Kart-Public/src/k_kart.c
2022-05-05 22:09:09 -04:00

9226 lines
282 KiB
C

// SONIC ROBO BLAST 2 KART ~ ZarroTsu
//-----------------------------------------------------------------------------
/// \file k_kart.c
/// \brief SRB2kart general.
/// All of the SRB2kart-unique stuff.
#include "doomdef.h"
#include "hu_stuff.h"
#include "g_game.h"
#include "m_random.h"
#include "p_local.h"
#include "p_slopes.h"
#include "r_draw.h"
#include "r_local.h"
#include "s_sound.h"
#include "st_stuff.h"
#include "v_video.h"
#include "z_zone.h"
#include "m_misc.h"
#include "m_cond.h"
#include "k_kart.h"
#include "f_finale.h"
#include "lua_hud.h" // For Lua hud checks
#include "lua_hook.h" // For MobjDamage and ShouldDamage
// SOME IMPORTANT VARIABLES DEFINED IN DOOMDEF.H:
// gamespeed is cc (0 for easy, 1 for normal, 2 for hard)
// franticitems is Frantic Mode items, bool
// encoremode is Encore Mode (duh), bool
// comeback is Battle Mode's karma comeback, also bool
// battlewanted is an array of the WANTED player nums, -1 for no player in that slot
// indirectitemcooldown is timer before anyone's allowed another Shrink/SPB
// mapreset is set when enough players fill an empty server
// nospectategrief is the players in-game needed to eliminate the person in last
//{ SRB2kart Color Code
#define SKIN_RAMP_LENGTH 16
#define DEFAULT_STARTTRANSCOLOR 160
#define NUM_PALETTE_ENTRIES 256
// These should be within 14 characters to fit on the character select screen
const char *KartColor_Names[MAXSKINCOLORS] =
{
"None", // SKINCOLOR_NONE
"White", // SKINCOLOR_WHITE
"Silver", // SKINCOLOR_SILVER
"Grey", // SKINCOLOR_GREY
"Nickel", // SKINCOLOR_NICKEL
"Black", // SKINCOLOR_BLACK
"Skunk", // SKINCOLOR_SKUNK
"Fairy", // SKINCOLOR_FAIRY
"Popcorn", // SKINCOLOR_POPCORN
"Artichoke", // SKINCOLOR_ARTICHOKE
"Pigeon", // SKINCOLOR_PIGEON
"Sepia", // SKINCOLOR_SEPIA
"Beige", // SKINCOLOR_BEIGE
"Walnut", // SKINCOLOR_WALNUT
"Brown", // SKINCOLOR_BROWN
"Leather", // SKINCOLOR_LEATHER
"Salmon", // SKINCOLOR_SALMON
"Pink", // SKINCOLOR_PINK
"Rose", // SKINCOLOR_ROSE
"Brick", // SKINCOLOR_BRICK
"Cinnamon", // SKINCOLOR_CINNAMON
"Ruby", // SKINCOLOR_RUBY
"Raspberry", // SKINCOLOR_RASPBERRY
"Cherry", // SKINCOLOR_CHERRY
"Red", // SKINCOLOR_RED
"Crimson", // SKINCOLOR_CRIMSON
"Maroon", // SKINCOLOR_MAROON
"Lemonade", // SKINCOLOR_LEMONADE
"Flame", // SKINCOLOR_FLAME
"Scarlet", // SKINCOLOR_SCARLET
"Ketchup", // SKINCOLOR_KETCHUP
"Dawn", // SKINCOLOR_DAWN
"Sunset", // SKINCOLOR_SUNSET
"Creamsicle", // SKINCOLOR_CREAMSICLE
"Orange", // SKINCOLOR_ORANGE
"Pumpkin", // SKINCOLOR_PUMPKIN
"Rosewood", // SKINCOLOR_ROSEWOOD
"Burgundy", // SKINCOLOR_BURGUNDY
"Tangerine", // SKINCOLOR_TANGERINE
"Peach", // SKINCOLOR_PEACH
"Caramel", // SKINCOLOR_CARAMEL
"Cream", // SKINCOLOR_CREAM
"Gold", // SKINCOLOR_GOLD
"Royal", // SKINCOLOR_ROYAL
"Bronze", // SKINCOLOR_BRONZE
"Copper", // SKINCOLOR_COPPER
"Quarry", // SKINCOLOR_QUARRY
"Yellow", // SKINCOLOR_YELLOW
"Mustard", // SKINCOLOR_MUSTARD
"Crocodile", // SKINCOLOR_CROCODILE
"Olive", // SKINCOLOR_OLIVE
"Vomit", // SKINCOLOR_VOMIT
"Garden", // SKINCOLOR_GARDEN
"Lime", // SKINCOLOR_LIME
"Handheld", // SKINCOLOR_HANDHELD
"Tea", // SKINCOLOR_TEA
"Pistachio", // SKINCOLOR_PISTACHIO
"Moss", // SKINCOLOR_MOSS
"Camouflage", // SKINCOLOR_CAMOUFLAGE
"Robo-Hood", // SKINCOLOR_ROBOHOOD
"Mint", // SKINCOLOR_MINT
"Green", // SKINCOLOR_GREEN
"Pinetree", // SKINCOLOR_PINETREE
"Emerald", // SKINCOLOR_EMERALD
"Swamp", // SKINCOLOR_SWAMP
"Dream", // SKINCOLOR_DREAM
"Plague", // SKINCOLOR_PLAGUE
"Algae", // SKINCOLOR_ALGAE
"Caribbean", // SKINCOLOR_CARIBBEAN
"Azure", // SKINCOLOR_AZURE
"Aqua", // SKINCOLOR_AQUA
"Teal", // SKINCOLOR_TEAL
"Cyan", // SKINCOLOR_CYAN
"Jawz", // SKINCOLOR_JAWZ
"Cerulean", // SKINCOLOR_CERULEAN
"Navy", // SKINCOLOR_NAVY
"Platinum", // SKINCOLOR_PLATINUM
"Slate", // SKINCOLOR_SLATE
"Steel", // SKINCOLOR_STEEL
"Thunder", // SKINCOLOR_THUNDER
"Rust", // SKINCOLOR_RUST
"Wristwatch", // SKINCOLOR_WRISTWATCH
"Jet", // SKINCOLOR_JET
"Sapphire", // SKINCOLOR_SAPPHIRE
"Periwinkle", // SKINCOLOR_PERIWINKLE
"Blue", // SKINCOLOR_BLUE
"Blueberry", // SKINCOLOR_BLUEBERRY
"Nova", // SKINCOLOR_NOVA
"Pastel", // SKINCOLOR_PASTEL
"Moonslam", // SKINCOLOR_MOONSLAM
"Ultraviolet", // SKINCOLOR_ULTRAVIOLET
"Dusk", // SKINCOLOR_DUSK
"Bubblegum", // SKINCOLOR_BUBBLEGUM
"Purple", // SKINCOLOR_PURPLE
"Fuchsia", // SKINCOLOR_FUCHSIA
"Toxic", // SKINCOLOR_TOXIC
"Mauve", // SKINCOLOR_MAUVE
"Lavender", // SKINCOLOR_LAVENDER
"Byzantium", // SKINCOLOR_BYZANTIUM
"Pomegranate", // SKINCOLOR_POMEGRANATE
"Lilac" // SKINCOLOR_LILAC
};
// Color_Opposite replacement; frame setting has not been changed from 8 for most, should be done later
const UINT8 KartColor_Opposite[MAXSKINCOLORS*2] =
{
SKINCOLOR_NONE,8, // SKINCOLOR_NONE
SKINCOLOR_BLACK,8, // SKINCOLOR_WHITE
SKINCOLOR_NICKEL,8, // SKINCOLOR_SILVER
SKINCOLOR_GREY,8, // SKINCOLOR_GREY
SKINCOLOR_SILVER,8, // SKINCOLOR_NICKEL
SKINCOLOR_WHITE,8, // SKINCOLOR_BLACK
SKINCOLOR_SKUNK,8, // SKINCOLOR_SKUNK
SKINCOLOR_ARTICHOKE,12, // SKINCOLOR_FAIRY
SKINCOLOR_PIGEON,12, // SKINCOLOR_POPCORN
SKINCOLOR_FAIRY,12, // SKINCOLOR_ARTICHOKE
SKINCOLOR_POPCORN,12, // SKINCOLOR_PIGEON
SKINCOLOR_LEATHER,6, // SKINCOLOR_SEPIA
SKINCOLOR_BROWN,2, // SKINCOLOR_BEIGE
SKINCOLOR_CAMOUFLAGE,8, // SKINCOLOR_WALNUT
SKINCOLOR_BEIGE,8, // SKINCOLOR_BROWN
SKINCOLOR_SEPIA,8, // SKINCOLOR_LEATHER
SKINCOLOR_TEA,8, // SKINCOLOR_SALMON
SKINCOLOR_PISTACHIO,8, // SKINCOLOR_PINK
SKINCOLOR_MOSS,8, // SKINCOLOR_ROSE
SKINCOLOR_RUST,8, // SKINCOLOR_BRICK
SKINCOLOR_WRISTWATCH,6, // SKINCOLOR_CINNAMON
SKINCOLOR_SAPPHIRE,8, // SKINCOLOR_RUBY
SKINCOLOR_MINT,8, // SKINCOLOR_RASPBERRY
SKINCOLOR_HANDHELD,10, // SKINCOLOR_CHERRY
SKINCOLOR_GREEN,6, // SKINCOLOR_RED
SKINCOLOR_PINETREE,6, // SKINCOLOR_CRIMSON
SKINCOLOR_TOXIC,8, // SKINCOLOR_MAROON
SKINCOLOR_THUNDER,8, // SKINCOLOR_LEMONADE
SKINCOLOR_CARIBBEAN,10, // SKINCOLOR_FLAME
SKINCOLOR_ALGAE,10, // SKINCOLOR_SCARLET
SKINCOLOR_MUSTARD,10, // SKINCOLOR_KETCHUP
SKINCOLOR_DUSK,8, // SKINCOLOR_DAWN
SKINCOLOR_MOONSLAM,8, // SKINCOLOR_SUNSET
SKINCOLOR_PERIWINKLE,8, // SKINCOLOR_CREAMSICLE
SKINCOLOR_BLUE,8, // SKINCOLOR_ORANGE
SKINCOLOR_BLUEBERRY,8, // SKINCOLOR_PUMPKIN
SKINCOLOR_NAVY,6, // SKINCOLOR_ROSEWOOD
SKINCOLOR_JET,8, // SKINCOLOR_BURGUNDY
SKINCOLOR_LIME,8, // SKINCOLOR_TANGERINE
SKINCOLOR_CYAN,8, // SKINCOLOR_PEACH
SKINCOLOR_CERULEAN,8, // SKINCOLOR_CARAMEL
SKINCOLOR_COPPER,10, // SKINCOLOR_CREAM
SKINCOLOR_SLATE,8, // SKINCOLOR_GOLD
SKINCOLOR_PLATINUM,6, // SKINCOLOR_ROYAL
SKINCOLOR_STEEL,8, // SKINCOLOR_BRONZE
SKINCOLOR_CREAM,6, // SKINCOLOR_COPPER
SKINCOLOR_AZURE,8, // SKINCOLOR_QUARRY
SKINCOLOR_AQUA,8, // SKINCOLOR_YELLOW
SKINCOLOR_KETCHUP,8, // SKINCOLOR_MUSTARD
SKINCOLOR_BUBBLEGUM,8, // SKINCOLOR_CROCODILE
SKINCOLOR_TEAL,8, // SKINCOLOR_OLIVE
SKINCOLOR_ROBOHOOD,8, // SKINCOLOR_VOMIT
SKINCOLOR_LAVENDER,6, // SKINCOLOR_GARDEN
SKINCOLOR_TANGERINE,8, // SKINCOLOR_LIME
SKINCOLOR_CHERRY,8, // SKINCOLOR_HANDHELD
SKINCOLOR_SALMON,8, // SKINCOLOR_TEA
SKINCOLOR_PINK,6, // SKINCOLOR_PISTACHIO
SKINCOLOR_ROSE,8, // SKINCOLOR_MOSS
SKINCOLOR_WALNUT,8, // SKINCOLOR_CAMOUFLAGE
SKINCOLOR_VOMIT,8, // SKINCOLOR_ROBOHOOD
SKINCOLOR_RASPBERRY,8, // SKINCOLOR_MINT
SKINCOLOR_RED,8, // SKINCOLOR_GREEN
SKINCOLOR_CRIMSON,8, // SKINCOLOR_PINETREE
SKINCOLOR_PURPLE,8, // SKINCOLOR_EMERALD
SKINCOLOR_BYZANTIUM,8, // SKINCOLOR_SWAMP
SKINCOLOR_POMEGRANATE,8, // SKINCOLOR_DREAM
SKINCOLOR_NOVA,8, // SKINCOLOR_PLAGUE
SKINCOLOR_SCARLET,10, // SKINCOLOR_ALGAE
SKINCOLOR_FLAME,8, // SKINCOLOR_CARIBBEAN
SKINCOLOR_QUARRY,8, // SKINCOLOR_AZURE
SKINCOLOR_YELLOW,8, // SKINCOLOR_AQUA
SKINCOLOR_OLIVE,8, // SKINCOLOR_TEAL
SKINCOLOR_PEACH,8, // SKINCOLOR_CYAN
SKINCOLOR_LILAC,10, // SKINCOLOR_JAWZ
SKINCOLOR_CARAMEL,8, // SKINCOLOR_CERULEAN
SKINCOLOR_ROSEWOOD,8, // SKINCOLOR_NAVY
SKINCOLOR_ROYAL,8, // SKINCOLOR_PLATINUM
SKINCOLOR_GOLD,10, // SKINCOLOR_SLATE
SKINCOLOR_BRONZE,10, // SKINCOLOR_STEEL
SKINCOLOR_LEMONADE,8, // SKINCOLOR_THUNDER
SKINCOLOR_BRICK,10, // SKINCOLOR_RUST
SKINCOLOR_CINNAMON,8, // SKINCOLOR_WRISTWATCH
SKINCOLOR_BURGUNDY,8, // SKINCOLOR_JET
SKINCOLOR_RUBY,6, // SKINCOLOR_SAPPHIRE
SKINCOLOR_CREAMSICLE,8, // SKINCOLOR_PERIWINKLE
SKINCOLOR_ORANGE,8, // SKINCOLOR_BLUE
SKINCOLOR_PUMPKIN,8, // SKINCOLOR_BLUEBERRY
SKINCOLOR_PLAGUE,10, // SKINCOLOR_NOVA
SKINCOLOR_FUCHSIA,11, // SKINCOLOR_PASTEL
SKINCOLOR_SUNSET,10, // SKINCOLOR_MOONSLAM
SKINCOLOR_MAUVE,10, // SKINCOLOR_ULTRAVIOLET
SKINCOLOR_DAWN,6, // SKINCOLOR_DUSK
SKINCOLOR_CROCODILE,8, // SKINCOLOR_BUBBLEGUM
SKINCOLOR_EMERALD,8, // SKINCOLOR_PURPLE
SKINCOLOR_PASTEL,11, // SKINCOLOR_FUCHSIA
SKINCOLOR_MAROON,8, // SKINCOLOR_TOXIC
SKINCOLOR_ULTRAVIOLET,8, // SKINCOLOR_MAUVE
SKINCOLOR_GARDEN,6, // SKINCOLOR_LAVENDER
SKINCOLOR_SWAMP,8, // SKINCOLOR_BYZANTIUM
SKINCOLOR_DREAM,8, // SKINCOLOR_POMEGRANATE
SKINCOLOR_JAWZ,6 // SKINCOLOR_LILAC
};
UINT8 colortranslations[MAXTRANSLATIONS][16] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // SKINCOLOR_NONE
{120, 120, 120, 120, 0, 2, 5, 8, 9, 11, 14, 17, 20, 22, 25, 28}, // SKINCOLOR_WHITE
{ 0, 1, 2, 3, 5, 7, 9, 12, 13, 15, 18, 20, 23, 25, 27, 30}, // SKINCOLOR_SILVER
{ 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31}, // SKINCOLOR_GREY
{ 3, 5, 8, 11, 15, 17, 19, 21, 23, 24, 25, 26, 27, 29, 30, 31}, // SKINCOLOR_NICKEL
{ 4, 7, 11, 15, 20, 22, 24, 27, 28, 28, 28, 29, 29, 30, 30, 31}, // SKINCOLOR_BLACK
{120, 120, 0, 2, 4, 10, 16, 22, 23, 24, 25, 26, 27, 28, 29, 31}, // SKINCOLOR_SKUNK
{120, 120, 121, 121, 122, 123, 10, 14, 16, 18, 20, 22, 24, 26, 28, 31}, // SKINCOLOR_FAIRY
{120, 96, 97, 98, 99, 71, 32, 11, 13, 16, 18, 21, 23, 26, 28, 31}, // SKINCOLOR_POPCORN
{ 97, 176, 177, 162, 163, 179, 12, 14, 16, 18, 20, 22, 24, 26, 28, 31}, // SKINCOLOR_ARTICHOKE
{ 0, 208, 209, 211, 226, 202, 14, 15, 17, 19, 21, 23, 25, 27, 29, 31}, // SKINCOLOR_PIGEON
{ 0, 1, 3, 5, 7, 9, 34, 36, 38, 40, 42, 44, 60, 61, 62, 63}, // SKINCOLOR_SEPIA
{120, 65, 67, 69, 32, 34, 36, 38, 40, 42, 44, 45, 46, 47, 62, 63}, // SKINCOLOR_BEIGE
{ 3, 6, 32, 33, 35, 37, 51, 52, 54, 55, 57, 58, 60, 61, 63, 30}, // SKINCOLOR_WALNUT
{ 67, 70, 73, 76, 48, 49, 51, 53, 54, 56, 58, 59, 61, 63, 29, 30}, // SKINCOLOR_BROWN
{ 72, 76, 48, 51, 53, 55, 57, 59, 61, 63, 28, 28, 29, 29, 30, 31}, // SKINCOLOR_LEATHER
{120, 120, 120, 121, 121, 122, 123, 124, 126, 127, 129, 131, 133, 135, 137, 139}, // SKINCOLOR_SALMON
{120, 121, 121, 122, 144, 145, 146, 147, 148, 149, 150, 151, 134, 136, 138, 140}, // SKINCOLOR_PINK
{144, 145, 146, 147, 148, 149, 150, 151, 134, 135, 136, 137, 138, 139, 140, 141}, // SKINCOLOR_ROSE
{ 64, 67, 70, 73, 146, 147, 148, 150, 118, 118, 119, 119, 156, 159, 141, 143}, // SKINCOLOR_BRICK
{ 68, 75, 48, 50, 52, 94, 152, 136, 137, 138, 139, 140, 141, 142, 143, 31}, // SKINCOLOR_CINNAMON
{120, 121, 144, 145, 147, 149, 132, 133, 134, 136, 198, 198, 199, 255, 30, 31}, // SKINCOLOR_RUBY
{120, 121, 122, 123, 124, 125, 126, 127, 128, 130, 131, 134, 136, 137, 139, 140}, // SKINCOLOR_RASPBERRY
{120, 65, 67, 69, 71, 124, 125, 127, 132, 133, 135, 136, 138, 139, 140, 141}, // SKINCOLOR_CHERRY
{122, 123, 124, 126, 129, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142}, // SKINCOLOR_RED
{123, 125, 128, 131, 133, 135, 136, 138, 140, 140, 141, 141, 142, 142, 143, 31}, // SKINCOLOR_CRIMSON
{123, 124, 126, 128, 132, 135, 137, 27, 28, 28, 28, 29, 29, 30, 30, 31}, // SKINCOLOR_MAROON
{120, 96, 97, 98, 99, 65, 122, 144, 123, 124, 147, 149, 151, 153, 156, 159}, // SKINCOLOR_LEMONADE
{120, 97, 112, 113, 113, 85, 87, 126, 149, 150, 151, 252, 253, 254, 255, 29}, // SKINCOLOR_FLAME
{ 99, 113, 113, 84, 85, 87, 126, 128, 130, 196, 197, 198, 199, 240, 243, 246}, // SKINCOLOR_SCARLET
{103, 113, 113, 84, 85, 88, 127, 130, 131, 133, 134, 136, 138, 139, 141, 143}, // SKINCOLOR_KETCHUP
{120, 121, 122, 123, 124, 147, 148, 91, 93, 95, 152, 154, 156, 159, 141, 143}, // SKINCOLOR_DAWN
{ 98, 112, 113, 84, 85, 87, 89, 149, 150, 251, 251, 205, 206, 207, 29, 31}, // SKINCOLOR_SUNSET
{120, 120, 80, 80, 81, 82, 83, 83, 84, 85, 86, 88, 89, 91, 93, 95}, // SKINCOLOR_CREAMSICLE
{ 80, 81, 82, 83, 84, 85, 86, 88, 89, 91, 94, 95, 154, 156, 158, 159}, // SKINCOLOR_ORANGE
{ 82, 83, 84, 85, 87, 89, 90, 92, 94, 152, 153, 155, 157, 159, 141, 142}, // SKINCOLOR_PUMPKIN
{ 83, 85, 88, 90, 92, 94, 152, 153, 154, 156, 157, 159, 140, 141, 142, 143}, // SKINCOLOR_ROSEWOOD
{ 84, 86, 89, 91, 152, 154, 155, 157, 158, 159, 140, 141, 142, 143, 31, 31}, // SKINCOLOR_BURGUNDY
{ 98, 98, 112, 112, 113, 113, 84, 85, 87, 89, 91, 93, 95, 153, 156, 159}, // SKINCOLOR_TANGERINE
{120, 80, 66, 70, 72, 76, 148, 149, 150, 151, 153, 154, 156, 61, 62, 63}, // SKINCOLOR_PEACH
