Merge branch 'fz-time-over' into 'master'

F-Zero time over hardcode

See merge request KartKrew/Kart!62
This commit is contained in:
Sal 2018-10-24 21:40:07 -04:00
commit af4e4f3fe4
12 changed files with 335 additions and 173 deletions

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@ -306,6 +306,7 @@ typedef enum
k_accelboost, // Boost value smoothing for acceleration
k_boostcam, // Camera push forward on boost
k_destboostcam, // Ditto
k_timeovercam, // Camera timer for leaving behind or not
k_aizdriftstrat, // Let go of your drift while boosting? Helper for the SICK STRATZ you have just unlocked
k_itemroulette, // Used for the roulette when deciding what item to give you (was "pw_kartitem")

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@ -1838,11 +1838,13 @@ static actionpointer_t actionpointers[] =
{{A_SPBChase}, "A_SPBCHASE"}, // SRB2kart
{{A_MineExplode}, "A_MINEEXPLODE"}, // SRB2kart
{{A_BallhogExplode}, "A_BALLHOGEXPLODE"}, // SRB2kart
{{A_LightningFollowPlayer},"A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart
{{A_RandomShadowFrame}, "A_RANDOMSHADOWFRAME"}, //SRB2kart
{{A_RoamingShadowThinker}, "A_ROAMINGSHADOWTHINKER"}, //SRB2kart
{{A_ReaperThinker}, "A_REAPERTHINKER"}, //SRB2kart
{{A_MementosTPParticles}, "A_MEMENTOSTPPARTICLES"}, //SRB2kart
{{A_LightningFollowPlayer},"A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart
{{A_FZBoomFlash}, "A_FZBOOMFLASH"}, //SRB2kart
{{A_FZBoomSmoke}, "A_FZBOOMSMOKE"}, //SRB2kart
{{A_RandomShadowFrame}, "A_RANDOMSHADOWFRAME"}, //SRB2kart
{{A_RoamingShadowThinker}, "A_ROAMINGSHADOWTHINKER"}, //SRB2kart
{{A_ReaperThinker}, "A_REAPERTHINKER"}, //SRB2kart
{{A_MementosTPParticles}, "A_MEMENTOSTPPARTICLES"}, //SRB2kart
{{A_OrbitNights}, "A_ORBITNIGHTS"},
{{A_GhostMe}, "A_GHOSTME"},
{{A_SetObjectState}, "A_SETOBJECTSTATE"},
@ -6804,6 +6806,31 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_KLIT11",
"S_KLIT12",
"S_FZEROSMOKE1", // F-Zero NO CONTEST explosion
"S_FZEROSMOKE2",
"S_FZEROSMOKE3",
"S_FZEROSMOKE4",
"S_FZEROSMOKE5",
"S_FZEROBOOM1",
"S_FZEROBOOM2",
"S_FZEROBOOM3",
"S_FZEROBOOM4",
"S_FZEROBOOM5",
"S_FZEROBOOM6",
"S_FZEROBOOM7",
"S_FZEROBOOM8",
"S_FZEROBOOM9",
"S_FZEROBOOM10",
"S_FZEROBOOM11",
"S_FZEROBOOM12",
"S_FZSLOWSMOKE1",
"S_FZSLOWSMOKE2",
"S_FZSLOWSMOKE3",
"S_FZSLOWSMOKE4",
"S_FZSLOWSMOKE5",
// Midnight Channel stuff:
"S_SPOTLIGHT", // Spotlight decoration
"S_RANDOMSHADOW", // Random Shadow. They're static and don't do nothing.
@ -7488,6 +7515,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_KARMAHITBOX",
"MT_KARMAWHEEL",
"MT_FZEROBOOM",
// Midnight Channel stuff:
"MT_SPOTLIGHT", // Spotlight Object
"MT_RANDOMSHADOW", // Random static Shadows.
@ -7507,7 +7536,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_CDBUSH",
"MT_CDTREEA",
"MT_CDTREEB",
#ifdef SEENAMES
"MT_NAMECHECK",
#endif
@ -7864,6 +7893,7 @@ static const char *const KARTSTUFF_LIST[] = {
"ACCELBOOST",
"BOOSTCAM",
"DESTBOOSTCAM",
"TIMEOVERCAM",
"AIZDRIFTSTRAT",
"ITEMROULETTE",

