_InitAngle(drop, angle);
|
|
P_Thrust(drop,
|
|
FixedAngle(P_RandomFixed() * 180) + angle,
|
|
16*mapobjectscale);
|
|
|
|
drop->momz = flip * 3 * mapobjectscale;
|
|
if (drop->eflags & MFE_UNDERWATER)
|
|
drop->momz = (117 * drop->momz) / 200;
|
|
|
|
if (type == 0)
|
|
{
|
|
UINT8 useodds = 0;
|
|
INT32 spawnchance[NUMKARTRESULTS];
|
|
INT32 totalspawnchance = 0;
|
|
INT32 i;
|
|
|
|
memset(spawnchance, 0, sizeof (spawnchance));
|
|
|
|
useodds = amount;
|
|
|
|
for (i = 1; i < NUMKARTRESULTS; i++)
|
|
{
|
|
spawnchance[i] = (totalspawnchance += K_KartGetItemOdds(
|
|
useodds, i,
|
|
UINT32_MAX,
|
|
0,
|
|
false, false, false
|
|
)
|
|
);
|
|
}
|
|
|
|
if (totalspawnchance > 0)
|
|
{
|
|
UINT8 newType;
|
|
UINT8 newAmount;
|
|
|
|
totalspawnchance = P_RandomKey(totalspawnchance);
|
|
for (i = 0; i < NUMKARTRESULTS && spawnchance[i] <= totalspawnchance; i++);
|
|
|
|
// TODO: this is bad!
|
|
// K_KartGetItemResult requires a player
|
|
// but item roulette will need rewritten to change this
|
|
|
|
switch (i)
|
|
{
|
|
// Special roulettes first, then the generic ones are handled by default
|
|
case KRITEM_DUALSNEAKER: // Sneaker x2
|
|
newType = KITEM_SNEAKER;
|
|
newAmount = 2;
|
|
break;
|
|
case KRITEM_TRIPLESNEAKER: // Sneaker x3
|
|
newType = KITEM_SNEAKER;
|
|
newAmount = 3;
|
|
break;
|
|
case KRITEM_TRIPLEBANANA: // Banana x3
|
|
newType = KITEM_BANANA;
|
|
newAmount = 3;
|
|
break;
|
|
case KRITEM_TENFOLDBANANA: // Banana x10
|
|
newType = KITEM_BANANA;
|
|
newAmount = 10;
|
|
break;
|
|
case KRITEM_TRIPLEORBINAUT: // Orbinaut x3
|
|
newType = KITEM_ORBINAUT;
|
|
newAmount = 3;
|
|
break;
|
|
case KRITEM_QUADORBINAUT: // Orbinaut x4
|
|
newType = KITEM_ORBINAUT;
|
|
newAmount = 4;
|
|
break;
|
|
case KRITEM_DUALJAWZ: // Jawz x2
|
|
newType = KITEM_JAWZ;
|
|
newAmount = 2;
|
|
break;
|
|
default:
|
|
newType = i;
|
|
newAmount = 1;
|
|
break;
|
|
}
|
|
|
|
if (newAmount > 1)
|
|
{
|
|
UINT8 j;
|
|
|
|
for (j = 0; j < newAmount-1; j++)
|
|
{
|
|
K_CreatePaperItem(
|
|
x, y, z,
|
|
angle, flip,
|
|
newType, 1
|
|
);
|
|
}
|
|
}
|
|
|
|
drop->threshold = newType;
|
|
drop->movecount = 1;
|
|
}
|
|
else
|
|
{
|
|
drop->threshold = 1;
|
|
drop->movecount = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
drop->threshold = type;
|
|
drop->movecount = amount;
|
|
}
|
|
|
|
drop->flags |= MF_NOCLIPTHING;
|
|
|
|
return drop;
|
|
}
|
|
|
|
// For getting EXTRA hit!
|
|
void K_DropItems(player_t *player)
|
|
{
|
|
K_DropHnextList(player, true);
|
|
|
|
if (player->mo && !P_MobjWasRemoved(player->mo) && player->itemamount > 0)
|
|
{
|
|
mobj_t *drop = K_CreatePaperItem(
|
|
player->mo->x, player->mo->y, player->mo->z + player->mo->height/2,
|
|
player->mo->angle + ANGLE_90, P_MobjFlip(player->mo),
|
|
player->itemtype, player->itemamount
|
|
);
|
|
|
|
K_FlipFromObject(drop, player->mo);
|
|
}
|
|
|
|
K_StripItems(player);
|
|
}
|
|
|
|
void K_DropRocketSneaker(player_t *player)
|
|
{
|
|
mobj_t *shoe = player->mo;
|
|
fixed_t flingangle;
|
|
boolean leftshoe = true; //left shoe is first
|
|
|
|
if (!(player->mo && !P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext)))
|
|
return;
|
|
|
|
while ((shoe = shoe->hnext) && !P_MobjWasRemoved(shoe))
|
|
{
|
|
if (shoe->type != MT_ROCKETSNEAKER)
|
|
return; //woah, not a rocketsneaker, bail! safeguard in case this gets used when you're holding non-rocketsneakers
|
|
|
|
shoe->renderflags &= ~RF_DONTDRAW;
|
|
shoe->flags &= ~MF_NOGRAVITY;
|
|
shoe->angle += ANGLE_45;
|
|
|
|
if (shoe->eflags & MFE_VERTICALFLIP)
|
|
shoe->z -= shoe->height;
|
|
else
|
|
shoe->z += shoe->height;
|
|
|
|
//left shoe goes off tot eh left, right shoe off to the right
|
|
if (leftshoe)
|
|
flingangle = -(ANG60);
|
|
else
|
|
flingangle = ANG60;
|
|
|
|
S_StartSound(shoe, shoe->info->deathsound);
|
|
P_SetObjectMomZ(shoe, 8*FRACUNIT, false);
|
|
P_InstaThrust(shoe, R_PointToAngle2(shoe->target->x, shoe->target->y, shoe->x, shoe->y)+flingangle, 16*FRACUNIT);
|
|
shoe->momx += shoe->target->momx;
|
|
shoe->momy += shoe->target->momy;
|
|
shoe->momz += shoe->target->momz;
|
|
shoe->extravalue2 = 1;
|
|
|
|
leftshoe = false;
|
|
}
|
|
P_SetTarget(&player->mo->hnext, NULL);
|
|
player->rocketsneakertimer = 0;
|
|
}
|
|
|
|
void K_DropKitchenSink(player_t *player)
|
|
{
|
|
if (!(player->mo && !P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext)))
|
|
return;
|
|
|
|
if (player->mo->hnext->type != MT_SINK_SHIELD)
|
|
return; //so we can just call this function regardless of what is being held
|
|
|
|
P_KillMobj(player->mo->hnext, NULL, NULL, DMG_NORMAL);
|
|
|
|
P_SetTarget(&player->mo->hnext, NULL);
|
|
}
|
|
|
|
// When an item in the hnext chain dies.
|
|
void K_RepairOrbitChain(mobj_t *orbit)
|
|
{
|
|
mobj_t *cachenext = orbit->hnext;
|
|
|
|
// First, repair the chain
|
|
if (orbit->hnext && orbit->hnext->health && !P_MobjWasRemoved(orbit->hnext))
|
|
{
|
|
P_SetTarget(&orbit->hnext->hprev, orbit->hprev);
|
|
P_SetTarget(&orbit->hnext, NULL);
|
|
}
|
|
|
|
if (orbit->hprev && orbit->hprev->health && !P_MobjWasRemoved(orbit->hprev))
|
|
{
|
|
P_SetTarget(&orbit->hprev->hnext, cachenext);
|
|
P_SetTarget(&orbit->hprev, NULL);
|
|
}
|
|
|
|
// Then recount to make sure item amount is correct
|
|
if (orbit->target && orbit->target->player)
|
|
{
|
|
INT32 num = 0;
|
|
|
|
mobj_t *cur = orbit->target->hnext;
|
|
mobj_t *prev = NULL;
|
|
|
|
while (cur && !P_MobjWasRemoved(cur))
|
|
{
|
|
prev = cur;
|
|
cur = cur->hnext;
|
|
if (++num > orbit->target->player->itemamount)
|
|
P_RemoveMobj(prev);
|
|
else
|
|
prev->movedir = num;
|
|
}
|
|
|
|
if (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);
|
|
}
|
|
|
|
static void K_CalculateBananaSlope(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player)
|
|
{
|
|
fixed_t newz;
|
|
sector_t *sec;
|
|
pslope_t *slope = NULL;
|
|
|
|
sec = R_PointInSubsector(x, y)->sector;
|
|
|
|
if (flip)
|
|
{
|
|
slope = sec->c_slope;
|
|
newz = K_BananaSlopeZ(slope, x, y, sec->ceilingheight, radius, true);
|
|
}
|
|
else
|
|
{
|
|
slope = sec->f_slope;
|
|
newz = K_BananaSlopeZ(slope, x, y, sec->floorheight, radius, true);
|
|
}
|
|
|
|
// Check FOFs for a better suited slope
|
|
if (sec->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t top, bottom;
|
|
fixed_t d1, d2;
|
|
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
if ((!(((rover->flags & FF_BLOCKPLAYER && player)
|
|
|| (rover->flags & FF_BLOCKOTHERS && !player))
|
|
|| (rover->flags & FF_QUICKSAND))
|
|
|| (rover->flags & FF_SWIMMABLE)))
|
|
continue;
|
|
|
|
top = K_BananaSlopeZ(*rover->t_slope, x, y, *rover->topheight, radius, false);
|
|
bottom = K_BananaSlopeZ(*rover->b_slope, x, y, *rover->bottomheight, radius, true);
|
|
|
|
if (flip)
|
|
{
|
|
if (rover->flags & FF_QUICKSAND)
|
|
{
|
|
if (z < top && (z + height) > bottom)
|
|
{
|
|
if (newz > (z + height))
|
|
{
|
|
newz = (z + height);
|
|
slope = NULL;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
d1 = (z + height) - (top + ((bottom - top)/2));
|
|
d2 = z - (top + ((bottom - top)/2));
|
|
|
|
if (bottom < newz && abs(d1) < abs(d2))
|
|
{
|
|
newz = bottom;
|
|
slope = *rover->b_slope;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (rover->flags & FF_QUICKSAND)
|
|
{
|
|
if (z < top && (z + height) > bottom)
|
|
{
|
|
if (newz < z)
|
|
{
|
|
newz = z;
|
|
slope = NULL;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
d1 = z - (bottom + ((top - bottom)/2));
|
|
d2 = (z + height) - (bottom + ((top - bottom)/2));
|
|
|
|
if (top > newz && abs(d1) < abs(d2))
|
|
{
|
|
newz = top;
|
|
slope = *rover->t_slope;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mobj->standingslope = slope;
|
|
P_SetPitchRollFromSlope(mobj, slope);
|
|
}
|
|
|
|
// Move the hnext chain!
|
|
static void K_MoveHeldObjects(player_t *player)
|
|
{
|
|
fixed_t finalscale = INT32_MAX;
|
|
|
|
if (!player->mo)
|
|
return;
|
|
|
|
if (!player->mo->hnext)
|
|
{
|
|
player->bananadrag = 0;
|
|
if (player->pflags & PF_EGGMANOUT)
|
|
player->pflags &= ~PF_EGGMANOUT;
|
|
else if (player->pflags & PF_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->pflags & PF_EGGMANOUT)
|
|
player->pflags &= ~PF_EGGMANOUT;
|
|
else if (player->pflags & PF_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:
|
|
{
|
|
mobj_t *cur = player->mo->hnext;
|
|
fixed_t speed = ((8 - min(4, player->itemamount)) * cur->info->speed) / 7;
|
|
|
|
player->bananadrag = 0; // Just to make sure
|
|
|
|
while (cur && !P_MobjWasRemoved(cur))
|
|
{
|
|
const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); // mobj's distance from its Target, or Radius.
|
|
fixed_t z;
|
|
|
|
if (!cur->health)
|
|
{
|
|
cur = cur->hnext;
|
|
continue;
|
|
}
|
|
|
|
cur->color = player->skincolor;
|
|
|
|
cur->angle -= ANGLE_90;
|
|
cur->angle += FixedAngle(speed);
|
|
|
|
if (cur->extravalue1 < radius)
|
|
cur->extravalue1 += P_AproxDistance(cur->extravalue1, radius) / 12;
|
|
if (cur->extravalue1 > radius)
|
|
cur->extravalue1 = radius;
|
|
|
|
// If the player is on the ceiling, then flip your items as well.
|
|
if (player && player->mo->eflags & MFE_VERTICALFLIP)
|
|
cur->eflags |= MFE_VERTICALFLIP;
|
|
else
|
|
cur->eflags &= ~MFE_VERTICALFLIP;
|
|
|
|
// Shrink your items if the player shrunk too.