{ 64, 66, 68, 70, 72, 74, 76, 78, 48, 50, 52, 54, 56, 58, 60, 62}, // SKINCOLOR_CARAMEL
{120, 96, 96, 97, 98, 82, 84, 77, 50, 54, 57, 59, 61, 63, 29, 31}, // SKINCOLOR_CREAM
{ 96, 97, 98, 112, 113, 114, 115, 116, 117, 151, 118, 119, 157, 159, 140, 143}, // SKINCOLOR_GOLD
{ 97, 112, 113, 113, 114, 78, 53, 252, 252, 253, 253, 254, 255, 29, 30, 31}, // SKINCOLOR_ROYAL
{112, 113, 114, 115, 116, 117, 118, 119, 156, 157, 158, 159, 141, 141, 142, 143}, // SKINCOLOR_BRONZE
{120, 99, 113, 114, 116, 117, 119, 61, 63, 28, 28, 29, 29, 30, 30, 31}, // SKINCOLOR_COPPER
{ 96, 97, 98, 99, 104, 105, 106, 107, 117, 152, 154, 156, 159, 141, 142, 143}, // SKINCOLOR_QUARRY
{ 96, 97, 98, 100, 101, 102, 104, 113, 114, 115, 116, 117, 118, 119, 156, 159}, // SKINCOLOR_YELLOW
{ 96, 98, 99, 112, 113, 114, 114, 106, 106, 107, 107, 108, 108, 109, 110, 111}, // SKINCOLOR_MUSTARD
{120, 96, 97, 98, 176, 113, 114, 106, 115, 107, 108, 109, 110, 174, 175, 31}, // SKINCOLOR_CROCODILE
{ 98, 101, 104, 105, 106, 115, 107, 108, 182, 109, 183, 110, 174, 111, 30, 31}, // SKINCOLOR_OLIVE
{ 0, 121, 122, 144, 71, 84, 114, 115, 107, 108, 109, 183, 223, 207, 30, 246}, // SKINCOLOR_VOMIT
{ 98, 99, 112, 101, 113, 114, 106, 179, 180, 180, 181, 182, 183, 173, 174, 175}, // SKINCOLOR_GARDEN
{120, 96, 97, 98, 99, 176, 177, 163, 164, 166, 168, 170, 223, 207, 243, 31}, // SKINCOLOR_LIME
{ 98, 104, 105, 105, 106, 167, 168, 169, 170, 171, 172, 173, 174, 175, 30, 31}, // SKINCOLOR_HANDHELD
{120, 120, 176, 176, 176, 177, 177, 178, 178, 179, 179, 180, 180, 181, 182, 183}, // SKINCOLOR_TEA
{120, 120, 176, 176, 177, 177, 178, 179, 165, 166, 167, 168, 169, 170, 171, 172}, // SKINCOLOR_PISTACHIO
{178, 178, 178, 179, 179, 180, 181, 182, 183, 172, 172, 173, 173, 174, 174, 175}, // SKINCOLOR_MOSS
{ 64, 66, 69, 32, 34, 37, 40, 182, 171, 172, 172, 173, 173, 174, 174, 175}, // SKINCOLOR_CAMOUFLAGE
{120, 176, 160, 165, 167, 168, 169, 182, 182, 171, 60, 61, 63, 29, 30, 31}, // SKINCOLOR_ROBOHOOD
{120, 176, 176, 176, 177, 163, 164, 165, 167, 221, 221, 222, 223, 207, 207, 31}, // SKINCOLOR_MINT
{160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175}, // SKINCOLOR_GREEN
{161, 163, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 30, 30, 31}, // SKINCOLOR_PINETREE
{160, 184, 184, 185, 185, 186, 186, 187, 187, 188, 188, 189, 189, 190, 191, 175}, // SKINCOLOR_EMERALD
{160, 184, 185, 186, 187, 188, 189, 190, 191, 191, 29, 29, 30, 30, 31, 31}, // SKINCOLOR_SWAMP
{120, 120, 80, 80, 81, 177, 162, 164, 228, 228, 204, 204, 205, 205, 206, 207}, // SKINCOLOR_DREAM
{ 97, 176, 160, 184, 185, 186, 187, 229, 229, 205, 206, 207, 28, 29, 30, 31}, // SKINCOLOR_PLAGUE
{208, 209, 210, 211, 213, 220, 216, 167, 168, 188, 188, 189, 190, 191, 30, 31}, // SKINCOLOR_ALGAE
{120, 176, 177, 160, 185, 220, 216, 217, 229, 229, 204, 205, 206, 254, 255, 31}, // SKINCOLOR_CARIBBEAN
{120, 96, 97, 98, 177, 220, 216, 217, 218, 204, 252, 253, 254, 255, 30, 31}, // SKINCOLOR_AZURE
{120, 208, 208, 210, 212, 214, 220, 220, 220, 221, 221, 222, 222, 223, 223, 191}, // SKINCOLOR_AQUA
{210, 213, 220, 220, 220, 216, 216, 221, 221, 221, 222, 222, 223, 223, 191, 31}, // SKINCOLOR_TEAL
{120, 120, 208, 208, 209, 210, 211, 212, 213, 215, 216, 217, 218, 219, 222, 223}, // SKINCOLOR_CYAN
{120, 120, 208, 209, 210, 226, 215, 216, 217, 229, 229, 205, 205, 206, 207, 31}, // SKINCOLOR_JAWZ
{208, 209, 211, 213, 215, 216, 216, 217, 217, 218, 218, 219, 205, 206, 207, 207}, // SKINCOLOR_CERULEAN
{211, 212, 213, 215, 216, 218, 219, 205, 206, 206, 207, 207, 28, 29, 30, 31}, // SKINCOLOR_NAVY
{120, 0, 0, 200, 200, 201, 11, 14, 17, 218, 222, 223, 238, 240, 243, 246}, // SKINCOLOR_PLATINUM
{120, 120, 200, 200, 200, 201, 201, 201, 202, 202, 202, 203, 204, 205, 206, 207}, // SKINCOLOR_SLATE
{120, 200, 200, 201, 201, 202, 202, 203, 203, 204, 204, 205, 205, 206, 207, 31}, // SKINCOLOR_STEEL
{ 96, 97, 98, 112, 113, 114, 11, 203, 204, 205, 205, 237, 239, 241, 243, 246}, // SKINCOLOR_THUNDER
{ 64, 66, 68, 70, 32, 34, 36, 203, 204, 205, 24, 25, 26, 28, 29, 31}, // SKINCOLOR_RUST
{ 81, 72, 76, 48, 51, 55, 252, 205, 205, 206, 240, 241, 242, 243, 244, 246}, // SKINCOLOR_WRISTWATCH
{225, 226, 227, 228, 229, 205, 205, 206, 207, 207, 28, 28, 29, 29, 30, 31}, // SKINCOLOR_JET
{208, 209, 211, 213, 215, 217, 229, 230, 232, 234, 236, 238, 240, 242, 244, 246}, // SKINCOLOR_SAPPHIRE
{120, 120, 224, 225, 226, 202, 227, 228, 229, 230, 231, 233, 235, 237, 239, 241}, // SKINCOLOR_PERIWINKLE
{224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 235, 236, 238, 242, 244, 246}, // SKINCOLOR_BLUE
{226, 228, 229, 230, 232, 233, 235, 237, 239, 240, 242, 244, 246, 31, 31, 31}, // SKINCOLOR_BLUEBERRY
{120, 112, 82, 83, 84, 124, 248, 228, 228, 204, 205, 206, 207, 29, 30, 31}, // SKINCOLOR_NOVA
{120, 208, 209, 210, 211, 226, 202, 249, 194, 195, 196, 197, 198, 199, 255, 30}, // SKINCOLOR_PASTEL
{120, 224, 201, 226, 202, 249, 250, 196, 197, 198, 199, 140, 141, 142, 143, 31}, // SKINCOLOR_MOONSLAM
{120, 64, 81, 122, 192, 249, 203, 221, 221, 219, 219, 223, 223, 191, 191, 31}, // SKINCOLOR_ULTRAVIOLET
{121, 145, 192, 249, 250, 251, 204, 204, 205, 205, 206, 206, 207, 29, 30, 31}, // SKINCOLOR_DUSK
{120, 96, 64, 121, 67, 144, 123, 192, 193, 194, 195, 196, 197, 198, 199, 30}, // SKINCOLOR_BUBBLEGUM
{121, 145, 192, 192, 193, 194, 195, 196, 196, 197, 197, 198, 198, 199, 30, 31}, // SKINCOLOR_PURPLE
{120, 122, 124, 125, 126, 150, 196, 197, 198, 198, 199, 199, 240, 242, 244, 246}, // SKINCOLOR_FUCHSIA
{120, 120, 176, 176, 177, 6, 8, 10, 249, 250, 196, 197, 198, 199, 143, 31}, // SKINCOLOR_TOXIC
{ 96, 97, 98, 112, 113, 73, 146, 248, 249, 251, 205, 205, 206, 207, 29, 31}, // SKINCOLOR_MAUVE
{121, 145, 192, 248, 249, 250, 251, 252, 252, 253, 253, 254, 254, 255, 30, 31}, // SKINCOLOR_LAVENDER
{201, 248, 249, 250, 251, 252, 253, 254, 255, 255, 29, 29, 30, 30, 31, 31}, // SKINCOLOR_BYZANTIUM
{144, 145, 146, 147, 148, 149, 150, 251, 251, 252, 252, 253, 254, 255, 29, 30}, // SKINCOLOR_POMEGRANATE
{120, 120, 120, 121, 121, 122, 122, 123, 192, 248, 249, 250, 251, 252, 253, 254}, // SKINCOLOR_LILAC
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 96, 100, 104, 113, 116, 119}, // SKINCOLOR_SUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 96, 98, 101, 104, 113, 115, 117, 119}, // SKINCOLOR_SUPER2
{120, 120, 120, 120, 120, 120, 96, 98, 100, 102, 104, 113, 114, 116, 117, 119}, // SKINCOLOR_SUPER3
{120, 120, 120, 120, 96, 97, 99, 100, 102, 104, 113, 114, 115, 116, 117, 119}, // SKINCOLOR_SUPER4
{120, 120, 96, 120, 120, 120, 120, 120, 104, 113, 114, 115, 116, 117, 118, 119}, // SKINCOLOR_SUPER5
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 80, 82, 85, 115, 117, 119}, // SKINCOLOR_TSUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 80, 81, 83, 85, 115, 116, 117, 119}, // SKINCOLOR_TSUPER2
{120, 120, 120, 120, 120, 120, 80, 81, 82, 83, 85, 115, 116, 117, 118, 119}, // SKINCOLOR_TSUPER3
{120, 120, 120, 120, 80, 81, 82, 83, 84, 85, 115, 115, 116, 117, 118, 119}, // SKINCOLOR_TSUPER4
{120, 120, 80, 80, 81, 82, 83, 84, 85, 115, 115, 116, 117, 117, 118, 119}, // SKINCOLOR_TSUPER5
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 121, 123, 125, 127, 129, 132}, // SKINCOLOR_KSUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 121, 122, 124, 125, 127, 128, 130, 132}, // SKINCOLOR_KSUPER2
{120, 120, 120, 120, 120, 120, 121, 122, 123, 124, 125, 127, 128, 129, 130, 132}, // SKINCOLOR_KSUPER3
{120, 120, 120, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132}, // SKINCOLOR_KSUPER4
{120, 120, 121, 121, 122, 123, 124, 125, 126, 126, 127, 128, 129, 130, 131, 132}, // SKINCOLOR_KSUPER5
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 0, 122, 124, 248, 251, 255}, // SKINCOLOR_PSUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 0, 121, 122, 124, 248, 250, 252, 255}, // SKINCOLOR_PSUPER2
{120, 120, 120, 120, 120, 120, 0, 121, 122, 123, 124, 248, 249, 251, 253, 255}, // SKINCOLOR_PSUPER3
{120, 120, 120, 120, 0, 121, 122, 123, 124, 248, 249, 250, 251, 252, 253, 255}, // SKINCOLOR_PSUPER4
{120, 120, 0, 121, 122, 123, 124, 248, 248, 249, 250, 251, 252, 253, 254, 255}, // SKINCOLOR_PSUPER5
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 224, 225, 227, 228, 230, 232}, // SKINCOLOR_BSUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 224, 225, 226, 227, 228, 229, 230, 232}, // SKINCOLOR_BSUPER2
{120, 120, 120, 120, 120, 120, 224, 224, 225, 226, 227, 228, 229, 230, 231, 232}, // SKINCOLOR_BSUPER3
{120, 120, 120, 120, 224, 224, 225, 226, 226, 227, 228, 229, 229, 230, 231, 232}, // SKINCOLOR_BSUPER4
{120, 120, 224, 224, 225, 225, 226, 227, 227, 228, 228, 229, 230, 230, 231, 232}, // SKINCOLOR_BSUPER5
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 208, 210, 212, 215, 220, 222}, // SKINCOLOR_ASUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 208, 209, 211, 213, 215, 220, 221, 223}, // SKINCOLOR_ASUPER2
{120, 120, 120, 120, 120, 120, 208, 209, 210, 211, 212, 213, 215, 220, 221, 223}, // SKINCOLOR_ASUPER3
{120, 120, 120, 120, 208, 209, 210, 211, 212, 213, 214, 215, 220, 221, 222, 223}, // SKINCOLOR_ASUPER4
{120, 120, 208, 208, 209, 210, 211, 211, 212, 213, 214, 215, 220, 221, 222, 223}, // SKINCOLOR_ASUPER5
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 176, 160, 163, 167, 171, 175}, // SKINCOLOR_GSUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 176, 176, 160, 163, 166, 169, 172, 175}, // SKINCOLOR_GSUPER2
{120, 120, 120, 120, 120, 120, 176, 176, 160, 162, 164, 166, 168, 170, 172, 175}, // SKINCOLOR_GSUPER3
{120, 120, 120, 120, 176, 176, 176, 160, 161, 163, 165, 167, 169, 171, 173, 175}, // SKINCOLOR_GSUPER4
{120, 120, 176, 176, 176, 160, 161, 163, 164, 166, 167, 169, 170, 172, 173, 175}, // SKINCOLOR_GSUPER5
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120}, // SKINCOLOR_WSUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 0, 4, 9}, // SKINCOLOR_WSUPER2
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 0, 2, 4, 6, 8, 11}, // SKINCOLOR_WSUPER3
{120, 120, 120, 120, 120, 120, 120, 0, 1, 3, 4, 6, 8, 9, 11, 13}, // SKINCOLOR_WSUPER4
{120, 120, 120, 120, 0, 1, 2, 4, 5, 6, 8, 9, 10, 12, 13, 15}, // SKINCOLOR_WSUPER5
{120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 96, 98, 99, 81, 73, 79}, // SKINCOLOR_CSUPER1
{120, 120, 120, 120, 120, 120, 120, 120, 96, 97, 98, 81, 81, 71, 75, 79}, // SKINCOLOR_CSUPER2
{120, 120, 120, 120, 120, 120, 96, 97, 98, 99, 81, 81, 70, 73, 76, 79}, // SKINCOLOR_CSUPER3
{120, 120, 120, 120, 96, 96, 97, 98, 99, 81, 81, 70, 72, 74, 76, 79}, // SKINCOLOR_CSUPER4
{120, 120, 96, 96, 97, 98, 98, 99, 81, 81, 69, 71, 73, 75, 77, 79}, // SKINCOLOR_CSUPER5
};
// Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
// 0.7152 to green
// 0.0722 to blue
// (See this same define in hw_md2.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000))
/** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power
\param dest_colormap colormap to populate
\param skincolor translation color
*/
void K_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor)
{
INT32 i;
RGBA_t color;
UINT8 brightness;
INT32 j;
UINT8 colorbrightnesses[16];
UINT16 brightdif;
INT32 temp;
// first generate the brightness of all the colours of that skincolour
for (i = 0; i < 16; i++)
{
color = V_GetColor(colortranslations[skincolor][i]);
SETBRIGHTNESS(colorbrightnesses[i], color.s.red, color.s.green, color.s.blue);
}
// next, for every colour in the palette, choose the transcolor that has the closest brightness
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (i == 0 || i == 31 || i == 120) // pure black and pure white don't change
{
dest_colormap[i] = (UINT8)i;
continue;
}
color = V_GetColor(i);
SETBRIGHTNESS(brightness, color.s.red, color.s.green, color.s.blue);
brightdif = 256;
for (j = 0; j < 16; j++)
{
temp = abs((INT16)brightness - (INT16)colorbrightnesses[j]);
if (temp < brightdif)
{
brightdif = (UINT16)temp;
dest_colormap[i] = colortranslations[skincolor][j];
}
}
}
}
#undef SETBRIGHTNESS
/** \brief Generates a translation colormap for Kart, to replace R_GenerateTranslationColormap in r_draw.c
\param dest_colormap colormap to populate
\param skinnum number of skin, TC_DEFAULT or TC_BOSS
\param color translation color
\return void
*/
void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color)
{
INT32 i;
INT32 starttranscolor;
// Handle a couple of simple special cases
if (skinnum == TC_BOSS
|| skinnum == TC_ALLWHITE
|| skinnum == TC_METALSONIC
|| skinnum == TC_BLINK
|| color == SKINCOLOR_NONE)
{
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (skinnum == TC_ALLWHITE)
dest_colormap[i] = 0;
else if (skinnum == TC_BLINK)
dest_colormap[i] = colortranslations[color][3];
else
dest_colormap[i] = (UINT8)i;
}
// White!