View file

@ -57,12 +57,12 @@ char sprnames[NUMSPRITES + 1][5] =
//SRB2kart Sprites
"SPRG","BSPR","RNDM","RPOP","SGNS","FAST","DSHR","BOST","BOSM","KFRE",
"KINV","KINF","WIPD","DRIF","DUST","RSHE","FITM","BANA","ORBN","JAWZ",
"SSMN","KRBM","BHOG","BHBM","BLIG","LIGH","THNS","SINK","SITR","KBLN",
"DEZL","POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM",
"SACO","CRAB","SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB",
"ARRO","ITEM","ITMO","ITMI","ITMN","WANT","PBOM","RETI","AIDU","KSPK",
"LZI1","LZI2","KLIT", "SPTL", "ENM1", "GARU", "MARR", "REAP", "JITB",
"CDMO", "CDBU", "VIEW"
"SSMN","KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN","DEZL",
"POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO",
"CRAB","SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO",
"ITEM","ITMO","ITMI","ITMN","WANT","PBOM","RETI","AIDU","KSPK","LZI1",
"LZI2","KLIT","FZSM","FZBM","FPRT","SPTL","ENM1","GARU","MARR","REAP",
"JITB","CDMO","CDBU","VIEW"
};
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
@ -3043,13 +3043,8 @@ state_t states[NUMSTATES] =
{SPR_SPBM, 8, 1, {NULL}, 0, 0, S_PLAYERBOMB1}, // S_PLAYERBOMB20
{SPR_RNDM, FF_ANIMATE, -1, {NULL}, 23, 3, S_NULL}, // S_PLAYERITEM
{SPR_FITM, FF_ANIMATE, -1, {NULL}, 23, 3, S_NULL}, // S_PLAYERFAKE
<<<<<<< HEAD
=======
{SPR_PBOM, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KARMAWHEEL
>>>>>>> master
{SPR_PBOM, 4, -1, {NULL}, 0, 0, S_NULL}, // S_KARMAWHEEL
// Oh no it's annoying lightning states.......
// Lightning Sparks (it's the ones we'll use for the radius)
@ -3089,18 +3084,43 @@ state_t states[NUMSTATES] =
{SPR_LZI2, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO29
// The slanted bolt. Man these states are boring as all heck to do.
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT2}, // S_KLIT1
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT3}, // S_KLIT2
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT2}, // S_KLIT1
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT3}, // S_KLIT2
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|1, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT4}, // S_KLIT3
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT5}, // S_KLIT4
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT5}, // S_KLIT4
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|2, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT6}, // S_KLIT5
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT7}, // S_KLIT6
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT7}, // S_KLIT6
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|3, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT8}, // S_KLIT7
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT9}, // S_KLIT8
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT9}, // S_KLIT8
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|4, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT10}, // S_KLIT9
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT11}, // S_KLIT10
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|5, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT12}, // S_KLIT11
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT1}, // S_KLIT12
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT1}, // S_KLIT12
{SPR_FZSM, 0, 4, {NULL}, 0, 0, S_FZEROSMOKE2}, // S_FZEROSMOKE1
{SPR_FZSM, 1, 4, {NULL}, 0, 0, S_FZEROSMOKE3}, // S_FZEROSMOKE2
{SPR_FZSM, 2, 4, {NULL}, 0, 0, S_FZEROSMOKE4}, // S_FZEROSMOKE3
{SPR_FZSM, 3, 4, {NULL}, 0, 0, S_FZEROSMOKE5}, // S_FZEROSMOKE4
{SPR_FZSM, 4, 4, {NULL}, 0, 0, S_NULL}, // S_FZEROSMOKE5
{SPR_FZBM, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_FZEROBOOM2}, // S_FZEROBOOM1
{SPR_FZBM, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_FZEROBOOM3}, // S_FZEROBOOM2
{SPR_FZBM, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_FZEROBOOM4}, // S_FZEROBOOM3
{SPR_FZBM, FF_FULLBRIGHT|3, 2, {A_FZBoomFlash}, 0, 0, S_FZEROBOOM5}, // S_FZEROBOOM4
{SPR_FZBM, FF_FULLBRIGHT|2, 1, {A_FZBoomSmoke}, 0, 0, S_FZEROBOOM6}, // S_FZEROBOOM5
{SPR_FZBM, FF_FULLBRIGHT|1, 1, {A_FZBoomSmoke}, 0, 0, S_FZEROBOOM7}, // S_FZEROBOOM6
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 1, 0, S_FZEROBOOM8}, // S_FZEROBOOM7
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 2, 0, S_FZEROBOOM9}, // S_FZEROBOOM8
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 3, 0, S_FZEROBOOM10}, // S_FZEROBOOM9
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 2, 0, S_FZEROBOOM11}, // S_FZEROBOOM10
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 1, 0, S_FZEROBOOM12}, // S_FZEROBOOM11
{SPR_NULL, 0, 1, {A_FZBoomSmoke}, 0, 0, S_NULL}, // S_FZEROBOOM12
{SPR_SMOK, FF_TRANS30, 30, {NULL}, 0, 0, S_FZSLOWSMOKE2}, // S_FZSLOWSMOKE1
{SPR_SMOK, FF_TRANS30|1, 30, {NULL}, 0, 0, S_FZSLOWSMOKE3}, // S_FZSLOWSMOKE2
{SPR_SMOK, FF_TRANS30|2, 30, {NULL}, 0, 0, S_FZSLOWSMOKE4}, // S_FZSLOWSMOKE3
{SPR_SMOK, FF_TRANS30|3, 30, {NULL}, 0, 0, S_FZSLOWSMOKE5}, // S_FZSLOWSMOKE4
{SPR_SMOK, FF_TRANS30|4, 30, {NULL}, 0, 0, S_NULL}, // S_FZSLOWSMOKE5
// Midnight Channel stuff, yay more boring states!
{SPR_SPTL, 0, -1, {NULL}, 0, 0, S_SPOTLIGHT}, // S_SPOTLIGHT
@ -17256,8 +17276,34 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
// Midnight Channel stuff:
{ // MT_FZEROBOOM
-1, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_kc31, // seesound
8, // reactiontime
sfx_kc51, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
FRACUNIT, // radius
FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
// Midnight Channel stuff:
{ // MT_SPOTLIGHT
3124, // doomednum
S_SPOTLIGHT, // spawnstate
@ -17602,10 +17648,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
16<<FRACBITS, // speed
20<<FRACBITS, // radius
20<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},