|
|
P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), finalscale)));
|
|
|
|
if (P_MobjFlip(cur) > 0)
|
|
z = player->mo->z;
|
|
else
|
|
z = player->mo->z + player->mo->height - cur->height;
|
|
|
|
cur->flags |= MF_NOCLIPTHING; // temporarily make them noclip other objects so they can't hit anyone while in the player
|
|
P_MoveOrigin(cur, player->mo->x, player->mo->y, z);
|
|
cur->momx = FixedMul(FINECOSINE(cur->angle>>ANGLETOFINESHIFT), cur->extravalue1);
|
|
cur->momy = FixedMul(FINESINE(cur->angle>>ANGLETOFINESHIFT), cur->extravalue1);
|
|
cur->flags &= ~MF_NOCLIPTHING;
|
|
|
|
if (!P_TryMove(cur, player->mo->x + cur->momx, player->mo->y + cur->momy, true))
|
|
P_SlideMove(cur);
|
|
|
|
if (P_IsObjectOnGround(player->mo))
|
|
{
|
|
if (P_MobjFlip(cur) > 0)
|
|
{
|
|
if (cur->floorz > player->mo->z - cur->height)
|
|
z = cur->floorz;
|
|
}
|
|
else
|
|
{
|
|
if (cur->ceilingz < player->mo->z + player->mo->height + cur->height)
|
|
z = cur->ceilingz - cur->height;
|
|
}
|
|
}
|
|
|
|
// Center it during the scale up animation
|
|
z += (FixedMul(mobjinfo[cur->type].height, finalscale - cur->scale)>>1) * P_MobjFlip(cur);
|
|
|
|
cur->z = z;
|
|
cur->momx = cur->momy = 0;
|
|
cur->angle += ANGLE_90;
|
|
|
|
cur = cur->hnext;
|
|
}
|
|
}
|
|
break;
|
|
case MT_BANANA_SHIELD: // Kart trailing items
|
|
case MT_SSMINE_SHIELD:
|
|
case MT_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)
|
|
{
|
|
// 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(min(FRACUNIT/2, FixedDiv(player->speed, K_GetKartSpeed(player, false))/2)))
|
|
{
|
|
if (leveltime & 1)
|
|
targz += 8*(2*FRACUNIT)/7;
|
|
else
|
|
targz -= 8*(2*FRACUNIT)/7;
|
|
}*/
|
|
|
|
if (speed > dist)
|
|
P_InstaThrust(cur, cur->angle, speed-dist);
|
|
|
|
P_SetObjectMomZ(cur, FixedMul(targz - cur->z, 7*FRACUNIT/8) - gravity, false);
|
|
|
|
if (R_PointToDist2(cur->x, cur->y, targx, targy) > 768*FRACUNIT)
|
|
{
|
|
P_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
|
|
const fixed_t pi = (22<<FRACBITS) / 7; // loose approximation, this doesn't need to be incredibly precise
|
|
fixed_t sine = FixedMul(player->mo->scale, 8 * FINESINE((((2*pi*(4*TICRATE)) * leveltime)>>ANGLETOFINESHIFT) & FINEMASK));
|
|
targz = (player->mo->z + (player->mo->height/2)) + sine;
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
targz += (player->mo->height/2 - 32*player->mo->scale)*6;
|
|
|
|
}
|
|
|
|
if (cur->tracer)
|
|
{
|
|
fixed_t diffx, diffy, diffz;
|
|
|
|
diffx = targx - cur->x;
|
|
diffy = targy - cur->y;
|
|
diffz = targz - cur->z;
|
|
|
|
P_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;
|
|
}
|
|
}
|
|
|
|
player_t *K_FindJawzTarget(mobj_t *actor, player_t *source)
|
|
{
|
|
fixed_t best = -1;
|
|
player_t *wtarg = NULL;
|
|
INT32 i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
angle_t thisang;
|
|
player_t *player;
|
|
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
player = &players[i];
|
|
|
|
if (player->spectator)
|
|
continue; // spectator
|
|
|
|
if (!player->mo)
|
|
continue;
|
|
|
|
if (player->mo->health <= 0)
|
|
continue; // dead
|
|
|
|
// Don't target yourself, stupid.
|
|
if (player == source)
|
|
continue;
|
|
|
|
// Don't home in on teammates.
|
|
if (G_GametypeHasTeams() && source->ctfteam == player->ctfteam)
|
|
continue;
|
|
|
|
// Invisible, don't bother
|
|
if (player->hyudorotimer)
|
|
continue;
|
|
|
|
// Find the angle, see who's got the best.
|
|
thisang = actor->angle - R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y);
|
|
if (thisang > ANGLE_180)
|
|
thisang = InvAngle(thisang);
|
|
|
|
// Jawz only go after the person directly ahead of you in race... sort of literally now!
|
|
if (gametyperules & GTR_CIRCUIT)
|
|
{
|
|
// Don't go for people who are behind you
|
|
if (thisang > ANGLE_67h)
|
|
continue;
|
|
// Don't pay attention to people who aren't above your position
|
|
if (player->position >= source->position)
|
|
continue;
|
|
if ((best == -1) || (player->position > best))
|
|
{
|
|
wtarg = player;
|
|
best = player->position;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fixed_t thisdist;
|
|
fixed_t thisavg;
|
|
|
|
// Don't go for people who are behind you
|
|
if (thisang > ANGLE_45)
|
|
continue;
|
|
|
|
// Don't pay attention to dead players
|
|
if (player->bumpers <= 0)
|
|
continue;
|
|
|
|
// Z pos too high/low
|
|
if (abs(player->mo->z - (actor->z + actor->momz)) > RING_DIST/8)
|
|
continue;
|
|
|
|
thisdist = P_AproxDistance(player->mo->x - (actor->x + actor->momx), player->mo->y - (actor->y + actor->momy));
|
|
|
|
if (thisdist > 2*RING_DIST) // Don't go for people who are too far away
|
|
continue;
|
|
|
|
thisavg = (AngleFixed(thisang) + thisdist) / 2;
|
|
|
|
//CONS_Printf("got avg %d from player # %d\n", thisavg>>FRACBITS, i);
|
|
|
|
if ((best == -1) || (thisavg < best))
|
|
{
|
|
wtarg = player;
|
|
best = thisavg;
|
|
}
|
|
}
|
|
}
|
|
|
|
return wtarg;
|
|
}
|
|
|
|
// Engine Sounds.
|
|
static void K_UpdateEngineSounds(player_t *player)
|
|
{
|
|
const INT32 numsnds = 13;
|
|
|
|
const fixed_t closedist = 160*FRACUNIT;
|
|
const fixed_t fardist = 1536*FRACUNIT;
|
|
|
|
const UINT8 dampenval = 48; // 255 * 48 = close enough to FRACUNIT/6
|
|
|
|
const UINT16 buttons = K_GetKartButtons(player);
|
|
|
|
INT32 class, s, w; // engine class number
|
|
|
|
UINT8 volume = 255;
|
|
fixed_t volumedampen = FRACUNIT;
|
|
|
|
INT32 targetsnd = 0;
|
|
INT32 i;
|
|
|
|
s = (player->kartspeed - 1) / 3;
|
|
w = (player->kartweight - 1) / 3;
|
|
|
|
#define LOCKSTAT(stat) \
|
|
if (stat < 0) { stat = 0; } \
|
|
if (stat > 2) { stat = 2; }
|
|
LOCKSTAT(s);
|
|
LOCKSTAT(w);
|
|
#undef LOCKSTAT
|
|
|
|
class = s + (3*w);
|
|
|
|
if (leveltime < 8 || player->spectator)
|
|
{
|
|
// Silence the engines, and reset sound number while we're at it.
|
|
player->karthud[khud_enginesnd] = 0;
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
if ((leveltime % 8) != ((player-players) % 8)) // Per-player offset, to make engines sound distinct!
|
|
#else
|
|
if (leveltime % 8)
|
|
#endif
|
|
{
|
|
// .25 seconds of wait time between each engine sound playback
|
|
return;
|
|
}
|
|
|
|
if (player->respawn.state == RESPAWNST_DROP) // Dropdashing
|
|
{
|
|
// Dropdashing
|
|
targetsnd = ((buttons & BT_ACCELERATE) ? 12 : 0);
|
|
}
|
|
else if (K_PlayerEBrake(player) == true)
|
|
{
|
|
// Spindashing
|
|
targetsnd = ((buttons & BT_DRIFT) ? 12 : 0);
|
|
}
|
|
else
|
|
{
|
|
// Average out the value of forwardmove and the speed that you're moving at.
|
|
targetsnd = (((6 * K_GetForwardMove(player)) / 25) + ((player->speed / mapobjectscale) / 5)) / 2;
|
|
}
|
|
|
|
if (targetsnd < 0) { targetsnd = 0; }
|
|
if (targetsnd > 12) { targetsnd = 12; }
|
|
|
|
if (player->karthud[khud_enginesnd] < targetsnd) { player->karthud[khud_enginesnd]++; }
|
|
if (player->karthud[khud_enginesnd] > targetsnd) { player->karthud[khud_enginesnd]--; }
|
|
|
|
if (player->karthud[khud_enginesnd] < 0) { player->karthud[khud_enginesnd] = 0; }
|
|
if (player->karthud[khud_enginesnd] > 12) { player->karthud[khud_enginesnd] = 12; }
|
|
|
|
// This code calculates how many players (and thus, how many engine sounds) are within ear shot,
|
|
// and rebalances the volume of your engine sound based on how far away they are.
|
|
|
|
// This results in multiple things:
|
|
// - When on your own, you will hear your own engine sound extremely clearly.
|
|
// - When you were alone but someone is gaining on you, yours will go quiet, and you can hear theirs more clearly.
|
|
// - When around tons of people, engine sounds will try to rebalance to not be as obnoxious.
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
UINT8 thisvol = 0;
|
|
fixed_t dist;
|
|
|
|
if (!playeringame[i] || !players[i].mo)
|
|
{
|
|
// This player doesn't exist.
|
|
continue;
|
|
}
|
|
|
|
if (players[i].spectator)
|
|
{
|
|
// This player isn't playing an engine sound.
|
|
continue;
|
|
}
|
|
|
|
if (P_IsDisplayPlayer(&players[i]))
|
|
{
|
|
// Don't dampen yourself!
|
|
continue;
|
|
}
|
|
|
|
dist = P_AproxDistance(
|
|
P_AproxDistance(
|
|
player->mo->x - players[i].mo->x,
|
|
player->mo->y - players[i].mo->y),
|
|
player->mo->z - players[i].mo->z) / 2;
|
|
|
|
dist = FixedDiv(dist, mapobjectscale);
|
|
|
|
if (dist > fardist)
|
|
{
|
|
// ENEMY OUT OF RANGE !
|
|
continue;
|
|
}
|
|
else if (dist < closedist)
|
|
{
|
|
// engine sounds' approx. range
|
|
thisvol = 255;
|
|
}
|
|
else
|
|
{
|
|
thisvol = (15 * ((closedist - dist) / FRACUNIT)) / ((fardist - closedist) >> (FRACBITS+4));
|
|
}
|
|
|
|
volumedampen += (thisvol * dampenval);
|
|
}
|
|
|
|
if (volumedampen > FRACUNIT)
|
|
{
|
|
volume = FixedDiv(volume * FRACUNIT, volumedampen) / FRACUNIT;
|
|
}
|
|
|
|
if (volume <= 0)
|
|
{
|
|
// Don't need to play the sound at all.
|
|
return;
|
|
}
|
|
|
|
S_StartSoundAtVolume(player->mo, (sfx_krta00 + player->karthud[khud_enginesnd]) + (class * numsnds), volume);
|
|
}
|
|
|
|
static void K_UpdateInvincibilitySounds(player_t *player)
|
|
{
|
|
INT32 sfxnum = sfx_None;
|
|
|
|
if (player->mo->health > 0 && !P_IsLocalPlayer(player)) // used to be !P_IsDisplayPlayer(player)
|
|
{
|
|
if (cv_kartinvinsfx.value)
|
|
{
|
|
if (player->invincibilitytimer > 0) // Prioritize invincibility
|
|
sfxnum = sfx_alarmi;
|
|
else if (player->growshrinktimer > 0)
|
|
sfxnum = sfx_alarmg;
|
|
}
|
|
else
|
|
{
|
|
if (player->invincibilitytimer > 0)
|
|
sfxnum = sfx_kinvnc;
|
|
else if (player->growshrinktimer > 0)
|
|
sfxnum = sfx_kgrow;
|
|
}
|
|
}
|
|
|
|
if (sfxnum != sfx_None && !S_SoundPlaying(player->mo, sfxnum))
|
|
S_StartSound(player->mo, sfxnum);
|
|
|
|
#define STOPTHIS(this) \
|
|
if (sfxnum != this && S_SoundPlaying(player->mo, this)) \
|
|
S_StopSoundByID(player->mo, this);
|
|
STOPTHIS(sfx_alarmi);
|
|
STOPTHIS(sfx_alarmg);
|
|
STOPTHIS(sfx_kinvnc);
|
|
STOPTHIS(sfx_kgrow);
|
|
#undef STOPTHIS
|
|
}
|
|
|
|
void K_KartPlayerHUDUpdate(player_t *player)
|
|
{
|
|
if (player->karthud[khud_lapanimation])
|
|
player->karthud[khud_lapanimation]--;
|
|
|
|
if (player->karthud[khud_yougotem])
|
|
player->karthud[khud_yougotem]--;
|
|
|
|
if (player->karthud[khud_voices])
|
|
player->karthud[khud_voices]--;
|
|
|
|
if (player->karthud[khud_tauntvoices])
|
|
player->karthud[khud_tauntvoices]--;
|
|
|
|
if (player->karthud[khud_trickcool])
|
|
player->karthud[khud_trickcool]--;
|
|
|
|
if (!(player->pflags & PF_FAULT))
|
|
player->karthud[khud_fault] = 0;
|
|
else if (player->karthud[khud_fault] > 0 && player->karthud[khud_fault] < 2*TICRATE)
|
|
player->karthud[khud_fault]++;
|
|
|
|
if (player->karthud[khud_itemblink] && player->karthud[khud_itemblink]-- <= 0)
|
|
{
|
|
player->karthud[khud_itemblinkmode] = 0;
|
|
player->karthud[khud_itemblink] = 0;
|
|
}
|
|
|
|
if (gametype == GT_RACE)
|
|
{
|
|
// 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->rings > 0) // Get out of 0 ring animation
|
|
&& (normalanim == 3 || normalanim == 10)) // on these transition frames.
|
|
player->karthud[khud_ringspblock] = normalanim;
|
|
else
|
|
player->karthud[khud_ringspblock] = debtanim;
|
|
}
|
|
else // normal animation
|
|
{
|
|
if ((player->rings <= 0) // Go into 0 ring animation
|
|
&& (player->karthud[khud_ringspblock] == 1 || player->karthud[khud_ringspblock] == 8)) // on these transition frames.