if (skinnum == TC_BOSS)
dest_colormap[31] = 0;
else if (skinnum == TC_METALSONIC)
dest_colormap[239] = 0;
return;
}
else if (skinnum == TC_RAINBOW)
{
K_RainbowColormap(dest_colormap, color);
return;
}
starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR;
// Fill in the entries of the palette that are fixed
for (i = 0; i < starttranscolor; i++)
dest_colormap[i] = (UINT8)i;
for (i = (UINT8)(starttranscolor + 16); i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
// Build the translated ramp
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
{
// Sryder 2017-10-26: What was here before was most definitely not particularly readable, check above for new color translation table
dest_colormap[starttranscolor + i] = colortranslations[color][i];
}
}
/** \brief Pulls kart color by name, to replace R_GetColorByName in r_draw.c
\param name color name
\return 0
*/
UINT8 K_GetKartColorByName(const char *name)
{
UINT8 color = (UINT8)atoi(name);
if (color > 0 && color < MAXSKINCOLORS)
return color;
for (color = 1; color < MAXSKINCOLORS; color++)
if (!stricmp(KartColor_Names[color], name))
return color;
return 0;
}
//}
//{ SRB2kart Net Variables
void K_RegisterKartStuff(void)
{
CV_RegisterVar(&cv_sneaker);
CV_RegisterVar(&cv_rocketsneaker);
CV_RegisterVar(&cv_invincibility);
CV_RegisterVar(&cv_banana);
CV_RegisterVar(&cv_eggmanmonitor);
CV_RegisterVar(&cv_orbinaut);
CV_RegisterVar(&cv_jawz);
CV_RegisterVar(&cv_mine);
CV_RegisterVar(&cv_ballhog);
CV_RegisterVar(&cv_selfpropelledbomb);
CV_RegisterVar(&cv_grow);
CV_RegisterVar(&cv_shrink);
CV_RegisterVar(&cv_thundershield);
CV_RegisterVar(&cv_hyudoro);
CV_RegisterVar(&cv_pogospring);
CV_RegisterVar(&cv_kitchensink);
CV_RegisterVar(&cv_triplesneaker);
CV_RegisterVar(&cv_triplebanana);
CV_RegisterVar(&cv_decabanana);
CV_RegisterVar(&cv_tripleorbinaut);
CV_RegisterVar(&cv_quadorbinaut);
CV_RegisterVar(&cv_dualjawz);
CV_RegisterVar(&cv_kartminimap);
CV_RegisterVar(&cv_kartcheck);
CV_RegisterVar(&cv_kartinvinsfx);
CV_RegisterVar(&cv_kartspeed);
CV_RegisterVar(&cv_kartbumpers);
CV_RegisterVar(&cv_kartfrantic);
CV_RegisterVar(&cv_kartcomeback);
CV_RegisterVar(&cv_kartencore);
CV_RegisterVar(&cv_kartvoterulechanges);
CV_RegisterVar(&cv_kartspeedometer);
CV_RegisterVar(&cv_kartvoices);
CV_RegisterVar(&cv_karteliminatelast);
CV_RegisterVar(&cv_votetime);
CV_RegisterVar(&cv_kartdebugitem);
CV_RegisterVar(&cv_kartdebugamount);
CV_RegisterVar(&cv_kartdebugshrink);
CV_RegisterVar(&cv_kartdebugdistribution);
CV_RegisterVar(&cv_kartdebughuddrop);
CV_RegisterVar(&cv_kartdebugcheckpoint);
CV_RegisterVar(&cv_kartdebugnodes);
CV_RegisterVar(&cv_kartdebugcolorize);
}
//}
boolean K_IsPlayerLosing(player_t *player)
{
INT32 winningpos = 1;
UINT8 i, pcount = 0;
if (player->kartstuff[k_position] == 1)
return false;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (players[i].kartstuff[k_position] > pcount)
pcount = players[i].kartstuff[k_position];
}
if (pcount <= 1)
return false;
winningpos = pcount/2;
if (pcount % 2) // any remainder?
winningpos++;
return (player->kartstuff[k_position] > winningpos);
}
boolean K_IsPlayerWanted(player_t *player)
{
UINT8 i;
if (!(G_BattleGametype()))
return false;
for (i = 0; i < 4; i++)
{
if (battlewanted[i] == -1)
break;
if (player == &players[battlewanted[i]])
return true;
}
return false;
}
//{ SRB2kart Roulette Code - Position Based
#define NUMKARTODDS 80
// Less ugly 2D arrays
static INT32 K_KartItemOddsRace[NUMKARTRESULTS][10] =
{
//P-Odds 0 1 2 3 4 5 6 7 8 9
/*Sneaker*/ {20, 0, 0, 4, 6, 7, 0, 0, 0, 0 }, // Sneaker
/*Rocket Sneaker*/ { 0, 0, 0, 0, 0, 1, 4, 5, 3, 0 }, // Rocket Sneaker
/*Invincibility*/ { 0, 0, 0, 0, 0, 1, 4, 6,10, 0 }, // Invincibility
/*Banana*/ { 0, 9, 4, 2, 1, 0, 0, 0, 0, 0 }, // Banana
/*Eggman Monitor*/ { 0, 3, 2, 1, 0, 0, 0, 0, 0, 0 }, // Eggman Monitor
/*Orbinaut*/ { 0, 7, 6, 4, 2, 0, 0, 0, 0, 0 }, // Orbinaut
/*Jawz*/ { 0, 0, 3, 2, 1, 1, 0, 0, 0, 0 }, // Jawz
/*Mine*/ { 0, 0, 2, 2, 1, 0, 0, 0, 0, 0 }, // Mine
/*Ballhog*/ { 0, 0, 0, 2, 1, 0, 0, 0, 0, 0 }, // Ballhog
/*Self-Propelled Bomb*/ { 0, 0, 1, 2, 3, 4, 2, 2, 0,20 }, // Self-Propelled Bomb
/*Grow*/ { 0, 0, 0, 0, 0, 0, 2, 5, 7, 0 }, // Grow
/*Shrink*/ { 0, 0, 0, 0, 0, 0, 0, 2, 0, 0 }, // Shrink
/*Thunder Shield*/ { 0, 1, 2, 0, 0, 0, 0, 0, 0, 0 }, // Thunder Shield
/*Hyudoro*/ { 0, 0, 0, 0, 1, 2, 1, 0, 0, 0 }, // Hyudoro
/*Pogo Spring*/ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // Pogo Spring
/*Kitchen Sink*/ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // Kitchen Sink
/*Sneaker x3*/ { 0, 0, 0, 0, 3, 7, 9, 2, 0, 0 }, // Sneaker x3
/*Banana x3*/ { 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }, // Banana x3
/*Banana x10*/ { 0, 0, 0, 0, 1, 0, 0, 0, 0, 0 }, // Banana x10
/*Orbinaut x3*/ { 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // Orbinaut x3
/*Orbinaut x4*/ { 0, 0, 0, 0, 1, 1, 0, 0, 0, 0 }, // Orbinaut x4
/*Jawz x2*/ { 0, 0, 0, 1, 2, 0, 0, 0, 0, 0 } // Jawz x2
};
static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][2] =
{
//P-Odds 0 1
/*Sneaker*/ { 2, 1 }, // Sneaker
/*Rocket Sneaker*/ { 0, 0 }, // Rocket Sneaker
/*Invincibility*/ { 2, 1 }, // Invincibility
/*Banana*/ { 1, 0 }, // Banana
/*Eggman Monitor*/ { 1, 0 }, // Eggman Monitor
/*Orbinaut*/ { 8, 0 }, // Orbinaut
/*Jawz*/ { 8, 1 }, // Jawz
/*Mine*/ { 4, 1 }, // Mine
/*Ballhog*/ { 2, 1 }, // Ballhog
/*Self-Propelled Bomb*/ { 0, 0 }, // Self-Propelled Bomb
/*Grow*/ { 2, 1 }, // Grow
/*Shrink*/ { 0, 0 }, // Shrink
/*Thunder Shield*/ { 0, 0 }, // Thunder Shield
/*Hyudoro*/ { 2, 0 }, // Hyudoro
/*Pogo Spring*/ { 2, 0 }, // Pogo Spring
/*Kitchen Sink*/ { 0, 0 }, // Kitchen Sink
/*Sneaker x3*/ { 0, 1 }, // Sneaker x3
/*Banana x3*/ { 1, 0 }, // Banana x3
/*Banana x10*/ { 0, 1 }, // Banana x10
/*Orbinaut x3*/ { 2, 0 }, // Orbinaut x3
/*Orbinaut x4*/ { 1, 1 }, // Orbinaut x4
/*Jawz x2*/ { 2, 1 } // Jawz x2
};
/** \brief Item Roulette for Kart
\param player player
\param getitem what item we're looking for
\return void
*/
static void K_KartGetItemResult(player_t *player, SINT8 getitem)
{
if (getitem == KITEM_SPB || getitem == KITEM_SHRINK) // Indirect items
indirectitemcooldown = 20*TICRATE;
if (getitem == KITEM_HYUDORO) // Hyudoro cooldown
hyubgone = 5*TICRATE;
switch (getitem)
{
// Special roulettes first, then the generic ones are handled by default
case KRITEM_TRIPLESNEAKER: // Sneaker x3
player->kartstuff[k_itemtype] = KITEM_SNEAKER;
player->kartstuff[k_itemamount] = 3;
break;
case KRITEM_TRIPLEBANANA: // Banana x3
player->kartstuff[k_itemtype] = KITEM_BANANA;
player->kartstuff[k_itemamount] = 3;
break;
case KRITEM_TENFOLDBANANA: // Banana x10
player->kartstuff[k_itemtype] = KITEM_BANANA;
player->kartstuff[k_itemamount] = 10;
break;
case KRITEM_TRIPLEORBINAUT: // Orbinaut x3
player->kartstuff[k_itemtype] = KITEM_ORBINAUT;
player->kartstuff[k_itemamount] = 3;
break;
case KRITEM_QUADORBINAUT: // Orbinaut x4
player->kartstuff[k_itemtype] = KITEM_ORBINAUT;
player->kartstuff[k_itemamount] = 4;
break;
case KRITEM_DUALJAWZ: // Jawz x2
player->kartstuff[k_itemtype] = KITEM_JAWZ;
player->kartstuff[k_itemamount] = 2;
break;
default:
if (getitem <= 0 || getitem >= NUMKARTRESULTS) // Sad (Fallback)
{
if (getitem != 0)
CONS_Printf("ERROR: P_KartGetItemResult - Item roulette gave bad item (%d) :(\n", getitem);
player->kartstuff[k_itemtype] = KITEM_SAD;
}
else
player->kartstuff[k_itemtype] = getitem;
player->kartstuff[k_itemamount] = 1;
break;
}
}
/** \brief Item Roulette for Kart
\param player player object passed from P_KartPlayerThink
\return void
*/
static INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean spbrush)
{
const INT32 distvar = (64*14);
INT32 newodds;
INT32 i;
UINT8 pingame = 0, pexiting = 0;
boolean thunderisout = false;
SINT8 first = -1, second = -1;
INT32 secondist = 0;
boolean itemenabled[NUMKARTRESULTS-1] = {
cv_sneaker.value,
cv_rocketsneaker.value,
cv_invincibility.value,
cv_banana.value,
cv_eggmanmonitor.value,
cv_orbinaut.value,
cv_jawz.value,
cv_mine.value,
cv_ballhog.value,
cv_selfpropelledbomb.value,
cv_grow.value,
cv_shrink.value,
cv_thundershield.value,
cv_hyudoro.value,
cv_pogospring.value,
cv_kitchensink.value,
cv_triplesneaker.value,
cv_triplebanana.value,
cv_decabanana.value,
cv_tripleorbinaut.value,
cv_quadorbinaut.value,
cv_dualjawz.value
};
I_Assert(item > KITEM_NONE); // too many off by one scenarioes.
if (!itemenabled[item-1] && !modeattacking)
return 0;
if (G_BattleGametype())
newodds = K_KartItemOddsBattle[item-1][pos];
else
newodds = K_KartItemOddsRace[item-1][pos];
// Base multiplication to ALL item odds to simulate fractional precision
newodds *= 4;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!G_BattleGametype() || players[i].kartstuff[k_bumper])
pingame++;
if (players[i].exiting)
pexiting++;
if (players[i].mo)
{
if (players[i].kartstuff[k_itemtype] == KITEM_THUNDERSHIELD)
thunderisout = true;
if (!G_BattleGametype())
{
if (players[i].kartstuff[k_position] == 1 && first == -1)
first = i;
if (players[i].kartstuff[k_position] == 2 && second == -1)
second = i;
}
}
}
if (first != -1 && second != -1) // calculate 2nd's distance from 1st, for SPB
{
secondist = P_AproxDistance(P_AproxDistance(players[first].mo->x - players[second].mo->x,
players[first].mo->y - players[second].mo->y),
players[first].mo->z - players[second].mo->z) / mapobjectscale;
if (franticitems)
secondist = (15 * secondist) / 14;
secondist = ((28 + (8-pingame)) * secondist) / 28;
}
// POWERITEMODDS handles all of the "frantic item" related functionality, for all of our powerful items.
// First, it multiplies it by 2 if franticitems is true; easy-peasy.
// Next, it multiplies it again if it's in SPB mode and 2nd needs to apply pressure to 1st.
// Then, it multiplies it further if the player count isn't equal to 8.
// This is done to make low player count races more interesting and high player count rates more fair.
// (2P normal would be about halfway between 8P normal and 8P frantic.)
// (This scaling is not done for SPB Rush, so that catchup strength is not weakened.)
// Lastly, it *divides* it by your mashed value, which was determined in K_KartItemRoulette, for lesser items needed in a pinch.
#define PLAYERSCALING (8 - (spbrush ? 2 : pingame))
#define POWERITEMODDS(odds) {\
if (franticitems) \
odds <<= 1; \
odds = FixedMul(odds<<FRACBITS, FRACUNIT + ((PLAYERSCALING << FRACBITS) / 25)) >> FRACBITS; \
if (mashed > 0) \
odds = FixedDiv(odds<<FRACBITS, FRACUNIT + mashed) >> FRACBITS; \
}
#define COOLDOWNONSTART (leveltime < (30*TICRATE)+starttime)
switch (item)
{
case KITEM_ROCKETSNEAKER:
case KITEM_JAWZ:
case KITEM_BALLHOG:
case KRITEM_TRIPLESNEAKER:
case KRITEM_TRIPLEBANANA:
case KRITEM_TENFOLDBANANA:
case KRITEM_TRIPLEORBINAUT:
case KRITEM_QUADORBINAUT:
case KRITEM_DUALJAWZ:
POWERITEMODDS(newodds);
break;
case KITEM_INVINCIBILITY:
case KITEM_MINE:
case KITEM_GROW:
if (COOLDOWNONSTART)
newodds = 0;
else
POWERITEMODDS(newodds);
break;
case KITEM_SPB:
if (((indirectitemcooldown > 0) || (pexiting > 0) || (secondist/distvar < 3))
&& (pos != 9)) // Force SPB
newodds = 0;
else
newodds *= min((secondist/distvar)-4, 3); // POWERITEMODDS(newodds);
break;
case KITEM_SHRINK:
if ((indirectitemcooldown > 0) || (pingame-1 <= pexiting) || COOLDOWNONSTART)
newodds = 0;
else
POWERITEMODDS(newodds);
break;
case KITEM_THUNDERSHIELD:
if (thunderisout || COOLDOWNONSTART)
newodds = 0;
else
POWERITEMODDS(newodds);
break;
case KITEM_HYUDORO:
if ((hyubgone > 0) || COOLDOWNONSTART)
newodds = 0;
break;
default:
break;
}
#undef POWERITEMODDS
return newodds;
}
//{ SRB2kart Roulette Code - Distance Based, no waypoints
static INT32 K_FindUseodds(player_t *player, fixed_t mashed, INT32 pingame, INT32 bestbumper, boolean spbrush, boolean dontforcespb)
{
const INT32 distvar = (64*14);
INT32 i;
INT32 pdis = 0, useodds = 0;
UINT8 disttable[14];
UINT8 distlen = 0;
boolean oddsvalid[10];
// Unused now, oops :V
(void)bestbumper;
for (i = 0; i < 10; i++)
{
INT32 j;
boolean available = false;
if (G_BattleGametype() && i > 1)
{
oddsvalid[i] = false;
break;
}
for (j = 1; j < NUMKARTRESULTS; j++)
{
if (K_KartGetItemOdds(i, j, mashed, spbrush) > 0)
{
available = true;
break;
}
}
oddsvalid[i] = available;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator && players[i].mo
&& players[i].kartstuff[k_position] != 0
&& players[i].kartstuff[k_position] < player->kartstuff[k_position])
pdis += 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) / mapobjectscale
* (pingame - players[i].kartstuff[k_position])
/ max(1, ((pingame - 1) * (pingame + 1) / 3));
}
#define SETUPDISTTABLE(odds, num) \
for (i = num; i; --i) disttable[distlen++] = odds
if (G_BattleGametype()) // Battle Mode
{
if (player->kartstuff[k_roulettetype] == 1 && oddsvalid[1] == true)
{
// 1 is the extreme odds of player-controlled "Karma" items
useodds = 1;
}
else
{
useodds = 0;
if (oddsvalid[0] == false && oddsvalid[1] == true)
{
// try to use karma odds as a fallback
useodds = 1;
}
}
}
else
{
if (oddsvalid[1]) SETUPDISTTABLE(1,1);
if (oddsvalid[2]) SETUPDISTTABLE(2,1);
if (oddsvalid[3]) SETUPDISTTABLE(3,1);
if (oddsvalid[4]) SETUPDISTTABLE(4,2);
if (oddsvalid[5]) SETUPDISTTABLE(5,2);
if (oddsvalid[6]) SETUPDISTTABLE(6,3);
if (oddsvalid[7]) SETUPDISTTABLE(7,3);
if (oddsvalid[8]) SETUPDISTTABLE(8,1);
if (franticitems) // Frantic items make the distances between everyone artifically higher, for crazier items
pdis = (15 * pdis) / 14;
if (spbrush) // SPB Rush Mode: It's 2nd place's job to catch-up items and make 1st place's job hell
pdis = (3 * pdis) / 2;
pdis = ((28 + (8-pingame)) * pdis) / 28;
if (pingame == 1 && oddsvalid[0]) // Record Attack, or just alone
useodds = 0;
else if (pdis <= 0) // (64*14) * 0 = 0
useodds = disttable[0];
else if (player->kartstuff[k_position] == 2 && pdis > (distvar*6)
&& spbplace == -1 && !indirectitemcooldown && !dontforcespb
&& oddsvalid[9]) // Force SPB in 2nd
useodds = 9;
else if (pdis > distvar * ((12 * distlen) / 14)) // (64*14) * 12 = 10752
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
//CONS_Printf("Got useodds %d. (position: %d, distance: %d)\n", useodds, player->kartstuff[k_position], pdis);
return useodds;
}
static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd)
{
INT32 i;
UINT8 pingame = 0;
UINT8 roulettestop;
INT32 useodds = 0;
INT32 spawnchance[NUMKARTRESULTS];
INT32 totalspawnchance = 0;
INT32 bestbumper = 0;
fixed_t mashed = 0;
boolean dontforcespb = false;
boolean spbrush = false;
// This makes the roulette cycle through items - if this is 0, you shouldn't be here.
if (player->kartstuff[k_itemroulette])
player->kartstuff[k_itemroulette]++;
else
return;
// Gotta check how many players are active at this moment.