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@ -170,6 +170,8 @@ void A_SPBChase(); // SRB2kart
void A_MineExplode(); // SRB2kart
void A_BallhogExplode(); // SRB2kart
void A_LightningFollowPlayer(); // SRB2kart: Lightning shield effect player chasing
void A_FZBoomFlash(); // SRB2kart
void A_FZBoomSmoke(); // SRB2kart
void A_RandomShadowFrame(); //SRB2kart: Shadow spawner frame randomizer
void A_RoamingShadowThinker(); // SRB2kart: Roaming Shadow moving + attacking players.
void A_MayonakaArrow(); //SRB2kart: midnight channel arrow sign
@ -658,6 +660,10 @@ typedef enum sprite
SPR_LZI2, // ditto
SPR_KLIT, // You have a twisted mind. But this actually is for the diagonal lightning.
SPR_FZSM, // F-Zero NO CONTEST explosion
SPR_FZBM,
SPR_FPRT,
// Midnight Channel stuff:
SPR_SPTL, // Spotlight
SPR_ENM1, // Shadows (Roaming and static)
@ -3662,6 +3668,31 @@ typedef enum state
S_KLIT11,
S_KLIT12,
S_FZEROSMOKE1, // F-Zero NO CONTEST explosion
S_FZEROSMOKE2,
S_FZEROSMOKE3,
S_FZEROSMOKE4,
S_FZEROSMOKE5,
S_FZEROBOOM1,
S_FZEROBOOM2,
S_FZEROBOOM3,
S_FZEROBOOM4,
S_FZEROBOOM5,
S_FZEROBOOM6,
S_FZEROBOOM7,
S_FZEROBOOM8,
S_FZEROBOOM9,
S_FZEROBOOM10,
S_FZEROBOOM11,
S_FZEROBOOM12,
S_FZSLOWSMOKE1,
S_FZSLOWSMOKE2,
S_FZSLOWSMOKE3,
S_FZSLOWSMOKE4,
S_FZSLOWSMOKE5,
// Midnight Channel stuff:
S_SPOTLIGHT, // Spotlight decoration
S_RANDOMSHADOW, // Random Shadow. They're static and don't do nothing.
@ -4363,6 +4394,8 @@ typedef enum mobj_type
MT_KARMAHITBOX,
MT_KARMAWHEEL,
MT_FZEROBOOM,
// Midnight Channel stuff:
MT_SPOTLIGHT, // Spotlight Object
MT_RANDOMSHADOW, // Random static Shadows.
@ -4383,7 +4416,6 @@ typedef enum mobj_type
MT_CDTREEA,
MT_CDTREEB,
#ifdef SEENAMES
MT_NAMECHECK,
#endif