|
|
player->karthud[khud_ringspblock] = debtanim;
|
|
else
|
|
player->karthud[khud_ringspblock] = normalanim;
|
|
}
|
|
}
|
|
else
|
|
player->karthud[khud_ringspblock] = (leveltime % 14); // reset to normal anim next time
|
|
}
|
|
|
|
if ((gametyperules & GTR_BUMPERS) && (player->exiting || player->karmadelay))
|
|
{
|
|
if (player->exiting)
|
|
{
|
|
if (player->exiting < 6*TICRATE)
|
|
player->karthud[khud_cardanimation] += ((164-player->karthud[khud_cardanimation])/8)+1;
|
|
else if (player->exiting == 6*TICRATE)
|
|
player->karthud[khud_cardanimation] = 0;
|
|
else if (player->karthud[khud_cardanimation] < 2*TICRATE)
|
|
player->karthud[khud_cardanimation]++;
|
|
}
|
|
else
|
|
{
|
|
if (player->karmadelay < 6*TICRATE)
|
|
player->karthud[khud_cardanimation] -= ((164-player->karthud[khud_cardanimation])/8)+1;
|
|
else if (player->karmadelay < 9*TICRATE)
|
|
player->karthud[khud_cardanimation] += ((164-player->karthud[khud_cardanimation])/8)+1;
|
|
}
|
|
|
|
if (player->karthud[khud_cardanimation] > 164)
|
|
player->karthud[khud_cardanimation] = 164;
|
|
if (player->karthud[khud_cardanimation] < 0)
|
|
player->karthud[khud_cardanimation] = 0;
|
|
}
|
|
else if (gametype == GT_RACE && player->exiting)
|
|
{
|
|
if (player->karthud[khud_cardanimation] < 2*TICRATE)
|
|
player->karthud[khud_cardanimation]++;
|
|
}
|
|
else
|
|
player->karthud[khud_cardanimation] = 0;
|
|
}
|
|
|
|
#undef RINGANIM_DELAYMAX
|
|
|
|
// SRB2Kart: blockmap iterate for attraction shield users
|
|
static mobj_t *attractmo;
|
|
static fixed_t attractdist;
|
|
static inline boolean PIT_AttractingRings(mobj_t *thing)
|
|
{
|
|
if (!attractmo || P_MobjWasRemoved(attractmo))
|
|
return false;
|
|
|
|
if (!attractmo->player)
|
|
return false; // not a player
|
|
|
|
if (thing->health <= 0 || !thing)
|
|
return true; // dead
|
|
|
|
if (thing->type != MT_RING && thing->type != MT_FLINGRING)
|
|
return true; // not a ring
|
|
|
|
if (thing->extravalue1)
|
|
return true; // in special ring animation
|
|
|
|
if (thing->cusval)
|
|
return true; // already attracted
|
|
|
|
// see if it went over / under
|
|
if (attractmo->z - (attractdist>>2) > thing->z + thing->height)
|
|
return true; // overhead
|
|
if (attractmo->z + attractmo->height + (attractdist>>2) < thing->z)
|
|
return true; // underneath
|
|
|
|
if (P_AproxDistance(attractmo->x - thing->x, attractmo->y - thing->y) < attractdist)
|
|
return true; // Too far away
|
|
|
|
// set target
|
|
P_SetTarget(&thing->tracer, attractmo);
|
|
// flag to show it's been attracted once before
|
|
thing->cusval = 1;
|
|
return true; // find other rings
|
|
}
|
|
|
|
/** Looks for rings near a player in the blockmap.
|
|
*
|
|
* \param pmo Player object looking for rings to attract
|
|
* \sa A_AttractChase
|
|
*/
|
|
static void K_LookForRings(mobj_t *pmo)
|
|
{
|
|
INT32 bx, by, xl, xh, yl, yh;
|
|
attractdist = FixedMul(RING_DIST, pmo->scale)>>2;
|
|
|
|
// Use blockmap to check for nearby rings
|
|
yh = (unsigned)(pmo->y + attractdist - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(pmo->y - attractdist - bmaporgy)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(pmo->x + attractdist - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xl = (unsigned)(pmo->x - attractdist - bmaporgx)>>MAPBLOCKSHIFT;
|
|
|
|
attractmo = pmo;
|
|
|
|
for (by = yl; by <= yh; by++)
|
|
for (bx = xl; bx <= xh; bx++)
|
|
P_BlockThingsIterator(bx, by, PIT_AttractingRings);
|
|
}
|
|
|
|
/** \brief Decreases various kart timers and powers per frame. Called in P_PlayerThink in p_user.c
|
|
|
|
\param player player object passed from P_PlayerThink
|
|
\param cmd control input from player
|
|
|
|
\return void
|
|
*/
|
|
void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
|
|
{
|
|
K_UpdateOffroad(player);
|
|
K_UpdateDraft(player);
|
|
K_UpdateEngineSounds(player); // Thanks, VAda!
|
|
|
|
// update boost angle if not spun out
|
|
if (!player->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->ringboost
|
|
|| player->driftboost || player->startboost
|
|
|| player->eggmanexplode || player->trickboost)
|
|
{
|
|
if (player->invincibilitytimer)
|
|
K_SpawnInvincibilitySpeedLines(player->mo);
|
|
else
|
|
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;
|
|
}
|
|
|
|
// Could probably be moved somewhere else.
|
|
K_HandleFootstepParticles(player->mo);
|
|
|
|
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 (gametype == GT_RACE && player->rings <= 0) // spawn ring debt indicator
|
|
{
|
|
mobj_t *debtflag = P_SpawnMobj(player->mo->x + player->mo->momx, player->mo->y + player->mo->momy,
|
|
player->mo->z + P_GetMobjZMovement(player->mo) + player->mo->height + (24*player->mo->scale), MT_THOK);
|
|
|
|
P_SetMobjState(debtflag, S_RINGDEBT);
|
|
P_SetScale(debtflag, (debtflag->destscale = player->mo->scale));
|
|
|
|
K_MatchGenericExtraFlags(debtflag, player->mo);
|
|
debtflag->frame += (leveltime % 4);
|
|
|
|
if ((leveltime/12) & 1)
|
|
debtflag->frame += 4;
|
|
|
|
debtflag->color = player->skincolor;
|
|
debtflag->fuse = 2;
|
|
|
|
debtflag->renderflags = K_GetPlayerDontDrawFlag(player);
|
|
}
|
|
|
|
if (player->springstars && (leveltime & 1))
|
|
{
|
|
fixed_t randx = P_RandomRange(-40, 40) * player->mo->scale;
|
|
fixed_t randy = P_RandomRange(-40, 40) * player->mo->scale;
|
|
fixed_t randz = P_RandomRange(0, player->mo->height >> FRACBITS) << FRACBITS;
|
|
mobj_t *star = P_SpawnMobj(
|
|
player->mo->x + randx,
|
|
player->mo->y + randy,
|
|
player->mo->z + randz,
|
|
MT_KARMAFIREWORK);
|
|
|
|
star->color = player->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->playerstate == PST_DEAD || (player->respawn.state == RESPAWNST_MOVE)) // Ensure these are set correctly here
|
|
{
|
|
player->mo->colorized = (player->dye != 0);
|
|
player->mo->color = player->dye ? player->dye : player->skincolor;
|
|
}
|
|
else if (player->eggmanexplode) // You're gonna diiiiie
|
|
{
|
|
const INT32 flashtime = 4<<(player->eggmanexplode/TICRATE);
|
|
if (player->eggmanexplode == 1 || (player->eggmanexplode % (flashtime/2) != 0))
|
|
{
|
|
player->mo->colorized = (player->dye != 0);
|
|
player->mo->color = player->dye ? player->dye : player->skincolor;
|
|
}
|
|
else if (player->eggmanexplode % flashtime == 0)
|
|
{
|
|
player->mo->colorized = true;
|
|
player->mo->color = SKINCOLOR_BLACK;
|
|
}
|
|
else
|
|
{
|
|
player->mo->colorized = true;
|
|
player->mo->color = SKINCOLOR_CRIMSON;
|
|
}
|
|
}
|
|
else if (player->invincibilitytimer) // setting players to use the star colormap and spawning afterimages
|
|
{
|
|
player->mo->colorized = true;
|
|
}
|
|
else 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);
|
|
}
|
|
else
|
|
{
|
|
player->mo->colorized = (player->dye != 0);
|
|
player->mo->color = player->dye ? player->dye : player->skincolor;
|
|
}
|
|
}
|
|
else if (player->ringboost && (leveltime & 1)) // ring boosting
|
|
{
|
|
player->mo->colorized = true;
|
|
}
|
|
else
|
|
{
|
|
player->mo->colorized = (player->dye != 0);
|
|
}
|
|
|
|
if (player->itemtype == KITEM_NONE)
|
|
player->pflags &= ~PF_HOLDREADY;
|
|
|
|
// DKR style camera for boosting
|
|
if (player->karthud[khud_boostcam] != 0 || player->karthud[khud_destboostcam] != 0)
|
|
{
|
|
if (player->karthud[khud_boostcam] < player->karthud[khud_destboostcam]
|
|
&& player->karthud[khud_destboostcam] != 0)
|
|
{
|
|
player->karthud[khud_boostcam] += FRACUNIT/(TICRATE/4);
|
|
if (player->karthud[khud_boostcam] >= player->karthud[khud_destboostcam])
|
|
player->karthud[khud_destboostcam] = 0;
|
|
}
|
|
else
|
|
{
|
|
player->karthud[khud_boostcam] -= FRACUNIT/TICRATE;
|
|
if (player->karthud[khud_boostcam] < player->karthud[khud_destboostcam])
|
|
player->karthud[khud_boostcam] = player->karthud[khud_destboostcam] = 0;
|
|
}
|
|
//CONS_Printf("cam: %d, dest: %d\n", player->karthud[khud_boostcam], player->karthud[khud_destboostcam]);
|
|
}
|
|
|
|
player->karthud[khud_timeovercam] = 0;
|
|
|
|
// Make ABSOLUTELY SURE that your flashing tics don't get set WHILE you're still in hit animations.
|
|
if (player->spinouttimer != 0 || player->wipeoutslow != 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->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 (player->spheres > 40)
|
|
player->spheres = 40;
|
|
// where's the < 0 check? see below the following block!
|
|
|
|
if ((gametyperules & GTR_BUMPERS) && (player->bumpers <= 0))
|
|
{
|
|
// Deplete 1 every tic when removed from the game.
|
|
player->spheres--;
|
|
player->spheredigestion = 0;
|
|
}
|
|
else
|
|
{
|
|
tic_t spheredigestion = TICRATE; // Base rate of 1 every second 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;
|
|
}
|
|
|
|
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)
|
|
{
|
|
player->spheres--;
|
|
player->spheredigestion = spheredigestion;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->spheredigestion = spheredigestion;
|
|
}
|
|
}
|
|
|
|
// where's the > 40 check? see above the previous block!
|
|
if (player->spheres < 0)
|
|
player->spheres = 0;
|
|
|
|
if (comeback == false || !(gametyperules & GTR_KARMA) || (player->pflags & PF_ELIMINATED))
|
|
{
|
|
player->karmadelay = comebacktime;
|
|
}
|
|
else if (player->karmadelay > 0 && !P_PlayerInPain(player))
|
|
{
|
|
player->karmadelay--;
|
|
if (P_IsDisplayPlayer(player) && player->bumpers <= 0 && player->karmadelay <= 0)
|
|
comebackshowninfo = true; // client has already seen the message
|
|
}
|
|
|
|
if (player->ringdelay)
|
|
player->ringdelay--;
|
|
|
|
if (P_PlayerInPain(player))
|
|
player->ringboost = 0;
|
|
else if (player->ringboost)
|
|
player->ringboost--;
|
|
|
|
if (player->sneakertimer)
|
|
{
|
|
player->sneakertimer--;
|
|
|
|
if (player->sneakertimer <= 0)
|
|
{
|
|
player->numsneakers = 0;
|
|
}
|
|
}
|
|
|
|
if (player->trickboost)
|
|
player->trickboost--;
|
|
|
|
if (player->flamedash)
|
|
player->flamedash--;
|
|
|
|
if (player->sneakertimer && 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->startboost)
|
|
player->startboost--;
|
|
|
|
if (player->spindashboost)
|
|
{
|
|
player->spindashboost--;
|
|
|
|
if (player->spindashboost <= 0)
|
|
{
|
|
player->spindashspeed = player->spindashboost = 0;
|
|
}
|
|
}
|
|
|
|
if (player->invincibilitytimer)
|
|
player->invincibilitytimer--;
|
|
|
|
if ((player->respawn.state == RESPAWNST_NONE) && player->growshrinktimer != 0)
|
|
{
|
|
if (player->growshrinktimer > 0)
|
|
player->growshrinktimer--;
|
|
if (player->growshrinktimer < 0)
|
|
player->growshrinktimer++;
|
|
|
|
// Back to normal
|
|
if (player->growshrinktimer == 0)
|
|
K_RemoveGrowShrink(player);
|
|
}
|
|
|
|
if (player->superring)
|
|
{
|
|
if (player->superring % 3 == 0)
|
|
{
|
|
mobj_t *ring = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RING);
|
|
ring->extravalue1 = 1; // Ring collect animation timer
|
|
P_InitAngle(ring, player->mo->angle); // animation angle
|
|
P_SetTarget(&ring->target, player->mo); // toucher for thinker
|
|
player->pickuprings++;
|
|
if (player->superring <= 3)
|
|
ring->cvmem = 1; // play caching when collected
|
|
}
|
|
player->superring--;
|
|
}
|
|
|
|
if (player->stealingtimer == 0
|
|
&& player->rocketsneakertimer)
|
|
player->rocketsneakertimer--;
|
|
|
|
if (player->hyudorotimer)
|
|
player->hyudorotimer--;
|
|
|
|
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->tiregrease)
|
|
player->tiregrease--;
|
|
|
|
if (player->tumbleBounces > 0)
|
|
{
|
|
K_HandleTumbleSound(player);
|
|
if (P_IsObjectOnGround(player->mo) && player->mo->momz * P_MobjFlip(player->mo) <= 0)
|
|
K_HandleTumbleBounce(player);
|
|
}
|
|
|
|
K_KartPlayerHUDUpdate(player);
|
|
|
|
if (battleovertime.enabled && !(player->pflags & PF_ELIMINATED) && player->bumpers <= 0 && player->karmadelay <= 0)
|
|
{
|
|
if (player->overtimekarma)
|
|
player->overtimekarma--;
|
|
else
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_TIMEOVER);
|
|
}
|
|
|
|
if ((battleovertime.enabled >= 10*TICRATE) && !(player->pflags & PF_ELIMINATED) && !player->exiting)
|
|
{
|
|
fixed_t distanceToBarrier = 0;
|
|
|
|
if (battleovertime.radius > 0)
|
|
{
|
|
distanceToBarrier = R_PointToDist2(player->mo->x, player->mo->y, battleovertime.x, battleovertime.y) - (player->mo->radius * 2);
|
|
}
|
|
|
|
if (distanceToBarrier > battleovertime.radius)
|
|
{
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_TIMEOVER);
|
|
}
|
|
}
|
|
|
|
if (P_IsObjectOnGround(player->mo))
|
|
player->waterskip = 0;
|
|
|
|
if (player->instashield)
|
|
player->instashield--;
|
|
|
|
if (player->eggmanexplode)
|
|
{
|
|
if (player->spectator || (gametype == GT_BATTLE && !player->bumpers))
|
|
player->eggmanexplode = 0;
|
|
else
|
|
{
|
|
player->eggmanexplode--;
|
|
if (player->eggmanexplode <= 0)
|
|
{
|
|
mobj_t *eggsexplode;
|
|
//player->flashing = 0;
|
|
eggsexplode = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SPBEXPLOSION);
|
|
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_THUNDERSHIELD)
|
|
{
|
|
if (RINGTOTAL(player) < 20 && !(player->pflags & PF_RINGLOCK))
|
|
K_LookForRings(player->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 != 0)
|
|
{
|
|
if (P_MobjFlip(player->mo) * player->mo->momz <= 0)
|
|
{
|
|
player->trickpanel = 0;
|
|
}
|
|
}
|
|
|
|
if (cmd->buttons & BT_DRIFT)
|
|
{
|
|
// Only allow drifting while NOT trying to do an spindash input.