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
pingame++;
if (players[i].exiting)
dontforcespb = true;
if (players[i].kartstuff[k_bumper] > bestbumper)
bestbumper = players[i].kartstuff[k_bumper];
}
// No forced SPB in 1v1s, it has to be randomly rolled
if (pingame <= 2)
dontforcespb = true;
// This makes the roulette produce the random noises.
if ((player->kartstuff[k_itemroulette] % 3) == 1 && P_IsDisplayPlayer(player) && !demo.freecam)
{
#define PLAYROULETTESND S_StartSound(NULL, sfx_itrol1 + ((player->kartstuff[k_itemroulette] / 3) % 8))
for (i = 0; i <= splitscreen; i++)
{
if (player == &players[displayplayers[i]] && players[displayplayers[i]].kartstuff[k_itemroulette])
PLAYROULETTESND;
}
#undef PLAYROULETTESND
}
roulettestop = TICRATE + (3*(pingame - player->kartstuff[k_position]));
// If the roulette finishes or the player presses BT_ATTACK, stop the roulette and calculate the item.
// I'm returning via the exact opposite, however, to forgo having another bracket embed. Same result either way, I think.
// Finally, if you get past this check, now you can actually start calculating what item you get.
if ((cmd->buttons & BT_ATTACK) && !(player->kartstuff[k_eggmanheld] || player->kartstuff[k_itemheld]) && player->kartstuff[k_itemroulette] >= roulettestop && !modeattacking)
{
// Mashing reduces your chances for the good items
mashed = FixedDiv((player->kartstuff[k_itemroulette])*FRACUNIT, ((TICRATE*3)+roulettestop)*FRACUNIT) - FRACUNIT;
}
else if (!(player->kartstuff[k_itemroulette] >= (TICRATE*3)))
return;
if (cmd->buttons & BT_ATTACK)
player->pflags |= PF_ATTACKDOWN;
if (player->kartstuff[k_roulettetype] == 2) // Fake items
{
player->kartstuff[k_eggmanexplode] = 4*TICRATE;
//player->kartstuff[k_itemblink] = TICRATE;
//player->kartstuff[k_itemblinkmode] = 1;
player->kartstuff[k_itemroulette] = 0;
player->kartstuff[k_roulettetype] = 0;
if (P_IsDisplayPlayer(player) && !demo.freecam)
S_StartSound(NULL, sfx_itrole);
return;
}
if (cv_kartdebugitem.value != 0 && !modeattacking)
{
K_KartGetItemResult(player, cv_kartdebugitem.value);
player->kartstuff[k_itemamount] = cv_kartdebugamount.value;
player->kartstuff[k_itemblink] = TICRATE;
player->kartstuff[k_itemblinkmode] = 2;
player->kartstuff[k_itemroulette] = 0;
player->kartstuff[k_roulettetype] = 0;
if (P_IsDisplayPlayer(player) && !demo.freecam)
S_StartSound(NULL, sfx_dbgsal);
return;
}
if (G_RaceGametype())
spbrush = (spbplace != -1 && player->kartstuff[k_position] == spbplace+1);
// 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, pingame, bestbumper, spbrush, dontforcespb);
for (i = 1; i < NUMKARTRESULTS; i++)
spawnchance[i] = (totalspawnchance += K_KartGetItemOdds(useodds, i, mashed, spbrush));
// Award the player whatever power is rolled
if (totalspawnchance > 0)
{
totalspawnchance = P_RandomKey(totalspawnchance);
for (i = 0; i < NUMKARTRESULTS && spawnchance[i] <= totalspawnchance; i++);
K_KartGetItemResult(player, i);
}
else
{
player->kartstuff[k_itemtype] = KITEM_SAD;
player->kartstuff[k_itemamount] = 1;
}
if (P_IsDisplayPlayer(player) && !demo.freecam)
S_StartSound(NULL, ((player->kartstuff[k_roulettetype] == 1) ? sfx_itrolk : (mashed ? sfx_itrolm : sfx_itrolf)));
player->kartstuff[k_itemblink] = TICRATE;
player->kartstuff[k_itemblinkmode] = ((player->kartstuff[k_roulettetype] == 1) ? 2 : (mashed ? 1 : 0));
player->kartstuff[k_itemroulette] = 0; // Since we're done, clear the roulette number
player->kartstuff[k_roulettetype] = 0; // This too
}
//}
//{ SRB2kart p_user.c Stuff
static fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against)
{
fixed_t weight = 5<<FRACBITS;
switch (mobj->type)
{
case MT_PLAYER:
if (!mobj->player)
break;
if (against->player && !against->player->kartstuff[k_spinouttimer] && mobj->player->kartstuff[k_spinouttimer])
weight = 0; // Do not bump
else
{
weight = (mobj->player->kartweight)<<FRACBITS;
if (mobj->player->speed > K_GetKartSpeed(mobj->player, false))
weight += (mobj->player->speed - K_GetKartSpeed(mobj->player, false))/8;
}
break;
case MT_FALLINGROCK:
if (against->player)
{
if (against->player->kartstuff[k_invincibilitytimer]
|| against->player->kartstuff[k_growshrinktimer] > 0)
weight = 0;
else
weight = (against->player->kartweight)<<FRACBITS;
}
break;
case MT_ORBINAUT:
case MT_ORBINAUT_SHIELD:
if (against->player)
weight = (against->player->kartweight)<<FRACBITS;
break;
case MT_JAWZ:
case MT_JAWZ_DUD:
case MT_JAWZ_SHIELD:
if (against->player)
weight = (against->player->kartweight+3)<<FRACBITS;
else
weight = 8<<FRACBITS;
break;
default:
break;
}
return weight;
}
void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
{
mobj_t *fx;
fixed_t momdifx, momdify;
fixed_t distx, disty;
fixed_t dot, force;
fixed_t mass1, mass2;
if (!mobj1 || !mobj2)
return;
// Don't bump when you're being reborn
if ((mobj1->player && mobj1->player->playerstate != PST_LIVE)
|| (mobj2->player && mobj2->player->playerstate != PST_LIVE))
return;
if ((mobj1->player && mobj1->player->kartstuff[k_respawn])
|| (mobj2->player && mobj2->player->kartstuff[k_respawn]))
return;
{ // Don't bump if you're flashing
INT32 flash;
flash = K_GetKartFlashing(mobj1->player);
if (mobj1->player && mobj1->player->powers[pw_flashing] > 0 && mobj1->player->powers[pw_flashing] < flash)
{
if (mobj1->player->powers[pw_flashing] < flash-1)
mobj1->player->powers[pw_flashing]++;
return;
}
flash = K_GetKartFlashing(mobj2->player);
if (mobj2->player && mobj2->player->powers[pw_flashing] > 0 && mobj2->player->powers[pw_flashing] < flash)
{
if (mobj2->player->powers[pw_flashing] < flash-1)
mobj2->player->powers[pw_flashing]++;
return;
}
}
// Don't bump if you've recently bumped
if (mobj1->player && mobj1->player->kartstuff[k_justbumped])
{
mobj1->player->kartstuff[k_justbumped] = bumptime;
return;
}
if (mobj2->player && mobj2->player->kartstuff[k_justbumped])
{
mobj2->player->kartstuff[k_justbumped] = bumptime;
return;
}
mass1 = K_GetMobjWeight(mobj1, mobj2);
if (solid == true && mass1 > 0)
mass2 = mass1;
else
mass2 = K_GetMobjWeight(mobj2, mobj1);
momdifx = mobj1->momx - mobj2->momx;
momdify = mobj1->momy - mobj2->momy;
// Adds the OTHER player's momentum times a bunch, for the best chance of getting the correct direction
distx = (mobj1->x + mobj2->momx*3) - (mobj2->x + mobj1->momx*3);
disty = (mobj1->y + mobj2->momy*3) - (mobj2->y + mobj1->momy*3);
if (distx == 0 && disty == 0)
// if there's no distance between the 2, they're directly on top of each other, don't run this
return;
{ // 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 = FixedDiv(distx, dist);
fixed_t ny = FixedDiv(disty, dist);
dist = dist ? dist : 1;
distx = FixedMul(mobj1->radius+mobj2->radius, nx);
disty = FixedMul(mobj1->radius+mobj2->radius, ny);
if (momdifx == 0 && momdify == 0)
{
// If there's no momentum difference, they're moving at exactly the same rate. Pretend they moved into each other.
momdifx = -nx;
momdify = -ny;
}
}
// if the speed difference is less than this let's assume they're going proportionately faster from each other
if (P_AproxDistance(momdifx, momdify) < (25*mapobjectscale))
{
fixed_t momdiflength = P_AproxDistance(momdifx, momdify);
fixed_t normalisedx = FixedDiv(momdifx, momdiflength);
fixed_t normalisedy = FixedDiv(momdify, momdiflength);
momdifx = FixedMul((25*mapobjectscale), normalisedx);
momdify = FixedMul((25*mapobjectscale), normalisedy);
}
dot = FixedMul(momdifx, distx) + FixedMul(momdify, disty);
if (dot >= 0)
{
// They're moving away from each other
return;
}
force = FixedDiv(dot, FixedMul(distx, distx)+FixedMul(disty, disty));
if (bounce == true && mass2 > 0) // Perform a Goomba Bounce.
mobj1->momz = -mobj1->momz;
else
{
fixed_t newz = mobj1->momz;
if (mass2 > 0)
mobj1->momz = mobj2->momz;
if (mass1 > 0 && solid == false)
mobj2->momz = newz;
}
if (mass2 > 0)
{
mobj1->momx = mobj1->momx - FixedMul(FixedMul(FixedDiv(2*mass2, mass1 + mass2), force), distx);
mobj1->momy = mobj1->momy - FixedMul(FixedMul(FixedDiv(2*mass2, mass1 + mass2), force), disty);
}
if (mass1 > 0 && solid == false)
{
mobj2->momx = mobj2->momx - FixedMul(FixedMul(FixedDiv(2*mass1, mass1 + mass2), force), -distx);
mobj2->momy = mobj2->momy - FixedMul(FixedMul(FixedDiv(2*mass1, mass1 + mass2), force), -disty);
}
// Do the bump fx when we've CONFIRMED we can bump.
S_StartSound(mobj1, sfx_s3k49);
fx = P_SpawnMobj(mobj1->x/2 + mobj2->x/2, mobj1->y/2 + mobj2->y/2, mobj1->z/2 + mobj2->z/2, MT_BUMP);
if (mobj1->eflags & MFE_VERTICALFLIP)
fx->eflags |= MFE_VERTICALFLIP;
else
fx->eflags &= ~MFE_VERTICALFLIP;
P_SetScale(fx, mobj1->scale);
// Because this is done during collision now, rmomx and rmomy need to be recalculated
// so that friction doesn't immediately decide to stop the player if they're at a standstill
// Also set justbumped here
if (mobj1->player)
{
mobj1->player->rmomx = mobj1->momx - mobj1->player->cmomx;
mobj1->player->rmomy = mobj1->momy - mobj1->player->cmomy;
mobj1->player->kartstuff[k_justbumped] = bumptime;
if (mobj1->player->kartstuff[k_spinouttimer])
{
mobj1->player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1;
mobj1->player->kartstuff[k_spinouttimer] = max(wipeoutslowtime+1, mobj1->player->kartstuff[k_spinouttimer]);
}
}
if (mobj2->player)
{
mobj2->player->rmomx = mobj2->momx - mobj2->player->cmomx;
mobj2->player->rmomy = mobj2->momy - mobj2->player->cmomy;
mobj2->player->kartstuff[k_justbumped] = bumptime;
if (mobj2->player->kartstuff[k_spinouttimer])
{
mobj2->player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1;
mobj2->player->kartstuff[k_spinouttimer] = max(wipeoutslowtime+1, mobj2->player->kartstuff[k_spinouttimer]);
}
}
}
/** \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 = &sectors[rover->secnum]; // makes things easier for us
flr = P_GetFOFBottomZ(mo, s, rover, mo->x, mo->y, NULL);
cel = P_GetFOFTopZ(mo, s, rover, mo->x, mo->y, NULL); // Z coords for fof top/bottom.
// we will do essentially the same checks as above instead of bothering with top/bottom height of the FOF.
// Reminder that an FOF's floor is its bottom, silly!
if ( ((s2->flags & SF_FLIPSPECIAL_FLOOR) && mo->z == cel) // "floor" check
|| ((s2->flags & SF_FLIPSPECIAL_CEILING) && (mo->z + mo->height) == flr) ) // "ceiling" check.
for (i = 2; i < 5; i++) // check for sector special
if (GETSECSPECIAL(s2->special, 1) == i)
return i-1; // return offroad type
}
}
return 0; // couldn't find any offroad
}
/** \brief Updates the Player's offroad value once per frame
\param player player object passed from K_KartPlayerThink
\return void
*/
static void K_UpdateOffroad(player_t *player)
{
fixed_t offroad;
UINT8 offroadstrength = K_CheckOffroadCollide(player->mo);
// If you are in offroad, a timer starts.
if (offroadstrength)
{
if (/*K_CheckOffroadCollide(player->mo) &&*/ player->kartstuff[k_offroad] == 0) // With the way offroad is detected now that first check is no longer necessary. -Lat'
player->kartstuff[k_offroad] = (TICRATE/2);
if (player->kartstuff[k_offroad] > 0)
{
offroad = (offroadstrength << FRACBITS) / (TICRATE/2);
//if (player->kartstuff[k_growshrinktimer] > 1) // grow slows down half as fast
// offroad /= 2;
player->kartstuff[k_offroad] += offroad;
}
if (player->kartstuff[k_offroad] > (offroadstrength << FRACBITS))
player->kartstuff[k_offroad] = (offroadstrength << FRACBITS);
}
else
player->kartstuff[k_offroad] = 0;
}
// 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);
}
// These have to go earlier than its sisters because of K_RespawnChecker...
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->flags2 = (mo->flags2 & ~MF2_DONTDRAW)|(master->flags2 & MF2_DONTDRAW);
mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP1)|(master->eflags & MFE_DRAWONLYFORP1);
mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP2)|(master->eflags & MFE_DRAWONLYFORP2);
mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP3)|(master->eflags & MFE_DRAWONLYFORP3);
mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP4)|(master->eflags & MFE_DRAWONLYFORP4);
}
static void K_SpawnDashDustRelease(player_t *player)
{
fixed_t newx;
fixed_t newy;
mobj_t *dust;
angle_t travelangle;
INT32 i;
I_Assert(player != NULL);
I_Assert(player->mo != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
if (!P_IsObjectOnGround(player->mo))
return;
if (!player->speed && !player->kartstuff[k_startboost])
return;
travelangle = player->mo->angle;
if (player->kartstuff[k_drift] || player->kartstuff[k_driftend])
travelangle -= (ANGLE_45/5)*player->kartstuff[k_drift];
for (i = 0; i < 2; i++)
{
newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_90, FixedMul(48*FRACUNIT, player->mo->scale));
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_90, FixedMul(48*FRACUNIT, player->mo->scale));
dust = P_SpawnMobj(newx, newy, player->mo->z, MT_FASTDUST);
P_SetTarget(&dust->target, player->mo);
dust->angle = travelangle - ((i&1) ? -1 : 1)*ANGLE_45;
dust->destscale = player->mo->scale;
P_SetScale(dust, player->mo->scale);
dust->momx = 3*player->mo->momx/5;
dust->momy = 3*player->mo->momy/5;
//dust->momz = 3*player->mo->momz/5;
K_MatchGenericExtraFlags(dust, player->mo);
}
}
static void K_SpawnBrakeDriftSparks(player_t *player) // Be sure to update the mobj thinker case too!
{
mobj_t *sparks;
I_Assert(player != NULL);
I_Assert(player->mo != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
// Position & etc are handled in its thinker, and its spawned invisible.
// This avoids needing to dupe code if we don't need it.
sparks = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BRAKEDRIFT);
P_SetTarget(&sparks->target, player->mo);
P_SetScale(sparks, (sparks->destscale = player->mo->scale));
K_MatchGenericExtraFlags(sparks, player->mo);
sparks->flags2 |= MF2_DONTDRAW;
}
/** \brief Calculates the respawn timer and drop-boosting
\param player player object passed from K_KartPlayerThink
\return void
*/
void K_RespawnChecker(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
if (player->spectator)
return;
if (player->kartstuff[k_respawn] > 1)
{
player->kartstuff[k_respawn]--;
player->mo->momz = 0;
player->powers[pw_flashing] = 2;
player->powers[pw_nocontrol] = 2;
if (leveltime % 8 == 0)
{
INT32 i;
if (!mapreset)
S_StartSound(player->mo, sfx_s3kcas);
for (i = 0; i < 8; i++)
{
mobj_t *mo;
angle_t newangle;
fixed_t newx, newy, newz;
newangle = FixedAngle(((360/8)*i)*FRACUNIT);
newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31<<FRACBITS); // does NOT use scale, since this effect doesn't scale properly
newy = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31<<FRACBITS);
if (player->mo->eflags & MFE_VERTICALFLIP)
newz = player->mo->z + player->mo->height;
else
newz = player->mo->z;
mo = P_SpawnMobj(newx, newy, newz, MT_DEZLASER);
if (mo)
{
if (player->mo->eflags & MFE_VERTICALFLIP)
mo->eflags |= MFE_VERTICALFLIP;
P_SetTarget(&mo->target, player->mo);
mo->angle = newangle+ANGLE_90;
mo->momz = (8<<FRACBITS) * P_MobjFlip(player->mo);
P_SetScale(mo, (mo->destscale = FRACUNIT));
}
}
}
}
else if (player->kartstuff[k_respawn] == 1)
{
if (player->kartstuff[k_growshrinktimer] < 0)
{
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = (6*mapobjectscale)/8;
if (cv_kartdebugshrink.value && !modeattacking && !player->bot)
player->mo->destscale = (6*player->mo->destscale)/8;
}
if (!P_IsObjectOnGround(player->mo) && !mapreset)
{
player->powers[pw_flashing] = K_GetKartFlashing(player);
// Sal: The old behavior was stupid and prone to accidental usage.