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@ -3954,6 +3954,8 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
//CONS_Printf("cam: %d, dest: %d\n", player->kartstuff[k_boostcam], player->kartstuff[k_destboostcam]);
}
player->kartstuff[k_timeovercam] = 0;
if (player->kartstuff[k_spinouttimer])
{
if ((P_IsObjectOnGround(player->mo) || player->kartstuff[k_spinouttype] == 1)

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@ -193,7 +193,9 @@ void A_JawzExplode(mobj_t *actor); // SRB2kart
void A_SPBChase(mobj_t *actor); // SRB2kart
void A_MineExplode(mobj_t *actor); // SRB2kart
void A_BallhogExplode(mobj_t *actor); // SRB2kart
void A_LightningFollowPlayer(mobj_t *actor); // SRB2kart
void A_LightningFollowPlayer(mobj_t *actor); // SRB2kart
void A_FZBoomFlash(mobj_t *actor); // SRB2kart
void A_FZBoomSmoke(mobj_t *actor); // SRB2kart
void A_RandomShadowFrame(mobj_t *actor); // SRB2kart
void A_RoamingShadowThinker(mobj_t *actor); //SRB2kart
void A_MayonakaArrow(mobj_t *actor); //SRB2kart
@ -8179,7 +8181,7 @@ void A_ToggleFlameJet(mobj_t* actor)
}
}
//{ SRB2kart - A_ItemPop, A_JawzChase, A_JawzExplode, A_SPBChase, A_MineExplode, and A_BallhogExplode
//{ SRB2kart Actions
void A_ItemPop(mobj_t *actor)
{
mobj_t *remains;
@ -8582,6 +8584,50 @@ void A_LightningFollowPlayer(mobj_t *actor)
return;
}
// A_FZBoomFlash:
// Flash everyone close enough to the boom
void A_FZBoomFlash(mobj_t *actor)
{
UINT8 i;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FZBoomFlash", actor))
return;
#endif
for (i = 0; i < MAXPLAYERS; i++)
{
fixed_t dist;
if (!playeringame[i] || !players[i].mo)
continue;
dist = P_AproxDistance(P_AproxDistance(actor->x-players[i].mo->x, actor->y-players[i].mo->y), actor->z-players[i].mo->z);
if (dist < 1536<<FRACBITS)
P_FlashPal(&players[i], PAL_WHITE, 2);
}
return;
}
// A_FZBoomSmoke:
// Spawns pinkish smoke around the object
// Var1 is radius add
void A_FZBoomSmoke(mobj_t *actor)
{
INT32 i;
INT32 rad = 47+(23*var1);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FZBoomSmoke", actor))
return;
#endif
for (i = 0; i < 8+(4*var1); i++)
{
mobj_t *smoke = P_SpawnMobj(actor->x + (P_RandomRange(-rad, rad)*actor->scale), actor->y + (P_RandomRange(-rad, rad)*actor->scale),
actor->z + (P_RandomRange(0, 72)*actor->scale), MT_THOK);
P_SetMobjState(smoke, S_FZEROSMOKE1);
smoke->tics += P_RandomRange(-3, 4);
smoke->scale = actor->scale*3;
}
return;
}
// A_RandomShadowFrame
// Gives a random sprite for the Mayonaka static shadows. Dumb and simple.
void A_RandomShadowFrame(mobj_t *actor)