|
|
if ((K_GetKartButtons(player) & BT_EBRAKEMASK) != BT_EBRAKEMASK)
|
|
{
|
|
player->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 != TRIP_NONE)
|
|
{
|
|
if (player->tripWireState == TRIP_PASSED)
|
|
S_StartSound(player->mo, sfx_cdfm63);
|
|
else if (player->tripWireState == TRIP_BLOCKED)
|
|
S_StartSound(player->mo, sfx_kc4c);
|
|
|
|
player->tripWireState = TRIP_NONE;
|
|
}
|
|
}
|
|
|
|
void K_KartPlayerAfterThink(player_t *player)
|
|
{
|
|
if (player->curshield
|
|
|| player->invincibilitytimer
|
|
|| (player->growshrinktimer != 0 && player->growshrinktimer % 5 == 4)) // 4 instead of 0 because this is afterthink!
|
|
{
|
|
player->mo->frame |= FF_FULLBRIGHT;
|
|
}
|
|
else
|
|
{
|
|
if (!(player->mo->state->frame & FF_FULLBRIGHT))
|
|
player->mo->frame &= ~FF_FULLBRIGHT;
|
|
}
|
|
|
|
// Move held objects (Bananas, Orbinaut, etc)
|
|
K_MoveHeldObjects(player);
|
|
|
|
// Jawz reticule (seeking)
|
|
if (player->itemtype == KITEM_JAWZ && (player->pflags & PF_ITEMOUT))
|
|
{
|
|
INT32 lasttarg = player->lastjawztarget;
|
|
player_t *targ;
|
|
mobj_t *ret;
|
|
|
|
if (player->jawztargetdelay && playeringame[lasttarg] && !players[lasttarg].spectator)
|
|
{
|
|
targ = &players[lasttarg];
|
|
player->jawztargetdelay--;
|
|
}
|
|
else
|
|
targ = K_FindJawzTarget(player->mo, player);
|
|
|
|
if (!targ || !targ->mo || P_MobjWasRemoved(targ->mo))
|
|
{
|
|
player->lastjawztarget = -1;
|
|
player->jawztargetdelay = 0;
|
|
return;
|
|
}
|
|
|
|
ret = P_SpawnMobj(targ->mo->x, targ->mo->y, targ->mo->z, MT_PLAYERRETICULE);
|
|
ret->old_x = targ->mo->old_x;
|
|
ret->old_y = targ->mo->old_y;
|
|
ret->old_z = targ->mo->old_z;
|
|
P_SetTarget(&ret->target, targ->mo);
|
|
ret->frame |= ((leveltime % 10) / 2);
|
|
ret->tics = 1;
|
|
ret->color = player->skincolor;
|
|
|
|
if (targ-players != lasttarg)
|
|
{
|
|
if (P_IsDisplayPlayer(player) || P_IsDisplayPlayer(targ))
|
|
S_StartSound(NULL, sfx_s3k89);
|
|
else
|
|
S_StartSound(targ->mo, sfx_s3k89);
|
|
|
|
player->lastjawztarget = targ-players;
|
|
player->jawztargetdelay = 5;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->lastjawztarget = -1;
|
|
player->jawztargetdelay = 0;
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
|
|
|
|
Gets the next waypoint of a player, by finding their closest waypoint, then checking which of itself and next or
|
|
previous waypoints are infront of the player.
|
|
|
|
Input Arguments:-
|
|
player - The player the next waypoint is being found for
|
|
|
|
Return:-
|
|
The waypoint that is the player's next waypoint
|
|
--------------------------------------------------*/
|
|
static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
|
|
{
|
|
waypoint_t *bestwaypoint = NULL;
|
|
|
|
if ((player != NULL) && (player->mo != NULL) && (P_MobjWasRemoved(player->mo) == false))
|
|
{
|
|
waypoint_t *waypoint = K_GetBestWaypointForMobj(player->mo);
|
|
boolean updaterespawn = false;
|
|
|
|
bestwaypoint = waypoint;
|
|
|
|
// check the waypoint's location in relation to the player
|
|
// If it's generally in front, it's fine, otherwise, use the best next/previous waypoint.
|
|
// EXCEPTION: If our best waypoint is the finishline AND we're facing towards it, don't do this.
|
|
// Otherwise it breaks the distance calculations.
|
|
if (waypoint != NULL)
|
|
{
|
|
boolean finishlinehack = false;
|
|
angle_t playerangle = player->mo->angle;
|
|
angle_t momangle = K_MomentumAngle(player->mo);
|
|
angle_t angletowaypoint =
|
|
R_PointToAngle2(player->mo->x, player->mo->y, waypoint->mobj->x, waypoint->mobj->y);
|
|
angle_t angledelta = ANGLE_MAX;
|
|
angle_t momdelta = ANGLE_MAX;
|
|
|
|
angledelta = playerangle - angletowaypoint;
|
|
if (angledelta > ANGLE_180)
|
|
{
|
|
angledelta = InvAngle(angledelta);
|
|
}
|
|
|
|
momdelta = momangle - angletowaypoint;
|
|
if (momdelta > ANGLE_180)
|
|
{
|
|
momdelta = InvAngle(momdelta);
|
|
}
|
|
|
|
if (bestwaypoint == K_GetFinishLineWaypoint())
|
|
{
|
|
waypoint_t *nextwaypoint = waypoint->nextwaypoints[0];
|
|
angle_t angletonextwaypoint =
|
|
R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y, nextwaypoint->mobj->x, nextwaypoint->mobj->y);
|
|
|
|
// facing towards the finishline
|
|
if (AngleDelta(angletonextwaypoint, angletowaypoint) <= ANGLE_90)
|
|
{
|
|
finishlinehack = true;
|
|
}
|
|
}
|
|
|
|
// We're using a lot of angle calculations here, because only using facing angle or only using momentum angle both have downsides.
|
|
// nextwaypoints will be picked if you're facing OR moving forward.
|
|
// prevwaypoints will be picked if you're facing AND moving backward.
|
|
if ((angledelta > ANGLE_45 || momdelta > ANGLE_45)
|
|
&& (finishlinehack == false))
|
|
{
|
|
angle_t nextbestdelta = angledelta;
|
|
angle_t nextbestmomdelta = momdelta;
|
|
size_t i = 0U;
|
|
|
|
if (K_PlayerUsesBotMovement(player))
|
|
{
|
|
// Try to force bots to use a next waypoint
|
|
nextbestdelta = ANGLE_MAX;
|
|
nextbestmomdelta = ANGLE_MAX;
|
|
}
|
|
|
|
if ((waypoint->nextwaypoints != NULL) && (waypoint->numnextwaypoints > 0U))
|
|
{
|
|
for (i = 0U; i < waypoint->numnextwaypoints; i++)
|
|
{
|
|
if (!K_GetWaypointIsEnabled(waypoint->nextwaypoints[i]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (K_PlayerUsesBotMovement(player) == true
|
|
&& K_GetWaypointIsShortcut(waypoint->nextwaypoints[i]) == true
|
|
&& K_BotCanTakeCut(player) == false)
|
|
{
|
|
// Bots that aren't able to take a shortcut will ignore shortcut waypoints.
|
|
// (However, if they're already on a shortcut, then we want them to keep going.)
|
|
|
|
if (player->nextwaypoint == NULL
|
|
|| K_GetWaypointIsShortcut(player->nextwaypoint) == false)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
angletowaypoint = R_PointToAngle2(
|
|
player->mo->x, player->mo->y,
|
|
waypoint->nextwaypoints[i]->mobj->x, waypoint->nextwaypoints[i]->mobj->y);
|
|
|
|
angledelta = playerangle - angletowaypoint;
|
|
if (angledelta > ANGLE_180)
|
|
{
|
|
angledelta = InvAngle(angledelta);
|
|
}
|
|
|
|
momdelta = momangle - angletowaypoint;
|
|
if (momdelta > ANGLE_180)
|
|
{
|
|
momdelta = InvAngle(momdelta);
|
|
}
|
|
|
|
if (angledelta < nextbestdelta || momdelta < nextbestmomdelta)
|
|
{
|
|
bestwaypoint = waypoint->nextwaypoints[i];
|
|
|
|
if (angledelta < nextbestdelta)
|
|
{
|
|
nextbestdelta = angledelta;
|
|
}
|
|
if (momdelta < nextbestmomdelta)
|
|
{
|
|
nextbestmomdelta = momdelta;
|
|
}
|
|
|
|
// Remove wrong way flag if we're using nextwaypoints
|
|
player->pflags &= ~PF_WRONGWAY;
|
|
updaterespawn = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((waypoint->prevwaypoints != NULL) && (waypoint->numprevwaypoints > 0U)
|
|
&& !(K_PlayerUsesBotMovement(player))) // Bots do not need prev waypoints
|
|
{
|
|
for (i = 0U; i < waypoint->numprevwaypoints; i++)
|
|
{
|
|
if (!K_GetWaypointIsEnabled(waypoint->prevwaypoints[i]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
angletowaypoint = R_PointToAngle2(
|
|
player->mo->x, player->mo->y,
|
|
waypoint->prevwaypoints[i]->mobj->x, waypoint->prevwaypoints[i]->mobj->y);
|
|
|
|
angledelta = playerangle - angletowaypoint;
|
|
if (angledelta > ANGLE_180)
|
|
{
|
|
angledelta = InvAngle(angledelta);
|
|
}
|
|
|
|
momdelta = momangle - angletowaypoint;
|
|
if (momdelta > ANGLE_180)
|
|
{
|
|
momdelta = InvAngle(momdelta);
|
|
}
|
|
|
|
if (angledelta < nextbestdelta && momdelta < nextbestmomdelta)
|
|
{
|
|
bestwaypoint = waypoint->prevwaypoints[i];
|
|
|
|
nextbestdelta = angledelta;
|
|
nextbestmomdelta = momdelta;
|
|
|
|
// Set wrong way flag if we're using prevwaypoints
|
|
player->pflags |= PF_WRONGWAY;
|
|
updaterespawn = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!P_IsObjectOnGround(player->mo))
|
|
{
|
|
updaterespawn = false;
|
|
}
|
|
|
|
// Respawn point should only be updated when we're going to a nextwaypoint
|
|
if ((updaterespawn) &&
|
|
(player->respawn.state == RESPAWNST_NONE) &&
|
|
(bestwaypoint != NULL) &&
|
|
(bestwaypoint != player->nextwaypoint) &&
|
|
(K_GetWaypointIsSpawnpoint(bestwaypoint)) &&
|
|
(K_GetWaypointIsEnabled(bestwaypoint) == true))
|
|
{
|
|
player->respawn.wp = bestwaypoint;
|
|
}
|
|
}
|
|
|
|
return bestwaypoint;
|
|
}
|
|
|
|
#if 0
|
|
static boolean K_PlayerCloserToNextWaypoints(waypoint_t *const waypoint, player_t *const player)
|
|
{
|
|
boolean nextiscloser = true;
|
|
|
|
if ((waypoint != NULL) && (player != NULL) && (player->mo != NULL))
|
|
{
|
|
size_t i = 0U;
|
|
waypoint_t *currentwpcheck = NULL;
|
|
angle_t angletoplayer = ANGLE_MAX;
|
|
angle_t currentanglecheck = ANGLE_MAX;
|
|
angle_t bestangle = ANGLE_MAX;
|
|
|
|
angletoplayer = R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y,
|
|
player->mo->x, player->mo->y);
|
|
|
|
for (i = 0U; i < waypoint->numnextwaypoints; i++)
|
|
{
|
|
currentwpcheck = waypoint->nextwaypoints[i];
|
|
currentanglecheck = R_PointToAngle2(
|
|
waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y);
|
|
|
|
// Get delta angle
|
|
currentanglecheck = currentanglecheck - angletoplayer;
|
|
|
|
if (currentanglecheck > ANGLE_180)
|
|
{
|
|
currentanglecheck = InvAngle(currentanglecheck);
|
|
}
|
|
|
|
if (currentanglecheck < bestangle)
|
|
{
|
|
bestangle = currentanglecheck;
|
|
}
|
|
}
|
|
|
|
for (i = 0U; i < waypoint->numprevwaypoints; i++)
|
|
{
|
|
currentwpcheck = waypoint->prevwaypoints[i];
|
|
currentanglecheck = R_PointToAngle2(
|
|
waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y);
|
|
|
|
// Get delta angle
|
|
currentanglecheck = currentanglecheck - angletoplayer;
|
|
|
|
if (currentanglecheck > ANGLE_180)
|
|
{
|
|
currentanglecheck = InvAngle(currentanglecheck);
|
|
}
|
|
|
|
if (currentanglecheck < bestangle)
|
|
{
|
|
bestangle = currentanglecheck;
|
|
nextiscloser = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nextiscloser;
|
|
}
|
|
#endif
|
|
|
|
/*--------------------------------------------------
|
|
void K_UpdateDistanceFromFinishLine(player_t *const player)
|
|
|
|
Updates the distance a player has to the finish line.