// Let's rip off Mania instead, and turn this into a Drop Dash!
if (cmd->buttons & BT_ACCELERATE)
player->kartstuff[k_dropdash]++;
else
player->kartstuff[k_dropdash] = 0;
if (player->kartstuff[k_dropdash] == TICRATE/4)
S_StartSound(player->mo, sfx_ddash);
if ((player->kartstuff[k_dropdash] >= TICRATE/4)
&& (player->kartstuff[k_dropdash] & 1))
player->mo->colorized = true;
else
player->mo->colorized = false;
}
else
{
if ((cmd->buttons & BT_ACCELERATE) && (player->kartstuff[k_dropdash] >= TICRATE/4))
{
S_StartSound(player->mo, sfx_s23c);
player->kartstuff[k_startboost] = 50;
K_SpawnDashDustRelease(player);
}
player->mo->colorized = false;
player->kartstuff[k_dropdash] = 0;
player->kartstuff[k_respawn] = 0;
}
}
}
/** \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)
{
ticcmd_t *cmd = &player->cmd;
// Standing frames - S_KART_STND1 S_KART_STND1_L S_KART_STND1_R
if (player->speed == 0)
{
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_STND1_R] && player->mo->state <= &states[S_KART_STND2_R]))
P_SetPlayerMobjState(player->mo, S_KART_STND1_R);
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_STND1_L] && player->mo->state <= &states[S_KART_STND2_L]))
P_SetPlayerMobjState(player->mo, S_KART_STND1_L);
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_STND1] && player->mo->state <= &states[S_KART_STND2]))
P_SetPlayerMobjState(player->mo, S_KART_STND1);
}
// Drifting Left - S_KART_DRIFT1_L
else if (player->kartstuff[k_drift] > 0 && P_IsObjectOnGround(player->mo))
{
if (!(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L]))
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L);
}
// Drifting Right - S_KART_DRIFT1_R
else if (player->kartstuff[k_drift] < 0 && P_IsObjectOnGround(player->mo))
{
if (!(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R]))
P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R);
}
// Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R
else if (player->speed > (20*player->mo->scale))
{
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1_R);
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_RUN1_L] && player->mo->state <= &states[S_KART_RUN2_L]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1_L);
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2]))
P_SetPlayerMobjState(player->mo, S_KART_RUN1);
}
// Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R
else if (player->speed <= (20*player->mo->scale))
{
if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1_R);
else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_WALK1_L] && player->mo->state <= &states[S_KART_WALK2_L]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1_L);
else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_WALK1] && player->mo->state <= &states[S_KART_WALK2]))
P_SetPlayerMobjState(player->mo, S_KART_WALK1);
}
}
static void K_TauntVoiceTimers(player_t *player)
{
if (!player)
return;
player->kartstuff[k_tauntvoices] = 6*TICRATE;
player->kartstuff[k_voices] = 4*TICRATE;
}
static void K_RegularVoiceTimers(player_t *player)
{
if (!player)
return;
player->kartstuff[k_voices] = 4*TICRATE;
if (player->kartstuff[k_tauntvoices] < 4*TICRATE)
player->kartstuff[k_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->kartstuff[k_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->kartstuff[k_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->kartstuff[k_voices]);
if (!G_RaceGametype()) // 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_PlayHitEmSound(mobj_t *source)
{
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 - R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
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;
}
// sets k_boostpower, k_speedboost, and k_accelboost to whatever we need it to be
static void K_GetKartBoostPower(player_t *player)
{
fixed_t boostpower = FRACUNIT;
fixed_t speedboost = 0, accelboost = 0;
if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow] == 1) // Slow down after you've been bumped
{
player->kartstuff[k_boostpower] = player->kartstuff[k_speedboost] = player->kartstuff[k_accelboost] = 0;
return;
}
// Offroad is separate, it's difficult to factor it in with a variable value anyway.
if (!(player->kartstuff[k_invincibilitytimer] || player->kartstuff[k_hyudorotimer] || player->kartstuff[k_sneakertimer])
&& player->kartstuff[k_offroad] >= 0)
boostpower = FixedDiv(boostpower, player->kartstuff[k_offroad] + FRACUNIT);
if (player->kartstuff[k_bananadrag] > TICRATE)
boostpower = (4*boostpower)/5;
// Banana drag/offroad dust
if (boostpower < FRACUNIT
&& player->mo && P_IsObjectOnGround(player->mo)
&& player->speed > 0
&& !player->spectator)
{
K_SpawnWipeoutTrail(player->mo, true);
if (leveltime % 6 == 0)
S_StartSound(player->mo, sfx_cdfm70);
}
if (player->kartstuff[k_sneakertimer]) // Sneaker
{
switch (gamespeed)
{
case 0:
speedboost = max(speedboost, 53740+768);
break;
case 2:
speedboost = max(speedboost, 17294+768);
break;
default:
speedboost = max(speedboost, 32768);
break;
}
accelboost = max(accelboost, 8*FRACUNIT); // + 800%
}
if (player->kartstuff[k_invincibilitytimer]) // Invincibility
{
speedboost = max(speedboost, 3*FRACUNIT/8); // + 37.5%
accelboost = max(accelboost, 3*FRACUNIT); // + 300%
}
if (player->kartstuff[k_growshrinktimer] > 0) // Grow
{
speedboost = max(speedboost, FRACUNIT/5); // + 20%
}
if (player->kartstuff[k_driftboost]) // Drift Boost
{
speedboost = max(speedboost, FRACUNIT/4); // + 25%
accelboost = max(accelboost, 4*FRACUNIT); // + 400%
}
if (player->kartstuff[k_startboost]) // Startup Boost
{
speedboost = max(speedboost, FRACUNIT/4); // + 25%
accelboost = max(accelboost, 6*FRACUNIT); // + 300%
}
// don't average them anymore, this would make a small boost and a high boost less useful
// just take the highest we want instead
player->kartstuff[k_boostpower] = boostpower;
// value smoothing
if (speedboost > player->kartstuff[k_speedboost])
player->kartstuff[k_speedboost] = speedboost;
else
player->kartstuff[k_speedboost] += (speedboost - player->kartstuff[k_speedboost])/(TICRATE/2);
player->kartstuff[k_accelboost] = accelboost;
}
fixed_t K_GetKartSpeed(player_t *player, boolean doboostpower)
{
fixed_t k_speed = 150;
fixed_t g_cc = FRACUNIT;
fixed_t xspd = 3072; // 4.6875 aka 3/64
UINT8 kartspeed = player->kartspeed;
fixed_t finalspeed;
if (doboostpower && !player->kartstuff[k_pogospring] && !P_IsObjectOnGround(player->mo))
return (75*mapobjectscale); // air speed cap
switch (gamespeed)
{
case 0:
g_cc = 53248 + xspd; // 50cc = 81.25 + 4.69 = 85.94%
break;
case 2:
g_cc = 77824 + xspd; // 150cc = 118.75 + 4.69 = 123.44%
break;
default:
g_cc = 65536 + xspd; // 100cc = 100.00 + 4.69 = 104.69%
break;
}
if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0)
kartspeed = 1;
k_speed += kartspeed*3; // 153 - 177
finalspeed = FixedMul(FixedMul(k_speed<<14, g_cc), player->mo->scale);
if (doboostpower)
return FixedMul(finalspeed, player->kartstuff[k_boostpower]+player->kartstuff[k_speedboost]);
return finalspeed;
}
fixed_t K_GetKartAccel(player_t *player)
{
fixed_t k_accel = 32; // 36;
UINT8 kartspeed = player->kartspeed;
if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0)
kartspeed = 1;
//k_accel += 3 * (9 - kartspeed); // 36 - 60
k_accel += 4 * (9 - kartspeed); // 32 - 64
return FixedMul(k_accel, FRACUNIT+player->kartstuff[k_accelboost]);
}
UINT16 K_GetKartFlashing(player_t *player)
{
UINT16 tics = flashingtics;
if (!player)
return tics;
if (G_BattleGametype())
tics *= 2;
tics += (flashingtics/8) * (player->kartspeed);
return tics;
}
fixed_t K_3dKartMovement(player_t *player, boolean onground, fixed_t forwardmove)
{
fixed_t accelmax = 4000;
fixed_t newspeed, oldspeed, finalspeed;
fixed_t p_speed = K_GetKartSpeed(player, true);
fixed_t p_accel = K_GetKartAccel(player);
if (!onground) return 0; // If the player isn't on the ground, there is no change in speed
// ACCELCODE!!!1!11!
oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale);
newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), ORIG_FRICTION);
if (player->kartstuff[k_pogospring]) // Pogo Spring minimum/maximum thrust
{
const fixed_t hscale = mapobjectscale /*+ (mapobjectscale - player->mo->scale)*/;
const fixed_t minspeed = 24*hscale;
const fixed_t maxspeed = 28*hscale;
if (newspeed > maxspeed && player->kartstuff[k_pogospring] == 2)
newspeed = maxspeed;
if (newspeed < minspeed)
newspeed = minspeed;
}
finalspeed = newspeed - oldspeed;
// forwardmove is:
// 50 while accelerating,
// 25 while clutching,
// 0 with no gas, and
// -25 when only braking.
finalspeed *= forwardmove/25;
finalspeed /= 2;
if (forwardmove < 0 && finalspeed > FRACUNIT*2)
return finalspeed/2;
else if (forwardmove < 0)
return -FRACUNIT/2;
if (finalspeed < 0)
finalspeed = 0;
return finalspeed;
}
void K_DoInstashield(player_t *player)
{
mobj_t *layera;
mobj_t *layerb;
if (player->kartstuff[k_instashield] > 0)
return;
player->kartstuff[k_instashield] = 15; // length of instashield animation
S_StartSound(player->mo, sfx_cdpcm9);
layera = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INSTASHIELDA);
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_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount)
{
statenum_t st;
mobj_t *pt;
if (!source || !source->mo)
return;
if (amount == 1)
st = S_BATTLEPOINT1A;
else if (amount == 2)
st = S_BATTLEPOINT2A;
else if (amount == 3)
st = S_BATTLEPOINT3A;
else
return; // NO STATE!
pt = P_SpawnMobj(source->mo->x, source->mo->y, source->mo->z, MT_BATTLEPOINT);
P_SetTarget(&pt->target, source->mo);
P_SetMobjState(pt, st);
if (victim && victim->skincolor)
pt->color = victim->skincolor;
else
pt->color = source->skincolor;
}
void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflictor, boolean trapitem)
{
UINT8 scoremultiply = 1;
// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
#ifdef HAVE_BLUA
boolean force = false; // Used to check if Lua ShouldSpin should get us damaged reguardless of flashtics or heck knows what.
UINT8 shouldForce = LUAh_ShouldSpin(player, inflictor, source);
if (P_MobjWasRemoved(player->mo))
return; // mobj was removed (in theory that shouldn't happen)
if (shouldForce == 1)
force = true;
else if (shouldForce == 2)
return;
#else
static const boolean force = false;
(void)inflictor; // in case some weirdo doesn't want Lua.
#endif
if (!trapitem && G_BattleGametype())
{
if (K_IsPlayerWanted(player))
scoremultiply = 3;
else if (player->kartstuff[k_bumper] == 1)
scoremultiply = 2;
}
if (player->health <= 0)
return;
if (player->powers[pw_flashing] > 0 || player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_spinouttimer] > 0
|| player->kartstuff[k_invincibilitytimer] > 0 || player->kartstuff[k_growshrinktimer] > 0 || player->kartstuff[k_hyudorotimer] > 0
|| (G_BattleGametype() && ((player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]) || player->kartstuff[k_comebackmode] == 1)))
{
if (!force) // if shoulddamage force, we go THROUGH that.
{
K_DoInstashield(player);
return;
}
}
#ifdef HAVE_BLUA
if (LUAh_PlayerSpin(player, inflictor, source)) // Let Lua do its thing or overwrite if it wants to. Make sure to let any possible instashield happen because we didn't get "damaged" in this case.
return;
#endif
if (source && source != player->mo && source->player)
K_PlayHitEmSound(source);
//player->kartstuff[k_sneakertimer] = 0;
player->kartstuff[k_driftboost] = 0;
player->kartstuff[k_drift] = 0;
player->kartstuff[k_driftcharge] = 0;
player->kartstuff[k_pogospring] = 0;
if (G_BattleGametype())
{
if (source && source->player && player != source->player)
{
P_AddPlayerScore(source->player, scoremultiply);
K_SpawnBattlePoints(source->player, player, scoremultiply);
if (!trapitem)
{
source->player->kartstuff[k_wanted] -= wantedreduce;
player->kartstuff[k_wanted] -= (wantedreduce/2);
}
}
if (player->kartstuff[k_bumper] > 0)
{
if (player->kartstuff[k_bumper] == 1)
{
mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!!
P_SetTarget(&karmahitbox->target, player->mo);
karmahitbox->destscale = player->mo->scale;
P_SetScale(karmahitbox, player->mo->scale);
CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]);
}
player->kartstuff[k_bumper]--;
if (K_IsPlayerWanted(player))
K_CalculateBattleWanted();
}
if (!player->kartstuff[k_bumper])
{
player->kartstuff[k_comebacktimer] = comebacktime;
if (player->kartstuff[k_comebackmode] == 2)
{
mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE);
S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound);
player->kartstuff[k_comebackmode] = 0;
}
}
K_CheckBumpers();
}
player->kartstuff[k_spinouttype] = type;
if (player->kartstuff[k_spinouttype] <= 0) // type 0 is spinout, type 1 is wipeout
{
// At spinout, player speed is increased to 1/4 their regular speed, moving them forward
if (player->speed < K_GetKartSpeed(player, true)/4)
P_InstaThrust(player->mo, player->mo->angle, FixedMul(K_GetKartSpeed(player, true)/4, player->mo->scale));
S_StartSound(player->mo, sfx_slip);
}
player->kartstuff[k_spinouttimer] = (3*TICRATE/2)+2;
player->powers[pw_flashing] = K_GetKartFlashing(player);
if (player->mo->state != &states[S_KART_SPIN])
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
player->kartstuff[k_instashield] = 15;
if (cv_kartdebughuddrop.value && !modeattacking)
K_DropItems(player);
else
K_DropHnextList(player);
return;
}
static void K_RemoveGrowShrink(player_t *player)
{
if (player->mo && !P_MobjWasRemoved(player->mo))
{
if (player->kartstuff[k_growshrinktimer] > 0) // Play Shrink noise
S_StartSound(player->mo, sfx_kc59);
else if (player->kartstuff[k_growshrinktimer] < 0) // Play Grow noise
S_StartSound(player->mo, sfx_kc5a);
if (player->kartstuff[k_invincibilitytimer] == 0)
player->mo->color = player->skincolor;
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = mapobjectscale;
if (cv_kartdebugshrink.value && !modeattacking && !player->bot)
player->mo->destscale = (6*player->mo->destscale)/8;
}
player->kartstuff[k_growshrinktimer] = 0;
player->kartstuff[k_growcancel] = -1;
P_RestoreMusic(player);
}
void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
{
UINT8 scoremultiply = 1;
// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
#ifdef HAVE_BLUA
boolean force = false; // Used to check if Lua ShouldSquish should get us damaged reguardless of flashtics or heck knows what.
UINT8 shouldForce = LUAh_ShouldSquish(player, inflictor, source);
if (P_MobjWasRemoved(player->mo))
return; // mobj was removed (in theory that shouldn't happen)
if (shouldForce == 1)
force = true;
else if (shouldForce == 2)
return;
#else
static const boolean force = false;
(void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat'
#endif
if (G_BattleGametype())
{
if (K_IsPlayerWanted(player))
scoremultiply = 3;
else if (player->kartstuff[k_bumper] == 1)
scoremultiply = 2;
}
if (player->health <= 0)
return;
if (player->powers[pw_flashing] > 0 || player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_invincibilitytimer] > 0
|| player->kartstuff[k_growshrinktimer] > 0 || player->kartstuff[k_hyudorotimer] > 0
|| (G_BattleGametype() && ((player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]) || player->kartstuff[k_comebackmode] == 1)))
{
if (!force) // You know the drill by now.
{
K_DoInstashield(player);
return;
}
}
#ifdef HAVE_BLUA
if (LUAh_PlayerSquish(player, inflictor, source)) // Let Lua do its thing or overwrite if it wants to. Make sure to let any possible instashield happen because we didn't get "damaged" in this case.
return;
#endif
player->kartstuff[k_sneakertimer] = 0;
player->kartstuff[k_driftboost] = 0;
player->kartstuff[k_drift] = 0;
player->kartstuff[k_driftcharge] = 0;
player->kartstuff[k_pogospring] = 0;
if (G_BattleGametype())
{
if (source && source->player && player != source->player)
{
P_AddPlayerScore(source->player, scoremultiply);
K_SpawnBattlePoints(source->player, player, scoremultiply);
source->player->kartstuff[k_wanted] -= wantedreduce;
player->kartstuff[k_wanted] -= (wantedreduce/2);
}
if (player->kartstuff[k_bumper] > 0)
{
if (player->kartstuff[k_bumper] == 1)
{
mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!!
P_SetTarget(&karmahitbox->target, player->mo);
karmahitbox->destscale = player->mo->scale;
P_SetScale(karmahitbox, player->mo->scale);
CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]);
}
player->kartstuff[k_bumper]--;
if (K_IsPlayerWanted(player))
K_CalculateBattleWanted();
}
if (!player->kartstuff[k_bumper])
{
player->kartstuff[k_comebacktimer] = comebacktime;
if (player->kartstuff[k_comebackmode] == 2)
{
mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE);
S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound);
player->kartstuff[k_comebackmode] = 0;
}
}
K_CheckBumpers();
}
player->kartstuff[k_squishedtimer] = TICRATE;
// Reduce Shrink timer
if (player->kartstuff[k_growshrinktimer] < 0)
{
player->kartstuff[k_growshrinktimer] += TICRATE;
if (player->kartstuff[k_growshrinktimer] >= 0)
K_RemoveGrowShrink(player);
}
player->powers[pw_flashing] = K_GetKartFlashing(player);
player->mo->flags |= MF_NOCLIP;
if (player->mo->state != &states[S_KART_SQUISH]) // Squash
P_SetPlayerMobjState(player->mo, S_KART_SQUISH);
P_PlayRinglossSound(player->mo);
player->kartstuff[k_instashield] = 15;
if (cv_kartdebughuddrop.value && !modeattacking)
K_DropItems(player);
else
K_DropHnextList(player);
return;
}
void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A bit of a hack, we just throw the player up higher here and extend their spinout timer
{
UINT8 scoremultiply = 1;
#ifdef HAVE_BLUA
boolean force = false; // Used to check if Lua ShouldExplode should get us damaged reguardless of flashtics or heck knows what.