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@ -1994,7 +1994,7 @@ boolean P_CheckRacers(void)
numplayersingame++;
}
if (numplayersingame >= nospectategrief) // prevent spectate griefing
if (numplayersingame > 1 && nospectategrief > 0 && numplayersingame >= nospectategrief) // prevent spectate griefing
{
// check if we just got unlucky and there was only one guy who was a problem
for (j = i+1; j < MAXPLAYERS; j++)
@ -2398,8 +2398,12 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
break;
case MT_PLAYER:
target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
target->momx = target->momy = target->momz = 0;
if (target->player && target->player->pflags & PF_TIMEOVER)
break;
target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
if (!(source && source->type == MT_NULL && source->threshold == 42)) // Don't jump up when drowning
P_SetObjectMomZ(target, 14*FRACUNIT, false);
@ -2766,6 +2770,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
// Get rid of shield
player->powers[pw_shield] = SH_NONE;
player->mo->color = player->skincolor;
player->mo->colorized = false;
// Get rid of emeralds
player->powers[pw_emeralds] = 0;
@ -2775,6 +2780,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, player->mo->info->deathstate);
/*if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
{
P_PlayerFlagBurst(player, false);
@ -2801,6 +2807,17 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
}*/
if (player->pflags & PF_TIMEOVER)
{
mobj_t *boom;
player->mo->flags |= (MF_NOGRAVITY|MF_NOCLIP);
player->mo->flags2 |= MF2_DONTDRAW;
boom = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_FZEROBOOM);
boom->scale = player->mo->scale;
boom->angle = player->mo->angle;
P_SetTarget(&boom->target, player->mo);
}
if (G_BattleGametype())
{
if (player->kartstuff[k_bumper] > 0)

View file

@ -2382,6 +2382,11 @@ boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam)
|| (thiscam == &camera3 && (players[thirddisplayplayer].pflags & PF_NOCLIP))
|| (thiscam == &camera4 && (players[fourthdisplayplayer].pflags & PF_NOCLIP))
|| (leveltime < introtime))
#else
if ((thiscam == &camera && !(players[displayplayer].pflags & PF_TIMEOVER))
|| (thiscam == &camera2 && !(players[secondarydisplayplayer].pflags & PF_TIMEOVER))
|| (thiscam == &camera3 && !(players[thirddisplayplayer].pflags & PF_TIMEOVER))
|| (thiscam == &camera4 && !(players[fourthdisplayplayer].pflags & PF_TIMEOVER)))
#endif
{ // Noclipping player camera noclips too!!
floatok = true;

View file

@ -3711,6 +3711,8 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
dummy.y = thiscam->y;
dummy.z = thiscam->z;
dummy.height = thiscam->height;
if (player->pflags & PF_TIMEOVER)
player->kartstuff[k_timeovercam] = (2*TICRATE)+1;
if (!resetcalled && !(player->pflags & PF_NOCLIP || leveltime < introtime) && !P_CheckSight(&dummy, player->mo)) // TODO: "P_CheckCameraSight" instead.
P_ResetCamera(player, thiscam);
else
@ -8494,6 +8496,64 @@ void P_MobjThinker(mobj_t *mobj)
}
}
break;
case MT_FZEROBOOM: // F-Zero explosion
if (!mobj->extravalue1)
{
fixed_t mx = P_ReturnThrustX(NULL, mobj->angle, 32<<FRACBITS);
fixed_t my = P_ReturnThrustY(NULL, mobj->angle, 32<<FRACBITS);
mobj_t *explosion = P_SpawnMobj(mobj->x + (2*mx), mobj->y + (2*my), mobj->z+(mobj->height/2), MT_THOK);
P_SetMobjState(explosion, S_FZEROBOOM1);
explosion->scale = mobj->scale*2;
explosion->momx = mx;
explosion->momy = my;
S_StartSound(mobj, mobj->info->seesound);
mobj->extravalue1 = 1;
}
if (!S_SoundPlaying(mobj, mobj->info->attacksound))
S_StartSound(mobj, mobj->info->attacksound);
if (mobj->extravalue2 > 70) // fire + smoke pillar
{
UINT8 i;
mobj_t *fire = P_SpawnMobj(mobj->x + (P_RandomRange(-32, 32)*mobj->scale), mobj->y + (P_RandomRange(-32, 32)*mobj->scale), mobj->z, MT_THOK);
fire->sprite = SPR_FPRT;
fire->frame = FF_FULLBRIGHT|FF_TRANS30;
fire->scale = mobj->scale*4;
fire->momz = P_RandomRange(2, 3)*mobj->scale;
fire->scalespeed = mobj->scale/12;
fire->destscale = 1;
fire->tics = TICRATE;
for (i = 0; i < 2; i++)
{
mobj_t *smoke = P_SpawnMobj(mobj->x + (P_RandomRange(-16, 16)*mobj->scale), mobj->y + (P_RandomRange(-16, 16)*mobj->scale), mobj->z, MT_SMOKE);
P_SetMobjState(smoke, S_FZSLOWSMOKE1);
smoke->scale = mobj->scale;
smoke->momz = P_RandomRange(3, 10)*mobj->scale;
smoke->destscale = mobj->scale*4;
smoke->scalespeed = mobj->scale/24;
}
}
else
{
mobj->extravalue2++; // flametimer
if (mobj->extravalue2 > 8)
{
mobj_t *smoke = P_SpawnMobj(mobj->x + (P_RandomRange(-31, 31)*mobj->scale), mobj->y + (P_RandomRange(-31, 31)*mobj->scale),
mobj->z + (P_RandomRange(0, 48)*mobj->scale), MT_THOK);
P_SetMobjState(smoke, S_FZEROSMOKE1);
smoke->tics += P_RandomRange(-3, 4);
smoke->scale = mobj->scale*2;
}
}
break;
//}
case MT_TURRET:
P_MobjCheckWater(mobj);