|
|
|
|
Input Arguments:-
|
|
player - The player the distance is being updated for
|
|
|
|
Return:-
|
|
None
|
|
--------------------------------------------------*/
|
|
void K_UpdateDistanceFromFinishLine(player_t *const player)
|
|
{
|
|
if ((player != NULL) && (player->mo != NULL))
|
|
{
|
|
waypoint_t *finishline = K_GetFinishLineWaypoint();
|
|
waypoint_t *nextwaypoint = NULL;
|
|
|
|
if (player->spectator)
|
|
{
|
|
// Don't update waypoints while spectating
|
|
nextwaypoint = finishline;
|
|
}
|
|
else
|
|
{
|
|
nextwaypoint = K_GetPlayerNextWaypoint(player);
|
|
}
|
|
|
|
if (nextwaypoint != NULL)
|
|
{
|
|
// If nextwaypoint is NULL, it means we don't want to update the waypoint until we touch another one.
|
|
// player->nextwaypoint will keep its previous value in this case.
|
|
player->nextwaypoint = nextwaypoint;
|
|
}
|
|
|
|
// nextwaypoint is now the waypoint that is in front of us
|
|
if (player->exiting || player->spectator)
|
|
{
|
|
// Player has finished, we don't need to calculate this
|
|
player->distancetofinish = 0U;
|
|
}
|
|
else if ((player->nextwaypoint != NULL) && (finishline != NULL))
|
|
{
|
|
const boolean useshortcuts = false;
|
|
const boolean huntbackwards = false;
|
|
boolean pathfindsuccess = false;
|
|
path_t pathtofinish = {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)
|
|
{
|
|
// Add euclidean distance to the next waypoint to the distancetofinish
|
|
UINT32 adddist;
|
|
fixed_t disttowaypoint =
|
|
P_AproxDistance(
|
|
(player->mo->x >> FRACBITS) - (player->nextwaypoint->mobj->x >> FRACBITS),
|
|
(player->mo->y >> FRACBITS) - (player->nextwaypoint->mobj->y >> FRACBITS));
|
|
disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
|
|
|
|
adddist = (UINT32)disttowaypoint;
|
|
|
|
player->distancetofinish = pathtofinish.totaldist + adddist;
|
|
Z_Free(pathtofinish.array);
|
|
|
|
// distancetofinish is currently a flat distance to the finish line, but in order to be fully
|
|
// correct we need to add to it the length of the entire circuit multiplied by the number of laps
|
|
// left after this one. This will give us the total distance to the finish line, and allow item
|
|
// distance calculation to work easily
|
|
if ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) == 0U)
|
|
{
|
|
const UINT8 numfulllapsleft = ((UINT8)cv_numlaps.value - player->laps);
|
|
|
|
player->distancetofinish += numfulllapsleft * K_GetCircuitLength();
|
|
|
|
#if 0
|
|
// An additional HACK, to fix looking backwards towards the finish line
|
|
// If the player's next waypoint is the finishline and the angle distance from player to
|
|
// connectin waypoints implies they're closer to a next waypoint, add a full track distance
|
|
if (player->nextwaypoint == finishline)
|
|
{
|
|
if (K_PlayerCloserToNextWaypoints(player->nextwaypoint, player) == true)
|
|
{
|
|
player->distancetofinish += K_GetCircuitLength();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
INT32 K_GetKartRingPower(player_t *player, boolean boosted)
|
|
{
|
|
INT32 ringPower = ((9 - player->kartspeed) + (9 - player->kartweight)) / 2;
|
|
|
|
if (boosted == true && K_PlayerUsesBotMovement(player))
|
|
{
|
|
// Double for Lv. 9
|
|
ringPower += (player->botvars.difficulty * ringPower) / MAXBOTDIFFICULTY;
|
|
}
|
|
|
|
return ringPower;
|
|
}
|
|
|
|
// Returns false if this player being placed here causes them to collide with any other player
|
|
// Used in g_game.c for match etc. respawning
|
|
// This does not check along the z because the z is not correctly set for the spawnee at this point
|
|
boolean K_CheckPlayersRespawnColliding(INT32 playernum, fixed_t x, fixed_t y)
|
|
{
|
|
INT32 i;
|
|
fixed_t p1radius = players[playernum].mo->radius;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playernum == i || !playeringame[i] || players[i].spectator || !players[i].mo || players[i].mo->health <= 0
|
|
|| players[i].playerstate != PST_LIVE || (players[i].mo->flags & MF_NOCLIP) || (players[i].mo->flags & MF_NOCLIPTHING))
|
|
continue;
|
|
|
|
if (abs(x - players[i].mo->x) < (p1radius + players[i].mo->radius)
|
|
&& abs(y - players[i].mo->y) < (p1radius + players[i].mo->radius))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// countersteer is how strong the controls are telling us we are turning
|
|
// turndir is the direction the controls are telling us to turn, -1 if turning right and 1 if turning left
|
|
static INT16 K_GetKartDriftValue(player_t *player, fixed_t countersteer)
|
|
{
|
|
INT16 basedrift, driftadjust;
|
|
fixed_t driftweight = player->kartweight*14; // 12
|
|
|
|
if (player->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
|
|
|
|
return basedrift + (FixedMul(driftadjust * FRACUNIT, countersteer) / FRACUNIT);
|
|
}
|
|
|
|
void K_UpdateSteeringValue(player_t *player, INT16 destSteering)
|
|
{
|
|
// player->steering is the turning value, but with easing applied.
|
|
// Keeps micro-turning from old easing, but isn't controller dependent.
|
|
|
|
const INT16 amount = KART_FULLTURN/4;
|
|
INT16 diff = destSteering - player->steering;
|
|
|
|
if (abs(diff) <= amount)
|
|
{
|
|
// Reached the intended value, set instantly.
|
|
player->steering = destSteering;
|
|
}
|
|
else
|
|
{
|
|
// Go linearly towards the value we wanted.
|
|
if (diff < 0)
|
|
{
|
|
player->steering -= amount;
|
|
}
|
|
else
|
|
{
|
|
player->steering += amount;
|
|
}
|
|
}
|
|
}
|
|
|
|
INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue)
|
|
{
|
|
fixed_t turnfixed = turnvalue * FRACUNIT;
|
|
|
|
fixed_t currentSpeed = 0;
|
|
fixed_t p_maxspeed = INT32_MAX, p_speed = INT32_MAX;
|
|
|
|
fixed_t weightadjust = INT32_MAX;
|
|
|
|
if (player->mo == NULL || P_MobjWasRemoved(player->mo) || player->spectator || objectplacing)
|
|
{
|
|
// Invalid object, or incorporeal player. Return the value exactly.
|
|
return turnvalue;
|
|
}
|
|
|
|
if (leveltime < introtime)
|
|
{
|
|
// No turning during the intro
|
|
return 0;
|
|
}
|
|
|
|
if (player->respawn.state == RESPAWNST_MOVE)
|
|
{
|
|
// No turning during respawn
|
|
return 0;
|
|
}
|
|
|
|
if (player->trickpanel != 0 && player->trickpanel < 4)
|
|
{
|
|
// No turning during trick panel unless you did the upwards trick (4)
|
|
return 0;
|
|
}
|
|
|
|
currentSpeed = FixedHypot(player->mo->momx, player->mo->momy);
|
|
|
|
if ((currentSpeed <= 0) // Not moving
|
|
&& ((K_GetKartButtons(player) & BT_EBRAKEMASK) != BT_EBRAKEMASK) // Not e-braking
|
|
&& (player->respawn.state == RESPAWNST_NONE) // Not respawning
|
|
&& (P_IsObjectOnGround(player->mo) == true)) // On the ground
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
p_maxspeed = K_GetKartSpeed(player, false);
|
|
p_speed = min(currentSpeed, (p_maxspeed * 2));
|
|
weightadjust = FixedDiv((p_maxspeed * 3) - p_speed, (p_maxspeed * 3) + (player->kartweight * FRACUNIT));
|
|
|
|
if (K_PlayerUsesBotMovement(player))
|
|
{
|
|
turnfixed = FixedMul(turnfixed, 5*FRACUNIT/4); // Base increase to turning
|
|
turnfixed = FixedMul(turnfixed, K_BotRubberband(player));
|
|
}
|
|
|
|
if (player->drift != 0 && P_IsObjectOnGround(player->mo))
|
|
{
|
|
fixed_t countersteer = FixedDiv(turnfixed, KART_FULLTURN*FRACUNIT);
|
|
|
|
// If we're drifting we have a completely different turning value
|
|
|
|
if (player->pflags & PF_DRIFTEND)
|
|
{
|
|
countersteer = FRACUNIT;
|
|
}
|
|
|
|
return K_GetKartDriftValue(player, countersteer);
|
|
}
|
|
|
|
if (player->handleboost > 0)
|
|
{
|
|
turnfixed = FixedMul(turnfixed, FRACUNIT + player->handleboost);
|
|
}
|
|
|
|
if ((player->mo->eflags & MFE_UNDERWATER) &&
|
|
player->speed > 11 * player->mo->scale)
|
|
{
|
|
turnfixed /= 2;
|
|
}
|
|
|
|
// Weight has a small effect on turning
|
|
turnfixed = FixedMul(turnfixed, weightadjust);
|
|
|
|
return (turnfixed / FRACUNIT);
|
|
}
|
|
|
|
INT32 K_GetUnderwaterTurnAdjust(player_t *player)
|
|
{
|
|
if ((player->mo->eflags & MFE_UNDERWATER) &&
|
|
player->speed > 11 * player->mo->scale)
|
|
{
|
|
INT32 steer = (K_GetKartTurnValue(player,
|
|
player->steering) << TICCMD_REDUCE);
|
|
|
|
if (!player->drift)
|
|
steer = 9 * steer / 5;
|
|
|
|
return FixedMul(steer, 8 * FixedDiv(player->speed,
|
|
2 * K_GetKartSpeed(player, false) / 3));
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
INT32 K_GetKartDriftSparkValue(player_t *player)
|
|
{
|
|
return (26*4 + player->kartspeed*2 + (9 - player->kartweight))*8;
|
|
}
|
|
|
|
INT32 K_GetKartDriftSparkValueForStage(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: red sparks
|
|
Stage 2: blue sparks
|
|
Stage 3: purple 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);
|
|
|
|
P_InitAngle(overlay, 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->color = SKINCOLOR_KETCHUP;
|
|
overlay->fuse = 16;
|
|
break;
|
|
|
|
case 2:
|
|
overlay->color = SKINCOLOR_SAPPHIRE;
|
|
overlay->fuse = 32;
|
|
|
|
S_StartSound(player->mo, sfx_kc5b);
|
|
break;
|
|
|
|
case 3:
|
|
overlay->color = SKINCOLOR_PURPLE;
|
|
overlay->fuse = 48;
|
|
|
|
S_StartSound(player->mo, sfx_kc5b);
|
|
break;
|
|
|
|
case 4:
|
|
overlay->color = SKINCOLOR_SILVER;
|
|
overlay->fuse = 120;
|
|
|
|
S_StartSound(player->mo, sfx_kc5b);
|
|
S_StartSound(player->mo, sfx_s3kc4l);
|
|
break;
|
|
|
|
case 0:
|
|
overlay->color = SKINCOLOR_SILVER;
|
|
overlay->fuse = 16;
|
|
break;
|
|
}
|
|
|
|
overlay->extravalue1 = stage;
|
|
}
|
|
|
|
static void K_KartDrift(player_t *player, boolean onground)
|
|
{
|
|
const fixed_t minspeed = (10 * player->mo->scale);
|
|
|
|
const INT32 dsone = K_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);
|
|
|
|
// 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);
|
|
|
|
if (player->driftcharge < 0)
|
|
{
|
|
// Stage 0: Yellow 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: Red sparks
|
|
if (!onground)
|
|
P_Thrust(player->mo, pushdir, player->speed / 4);
|
|
|
|
if (player->driftboost < 20)
|
|
player->driftboost = 20;
|
|
|
|
K_SpawnDriftBoostExplosion(player, 1);
|
|
}
|
|
else if (player->driftcharge < dsthree)
|
|
{
|
|
// Stage 2: Blue sparks
|
|
if (!onground)
|
|
P_Thrust(player->mo, pushdir, player->speed / 3);
|
|
|
|
if (player->driftboost < 50)
|
|
player->driftboost = 50;
|
|
|
|
K_SpawnDriftBoostExplosion(player, 2);
|
|
}
|
|
else if (player->driftcharge < dsfour)
|
|
{
|
|
// Stage 3: Purple sparks
|
|
if (!onground)
|
|
P_Thrust(player->mo, pushdir, ( 5 * player->speed ) / 12);
|
|
|
|
if (player->driftboost < 85)
|
|
player->driftboost = 85;
|
|
if (player->strongdriftboost < 85)
|
|
player->strongdriftboost = 85;
|
|
|
|
K_SpawnDriftBoostExplosion(player, 3);
|
|
K_SpawnDriftElectricSparks(player);
|
|
}
|
|
else if (player->driftcharge >= dsfour)
|
|
{
|
|
// Stage 4: Rainbow sparks
|
|
if (!onground)
|
|
P_Thrust(player->mo, pushdir, player->speed / 2);
|
|
|
|
if (player->driftboost < 125)
|
|
player->driftboost = 125;
|
|
if (player->strongdriftboost < 125)
|
|
player->strongdriftboost = 125;
|
|
|
|
K_SpawnDriftBoostExplosion(player, 4);
|
|
K_SpawnDriftElectricSparks(player);
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
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;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
if ((player->handleboost == 0)
|
|
|| (!player->steering)
|
|
|| (!player->aizdriftstrat)
|
|
|| (player->steering > 0) != (player->aizdriftstrat > 0))
|
|
{
|
|
if (!player->drift)
|
|
player->aizdriftstrat = 0;
|
|
else
|
|
player->aizdriftstrat = ((player->drift > 0) ? 1 : -1);
|
|
}
|
|
else if (player->aizdriftstrat && !player->drift)
|
|
{
|
|
K_SpawnAIZDust(player);
|
|
|
|
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 (!K_Sliptiding(player))
|
|
{
|
|
player->aizdrifttilt -= player->aizdrifttilt / 4;
|
|
player->aizdriftturn -= player->aizdriftturn / 4;
|
|
|
|
if (abs(player->aizdrifttilt) < ANGLE_11hh / 4)
|
|
player->aizdrifttilt = 0;
|
|
if (abs(player->aizdriftturn) < ANGLE_11hh)
|
|
player->aizdriftturn = 0;
|
|
}
|
|
|
|
if (player->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)
|
|
{
|
|
fixed_t position = 1;
|
|
fixed_t oldposition = player->position;
|
|
fixed_t i;
|
|
|
|
if (player->spectator || !player->mo)
|
|
{
|
|
// Ensure these are reset for spectators
|
|
player->position = 0;
|
|
player->positiondelay = 0;
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator || !players[i].mo)
|
|
continue;
|
|
|
|
if (gametyperules & GTR_CIRCUIT)
|
|
{
|
|
if (player->exiting) // End of match standings
|
|
{
|
|
// Only time matters
|
|
if (players[i].realtime < player->realtime)
|
|
position++;
|
|
}
|
|
else
|
|
{
|
|
// I'm a lap behind this player OR
|
|
// My distance to the finish line is higher, so I'm behind
|
|
if ((players[i].laps > player->laps)
|
|
|| (players[i].distancetofinish < player->distancetofinish))
|
|
{
|
|
position++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (player->exiting) // End of match standings
|
|
{
|
|
// Only score matters
|
|
if (players[i].roundscore > player->roundscore)
|
|
position++;
|
|
}
|
|
else
|
|
{
|
|
UINT8 myEmeralds = K_NumEmeralds(player);
|
|
UINT8 yourEmeralds = K_NumEmeralds(&players[i]);
|
|
|
|
if (yourEmeralds > myEmeralds)
|
|
{
|
|
// Emeralds matter above all
|
|
position++;
|
|
}
|
|
else if (yourEmeralds == myEmeralds)
|
|
{
|
|
// Bumpers are a tie breaker
|
|
if (players[i].bumpers > player->bumpers)
|
|
{
|
|
position++;
|
|
}
|
|
else if (players[i].bumpers == player->bumpers)
|
|
{
|
|
// Score is the second tier tie breaker
|
|
if (players[i].roundscore > player->roundscore)
|
|
{
|
|
position++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (leveltime < starttime || oldposition == 0)
|
|
oldposition = position;
|
|
|
|
if (oldposition != position) // Changed places?