UINT8 shouldForce = LUAh_ShouldExplode(player, inflictor, source);
if (P_MobjWasRemoved(player->mo))
return; // mobj was removed (in theory that shouldn't happen)
if (shouldForce == 1)
force = true;
else if (shouldForce == 2)
return;
#else
static const boolean force = false;
#endif
if (G_BattleGametype())
{
if (K_IsPlayerWanted(player))
scoremultiply = 3;
else if (player->kartstuff[k_bumper] == 1)
scoremultiply = 2;
}
if (player->health <= 0)
return;
if (/*player->powers[pw_flashing] > 0 || player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_spinouttimer] > 0 // Explosions should combo, because of SPB and Eggman
||*/player->kartstuff[k_invincibilitytimer] > 0 || player->kartstuff[k_growshrinktimer] > 0 || player->kartstuff[k_hyudorotimer] > 0
|| (G_BattleGametype() && ((player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]) || player->kartstuff[k_comebackmode] == 1)))
{
if (!force) // ShouldDamage can bypass that, again.
{
K_DoInstashield(player);
return;
}
}
#ifdef HAVE_BLUA
if (LUAh_PlayerExplode(player, inflictor, source)) // Same thing. Also make sure to let Instashield happen blah blah
return;
#endif
if (source && source != player->mo && source->player)
K_PlayHitEmSound(source);
player->mo->momz = 18*mapobjectscale*P_MobjFlip(player->mo); // please stop forgetting mobjflip checks!!!!
player->mo->momx = player->mo->momy = 0;
player->kartstuff[k_sneakertimer] = 0;
player->kartstuff[k_driftboost] = 0;
player->kartstuff[k_drift] = 0;
player->kartstuff[k_driftcharge] = 0;
player->kartstuff[k_pogospring] = 0;
// This is the only part that SHOULDN'T combo :VVVVV
if (G_BattleGametype() && !(player->powers[pw_flashing] > 0 || player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_spinouttimer] > 0))
{
if (source && source->player && player != source->player)
{
P_AddPlayerScore(source->player, scoremultiply);
K_SpawnBattlePoints(source->player, player, scoremultiply);
source->player->kartstuff[k_wanted] -= wantedreduce;
player->kartstuff[k_wanted] -= (wantedreduce/2);
}
if (player->kartstuff[k_bumper] > 0)
{
if (player->kartstuff[k_bumper] == 1)
{
mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!!
P_SetTarget(&karmahitbox->target, player->mo);
karmahitbox->destscale = player->mo->scale;
P_SetScale(karmahitbox, player->mo->scale);
CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]);
}
player->kartstuff[k_bumper]--;
if (K_IsPlayerWanted(player))
K_CalculateBattleWanted();
}
if (!player->kartstuff[k_bumper])
{
player->kartstuff[k_comebacktimer] = comebacktime;
if (player->kartstuff[k_comebackmode] == 2)
{
mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE);
S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound);
player->kartstuff[k_comebackmode] = 0;
}
}
K_CheckBumpers();
}
player->kartstuff[k_spinouttype] = 1;
player->kartstuff[k_spinouttimer] = (3*TICRATE/2)+2;
player->powers[pw_flashing] = K_GetKartFlashing(player);
if (inflictor && inflictor->type == MT_SPBEXPLOSION && inflictor->extravalue1)
{
player->kartstuff[k_spinouttimer] = ((5*player->kartstuff[k_spinouttimer])/2)+1;
player->mo->momz *= 2;
}
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = (117 * player->mo->momz) / 200;
if (player->mo->state != &states[S_KART_SPIN])
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
P_PlayRinglossSound(player->mo);
if (P_IsLocalPlayer(player))
{
quake.intensity = 64*FRACUNIT;
quake.time = 5;
}
player->kartstuff[k_instashield] = 15;
K_DropItems(player);
return;
}
void K_StealBumper(player_t *player, player_t *victim, boolean force)
{
INT32 newbumper;
angle_t newangle, diff;
fixed_t newx, newy;
mobj_t *newmo;
if (!G_BattleGametype())
return;
if (player->health <= 0 || victim->health <= 0)
return;
if (!force)
{
if (victim->kartstuff[k_bumper] <= 0) // || player->kartstuff[k_bumper] >= cv_kartbumpers.value+2
return;
if (player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_spinouttimer] > 0)
return;
if (victim->powers[pw_flashing] > 0 || victim->kartstuff[k_squishedtimer] > 0 || victim->kartstuff[k_spinouttimer] > 0
|| victim->kartstuff[k_invincibilitytimer] > 0 || victim->kartstuff[k_growshrinktimer] > 0 || victim->kartstuff[k_hyudorotimer] > 0)
{
K_DoInstashield(victim);
return;
}
}
if (netgame && player->kartstuff[k_bumper] <= 0)
CONS_Printf(M_GetText("%s is back in the game!\n"), player_names[player-players]);
newbumper = player->kartstuff[k_bumper];
if (newbumper <= 1)
diff = 0;
else
diff = FixedAngle(360*FRACUNIT/newbumper);
newangle = player->mo->angle;
newx = player->mo->x + P_ReturnThrustX(player->mo, newangle + ANGLE_180, 64*FRACUNIT);
newy = player->mo->y + P_ReturnThrustY(player->mo, newangle + ANGLE_180, 64*FRACUNIT);
newmo = P_SpawnMobj(newx, newy, player->mo->z, MT_BATTLEBUMPER);
newmo->threshold = newbumper;
P_SetTarget(&newmo->tracer, victim->mo);
P_SetTarget(&newmo->target, player->mo);
newmo->angle = (diff * (newbumper-1));
newmo->color = victim->skincolor;
if (newbumper+1 < 2)
P_SetMobjState(newmo, S_BATTLEBUMPER3);
else if (newbumper+1 < 3)
P_SetMobjState(newmo, S_BATTLEBUMPER2);
else
P_SetMobjState(newmo, S_BATTLEBUMPER1);
S_StartSound(player->mo, sfx_3db06);
player->kartstuff[k_bumper]++;
player->kartstuff[k_comebackpoints] = 0;
player->powers[pw_flashing] = K_GetKartFlashing(player);
player->kartstuff[k_comebacktimer] = comebacktime;
/*victim->powers[pw_flashing] = K_GetKartFlashing(victim);
victim->kartstuff[k_comebacktimer] = comebacktime;*/
victim->kartstuff[k_instashield] = 15;
if (cv_kartdebughuddrop.value && !modeattacking)
K_DropItems(victim);
else
K_DropHnextList(victim);
return;
}
// source is the mobj that originally threw the bomb that exploded etc.
// Spawns the sphere around the explosion that handles spinout
void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source)
{
mobj_t *mobj;
mobj_t *ghost = NULL;
INT32 i;
TVector v;
TVector *res;
fixed_t finalx, finaly, finalz, dist;
//mobj_t hoopcenter;
angle_t degrees, fa, closestangle;
fixed_t mobjx, mobjy, mobjz;
//hoopcenter.x = x;
//hoopcenter.y = y;
//hoopcenter.z = z;
//hoopcenter.z = z - mobjinfo[type].height/2;
degrees = FINEANGLES/number;
closestangle = 0;
// Create the hoop!
for (i = 0; i < number; i++)
{
fa = (i*degrees);
v[0] = FixedMul(FINECOSINE(fa),radius);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),radius);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(rotangle));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
mobj = P_SpawnMobj(finalx, finaly, finalz, type);
mobj->z -= mobj->height>>1;
// change angle
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y);
// change slope
dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z);
if (dist < 1)
dist = 1;
mobjx = mobj->x;
mobjy = mobj->y;
mobjz = mobj->z;
if (ghostit)
{
ghost = P_SpawnGhostMobj(mobj);
P_SetMobjState(mobj, S_NULL);
mobj = ghost;
}
if (spawncenter)
{
mobj->x = x;
mobj->y = y;
mobj->z = z;
}
mobj->momx = FixedMul(FixedDiv(mobjx - x, dist), FixedDiv(dist, 6*FRACUNIT));
mobj->momy = FixedMul(FixedDiv(mobjy - y, dist), FixedDiv(dist, 6*FRACUNIT));
mobj->momz = FixedMul(FixedDiv(mobjz - z, dist), FixedDiv(dist, 6*FRACUNIT));
if (source && !P_MobjWasRemoved(source))
P_SetTarget(&mobj->target, source);
}
}
// Spawns the purely visual explosion
void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
{
mobj_t *dust;
mobj_t *truc;
INT32 speed, speed2;
INT32 i, radius, height;
mobj_t *smoldering = P_SpawnMobj(source->x, source->y, source->z, MT_SMOLDERING);
K_MatchGenericExtraFlags(smoldering, source);
smoldering->tics = TICRATE*3;
radius = source->radius>>FRACBITS;
height = source->height>>FRACBITS;
if (!color)
color = SKINCOLOR_KETCHUP;
for (i = 0; i < 32; i++)
{
dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE);
P_SetMobjState(dust, S_OPAQUESMOKE1);
dust->angle = (ANGLE_180/16) * i;
P_SetScale(dust, source->scale);
dust->destscale = source->scale*10;
dust->scalespeed = source->scale/12;
P_InstaThrust(dust, dust->angle, FixedMul(20*FRACUNIT, source->scale));
truc = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT,
source->y + P_RandomRange(-radius, radius)*FRACUNIT,
source->z + P_RandomRange(0, height)*FRACUNIT, MT_BOOMEXPLODE);
K_MatchGenericExtraFlags(truc, source);
P_SetScale(truc, source->scale);
truc->destscale = source->scale*6;
truc->scalespeed = source->scale/12;
speed = FixedMul(10*FRACUNIT, source->scale)>>FRACBITS;
truc->momx = P_RandomRange(-speed, speed)*FRACUNIT;
truc->momy = P_RandomRange(-speed, speed)*FRACUNIT;
speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS;
truc->momz = P_RandomRange(-speed, speed)*FRACUNIT*P_MobjFlip(truc);
if (truc->eflags & MFE_UNDERWATER)
truc->momz = (117 * truc->momz) / 200;
truc->color = color;
}
for (i = 0; i < 16; i++)
{
dust = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT,
source->y + P_RandomRange(-radius, radius)*FRACUNIT,
source->z + P_RandomRange(0, height)*FRACUNIT, MT_SMOKE);
P_SetMobjState(dust, S_OPAQUESMOKE1);
P_SetScale(dust, source->scale);
dust->destscale = source->scale*10;
dust->scalespeed = source->scale/12;
dust->tics = 30;
dust->momz = P_RandomRange(FixedMul(3*FRACUNIT, source->scale)>>FRACBITS, FixedMul(7*FRACUNIT, source->scale)>>FRACBITS)*FRACUNIT;
truc = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT,
source->y + P_RandomRange(-radius, radius)*FRACUNIT,
source->z + P_RandomRange(0, height)*FRACUNIT, MT_BOOMPARTICLE);
K_MatchGenericExtraFlags(truc, source);
P_SetScale(truc, source->scale);
truc->destscale = source->scale*5;
truc->scalespeed = source->scale/12;
speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS;
truc->momx = P_RandomRange(-speed, speed)*FRACUNIT;
truc->momy = P_RandomRange(-speed, speed)*FRACUNIT;
speed = FixedMul(15*FRACUNIT, source->scale)>>FRACBITS;
speed2 = FixedMul(45*FRACUNIT, source->scale)>>FRACBITS;
truc->momz = P_RandomRange(speed, speed2)*FRACUNIT*P_MobjFlip(truc);
if (P_RandomChance(FRACUNIT/2))
truc->momz = -truc->momz;
if (truc->eflags & MFE_UNDERWATER)
truc->momz = (117 * truc->momz) / 200;
truc->tics = TICRATE*2;
truc->color = color;
}
}
static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, INT32 flags2, fixed_t speed)
{
mobj_t *th;
fixed_t x, y, z;
fixed_t finalspeed = speed;
mobj_t *throwmo;
if (source->player && source->player->speed > K_GetKartSpeed(source->player, false))
{
angle_t input = source->angle - an;
boolean invert = (input > ANGLE_180);
if (invert)
input = InvAngle(input);
finalspeed = max(speed, FixedMul(speed, FixedMul(
FixedDiv(source->player->speed, K_GetKartSpeed(source->player, false)), // Multiply speed to be proportional to your own, boosted maxspeed.
(((180<<FRACBITS) - AngleFixed(input)) / 180) // multiply speed based on angle diff... i.e: don't do this for firing backward :V
)));
}
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
if (P_MobjFlip(source) < 0)
{
z = source->z+source->height - mobjinfo[type].height;
}
th = P_SpawnMobj(x, y, z, type);
th->flags2 |= flags2;
th->threshold = 10;
if (th->info->seesound)
S_StartSound(source, th->info->seesound);
P_SetTarget(&th->target, source);
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);
// spawn on the ground if the player is on the ground
if (P_MobjFlip(source) < 0)
{
th->z = th->ceilingz - th->height;
th->eflags |= MFE_VERTICALFLIP;
}
else
th->z = th->floorz;
}
th->angle = an;
th->momx = FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT));
th->momy = FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT));
switch (type)
{
case MT_ORBINAUT:
if (source && source->player)
th->color = source->player->skincolor;
else
th->color = SKINCOLOR_GREY;
th->movefactor = finalspeed;
break;
case MT_JAWZ:
if (source && source->player)
{
INT32 lasttarg = source->player->kartstuff[k_lastjawztarget];
th->cvmem = source->player->skincolor;
if ((lasttarg >= 0 && lasttarg < MAXPLAYERS)
&& playeringame[lasttarg]
&& !players[lasttarg].spectator
&& players[lasttarg].mo)
{
P_SetTarget(&th->tracer, players[lasttarg].mo);
}
}
else
th->cvmem = SKINCOLOR_KETCHUP;
/* FALLTHRU */
case MT_JAWZ_DUD:
S_StartSound(th, th->info->activesound);
/* FALLTHRU */
case MT_SPB:
th->movefactor = finalspeed;
break;
default:
break;
}
x = x + P_ReturnThrustX(source, an, source->radius + th->radius);
y = y + P_ReturnThrustY(source, an, source->radius + th->radius);
throwmo = P_SpawnMobj(x, y, z, MT_FIREDITEM);
throwmo->movecount = 1;
throwmo->movedir = source->angle - an;
P_SetTarget(&throwmo->target, source);
return NULL;
}
static void K_SpawnDriftSparks(player_t *player)
{
fixed_t newx;
fixed_t newy;
mobj_t *spark;
angle_t travelangle;
INT32 i;
I_Assert(player != NULL);
I_Assert(player->mo != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
if (leveltime % 2 == 1)
return;
if (!P_IsObjectOnGround(player->mo))
return;
if (!player->kartstuff[k_drift] || player->kartstuff[k_driftcharge] < K_GetKartDriftSparkValue(player))
return;
travelangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift];
for (i = 0; i < 2; i++)
{
newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale));
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale));
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK);
P_SetTarget(&spark->target, player->mo);
spark->angle = travelangle-(ANGLE_45/5)*player->kartstuff[k_drift];
spark->destscale = player->mo->scale;
P_SetScale(spark, player->mo->scale);
spark->momx = player->mo->momx/2;
spark->momy = player->mo->momy/2;
//spark->momz = player->mo->momz/2;
if (player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(player)*4)
{
spark->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
}
else if (player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(player)*2)
{
if (player->kartstuff[k_driftcharge] <= (K_GetKartDriftSparkValue(player)*2)+(24*3))
spark->color = SKINCOLOR_RASPBERRY; // transition
else
spark->color = SKINCOLOR_KETCHUP;
}
else
{
spark->color = SKINCOLOR_SAPPHIRE;
}
if ((player->kartstuff[k_drift] > 0 && player->cmd.driftturn > 0) // Inward drifts
|| (player->kartstuff[k_drift] < 0 && player->cmd.driftturn < 0))
{
if ((player->kartstuff[k_drift] < 0 && (i & 1))
|| (player->kartstuff[k_drift] > 0 && !(i & 1)))
P_SetMobjState(spark, S_DRIFTSPARK_A1);
else if ((player->kartstuff[k_drift] < 0 && !(i & 1))
|| (player->kartstuff[k_drift] > 0 && (i & 1)))
P_SetMobjState(spark, S_DRIFTSPARK_C1);
}
else if ((player->kartstuff[k_drift] > 0 && player->cmd.driftturn < 0) // Outward drifts
|| (player->kartstuff[k_drift] < 0 && player->cmd.driftturn > 0))
{
if ((player->kartstuff[k_drift] < 0 && (i & 1))
|| (player->kartstuff[k_drift] > 0 && !(i & 1)))
P_SetMobjState(spark, S_DRIFTSPARK_C1);
else if ((player->kartstuff[k_drift] < 0 && !(i & 1))
|| (player->kartstuff[k_drift] > 0 && (i & 1)))
P_SetMobjState(spark, S_DRIFTSPARK_A1);
}
K_MatchGenericExtraFlags(spark, player->mo);
}
}
static void K_SpawnAIZDust(player_t *player)
{
fixed_t newx;
fixed_t newy;
mobj_t *spark;
angle_t travelangle;
I_Assert(player != NULL);
I_Assert(player->mo != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
if (leveltime % 2 == 1)
return;
if (!P_IsObjectOnGround(player->mo))
return;
travelangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
//S_StartSound(player->mo, sfx_s3k47);
{
newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle - (player->kartstuff[k_aizdriftstrat]*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale));
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle - (player->kartstuff[k_aizdriftstrat]*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale));
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_AIZDRIFTSTRAT);
spark->angle = travelangle+(player->kartstuff[k_aizdriftstrat]*ANGLE_90);
P_SetScale(spark, (spark->destscale = (3*player->mo->scale)>>2));
spark->momx = (6*player->mo->momx)/5;
spark->momy = (6*player->mo->momy)/5;
//spark->momz = player->mo->momz/2;
K_MatchGenericExtraFlags(spark, player->mo);
}
}
void K_SpawnBoostTrail(player_t *player)
{
fixed_t newx;
fixed_t newy;
fixed_t ground;
mobj_t *flame;
angle_t travelangle;
INT32 i;
I_Assert(player != NULL);
I_Assert(player->mo != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
if (!P_IsObjectOnGround(player->mo)
|| player->kartstuff[k_hyudorotimer] != 0
|| (G_BattleGametype() && player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]))
return;
if (player->mo->eflags & MFE_VERTICALFLIP)
ground = player->mo->ceilingz - FixedMul(mobjinfo[MT_SNEAKERTRAIL].height, player->mo->scale);
else
ground = player->mo->floorz;
if (player->kartstuff[k_drift] != 0)
travelangle = player->mo->angle;
else
travelangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
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));
if (player->mo->standingslope)
{
ground = P_GetZAt(player->mo->standingslope, newx, newy);
if (player->mo->eflags & MFE_VERTICALFLIP)
ground -= FixedMul(mobjinfo[MT_SNEAKERTRAIL].height, player->mo->scale);
}
flame = P_SpawnMobj(newx, newy, ground, MT_SNEAKERTRAIL);
P_SetTarget(&flame->target, player->mo);
flame->angle = travelangle;
flame->fuse = TICRATE*2;
flame->destscale = player->mo->scale;
P_SetScale(flame, player->mo->scale);
// not K_MatchGenericExtraFlags so that a stolen sneaker can be seen
K_FlipFromObject(flame, player->mo);
flame->momx = 8;
P_XYMovement(flame);
if (P_MobjWasRemoved(flame))
continue;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (flame->z + flame->height < flame->ceilingz)
P_RemoveMobj(flame);
}
else if (flame->z > flame->floorz)
P_RemoveMobj(flame);
}
}
void K_SpawnSparkleTrail(mobj_t *mo)
{
const INT32 rad = (mo->radius*2)>>FRACBITS;
mobj_t *sparkle;
INT32 i;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
for (i = 0; i < 3; i++)
{
fixed_t newx = mo->x + mo->momx + (P_RandomRange(-rad, rad)<<FRACBITS);
fixed_t newy = mo->y + mo->momy + (P_RandomRange(-rad, rad)<<FRACBITS);
fixed_t newz = mo->z + mo->momz + (P_RandomRange(0, mo->height>>FRACBITS)<<FRACBITS);
sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL);
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);
sparkle->color = mo->color;
//sparkle->colorized = mo->colorized;
}
P_SetMobjState(sparkle, S_KARTINVULN_LARGE1);
}
void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent)
{
mobj_t *dust;
angle_t aoff;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
if (mo->player)
aoff = (mo->player->frameangle + ANGLE_180);
else
aoff = (mo->angle + ANGLE_180);
if ((leveltime / 2) & 1)
aoff -= ANGLE_45;
else
aoff += ANGLE_45;
dust = P_SpawnMobj(mo->x + FixedMul(24*mo->scale, FINECOSINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(-8,8) << FRACBITS),
mo->y + FixedMul(24*mo->scale, FINESINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(-8,8) << FRACBITS),
mo->z, MT_WIPEOUTTRAIL);
P_SetTarget(&dust->target, mo);
dust->angle = R_PointToAngle2(0,0,mo->momx,mo->momy);
dust->destscale = mo->scale;
P_SetScale(dust, mo->scale);
K_FlipFromObject(dust, mo);
if (translucent) // offroad effect
{
dust->momx = mo->momx/2;
dust->momy = mo->momy/2;
dust->momz = mo->momz/2;
}
if (translucent)
dust->flags2 |= MF2_SHADOW;
}
// 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_SKIDDOWN)
{
anglediff = abs((signed)(spawner->angle - spawner->player->frameangle));
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<<FRACBITS)
return;
if (spawner->player->cmd.forwardmove < 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<<FRACBITS)
return;
anglediff = abs((signed)(spawner->angle - R_PointToAngle2(0, 0, spawner->momx, spawner->momy)));
}
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)<<FRACBITS), 3*(spawner->scale)/4);
dust->momy = FixedMul(spawner->momy + (P_RandomRange(-speedrange, speedrange)<<FRACBITS), 3*(spawner->scale)/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);
}
}
static mobj_t *K_FindLastTrailMobj(player_t *player)
{
mobj_t *trail;
if (!player || !(trail = player->mo) || !player->mo->hnext || !player->mo->hnext->health)
return NULL;
while (trail->hnext && !P_MobjWasRemoved(trail->hnext) && trail->hnext->health)
{
trail = trail->hnext;
}
return trail;
}
static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t mapthing, INT32 defaultDir, INT32 altthrow)
{
mobj_t *mo;
INT32 dir;
fixed_t PROJSPEED;
angle_t newangle;
fixed_t newx, newy, newz;
mobj_t *throwmo;
if (!player)
return NULL;
// Figure out projectile speed by game speed
if (missile && mapthing != MT_BALLHOG) // Trying to keep compatability...