View file

@ -1181,7 +1181,7 @@ boolean P_EndingMusic(player_t *player)
}
if (G_RaceGametype() && bestlocalpos == MAXPLAYERS+1)
sprintf(buffer, "k*lose"); // krfail, for eventual F-Zero death results theme
sprintf(buffer, "k*fail"); // F-Zero death results theme
else
{
if (bestlocalpos == 1)
@ -7887,25 +7887,22 @@ void P_FindEmerald(void)
//
static void P_DeathThink(player_t *player)
{
//ticcmd_t *cmd = &player->cmd;
//player->deltaviewheight = 0;
if (player->pflags & PF_TIMEOVER)
{
player->kartstuff[k_timeovercam]++;
if (player->mo)
{
player->mo->flags |= (MF_NOGRAVITY|MF_NOCLIP);
player->mo->flags2 |= MF2_DONTDRAW;
}
}
else
player->kartstuff[k_timeovercam] = 0;
if (player->deadtimer < INT32_MAX)
player->deadtimer++;
// continue logic
/*if (!(netgame || multiplayer) && player->lives <= 0)
{
if (player->deadtimer > TICRATE && (cmd->buttons & BT_BRAKE || cmd->buttons & BT_ACCELERATE || cmd->buttons & BT_DRIFT) && player->continues > 0)
G_UseContinue();
else if (player->deadtimer >= gameovertics)
G_UseContinue(); // Even if we don't have one this handles ending the game
}*/
// Force respawn if idle for more than 30 seconds in shooter modes.
/*if (player->deadtimer > 30*TICRATE && !G_RaceGametype())
player->playerstate = PST_REBORN;
else if (player->lives > 0 && !G_IsSpecialStage(gamemap)*/
if (player->lives > 0 /*&& leveltime >= starttime*/) // *could* you respawn?
{
// SRB2kart - spawn automatically after 1 second
@ -7914,55 +7911,6 @@ static void P_DeathThink(player_t *player)
: TICRATE)) // don't let them change it in record attack
player->playerstate = PST_REBORN;
}
/*else if ((netgame || multiplayer) && player->deadtimer == 8*TICRATE)
{
// In a net/multiplayer game, and out of lives
if (gametype == GT_COMPETITION)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && !players[i].exiting && players[i].lives > 0)
break;
if (i == MAXPLAYERS)
{
// Everyone's either done with the race, or dead.
if (!countdown2 || countdown2 > 1*TICRATE)
countdown2 = 1*TICRATE;
}
}
// In a coop game, and out of lives
if (gametype == GT_COOP)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && (players[i].exiting || players[i].lives > 0))
break;
if (i == MAXPLAYERS)
{
// They're dead, Jim.
//nextmapoverride = spstage_start;
nextmapoverride = gamemap;
countdown2 = 1*TICRATE;
skipstats = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].score = 0;
}
//emeralds = 0;
tokenbits = 0;
tokenlist = 0;
token = 0;
}
}
}*/
// Keep time rolling
if (!(countdown2 && !countdown) && !(player->exiting || mapreset) && !(player->pflags & PF_TIMEOVER))
@ -7986,50 +7934,6 @@ static void P_DeathThink(player_t *player)
}
}
/*if (G_RaceGametype() && (player->lives <= 0))
{
// to the lose music!
if (player->deadtimer == 4*TICRATE)
P_EndingMusic(player);
// stuff below isn't for kart
// Return to level music
if (netgame)
{
if (player->deadtimer == gameovertics && P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
}
else if (multiplayer) // local multiplayer only
{
if (player->deadtimer != gameovertics)
;
// Restore the first available player's music once we're dead for long enough
// -- that is, as long as they aren't dead too
else
{
INT32 i;
for (i = 0; i < 4; i++)
{
if (i > splitscreen)
break;
if (i == 0 && player != &players[displayplayer] && players[displayplayer].lives > 0)
P_RestoreMusic(&players[displayplayer]);
else if (i == 1 && player != &players[secondarydisplayplayer] && players[secondarydisplayplayer].lives > 0)
P_RestoreMusic(&players[secondarydisplayplayer]);
else if (i == 2 && player != &players[thirddisplayplayer] && players[thirddisplayplayer].lives > 0)
P_RestoreMusic(&players[thirddisplayplayer]);
else if (i == 3 && player != &players[fourthdisplayplayer] && players[fourthdisplayplayer].lives > 0)
P_RestoreMusic(&players[fourthdisplayplayer]);
else
continue;
break;
}
}
}
}*/
if (!player->mo)
return;
@ -8167,6 +8071,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
fixed_t pan, xpan, ypan;
INT32 camrotate;
boolean camstill, lookback;
UINT8 timeover;
mobj_t *mo;
fixed_t f1, f2;
#ifndef NOCLIPCAM
@ -8186,6 +8091,11 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|| (leveltime < introtime)); // Kart intro cam
#endif
if (player->pflags & PF_TIMEOVER) // 1 for momentum keep, 2 for turnaround
timeover = (player->kartstuff[k_timeovercam] > 2*TICRATE ? 2 : 1);
else
timeover = 0;
if (!(player->playerstate == PST_DEAD || player->exiting))
{
if (player->spectator) // force cam off for spectators
@ -8315,7 +8225,12 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
lookback = camspin4;
}
if (leveltime < introtime) // Whoooshy camera!
if (timeover)
{
const INT32 timeovercam = max(0, min(180, (player->kartstuff[k_timeovercam] - 2*TICRATE)*15));
camrotate += timeovercam;
}