|
|
player->positiondelay = 10; // Position number growth
|
|
|
|
player->position = position;
|
|
}
|
|
|
|
//
|
|
// K_StripItems
|
|
//
|
|
void K_StripItems(player_t *player)
|
|
{
|
|
K_DropRocketSneaker(player);
|
|
K_DropKitchenSink(player);
|
|
player->itemtype = KITEM_NONE;
|
|
player->itemamount = 0;
|
|
player->pflags &= ~(PF_ITEMOUT|PF_EGGMANOUT);
|
|
|
|
if (!player->itemroulette || player->roulettetype != 2)
|
|
{
|
|
player->itemroulette = 0;
|
|
player->roulettetype = 0;
|
|
}
|
|
|
|
player->hyudorotimer = 0;
|
|
player->stealingtimer = 0;
|
|
|
|
player->curshield = KSHIELD_NONE;
|
|
player->bananadrag = 0;
|
|
|
|
player->sadtimer = 0;
|
|
|
|
K_UpdateHnextList(player, true);
|
|
}
|
|
|
|
void K_StripOther(player_t *player)
|
|
{
|
|
player->itemroulette = 0;
|
|
player->roulettetype = 0;
|
|
|
|
player->invincibilitytimer = 0;
|
|
if (player->growshrinktimer)
|
|
{
|
|
K_RemoveGrowShrink(player);
|
|
}
|
|
|
|
if (player->eggmanexplode)
|
|
{
|
|
player->eggmanexplode = 0;
|
|
player->eggmanblame = -1;
|
|
}
|
|
}
|
|
|
|
static INT32 K_FlameShieldMax(player_t *player)
|
|
{
|
|
UINT32 disttofinish = 0;
|
|
UINT32 distv = DISTVAR;
|
|
UINT8 numplayers = 0;
|
|
UINT8 i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && !players[i].spectator)
|
|
numplayers++;
|
|
if (players[i].position == 1)
|
|
disttofinish = players[i].distancetofinish;
|
|
}
|
|
|
|
if (numplayers <= 1)
|
|
{
|
|
return 16; // max when alone, for testing
|
|
}
|
|
else if (player->position == 1)
|
|
{
|
|
return 0; // minimum for first
|
|
}
|
|
|
|
disttofinish = player->distancetofinish - disttofinish;
|
|
distv = FixedMul(distv * FRACUNIT, mapobjectscale) / FRACUNIT;
|
|
return min(16, 1 + (disttofinish / distv));
|
|
}
|
|
|
|
boolean K_PlayerEBrake(player_t *player)
|
|
{
|
|
return (K_GetKartButtons(player) & BT_EBRAKEMASK) == BT_EBRAKEMASK
|
|
&& P_IsObjectOnGround(player->mo) == true
|
|
&& player->drift == 0
|
|
&& player->spinouttimer == 0
|
|
&& player->justbumped == 0
|
|
&& player->spindashboost == 0
|
|
&& player->nocontrol == 0;
|
|
}
|
|
|
|
SINT8 K_Sliptiding(player_t *player)
|
|
{
|
|
return player->drift ? 0 : player->aizdriftstrat;
|
|
}
|
|
|
|
INT32 K_StairJankFlip(INT32 value)
|
|
{
|
|
return P_AltFlip(value, 2);
|
|
}
|
|
|
|
static void K_KartSpindashDust(mobj_t *parent)
|
|
{
|
|
fixed_t rad = FixedDiv(FixedHypot(parent->radius, parent->radius), parent->scale);
|
|
INT32 i;
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
fixed_t hmomentum = P_RandomRange(6, 12) * parent->scale;
|
|
fixed_t vmomentum = P_RandomRange(2, 6) * parent->scale;
|
|
|
|
angle_t ang = parent->player->drawangle + ANGLE_180;
|
|
SINT8 flip = 1;
|
|
|
|
mobj_t *dust;
|
|
|
|
if (i & 1)
|
|
ang -= ANGLE_45;
|
|
else
|
|
ang += ANGLE_45;
|
|
|
|
dust = P_SpawnMobjFromMobj(parent,
|
|
FixedMul(rad, FINECOSINE(ang >> ANGLETOFINESHIFT)),
|
|
FixedMul(rad, FINESINE(ang >> ANGLETOFINESHIFT)),
|
|
0, MT_SPINDASHDUST
|
|
);
|
|
flip = P_MobjFlip(dust);
|
|
|
|
dust->momx = FixedMul(hmomentum, FINECOSINE(ang >> ANGLETOFINESHIFT));
|
|
dust->momy = FixedMul(hmomentum, FINESINE(ang >> ANGLETOFINESHIFT));
|
|
dust->momz = vmomentum * flip;
|
|
}
|
|
}
|
|
|
|
static void K_KartSpindashWind(mobj_t *parent)
|
|
{
|
|
mobj_t *wind = P_SpawnMobjFromMobj(parent,
|
|
P_RandomRange(-36,36) * FRACUNIT,
|
|
P_RandomRange(-36,36) * FRACUNIT,
|
|
FixedDiv(parent->height / 2, parent->scale) + (P_RandomRange(-20,20) * FRACUNIT),
|
|
MT_SPINDASHWIND
|
|
);
|
|
|
|
P_SetTarget(&wind->target, parent);
|
|
|
|
if (parent->momx || parent->momy)
|
|
P_InitAngle(wind, R_PointToAngle2(0, 0, parent->momx, parent->momy));
|
|
else
|
|
P_InitAngle(wind, 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);
|
|
}
|
|
|
|
static void K_KartSpindash(player_t *player)
|
|
{
|
|
const INT16 MAXCHARGETIME = K_GetSpindashChargeTime(player);
|
|
ticcmd_t *cmd = &player->cmd;
|
|
boolean spawnWind = (leveltime % 2 == 0);
|
|
|
|
if (player->mo->hitlag > 0 || P_PlayerInPain(player))
|
|
{
|
|
player->spindash = 0;
|
|
}
|
|
|
|
if (player->spindash > 0 && (cmd->buttons & (BT_DRIFT|BT_BRAKE)) != (BT_DRIFT|BT_BRAKE))
|
|
{
|
|
player->spindashspeed = (player->spindash * FRACUNIT) / MAXCHARGETIME;
|
|
player->spindashboost = TICRATE;
|
|
|
|
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);
|
|
P_InitAngle(grease, K_MomentumAngle(player->mo));
|
|
grease->extravalue1 = i;
|
|
}
|
|
}
|
|
|
|
player->tiregrease = 2*TICRATE;
|
|
|
|
player->spindash = 0;
|
|
S_StartSound(player->mo, sfx_s23c);
|
|
}
|
|
|
|
|
|
if ((player->spindashboost > 0) && (spawnWind == true))
|
|
{
|
|
K_KartSpindashWind(player->mo);
|
|
}
|
|
|
|
if (player->spindashboost > (TICRATE/2))
|
|
{
|
|
K_KartSpindashDust(player->mo);
|
|
}
|
|
|
|
if (K_PlayerEBrake(player) == false)
|
|
{
|
|
player->spindash = 0;
|
|
return;
|
|
}
|
|
|
|
if (player->speed == 0 && player->steering != 0 && leveltime % 8 == 0)
|
|
{
|
|
// Rubber burn turn sfx
|
|
S_StartSound(player->mo, sfx_ruburn);
|
|
}
|
|
|
|
if (player->speed < 6*player->mo->scale)
|
|
{
|
|
if ((cmd->buttons & (BT_DRIFT|BT_BRAKE)) == (BT_DRIFT|BT_BRAKE))
|
|
{
|
|
INT16 chargetime = MAXCHARGETIME - ++player->spindash;
|
|
boolean spawnOldEffect = true;
|
|
|
|
if (chargetime <= (MAXCHARGETIME / 2))
|
|
{
|
|
K_KartSpindashDust(player->mo);
|
|
spawnOldEffect = false;
|
|
}
|
|
|
|
if (chargetime <= (MAXCHARGETIME / 4) && spawnWind == true)
|
|
{
|
|
K_KartSpindashWind(player->mo);
|
|
}
|
|
|
|
if (player->flashing > 0 && (leveltime & 1) && 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.
|
|
|
|
P_PlayerRingBurst(player, 1);
|
|
}
|
|
|
|
if (chargetime > 0)
|
|
{
|
|
UINT16 soundcharge = 0;
|
|
UINT8 add = 0;
|
|
|
|
while ((soundcharge += ++add) < chargetime);
|
|
|
|
if (soundcharge == chargetime)
|
|
{
|
|
if (spawnOldEffect == true)
|
|
K_SpawnDashDustRelease(player);
|
|
S_StartSound(player->mo, sfx_s3kab);
|
|
}
|
|
}
|
|
else if (chargetime < -TICRATE)
|
|
{
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (leveltime % 4 == 0)
|
|
S_StartSound(player->mo, sfx_kc2b);
|
|
}
|
|
}
|
|
|
|
static void K_AirFailsafe(player_t *player)
|
|
{
|
|
const fixed_t maxSpeed = 6*player->mo->scale;
|
|
const fixed_t thrustSpeed = 6*player->mo->scale; // 10*player->mo->scale
|
|
|
|
if (player->speed > maxSpeed // Above the max speed that you're allowed to use this technique.