{
PROJSPEED = mobjinfo[mapthing].speed;
if (gamespeed == 0)
PROJSPEED = FixedMul(PROJSPEED, FRACUNIT-FRACUNIT/4);
else if (gamespeed == 2)
PROJSPEED = FixedMul(PROJSPEED, FRACUNIT+FRACUNIT/4);
PROJSPEED = FixedMul(PROJSPEED, mapobjectscale);
}
else
{
switch (gamespeed)
{
case 0:
PROJSPEED = 68*mapobjectscale; // Avg Speed is 34
break;
case 2:
PROJSPEED = 96*mapobjectscale; // Avg Speed is 48
break;
default:
PROJSPEED = 82*mapobjectscale; // Avg Speed is 41
break;
}
}
if (altthrow)
{
if (altthrow == 2) // Kitchen sink throwing
{
#if 0
if (player->kartstuff[k_throwdir] == 1)
dir = 3;
else if (player->kartstuff[k_throwdir] == -1)
dir = 1;
else
dir = 2;
#else
if (player->kartstuff[k_throwdir] == 1)
dir = 2;
else
dir = 1;
#endif
}
else
{
if (player->kartstuff[k_throwdir] == 1)
dir = 2;
else if (player->kartstuff[k_throwdir] == -1)
dir = -1;
else
dir = 1;
}
}
else
{
if (player->kartstuff[k_throwdir] != 0)
dir = player->kartstuff[k_throwdir];
else
dir = defaultDir;
}
if (missile) // Shootables
{
if (mapthing == MT_BALLHOG) // Messy
{
if (dir == -1)
{
// Shoot backward
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 - 0x06000000, 0, PROJSPEED/16);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 - 0x03000000, 0, PROJSPEED/16);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/16);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 + 0x03000000, 0, PROJSPEED/16);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 + 0x06000000, 0, PROJSPEED/16);
}
else
{
// Shoot forward
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle - 0x06000000, 0, PROJSPEED);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle - 0x03000000, 0, PROJSPEED);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + 0x03000000, 0, PROJSPEED);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + 0x06000000, 0, PROJSPEED);
}
}
else
{
if (dir == -1 && mapthing != MT_SPB)
{
// Shoot backward
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/8);
}
else
{
// Shoot forward
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED);
}
}
}
else
{
player->kartstuff[k_bananadrag] = 0; // RESET timer, for multiple bananas
if (dir > 0)
{
// Shoot forward
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, mapthing);
//K_FlipFromObject(mo, player->mo);
// These are really weird so let's make it a very specific case to make SURE it works...
if (player->mo->eflags & MFE_VERTICALFLIP)
{
mo->z -= player->mo->height;
mo->flags2 |= MF2_OBJECTFLIP;
mo->eflags |= MFE_VERTICALFLIP;
}
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))*mapobjectscale + (player->mo->momz*P_MobjFlip(player->mo));
mo->momz = HEIGHT*P_MobjFlip(mo);
mo->momx = player->mo->momx + FixedMul(FINECOSINE(fa), PROJSPEED*dir);
mo->momy = player->mo->momy + FixedMul(FINESINE(fa), PROJSPEED*dir);
mo->extravalue2 = dir;
if (mo->eflags & MFE_UNDERWATER)
mo->momz = (117 * mo->momz) / 200;
}
// this is the small graphic effect that plops in you when you throw an item:
throwmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FIREDITEM);
P_SetTarget(&throwmo->target, player->mo);
// Ditto:
if (player->mo->eflags & MFE_VERTICALFLIP)
{
throwmo->z -= player->mo->height;
throwmo->flags2 |= MF2_OBJECTFLIP;
throwmo->eflags |= MFE_VERTICALFLIP;
}
throwmo->movecount = 0; // above player
}
else
{
mobj_t *lasttrail = K_FindLastTrailMobj(player);
if (lasttrail)
{
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);
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
}
}
return mo;
}
void K_PuntMine(mobj_t *thismine, mobj_t *punter)
{
angle_t fa = R_PointToAngle2(0, 0, punter->momx, punter->momy) >> ANGLETOFINESHIFT;
fixed_t z = 30*mapobjectscale + punter->momz;
fixed_t spd;
mobj_t *mine;
if (!thismine || P_MobjWasRemoved(thismine))
return;
//This guarantees you hit a mine being dragged
if (thismine->type == MT_SSMINE_SHIELD) // Create a new mine, and clean up the old one
{
mine = P_SpawnMobj(thismine->x, thismine->y, thismine->z, MT_SSMINE);
P_SetTarget(&mine->target, thismine->target);
mine->angle = thismine->angle;
mine->flags2 = thismine->flags2;
mine->floorz = thismine->floorz;
mine->ceilingz = thismine->ceilingz;
//Since we aren't using P_KillMobj, we need to clean up the hnext reference
{
P_SetTarget(&thismine->target->hnext, NULL); //target is the player who owns the mine
thismine->target->player->kartstuff[k_bananadrag] = 0;
thismine->target->player->kartstuff[k_itemheld] = 0;
if (--thismine->target->player->kartstuff[k_itemamount] <= 0)
thismine->target->player->kartstuff[k_itemtype] = KITEM_NONE;
}
P_RemoveMobj(thismine);
}
else
mine = thismine;
if (!mine || P_MobjWasRemoved(mine))
return;
switch (gamespeed)
{
case 0:
spd = 68*mapobjectscale; // Avg Speed is 34
break;
case 2:
spd = 96*mapobjectscale; // Avg Speed is 48
break;
default:
spd = 82*mapobjectscale; // Avg Speed is 41
break;
}
mine->flags |= MF_NOCLIPTHING;
P_SetMobjState(mine, S_SSMINE_AIR1);
mine->threshold = 10;
mine->extravalue1 = 0;
mine->reactiontime = mine->info->reactiontime;
mine->momx = punter->momx + FixedMul(FINECOSINE(fa), spd);
mine->momy = punter->momy + FixedMul(FINESINE(fa), spd);
mine->momz = P_MobjFlip(mine) * z;
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);
//player->kartstuff[k_thunderanim] = 35;
P_NukeEnemies(player->mo, player->mo, RING_DIST/4);
// spawn vertical bolt
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
P_SetTarget(&mo->target, player->mo);
P_SetMobjState(mo, S_LZIO11);
mo->color = SKINCOLOR_TEAL;
mo->scale = player->mo->scale*3 + (player->mo->scale/2);
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
P_SetTarget(&mo->target, player->mo);
P_SetMobjState(mo, S_LZIO21);
mo->color = SKINCOLOR_CYAN;
mo->scale = player->mo->scale*3 + (player->mo->scale/2);
// spawn horizontal bolts;
for (i=0; i<7; i++)
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
mo->angle = P_RandomRange(0, 359)*ANG1;
mo->fuse = P_RandomRange(20, 50);
P_SetTarget(&mo->target, player->mo);
P_SetMobjState(mo, S_KLIT1);
}
// spawn the radius thing:
an = ANGLE_22h;
for (i=0; i<15; i++)
{
sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT));
sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT));
mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK);
mo-> angle = an*i;
mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something.
mo->scale = player->mo->scale*3;
P_SetTarget(&mo->target, player->mo);
P_SetMobjState(mo, S_KSPARK1);
}
}
#undef THUNDERRADIUS
static void K_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);
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
&& (G_RaceGametype() //&& players[i].kartstuff[k_position] < player->kartstuff[k_position])
|| (G_BattleGametype() && players[i].kartstuff[k_bumper] > 0))
// Has an item
&& (players[i].kartstuff[k_itemtype]
&& players[i].kartstuff[k_itemamount]
&& !players[i].kartstuff[k_itemheld]
&& !players[i].kartstuff[k_itemblink]))
{
playerswappable[numplayers] = i;
numplayers++;
}
}
prandom = P_RandomFixed();
S_StartSound(player->mo, sfx_s3k92);
if (sink && numplayers > 0 && cv_kitchensink.value) // BEHOLD THE KITCHEN SINK
{
player->kartstuff[k_hyudorotimer] = hyudorotime;
player->kartstuff[k_stealingtimer] = stealtime;
player->kartstuff[k_itemtype] = KITEM_KITCHENSINK;
player->kartstuff[k_itemamount] = 1;
player->kartstuff[k_itemheld] = 0;
return;
}
else if ((G_RaceGametype() && player->kartstuff[k_position] == 1) || numplayers == 0) // No-one can be stolen from? Oh well...
{
player->kartstuff[k_hyudorotimer] = hyudorotime;
player->kartstuff[k_stealingtimer] = stealtime;
return;
}
else if (numplayers == 1) // With just 2 players, we just need to set the other player to be the one to steal from
{
stealplayer = playerswappable[numplayers-1];
}
else if (numplayers > 1) // We need to choose between the available candidates for the 2nd player
{
stealplayer = playerswappable[prandom%(numplayers-1)];
}
if (stealplayer > -1) // Now here's where we do the stealing, has to be done here because we still know the player we're stealing from
{
player->kartstuff[k_hyudorotimer] = hyudorotime;
player->kartstuff[k_stealingtimer] = stealtime;
players[stealplayer].kartstuff[k_stolentimer] = stealtime;
player->kartstuff[k_itemtype] = players[stealplayer].kartstuff[k_itemtype];
player->kartstuff[k_itemamount] = players[stealplayer].kartstuff[k_itemamount];
player->kartstuff[k_itemheld] = 0;
players[stealplayer].kartstuff[k_itemtype] = KITEM_NONE;
players[stealplayer].kartstuff[k_itemamount] = 0;
players[stealplayer].kartstuff[k_itemheld] = 0;
if (P_IsLocalPlayer(&players[stealplayer]) && !splitscreen)
S_StartSound(NULL, sfx_s3k92);
}
}
void K_DoSneaker(player_t *player, INT32 type)
{
fixed_t intendedboost;
switch (gamespeed)
{
case 0:
intendedboost = 53740+768;
break;
case 2:
intendedboost = 17294+768;
break;
default:
intendedboost = 32768;
break;
}
if (!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3)
{
S_StartSound(player->mo, sfx_cdfm01);
K_SpawnDashDustRelease(player);
if (intendedboost > player->kartstuff[k_speedboost])
player->kartstuff[k_destboostcam] = FixedMul(FRACUNIT, FixedDiv((intendedboost - player->kartstuff[k_speedboost]), intendedboost));
}
if (!player->kartstuff[k_sneakertimer])
{
if (type == 2)
{
if (player->mo->hnext)
{
mobj_t *cur = player->mo->hnext;
while (cur && !P_MobjWasRemoved(cur))
{
if (!cur->tracer)
{
mobj_t *overlay = P_SpawnMobj(cur->x, cur->y, cur->z, MT_BOOSTFLAME);
P_SetTarget(&overlay->target, cur);
P_SetTarget(&cur->tracer, overlay);
P_SetScale(overlay, (overlay->destscale = 3*cur->scale/4));
K_FlipFromObject(overlay, cur);
}
cur = cur->hnext;
}
}
}
else
{
mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BOOSTFLAME);
P_SetTarget(&overlay->target, player->mo);
P_SetScale(overlay, (overlay->destscale = player->mo->scale));
K_FlipFromObject(overlay, player->mo);
}
}
player->kartstuff[k_sneakertimer] = sneakertime;
// set angle for spun out players:
player->kartstuff[k_boostangle] = (INT32)player->mo->angle;
if (type != 0)
{
player->pflags |= PF_ATTACKDOWN;
K_PlayBoostTaunt(player->mo);
}
}
static void K_DoShrink(player_t *user)
{
INT32 i;
S_StartSound(user->mo, sfx_kc46); // Sound the BANG!
user->pflags |= PF_ATTACKDOWN;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || !players[i].mo)
continue;
if (&players[i] == user)
continue;
if (players[i].kartstuff[k_position] < user->kartstuff[k_position])
{
//P_FlashPal(&players[i], PAL_NUKE, 10);
// Grow should get taken away.
if (players[i].kartstuff[k_growshrinktimer] > 0)
K_RemoveGrowShrink(&players[i]);
// Don't hit while invulnerable!
else if (!players[i].kartstuff[k_invincibilitytimer]
&& players[i].kartstuff[k_growshrinktimer] <= 0
&& !players[i].kartstuff[k_hyudorotimer])
{
// Start shrinking!
K_DropItems(&players[i]);
players[i].kartstuff[k_growshrinktimer] = -(20*TICRATE);
if (players[i].mo && !P_MobjWasRemoved(players[i].mo))
{
players[i].mo->scalespeed = mapobjectscale/TICRATE;
players[i].mo->destscale = (6*mapobjectscale)/8;
if (cv_kartdebugshrink.value && !modeattacking && !players[i].bot)
players[i].mo->destscale = (6*players[i].mo->destscale)/8;
S_StartSound(players[i].mo, sfx_kc59);
}
}
}
}
}
void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, UINT8 sound)
{
const fixed_t vscale = mapobjectscale + (mo->scale - mapobjectscale);
if (mo->player && mo->player->spectator)
return;
if (mo->eflags & MFE_SPRUNG)
return;
mo->standingslope = NULL;
mo->eflags |= MFE_SPRUNG;
if (mo->eflags & MFE_VERTICALFLIP)
vertispeed *= -1;
if (vertispeed == 0)
{
fixed_t thrust;
if (mo->player)
{
thrust = 3*mo->player->speed/2;
if (thrust < 48<<FRACBITS)
thrust = 48<<FRACBITS;
if (thrust > 72<<FRACBITS)
thrust = 72<<FRACBITS;
if (mo->player->kartstuff[k_pogospring] != 2)
{
if (mo->player->kartstuff[k_sneakertimer])
thrust = FixedMul(thrust, 5*FRACUNIT/4);
else if (mo->player->kartstuff[k_invincibilitytimer])
thrust = FixedMul(thrust, 9*FRACUNIT/8);
}
}
else
{
thrust = FixedDiv(3*P_AproxDistance(mo->momx, mo->momy)/2, 5*FRACUNIT/2);
if (thrust < 16<<FRACBITS)
thrust = 16<<FRACBITS;
if (thrust > 32<<FRACBITS)
thrust = 32<<FRACBITS;
}
mo->momz = P_MobjFlip(mo)*FixedMul(FINESINE(ANGLE_22h>>ANGLETOFINESHIFT), FixedMul(thrust, vscale));
}
else
mo->momz = FixedMul(vertispeed, vscale);
if (mo->eflags & MFE_UNDERWATER)
mo->momz = (117 * mo->momz) / 200;
if (sound)
S_StartSound(mo, (sound == 1 ? sfx_kc2f : sfx_kpogos));
}
void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source)
{
mobj_t *cachenext;
killnext:
cachenext = banana->hnext;
if (banana->health)
{
if (banana->eflags & MFE_VERTICALFLIP)
banana->z -= banana->height;
else
banana->z += banana->height;
S_StartSound(banana, banana->info->deathsound);
P_KillMobj(banana, inflictor, source);
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) && !P_MobjWasRemoved(work))
{
nextwork = work->hnext;
if (!clean && (!work->movedir || work->movedir <= (UINT16)player->kartstuff[k_itemamount]))
continue;
P_RemoveMobj(work);
}
}
// For getting hit!
void K_DropHnextList(player_t *player)
{
mobj_t *work = player->mo, *nextwork, *dropwork;
INT32 flip;
mobjtype_t type;
boolean orbit, ponground, dropall = true;
if (!work || P_MobjWasRemoved(work))
return;
flip = P_MobjFlip(player->mo);
ponground = P_IsObjectOnGround(player->mo);
if (player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD && player->kartstuff[k_itemamount])
{
K_DoThunderShield(player);
player->kartstuff[k_itemamount] = 0;
player->kartstuff[k_itemtype] = KITEM_NONE;
player->kartstuff[k_curshield] = 0;
}
nextwork = work->hnext;
while ((work = nextwork) && !P_MobjWasRemoved(work))
{
nextwork = work->hnext;
switch (work->type)
{
// Kart orbit items
case MT_ORBINAUT_SHIELD:
orbit = true;
type = MT_ORBINAUT;
break;
case MT_JAWZ_SHIELD:
orbit = true;
type = MT_JAWZ_DUD;
break;
// Kart trailing items
case MT_BANANA_SHIELD:
orbit = false;
type = MT_BANANA;
break;
case MT_SSMINE_SHIELD:
orbit = false;
dropall = false;
type = MT_SSMINE;
break;
case MT_EGGMANITEM_SHIELD:
orbit = false;
type = MT_EGGMANITEM;
break;
// intentionally do nothing
case MT_SINK_SHIELD:
case MT_ROCKETSNEAKER:
return;
default:
continue;
}
dropwork = P_SpawnMobj(work->x, work->y, work->z, type);
P_SetTarget(&dropwork->target, player->mo);
dropwork->angle = work->angle;
dropwork->flags2 = work->flags2;
dropwork->flags |= MF_NOCLIPTHING;
dropwork->floorz = work->floorz;
dropwork->ceilingz = work->ceilingz;
if (ponground)
{
// floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn
// This should set it for FOFs
//P_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
{
dropwork->flags2 |= MF2_AMBUSH;
dropwork->z += flip;
dropwork->momx = player->mo->momx>>1;
dropwork->momy = player->mo->momy>>1;
dropwork->momz = 3*flip*mapobjectscale;
if (dropwork->eflags & MFE_UNDERWATER)
dropwork->momz = (117 * dropwork->momz) / 200;
P_Thrust(dropwork, work->angle - ANGLE_90, 6*mapobjectscale);
dropwork->movecount = 2;
dropwork->movedir = work->angle - ANGLE_90;
P_SetMobjState(dropwork, dropwork->info->deathstate);
dropwork->tics = -1;
if (type == MT_JAWZ_DUD)
dropwork->z += 20*flip*dropwork->scale;
else
{
dropwork->color = work->color;
dropwork->angle -= ANGLE_90;
}
}
else // plop on the ground
{
dropwork->flags &= ~MF_NOCLIPTHING;
dropwork->threshold = 10;
}
P_RemoveMobj(work);
}
{
// we need this here too because this is done in afterthink - pointers are cleaned up at the START of each tic...