else if (leveltime < introtime) // Whoooshy camera!
{
const INT32 introcam = (introtime - leveltime);
camrotate += introcam*5;
@ -8335,10 +8250,12 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (mo->eflags & MFE_VERTICALFLIP)
camheight += thiscam->height;
if (camstill || resetcalled || player->playerstate == PST_DEAD)
angle = thiscam->angle;
if (timeover)
angle = mo->angle + FixedAngle(camrotate*FRACUNIT);
else if (leveltime < starttime)
angle = focusangle + FixedAngle(camrotate*FRACUNIT);
else if (camstill || resetcalled || player->playerstate == PST_DEAD)
angle = thiscam->angle;
else
{
angle_t input = focusangle + FixedAngle(camrotate<<FRACBITS) - thiscam->angle;
@ -8353,7 +8270,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
angle = thiscam->angle + input;
}
if (!resetcalled && (leveltime > starttime)
if (!resetcalled && (leveltime > starttime && timeover != 2)
&& ((thiscam == &camera && t_cam_rotate != -42)
|| (thiscam == &camera2 && t_cam2_rotate != -42)
|| (thiscam == &camera3 && t_cam3_rotate != -42)
@ -8389,25 +8306,30 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
// SRB2Kart: set camera panning
if (player->kartstuff[k_drift] != 0)
{
fixed_t panmax = (dist/5);
pan = FixedDiv(FixedMul(min((fixed_t)player->kartstuff[k_driftcharge], K_GetKartDriftSparkValue(player)), panmax), K_GetKartDriftSparkValue(player));
if (pan > panmax)
pan = panmax;
if (player->kartstuff[k_drift] < 0)
pan *= -1;
}
if (camstill || resetcalled || player->playerstate == PST_DEAD)
pan = xpan = ypan = 0;
else
pan = 0;
{
if (player->kartstuff[k_drift] != 0)
{
fixed_t panmax = (dist/5);
pan = FixedDiv(FixedMul(min((fixed_t)player->kartstuff[k_driftcharge], K_GetKartDriftSparkValue(player)), panmax), K_GetKartDriftSparkValue(player));
if (pan > panmax)
pan = panmax;
if (player->kartstuff[k_drift] < 0)
pan *= -1;
}
else
pan = 0;
pan = thiscam->pan + FixedMul(pan - thiscam->pan, camspeed/4);
pan = thiscam->pan + FixedMul(pan - thiscam->pan, camspeed/4);
xpan = FixedMul(FINECOSINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
ypan = FixedMul(FINESINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
xpan = FixedMul(FINECOSINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
ypan = FixedMul(FINESINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
x += xpan;
y += ypan;
x += xpan;
y += ypan;
}
pviewheight = FixedMul(32<<FRACBITS, mo->scale);
@ -8622,15 +8544,19 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
viewpointx = mo->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist) + xpan;
viewpointy = mo->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist) + ypan;
if (!camstill && !resetcalled && !paused)
if (timeover)
thiscam->angle = angle;
else if (!camstill && !resetcalled && !paused && timeover != 1)
thiscam->angle = R_PointToAngle2(thiscam->x, thiscam->y, viewpointx, viewpointy);
if (player->exiting)
if (timeover == 1)
{
thiscam->momx = 0;
thiscam->momy = 0;
thiscam->momx = P_ReturnThrustX(NULL, mo->angle, 32<<FRACBITS); // Push forward
thiscam->momy = P_ReturnThrustY(NULL, mo->angle, 32<<FRACBITS);
thiscam->momz = 0;
}
else if (player->exiting || timeover == 2)
thiscam->momx = thiscam->momy = thiscam->momz = 0;
else if (leveltime < starttime)
{
thiscam->momx = FixedMul(x - thiscam->x, camspeed);
@ -8659,10 +8585,10 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
else
angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player));
if (player->playerstate != PST_DEAD && !(player->pflags & PF_NIGHTSMODE && player->exiting))
if (player->playerstate != PST_DEAD && !((player->pflags & PF_NIGHTSMODE) && player->exiting))
angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
if (twodlevel || (mo->flags2 & MF2_TWOD) || !camstill) // Keep the view still...
if (twodlevel || (mo->flags2 & MF2_TWOD) || (!camstill && !timeover)) // Keep the view still...
{
G_ClipAimingPitch((INT32 *)&angle);
dist = thiscam->aiming - angle;
@ -8923,15 +8849,13 @@ void P_DoTimeOver(player_t *player)
S_StopSound(player->mo);
P_DamageMobj(player->mo, NULL, NULL, 10000);
}
player->lives = 0;
P_EndingMusic(player);
#if 0
// sal, when you do the f-zero explosion, this is how you make sure the map doesn't end before it's done ^u^ ~toast
if (!countdown2)
countdown2 = 5*TICRATE;
#endif
}
//
@ -9429,6 +9353,7 @@ void P_PlayerThink(player_t *player)
player->kartstuff[k_hyudorotimer] // SRB2kart - fixes Hyudoro not flashing when it should.
|| player->kartstuff[k_growshrinktimer] > 0 // Grow doesn't flash either.
|| player->kartstuff[k_respawn] // Respawn timer (for drop dash effect)
|| (player->pflags & PF_TIMEOVER) // NO CONTEST explosion
|| (G_BattleGametype() && player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer])
|| leveltime < starttime)) // Level intro
{