|
|
|| player->respawn.state != RESPAWNST_NONE) // Respawning, you don't need this AND drop dash :V
|
|
{
|
|
player->pflags &= ~PF_AIRFAILSAFE;
|
|
return;
|
|
}
|
|
|
|
if ((K_GetKartButtons(player) & BT_ACCELERATE) || K_GetForwardMove(player) != 0)
|
|
{
|
|
// Queue up later
|
|
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_AdjustPlayerFriction
|
|
//
|
|
void K_AdjustPlayerFriction(player_t *player)
|
|
{
|
|
fixed_t prevfriction = player->mo->friction;
|
|
|
|
if (P_IsObjectOnGround(player->mo) == false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Reduce friction after hitting a spring
|
|
if (player->tiregrease)
|
|
{
|
|
player->mo->friction += ((FRACUNIT - prevfriction) / greasetics) * player->tiregrease;
|
|
}
|
|
|
|
/*
|
|
if (K_PlayerEBrake(player) == true)
|
|
{
|
|
player->mo->friction -= 1024;
|
|
}
|
|
else if (player->speed > 0 && K_GetForwardMove(player) < 0)
|
|
{
|
|
player->mo->friction -= 512;
|
|
}
|
|
*/
|
|
|
|
// Water gets ice physics too
|
|
if ((player->mo->eflags & MFE_TOUCHWATER) &&
|
|
!player->offroad)
|
|
{
|
|
player->mo->friction += 614;
|
|
}
|
|
else if (player->mo->eflags & MFE_UNDERWATER)
|
|
{
|
|
player->mo->friction += 312;
|
|
}
|
|
|
|
// Wipeout slowdown
|
|
if (player->spinouttimer && player->wipeoutslow)
|
|
{
|
|
if (player->offroad)
|
|
player->mo->friction -= 4912;
|
|
if (player->wipeoutslow == 1)
|
|
player->mo->friction -= 9824;
|
|
}
|
|
|
|
// Cap between intended values
|
|
if (player->mo->friction > FRACUNIT)
|
|
player->mo->friction = FRACUNIT;
|
|
if (player->mo->friction < 0)
|
|
player->mo->friction = 0;
|
|
|
|
// Friction was changed, so we must recalculate movefactor
|
|
if (player->mo->friction != prevfriction)
|
|
{
|
|
player->mo->movefactor = FixedDiv(ORIG_FRICTION, player->mo->friction);
|
|
|
|
if (player->mo->movefactor < FRACUNIT)
|
|
player->mo->movefactor = 19*player->mo->movefactor - 18*FRACUNIT;
|
|
else
|
|
player->mo->movefactor = FRACUNIT;
|
|
}
|
|
|
|
// Don't go too far above your top speed when rubberbanding
|
|
// Down here, because we do NOT want to modify movefactor
|
|
if (K_PlayerUsesBotMovement(player))
|
|
{
|
|
player->mo->friction = K_BotFrictionRubberband(player, player->mo->friction);
|
|
}
|
|
}
|
|
|
|
//
|
|
// K_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 <= 1 && !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 > 1) // 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->pflags |= PF_ITEMOUT;
|
|
|
|
if (player->mo->scale >= FixedMul(GROW_PHYSICS_SCALE, mapobjectscale))
|
|
{
|
|
player->itemscale = ITEMSCALE_GROW;
|
|
}
|
|
else if (player->mo->scale <= FixedMul(SHRINK_PHYSICS_SCALE, mapobjectscale))
|
|
{
|
|
player->itemscale = ITEMSCALE_SHRINK;
|
|
}
|
|
else
|
|
{
|
|
player->itemscale = ITEMSCALE_NORMAL;
|
|
}
|
|
}
|
|
|
|
void K_UnsetItemOut(player_t *player)
|
|
{
|
|
player->pflags &= ~PF_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->pflags & PF_ATTACKDOWN));
|
|
boolean HOLDING_ITEM = (player->pflags & (PF_ITEMOUT|PF_EGGMANOUT));
|
|
boolean NO_HYUDORO = (player->stealingtimer == 0);
|
|
|
|
if (!player->exiting)
|
|
{
|
|
if (player->oldposition < player->position) // But first, if you lost a place,
|
|
{
|
|
player->oldposition = player->position; // then the other player taunts.
|
|
K_RegularVoiceTimers(player); // and you can't for a bit
|
|
}
|
|
else if (player->oldposition > player->position) // Otherwise,
|
|
{
|
|
K_PlayOvertakeSound(player->mo); // Say "YOU'RE TOO SLOW!"
|
|
player->oldposition = player->position; // Restore the old position,
|
|
}
|
|
}
|
|
|
|
if (player->positiondelay)
|
|
player->positiondelay--;
|
|
|
|
// Prevent ring misfire
|
|
if (!(cmd->buttons & BT_ATTACK))
|
|
{
|
|
if (player->itemtype == KITEM_NONE
|
|
&& NO_HYUDORO && !(HOLDING_ITEM
|
|
|| player->itemamount
|
|
|| player->itemroulette
|
|
|| player->rocketsneakertimer
|
|
|| player->eggmanexplode))
|
|
player->pflags |= PF_USERINGS;
|
|
else
|
|
player->pflags &= ~PF_USERINGS;
|
|
}
|
|
|
|
if ((player->pflags & PF_ATTACKDOWN) && !(cmd->buttons & BT_ATTACK))
|
|
player->pflags &= ~PF_ATTACKDOWN;
|
|
else if (cmd->buttons & BT_ATTACK)
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
|
|
if (player && player->mo && player->mo->health > 0 && !player->spectator && !P_PlayerInPain(player) && !mapreset && leveltime > introtime)
|
|
{
|
|
// First, the really specific, finicky items that function without the item being directly in your item slot.
|
|
{
|
|
// Ring boosting
|
|
if (player->pflags & PF_USERINGS)
|
|
{
|
|
if ((player->pflags & PF_ATTACKDOWN) && !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);
|
|
ring->extravalue1 = 1; // Ring use animation timer
|
|
ring->extravalue2 = 1; // Ring use animation flag
|
|
ring->shadowscale = 0;
|
|
P_SetTarget(&ring->target, player->mo); // user
|
|
player->rings--;
|
|
player->ringdelay = 3;
|
|
}
|
|
}
|
|
// Other items
|
|
else
|
|
{
|
|
// Eggman Monitor exploding
|
|
if (player->eggmanexplode)
|
|
{
|
|
if (ATTACK_IS_DOWN && player->eggmanexplode <= 3*TICRATE && player->eggmanexplode > 1)
|
|
player->eggmanexplode = 1;
|
|
}
|
|
// Eggman Monitor throwing
|
|
else if (player->pflags & PF_EGGMANOUT)
|
|
{
|
|
if (ATTACK_IS_DOWN)
|
|
{
|
|
K_ThrowKartItem(player, false, MT_EGGMANITEM, -1, 0);
|
|
K_PlayAttackTaunt(player->mo);
|
|
player->pflags &= ~PF_EGGMANOUT;
|
|
K_UpdateHnextList(player, true);
|
|
}
|
|
}
|
|
// 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;
|
|
}
|
|
}
|
|
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--;
|
|
}
|
|
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;
|
|
P_InitAngle(mo, player->mo->angle);
|
|
mo->threshold = 10;
|
|
mo->movecount = moloop%2;
|
|
mo->movedir = mo->lastlook = moloop+1;
|
|
P_SetTarget(&mo->target, player->mo);
|
|
P_SetTarget(&mo->hprev, prev);
|
|
P_SetTarget(&prev->hnext, mo);
|
|
prev = mo;
|
|
}
|
|
}
|
|
break;
|
|
case KITEM_INVINCIBILITY:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) // Doesn't hold your item slot hostage normally, so you're free to waste it if you have multiple
|
|
{
|
|
if (!player->invincibilitytimer)
|
|
{
|
|
mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INVULNFLASH);
|
|
P_SetTarget(&overlay->target, player->mo);
|
|
overlay->destscale = player->mo->scale;
|
|
P_SetScale(overlay, player->mo->scale);
|
|
}
|
|
player->invincibilitytimer = itemtime+(2*TICRATE); // 10 seconds
|
|
|
|
if (P_IsLocalPlayer(player) == true)
|
|
{
|
|
S_ChangeMusicSpecial("kinvnc");
|
|
}
|
|
else //used to be "if (P_IsDisplayPlayer(player) == false)"
|
|
{
|
|
S_StartSound(player->mo, (cv_kartinvinsfx.value ? sfx_alarmi : sfx_kinvnc));
|
|
}
|
|
|
|
P_RestoreMusic(player);
|
|
K_PlayPowerGloatSound(player->mo);
|
|
player->itemamount--;
|
|
}
|
|
break;
|
|
case KITEM_BANANA:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
INT32 moloop;
|
|
mobj_t *mo;
|
|
mobj_t *prev = player->mo;
|
|
|
|
//K_PlayAttackTaunt(player->mo);
|
|
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;
|
|
}
|
|
}
|
|
else if (ATTACK_IS_DOWN && (player->pflags & PF_ITEMOUT)) // Banana x3 thrown
|
|
{
|
|
K_ThrowKartItem(player, false, MT_BANANA, -1, 0);
|
|
K_PlayAttackTaunt(player->mo);
|
|
player->itemamount--;
|
|
K_UpdateHnextList(player, false);
|
|
}
|
|
break;
|
|
case KITEM_EGGMAN:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
mobj_t *mo;
|
|
player->itemamount--;
|
|
player->pflags |= PF_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);
|
|
}
|
|
}
|
|
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;
|
|
P_InitAngle(mo, 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;
|
|
}
|
|
}
|
|
else if (ATTACK_IS_DOWN && (player->pflags & PF_ITEMOUT)) // Orbinaut x3 thrown
|
|
{
|
|
K_ThrowKartItem(player, true, MT_ORBINAUT, 1, 0);
|
|
K_PlayAttackTaunt(player->mo);
|
|
player->itemamount--;
|
|
K_UpdateHnextList(player, false);
|
|
}
|
|
break;
|
|
case KITEM_JAWZ:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
angle_t newangle;
|
|
INT32 moloop;
|
|
mobj_t *mo = NULL;
|
|
mobj_t *prev = player->mo;
|
|
|
|
//K_PlayAttackTaunt(player->mo);
|
|
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;
|
|
P_InitAngle(mo, 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;
|
|
}
|
|
}
|
|
else if (ATTACK_IS_DOWN && HOLDING_ITEM && (player->pflags & PF_ITEMOUT)) // Jawz thrown
|
|
{
|
|
if (player->throwdir == 1 || player->throwdir == 0)
|
|
K_ThrowKartItem(player, true, MT_JAWZ, 1, 0);
|
|
else if (player->throwdir == -1) // Throwing backward gives you a dud that doesn't home in
|
|
K_ThrowKartItem(player, true, MT_JAWZ_DUD, -1, 0);
|
|
K_PlayAttackTaunt(player->mo);
|
|
player->itemamount--;
|
|
K_UpdateHnextList(player, false);
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
else if (ATTACK_IS_DOWN && (player->pflags & PF_ITEMOUT))
|
|
{
|
|
K_ThrowKartItem(player, false, MT_SSMINE, 1, 1);
|
|
K_PlayAttackTaunt(player->mo);
|
|
player->itemamount--;
|
|
player->pflags &= ~PF_ITEMOUT;
|
|
K_UpdateHnextList(player, true);
|
|
}
|
|
break;
|
|
case KITEM_LANDMINE:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
player->itemamount--;
|
|
K_ThrowLandMine(player);
|
|
K_PlayAttackTaunt(player->mo);
|
|
}
|
|
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->target, player->mo);
|
|
P_SetTarget(&player->mo->hnext, mo);
|
|
}
|
|
}
|
|
else if (ATTACK_IS_DOWN && (player->pflags & PF_ITEMOUT))
|
|
{
|
|
K_ThrowKartItem(player, (player->throwdir > 0), MT_DROPTARGET, -1, 0);
|
|
K_PlayAttackTaunt(player->mo);
|
|
player->itemamount--;
|
|
player->pflags &= ~PF_ITEMOUT;
|
|
K_UpdateHnextList(player, true);
|
|
}
|
|
break;
|
|
case KITEM_BALLHOG:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
player->itemamount--;
|
|
K_ThrowKartItem(player, true, MT_BALLHOG, 1, 0);
|
|
K_PlayAttackTaunt(player->mo);
|
|
}
|
|
break;
|
|
case KITEM_SPB:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
player->itemamount--;
|
|
K_ThrowKartItem(player, true, MT_SPB, 1, 0);
|
|
K_PlayAttackTaunt(player->mo);
|
|
}
|
|
break;
|
|
case KITEM_GROW:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
if (player->growshrinktimer < 0)
|
|
{
|
|
// If you're shrunk, then "grow" will just make you normal again.
|
|
K_RemoveGrowShrink(player);
|
|
}
|
|
else
|
|
{
|
|
K_PlayPowerGloatSound(player->mo);
|
|
|
|
player->mo->scalespeed = mapobjectscale/TICRATE;
|
|
player->mo->destscale = FixedMul(mapobjectscale, GROW_SCALE);
|
|
|
|
if (K_PlayerShrinkCheat(player) == true)
|
|
{
|
|
player->mo->destscale = FixedMul(player->mo->destscale, SHRINK_SCALE);
|
|
}
|
|
|
|
player->growshrinktimer = itemtime+(4*TICRATE); // 12 seconds
|
|
|
|
if (player->invincibilitytimer > 0)
|
|
{
|
|
; // invincibility has priority in P_RestoreMusic, no point in starting here
|
|
}
|
|
else if (P_IsLocalPlayer(player) == true)
|
|
{
|
|
S_ChangeMusicSpecial("kgrow");
|
|
}
|
|
else //used to be "if (P_IsDisplayPlayer(player) == false)"
|
|
{
|
|
S_StartSound(player->mo, (cv_kartinvinsfx.value ? sfx_alarmg : sfx_kgrow));
|
|
}
|
|
|
|
P_RestoreMusic(player);
|
|
S_StartSound(player->mo, sfx_kc5a);
|
|
}
|
|
|
|
player->itemamount--;
|
|
}
|
|
break;
|
|
case KITEM_SHRINK:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
K_DoShrink(player);
|
|
player->itemamount--;
|
|
K_PlayPowerGloatSound(player->mo);
|
|
}
|
|
break;
|
|
case KITEM_THUNDERSHIELD:
|
|
if (player->curshield != KSHIELD_THUNDER)
|
|
{
|
|
mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THUNDERSHIELD);
|
|
P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2));
|
|
P_SetTarget(&shield->target, player->mo);
|
|
S_StartSound(player->mo, sfx_s3k41);
|
|
player->curshield = KSHIELD_THUNDER;
|
|
}
|
|
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
|
|
{
|
|
K_DoThunderShield(player);
|
|
if (player->itemamount > 0)
|
|
{
|
|
// Why is this a conditional?
|
|
// Thunder 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);
|
|
}
|
|
}
|
|
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);
|
|
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->pflags & PF_HOLDREADY))
|
|
{
|
|
if (player->bubbleblowup == 0)
|
|
S_StartSound(player->mo, sfx_s3k75);
|
|
|
|
player->bubbleblowup++;
|
|
player->bubblecool = player->bubbleblowup*4;
|
|
|
|
if (player->bubbleblowup > bubbletime*2)
|
|
{
|
|
K_ThrowKartItem(player, (player->throwdir > 0), MT_BUBBLESHIELDTRAP, -1, 0);
|
|
K_PlayAttackTaunt(player->mo);
|
|
player->bubbleblowup = 0;
|
|
player->bubblecool = 0;
|
|
player->pflags &= ~PF_HOLDREADY;
|
|
player->itemamount--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (player->bubbleblowup > bubbletime)
|
|
player->bubbleblowup = bubbletime;
|
|
|
|
if (player->bubbleblowup)
|
|
player->bubbleblowup--;
|
|
|
|
if (player->bubblecool)
|
|
player->pflags &= ~PF_HOLDREADY;
|
|
else
|
|
player->pflags |= PF_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++; // Can always go up!
|
|
|
|
flamemax = player->flamelength * flameseg;
|
|
if (flamemax > 0)
|
|
flamemax += TICRATE; // leniency period
|
|
|
|
if ((cmd->buttons & BT_ATTACK) && (player->pflags & PF_HOLDREADY))
|
|
{
|
|
if (player->flamedash == 0)
|
|
{
|
|
S_StartSound(player->mo, sfx_s3k43);
|
|
K_PlayBoostTaunt(player->mo);
|
|
}
|
|
|
|
player->flamedash += 2;
|
|
player->flamemeter += 2;
|
|
|
|
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->flamemeter = 0;
|
|
player->flamelength = 0;
|
|
player->pflags &= ~PF_HOLDREADY;
|
|
player->itemamount--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->pflags |= PF_HOLDREADY;
|
|
|
|
if (player->flamemeter > 0)
|
|
player->flamemeter--;
|
|
|
|
if (player->flamelength > destlen)
|
|
{
|
|
player->flamelength--; // Can ONLY go down if you're not using it
|
|
|
|
flamemax = player->flamelength * flameseg;
|
|
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.
|
|
}
|
|
break;
|
|
case KITEM_POGOSPRING:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO && player->trickpanel == 0)
|
|
{
|
|
K_PlayBoostTaunt(player->mo);
|
|
K_DoPogoSpring(player->mo, 32<<FRACBITS, 2);
|
|
player->trickpanel = 1;
|
|
player->pflags |= PF_TRICKDELAY;
|
|
player->itemamount--;
|
|
}
|
|
break;
|
|
case KITEM_SUPERRING:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO && player->superring < (UINT16_MAX - (10*3)))
|
|
{
|
|
player->superring += (10*3);
|
|
player->itemamount--;
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
else if (ATTACK_IS_DOWN && HOLDING_ITEM && (player->pflags & PF_ITEMOUT)) // Sink thrown
|
|
{
|
|
K_ThrowKartItem(player, false, MT_SINK, 1, 2);
|
|
K_PlayAttackTaunt(player->mo);
|
|
player->itemamount--;
|
|
player->pflags &= ~PF_ITEMOUT;
|
|
K_UpdateHnextList(player, true);
|
|
}
|
|
break;
|
|
case KITEM_SAD:
|
|
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO
|
|
&& !player->sadtimer)
|
|
{
|
|
player->sadtimer = stealtime;
|
|
player->itemamount--;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// No more!
|
|
if (!player->itemamount)
|
|
{
|
|
player->pflags &= ~PF_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 (player->itemtype == KITEM_SPB
|
|
|| player->itemtype == KITEM_SHRINK
|
|
|| player->growshrinktimer < 0)
|
|
indirectitemcooldown = 20*TICRATE;
|
|
|
|
if (player->hyudorotimer > 0)
|
|
{
|
|
INT32 hyu = hyudorotime;
|
|
|
|
if (gametype == GT_RACE)
|
|
hyu *= 2; // double in race
|
|
|
|
if (leveltime & 1)
|
|
{
|
|
player->mo->renderflags |= RF_DONTDRAW;
|
|
}
|
|
else
|
|
{
|
|
if (player->hyudorotimer >= (TICRATE/2) && player->hyudorotimer <= hyu-(TICRATE/2))
|
|
player->mo->renderflags &= ~K_GetPlayerDontDrawFlag(player);
|
|
else
|
|
player->mo->renderflags &= ~RF_DONTDRAW;
|
|
}
|
|
|
|
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_DONTDRAW;
|
|
}
|
|
|
|
if (gametype == GT_BATTLE && player->bumpers <= 0) // dead in match? you da bomb
|
|
{
|
|
K_DropItems(player); //K_StripItems(player);
|
|
K_StripOther(player);
|
|
player->mo->renderflags |= RF_GHOSTLY;
|
|
player->flashing = player->karmadelay;
|
|
}
|
|
else if (gametype == GT_RACE || player->bumpers > 0)
|
|
{
|
|
player->mo->renderflags &= ~(RF_TRANSMASK|RF_BRIGHTMASK);
|
|
}
|
|
|
|
if (player->trickpanel == 1)
|
|
{
|
|
const angle_t lr = ANGLE_45;
|
|
fixed_t momz = FixedDiv(player->mo->momz, mapobjectscale); // bring momz back to scale...
|
|
fixed_t speedmult = max(0, FRACUNIT - abs(momz)/TRICKMOMZRAMP); // TRICKMOMZRAMP momz is minimum speed (Should be 20)
|
|
fixed_t basespeed = P_AproxDistance(player->mo->momx, player->mo->momy); // at WORSE, keep your normal speed when tricking.
|
|
fixed_t speed = FixedMul(speedmult, P_AproxDistance(player->mo->momx, player->mo->momy));
|
|
|
|
K_trickPanelTimingVisual(player, momz);
|
|
|
|
// 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(-24, 24)*player->mo->scale;
|
|
sy = player->mo->y + P_RandomRange(-24, 24)*player->mo->scale;
|
|
sz = player->mo->z + P_RandomRange(0, 48)*player->mo->scale;
|
|
|
|
spdl = P_SpawnMobj(sx, sy, sz, MT_FASTLINE);
|
|
P_SetTarget(&spdl->target, player->mo);
|
|
P_InitAngle(spdl, 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)
|
|
player->tricktime++;
|
|
|
|
// debug shit
|
|
//CONS_Printf("%d\n", player->mo->momz / mapobjectscale);
|
|
if (momz < -10*FRACUNIT) // :youfuckedup:
|
|
{
|
|
// tumble if you let your chance pass!!
|
|
player->tumbleBounces = 1;
|
|
player->pflags &= ~PF_TUMBLESOUND;
|
|
player->tumbleHeight = 30; // Base tumble bounce height
|
|
player->trickpanel = 0;
|
|
K_trickPanelTimingVisual(player, momz); // fail trick visual
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
|
|
}
|
|
|
|
else if (!(player->pflags & PF_TRICKDELAY)) // don't allow tricking at the same frame you tumble obv
|
|
{
|
|
|
|
// "COOL" timing n shit.
|
|
if (cmd->turning || player->throwdir)
|
|
{
|
|
if (abs(momz) < FRACUNIT*99) // Let's use that as baseline for PERFECT trick.
|
|
{
|
|
player->karthud[khud_trickcool] = TICRATE;
|
|
}
|
|
}
|
|
|
|
// Uses cmd->turning over steering intentionally.
|
|
if (cmd->turning > 0)
|
|
{
|
|
P_InstaThrust(player->mo, player->mo->angle + lr, max(basespeed, speed*5/2));
|
|
player->trickpanel = 2;
|
|
|
|
player->mo->hitlag = TRICKLAG;
|
|
player->mo->eflags &= ~MFE_DAMAGEHITLAG;
|
|
|
|
K_trickPanelTimingVisual(player, momz);
|
|
}
|
|
else if (cmd->turning < 0)
|
|
{
|
|
P_InstaThrust(player->mo, player->mo->angle - lr, max(basespeed, speed*5/2));
|
|
player->trickpanel = 3;
|
|
|
|
player->mo->hitlag = TRICKLAG;
|
|
player->mo->eflags &= ~MFE_DAMAGEHITLAG;
|
|
|
|
K_trickPanelTimingVisual(player, momz);
|
|
}
|
|
else if (player->throwdir == 1)
|
|
{
|
|
if (player->mo->momz * P_MobjFlip(player->mo) > 0)
|
|
{
|
|
player->mo->momz = 0;
|
|
}
|
|
|
|
P_InstaThrust(player->mo, player->mo->angle, max(basespeed, speed*3));
|
|
player->trickpanel = 2;
|
|
|
|
player->mo->hitlag = TRICKLAG;
|
|
player->mo->eflags &= ~MFE_DAMAGEHITLAG;
|
|
|
|
K_trickPanelTimingVisual(player, momz);
|
|
}
|
|
else if (player->throwdir == -1)
|
|
{
|
|
boolean relative = true;
|
|
|
|
player->mo->momx /= 3;
|
|
player->mo->momy /= 3;
|
|
|
|
if (player->mo->momz * P_MobjFlip(player->mo) <= 0)
|
|
{
|
|
relative = false;
|
|
}
|
|
|
|
// 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));
|
|
//CONS_Printf("decay: %d\n", player->trickboostdecay);
|
|
|
|
P_SetObjectMomZ(player->mo, 48*FRACUNIT, relative);
|
|
player->trickpanel = 4;
|
|
|
|
player->mo->hitlag = TRICKLAG;
|
|
player->mo->eflags &= ~MFE_DAMAGEHITLAG;
|
|
|
|
K_trickPanelTimingVisual(player, momz);
|
|
}
|
|
}
|
|
}
|
|
else if (player->trickpanel == 4 && P_IsObjectOnGround(player->mo)) // Upwards trick landed!
|
|
{
|
|
//CONS_Printf("apply boost\n");
|
|
S_StartSound(player->mo, sfx_s23c);
|
|
K_SpawnDashDustRelease(player);
|
|
player->trickboost = TICRATE - player->trickboostdecay;
|
|
|
|
player->trickpanel = player->trickboostdecay = 0;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
K_KartDrift(player, onground);
|
|
K_KartSpindash(player);
|
|
|
|
if (onground == false)
|
|
{
|
|
K_AirFailsafe(player);
|
|
}
|
|
else
|
|
{
|
|
player->pflags &= ~PF_AIRFAILSAFE;
|
|
}
|
|
|
|
// Play the starting countdown sounds
|
|
if (player == &players[g_localplayers[0]]) // Don't play louder in splitscreen
|
|
{
|
|
if ((leveltime == starttime-(3*TICRATE)) || (leveltime == starttime-(2*TICRATE)) || (leveltime == starttime-TICRATE))
|
|
S_StartSound(NULL, sfx_s3ka7);
|
|
|
|
if (leveltime == starttime-(3*TICRATE))
|
|
S_FadeOutStopMusic(3500);
|
|
else if (leveltime == starttime)
|
|
S_StartSound(NULL, sfx_s3kad);
|
|
}
|
|
}
|
|
|
|
void K_CheckSpectateStatus(void)
|
|
{
|
|
UINT8 respawnlist[MAXPLAYERS];
|
|
UINT8 i, j, numingame = 0, numjoiners = 0;
|
|
|
|
// Maintain spectate wait timer
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
if (players[i].spectator && (players[i].pflags & PF_WANTSTOJOIN))
|
|
players[i].spectatewait++;
|
|
else
|
|
players[i].spectatewait = 0;
|
|
}
|
|
|
|
// No one's allowed to join
|
|
if (!cv_allowteamchange.value)
|
|
return;
|
|
|
|
// Get the number of players in game, and the players to be de-spectated.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (!players[i].spectator)
|
|
{
|
|
numingame++;
|
|
if (cv_ingamecap.value && numingame >= cv_ingamecap.value) // DON'T allow if you've hit the in-game player cap
|
|
return;
|
|
if (gamestate != GS_LEVEL) // Allow if you're not in a level
|
|
continue;
|
|
if (players[i].exiting) // DON'T allow if anyone's exiting
|
|
return;
|
|
if (numingame < 2 || leveltime < starttime || mapreset) // Allow if the match hasn't started yet
|
|
continue;
|
|
if (leveltime > (starttime + 20*TICRATE)) // DON'T allow if the match is 20 seconds in
|
|
return;
|
|
if (gametype == GT_RACE && players[i].laps >= 2) // DON'T allow if the race is at 2 laps
|
|
return;
|
|
continue;
|
|
}
|
|
else if (!(players[i].pflags & PF_WANTSTOJOIN))
|
|
continue;
|
|
|
|
respawnlist[numjoiners++] = i;
|
|
}
|
|
|
|
// literally zero point in going any further if nobody is joining
|
|
if (!numjoiners)
|
|
return;
|
|
|
|
// Organize by spectate wait timer
|
|
if (cv_ingamecap.value)
|
|
{
|
|
UINT8 oldrespawnlist[MAXPLAYERS];
|
|
memcpy(oldrespawnlist, respawnlist, numjoiners);
|
|
for (i = 0; i < numjoiners; i++)
|
|
{
|
|
UINT8 pos = 0;
|
|
INT32 ispecwait = players[oldrespawnlist[i]].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];
|
|
}
|
|
}
|
|
|
|
// Finally, we can de-spectate everyone!
|
|
for (i = 0; i < numjoiners; i++)
|
|
{
|
|
if (cv_ingamecap.value && numingame+i >= cv_ingamecap.value) // Hit the in-game player cap while adding people?
|
|
break;
|
|
//CONS_Printf("player %s is joining on tic %d\n", player_names[respawnlist[i]], leveltime);
|
|
P_SpectatorJoinGame(&players[respawnlist[i]]);
|
|
}
|
|
|
|
// Reset the match if you're in an empty server
|
|
if (!mapreset && gamestate == GS_LEVEL && leveltime >= starttime && (numingame < 2 && numingame+i >= 2)) // use previous i value
|
|
{
|
|
S_ChangeMusicInternal("chalng", false); // COME ON
|
|
mapreset = 3*TICRATE; // Even though only the server uses this for game logic, set for everyone for HUD
|
|
}
|
|
}
|
|
|
|
UINT8 K_GetInvincibilityItemFrame(void)
|
|
{
|
|
return ((leveltime % (7*3)) / 3);
|
|
}
|
|
|
|
UINT8 K_GetOrbinautItemFrame(UINT8 count)
|
|
{
|
|
return min(count - 1, 3);
|
|
}
|
|
|
|
boolean K_IsSPBInGame(void)
|
|
{
|
|
UINT8 i;
|
|
thinker_t *think;
|
|
|
|
// is there an SPB chasing anyone?
|
|
if (spbplace != -1)
|
|
return true;
|
|
|
|
// do any players have an SPB in their item slot?
|
|
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
|
|
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
|
|
{
|
|
if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
|
|
continue;
|
|
|
|
if (((mobj_t *)think)->type == MT_SPB)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//}
|