View file

@ -705,7 +705,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"kc2e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc2f", false, 64, 8, -1, NULL, 0, -1, -1, LUMPERROR}, // Pogo Spring use
{"kc30", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc31", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc31", false, 64, 64, -1, NULL, 0, -1, -1, LUMPERROR}, // NO CONTEST explosion
{"kc32", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc33", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc34", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
@ -737,7 +737,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"kc4e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc4f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc50", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc51", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc51", false, 64, 64, -1, NULL, 0, -1, -1, LUMPERROR}, // NO CONTEST debris ambience
{"kc52", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc53", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"kc54", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},

View file

@ -275,6 +275,8 @@ static void Y_CalculateMatchData(UINT8 rankingsmode, void (*comparison)(INT32))
for (j = 0; j < numplayersingame; j++)
{
INT32 nump = ((G_RaceGametype() && nospectategrief > 0) ? nospectategrief : numplayersingame);
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || completed[i])
@ -296,9 +298,9 @@ static void Y_CalculateMatchData(UINT8 rankingsmode, void (*comparison)(INT32))
else
data.match.pos[data.match.numplayers] = data.match.numplayers+1;
if (!rankingsmode && !(players[i].pflags & PF_TIMEOVER) && (data.match.pos[data.match.numplayers] < nospectategrief))
if (!rankingsmode && !(players[i].pflags & PF_TIMEOVER) && (data.match.pos[data.match.numplayers] < nump))
{
data.match.increase[i] = nospectategrief - data.match.pos[data.match.numplayers];
data.match.increase[i] = nump - data.match.pos[data.match.numplayers];
players[i].score += data.match.increase[i];
}