P_SetTarget(&player->mo->hnext, NULL);
player->kartstuff[k_bananadrag] = 0;
if (player->kartstuff[k_eggmanheld])
player->kartstuff[k_eggmanheld] = 0;
else if (player->kartstuff[k_itemheld]
&& (dropall || (--player->kartstuff[k_itemamount] <= 0)))
{
player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0;
player->kartstuff[k_itemtype] = KITEM_NONE;
}
}
}
// For getting EXTRA hit!
void K_DropItems(player_t *player)
{
boolean thunderhack = (player->kartstuff[k_curshield] && player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD);
if (thunderhack)
player->kartstuff[k_itemtype] = KITEM_NONE;
K_DropHnextList(player);
if (player->mo && !P_MobjWasRemoved(player->mo) && player->kartstuff[k_itemamount])
{
mobj_t *drop = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FLOATINGITEM);
P_SetScale(drop, drop->scale>>4);
drop->destscale = (3*drop->destscale)/2;;
drop->angle = player->mo->angle + ANGLE_90;
P_Thrust(drop,
FixedAngle(P_RandomFixed()*180) + player->mo->angle + ANGLE_90,
16*mapobjectscale);
drop->momz = P_MobjFlip(player->mo)*3*mapobjectscale;
if (drop->eflags & MFE_UNDERWATER)
drop->momz = (117 * drop->momz) / 200;
drop->threshold = (thunderhack ? KITEM_THUNDERSHIELD : player->kartstuff[k_itemtype]);
drop->movecount = player->kartstuff[k_itemamount];
drop->flags |= MF_NOCLIPTHING;
}
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->flags2 &= ~MF2_DONTDRAW;
shoe->flags &= ~MF_NOGRAVITY;
shoe->angle += ANGLE_45;
if (shoe->eflags & MFE_VERTICALFLIP)
shoe->z -= shoe->height;
else
shoe->z += shoe->height;
//left shoe goes off tot eh left, right shoe off to the right
if (leftshoe)
flingangle = -(ANG60);
else
flingangle = ANG60;
S_StartSound(shoe, shoe->info->deathsound);
P_SetObjectMomZ(shoe, 8*FRACUNIT, false);
P_InstaThrust(shoe, R_PointToAngle2(shoe->target->x, shoe->target->y, shoe->x, shoe->y)+flingangle, 16*FRACUNIT);
shoe->momx += shoe->target->momx;
shoe->momy += shoe->target->momy;
shoe->momz += shoe->target->momz;
shoe->extravalue2 = 1;
leftshoe = false;
}
P_SetTarget(&player->mo->hnext, NULL);
player->kartstuff[k_rocketsneakertimer] = 0;
}
void K_DropKitchenSink(player_t *player)
{
if (!(player->mo && !P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext)))
return;
if (player->mo->hnext->type != MT_SINK_SHIELD)
return; //so we can just call this function regardless of what is being held
P_KillMobj(player->mo->hnext, NULL, NULL);
P_SetTarget(&player->mo->hnext, NULL);
}
// When an item in the hnext chain dies.
void K_RepairOrbitChain(mobj_t *orbit)
{
mobj_t *cachenext = orbit->hnext;
// First, repair the chain
if (orbit->hnext && orbit->hnext->health && !P_MobjWasRemoved(orbit->hnext))
{
P_SetTarget(&orbit->hnext->hprev, orbit->hprev);
P_SetTarget(&orbit->hnext, NULL);
}
if (orbit->hprev && orbit->hprev->health && !P_MobjWasRemoved(orbit->hprev))
{
P_SetTarget(&orbit->hprev->hnext, cachenext);
P_SetTarget(&orbit->hprev, NULL);
}
// Then recount to make sure item amount is correct
if (orbit->target && orbit->target->player)
{
INT32 num = 0;
mobj_t *cur = orbit->target->hnext;
mobj_t *prev = NULL;
while (cur && !P_MobjWasRemoved(cur))
{
prev = cur;
cur = cur->hnext;
if (++num > orbit->target->player->kartstuff[k_itemamount])
P_RemoveMobj(prev);
else
prev->movedir = num;
}
if (orbit->target->player->kartstuff[k_itemamount] != num)
orbit->target->player->kartstuff[k_itemamount] = num;
}
}
// Move the hnext chain!
static void K_MoveHeldObjects(player_t *player)
{
if (!player->mo)
return;
if (!player->mo->hnext)
{
player->kartstuff[k_bananadrag] = 0;
if (player->kartstuff[k_eggmanheld])
player->kartstuff[k_eggmanheld] = 0;
else if (player->kartstuff[k_itemheld])
{
player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0;
player->kartstuff[k_itemtype] = KITEM_NONE;
}
return;
}
if (P_MobjWasRemoved(player->mo->hnext))
{
// we need this here too because this is done in afterthink - pointers are cleaned up at the START of each tic...
P_SetTarget(&player->mo->hnext, NULL);
player->kartstuff[k_bananadrag] = 0;
if (player->kartstuff[k_eggmanheld])
player->kartstuff[k_eggmanheld] = 0;
else if (player->kartstuff[k_itemheld])
{
player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0;
player->kartstuff[k_itemtype] = KITEM_NONE;
}
return;
}
switch (player->mo->hnext->type)
{
case MT_ORBINAUT_SHIELD: // Kart orbit items
case MT_JAWZ_SHIELD:
{
mobj_t *cur = player->mo->hnext;
fixed_t speed = ((8 - min(4, player->kartstuff[k_itemamount])) * cur->info->speed) / 7;
player->kartstuff[k_bananadrag] = 0; // Just to make sure
while (cur && !P_MobjWasRemoved(cur))
{
const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); // mobj's distance from its Target, or Radius.
fixed_t z;
if (!cur->health)
{
cur = cur->hnext;
continue;
}
cur->color = player->skincolor;
cur->angle -= ANGLE_90;
cur->angle += FixedAngle(speed);
if (cur->extravalue1 < radius)
cur->extravalue1 += P_AproxDistance(cur->extravalue1, radius) / 12;
if (cur->extravalue1 > radius)
cur->extravalue1 = radius;
// If the player is on the ceiling, then flip your items as well.
if (player && player->mo->eflags & MFE_VERTICALFLIP)
cur->eflags |= MFE_VERTICALFLIP;
else
cur->eflags &= ~MFE_VERTICALFLIP;
// Shrink your items if the player shrunk too.
P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale)));
if (P_MobjFlip(cur) > 0)
z = player->mo->z;
else
z = player->mo->z + player->mo->height - cur->height;
cur->flags |= MF_NOCLIPTHING; // temporarily make them noclip other objects so they can't hit anyone while in the player
P_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, true);
if (P_IsObjectOnGround(player->mo))
{
if (P_MobjFlip(cur) > 0)
{
if (cur->floorz > player->mo->z - cur->height)
z = cur->floorz;
}
else
{
if (cur->ceilingz < player->mo->z + player->mo->height + cur->height)
z = cur->ceilingz - cur->height;
}
}
// Center it during the scale up animation
z += (FixedMul(mobjinfo[cur->type].height, player->mo->scale - cur->scale)>>1) * P_MobjFlip(cur);
cur->z = z;
cur->momx = cur->momy = 0;
cur->angle += ANGLE_90;
cur = cur->hnext;
}
}
break;
case MT_BANANA_SHIELD: // Kart trailing items
case MT_SSMINE_SHIELD:
case MT_EGGMANITEM_SHIELD:
case MT_SINK_SHIELD:
{
mobj_t *cur = player->mo->hnext;
mobj_t *targ = player->mo;
if (P_IsObjectOnGround(player->mo) && player->speed > 0)
player->kartstuff[k_bananadrag]++;
while (cur && !P_MobjWasRemoved(cur))
{
const fixed_t radius = FixedHypot(targ->radius, targ->radius) + FixedHypot(cur->radius, cur->radius);
angle_t ang;
fixed_t targx, targy, targz;
fixed_t speed, dist;
cur->flags &= ~MF_NOCLIPTHING;
if (!cur->health)
{
cur = cur->hnext;
continue;
}
if (cur->extravalue1 < radius)
cur->extravalue1 += FixedMul(P_AproxDistance(cur->extravalue1, radius), FRACUNIT/12);
if (cur->extravalue1 > radius)
cur->extravalue1 = radius;
if (cur != player->mo->hnext)
{
targ = cur->hprev;
dist = cur->extravalue1/4;
}
else
dist = cur->extravalue1/2;
if (!targ || P_MobjWasRemoved(targ))
continue;
// Shrink your items if the player shrunk too.
P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale)));
ang = targ->angle;
targx = targ->x + P_ReturnThrustX(cur, ang + ANGLE_180, dist);
targy = targ->y + P_ReturnThrustY(cur, ang + ANGLE_180, dist);
targz = targ->z;
speed = FixedMul(R_PointToDist2(cur->x, cur->y, targx, targy), 3*FRACUNIT/4);
if (P_IsObjectOnGround(targ))
targz = cur->floorz;
cur->angle = R_PointToAngle2(cur->x, cur->y, targx, targy);
/*if (P_IsObjectOnGround(player->mo) && player->speed > 0 && player->kartstuff[k_bananadrag] > TICRATE
&& P_RandomChance(min(FRACUNIT/2, FixedDiv(player->speed, K_GetKartSpeed(player, false))/2)))
{
if (leveltime & 1)
targz += 8*(2*FRACUNIT)/7;
else
targz -= 8*(2*FRACUNIT)/7;
}*/
if (speed > dist)
P_InstaThrust(cur, cur->angle, speed-dist);
P_SetObjectMomZ(cur, FixedMul(targz - cur->z, 7*FRACUNIT/8) - gravity, false);
if (R_PointToDist2(cur->x, cur->y, targx, targy) > 768*FRACUNIT)
P_MoveOrigin(cur, targx, targy, cur->z);
cur = cur->hnext;
}
}
break;
case MT_ROCKETSNEAKER: // Special rocket sneaker stuff
{
mobj_t *cur = player->mo->hnext;
INT32 num = 0;
while (cur && !P_MobjWasRemoved(cur))
{
const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius);
boolean vibrate = ((leveltime & 1) && !cur->tracer);
angle_t angoffset;
fixed_t targx, targy, targz;
cur->flags &= ~MF_NOCLIPTHING;
if (player->kartstuff[k_rocketsneakertimer] <= TICRATE && (leveltime & 1))
cur->flags2 |= MF2_DONTDRAW;
else
cur->flags2 &= ~MF2_DONTDRAW;
if (num & 1)
P_SetMobjStateNF(cur, (vibrate ? S_ROCKETSNEAKER_LVIBRATE : S_ROCKETSNEAKER_L));
else
P_SetMobjStateNF(cur, (vibrate ? S_ROCKETSNEAKER_RVIBRATE : S_ROCKETSNEAKER_R));
if (!player->kartstuff[k_rocketsneakertimer] || cur->extravalue2 || !cur->health)
{
num = (num+1) % 2;
cur = cur->hnext;
continue;
}
if (cur->extravalue1 < radius)
cur->extravalue1 += FixedMul(P_AproxDistance(cur->extravalue1, radius), FRACUNIT/12);
if (cur->extravalue1 > radius)
cur->extravalue1 = radius;
// Shrink your items if the player shrunk too.
P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale)));
#if 1
{
angle_t input = player->frameangle - 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->frameangle;
#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.
num = (num+1) % 2;
cur = cur->hnext;
}
}
break;
default:
break;
}
}
player_t *K_FindJawzTarget(mobj_t *actor, player_t *source)
{
fixed_t best = -1;
player_t *wtarg = NULL;
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
angle_t thisang;
player_t *player;
if (!playeringame[i])
continue;
player = &players[i];
if (player->spectator)
continue; // spectator
if (!player->mo)
continue;
if (player->mo->health <= 0)
continue; // dead
// Don't target yourself, stupid.
if (player == source)
continue;
// Don't home in on teammates.
if (G_GametypeHasTeams() && source->ctfteam == player->ctfteam)
continue;
// Invisible, don't bother
if (player->kartstuff[k_hyudorotimer])
continue;
// Find the angle, see who's got the best.
thisang = actor->angle - R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y);
if (thisang > ANGLE_180)
thisang = InvAngle(thisang);
// Jawz only go after the person directly ahead of you in race... sort of literally now!
if (G_RaceGametype())
{
// Don't go for people who are behind you
if (thisang > ANGLE_67h)
continue;
// Don't pay attention to people who aren't above your position
if (player->kartstuff[k_position] >= source->kartstuff[k_position])
continue;
if ((best == -1) || (player->kartstuff[k_position] > best))
{
wtarg = player;
best = player->kartstuff[k_position];
}
}
else
{
fixed_t thisdist;
fixed_t thisavg;
// Don't go for people who are behind you
if (thisang > ANGLE_45)
continue;
// Don't pay attention to dead players
if (player->kartstuff[k_bumper] <= 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, ticcmd_t *cmd)
{
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
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 || player->exiting)
{
// Silence the engines, and reset sound number while we're at it.
player->kartstuff[k_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 ((leveltime >= starttime-(2*TICRATE) && leveltime <= starttime) || (player->kartstuff[k_respawn] == 1))
{
// Startup boosts only want to check for BT_ACCELERATE being pressed.
targetsnd = ((cmd->buttons & BT_ACCELERATE) ? 12 : 0);
}
else
{
// Average out the value of forwardmove and the speed that you're moving at.
targetsnd = (((6 * cmd->forwardmove) / 25) + ((player->speed / mapobjectscale) / 5)) / 2;
}
if (targetsnd < 0) { targetsnd = 0; }
if (targetsnd > 12) { targetsnd = 12; }
if (player->kartstuff[k_enginesnd] < targetsnd) { player->kartstuff[k_enginesnd]++; }
if (player->kartstuff[k_enginesnd] > targetsnd) { player->kartstuff[k_enginesnd]--; }
if (player->kartstuff[k_enginesnd] < 0) { player->kartstuff[k_enginesnd] = 0; }
if (player->kartstuff[k_enginesnd] > 12) { player->kartstuff[k_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 || players[i].exiting)
{
// This player isn't playing an engine sound.
continue;
}
if (player == &players[i] || 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->kartstuff[k_enginesnd]) + (class * numsnds), volume);
}
static void K_UpdateInvincibilitySounds(player_t *player)
{
INT32 sfxnum = sfx_None;
if (player->mo->health > 0 && !P_IsLocalPlayer(player))
{
if (cv_kartinvinsfx.value)
{
if (player->kartstuff[k_growshrinktimer] > 0) // Prioritize Grow
sfxnum = sfx_alarmg;
else if (player->kartstuff[k_invincibilitytimer] > 0)
sfxnum = sfx_alarmi;
}
else
{
if (player->kartstuff[k_growshrinktimer] > 0)
sfxnum = sfx_kgrow;
else if (player->kartstuff[k_invincibilitytimer] > 0)
sfxnum = sfx_kinvnc;
}
}
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->kartstuff[k_lapanimation])
player->kartstuff[k_lapanimation] -= renderdeltatics;
if (player->kartstuff[k_yougotem])
player->kartstuff[k_yougotem] -= renderdeltatics;
if (G_BattleGametype() && (player->exiting || player->kartstuff[k_comebacktimer]))
{
const fixed_t max = 164*FRACUNIT;
const fixed_t delta = FixedMul(((max - player->kartstuff[k_cardanimation]) / 8) + FRACUNIT, renderdeltatics);
if (player->exiting)
{
if (player->exiting < 6*TICRATE)
player->kartstuff[k_cardanimation] += delta;
else if (player->exiting == 6*TICRATE)
player->kartstuff[k_cardanimation] = 0;
else if (player->kartstuff[k_cardanimation] < (2*TICRATE) * FRACUNIT)
player->kartstuff[k_cardanimation] += renderdeltatics;
}
else
{
if (player->kartstuff[k_comebacktimer] < 6*TICRATE)
player->kartstuff[k_cardanimation] -= delta;
else if (player->kartstuff[k_comebacktimer] < 9*TICRATE)
player->kartstuff[k_cardanimation] += delta;
}
if (player->kartstuff[k_cardanimation] > max)
player->kartstuff[k_cardanimation] = max;
if (player->kartstuff[k_cardanimation] < 0)
player->kartstuff[k_cardanimation] = 0;
}
else if (G_RaceGametype() && player->exiting)
{
if (player->kartstuff[k_cardanimation] < (2*TICRATE) * FRACUNIT)
player->kartstuff[k_cardanimation] += renderdeltatics;
}
else
player->kartstuff[k_cardanimation] = 0;
}
void K_KartDoPlayerHUDUpdates(void)
{
UINT8 i;
if (paused || P_AutoPause())
{
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *player = NULL;
if (!playeringame[i])
{
continue;
}
player = &players[i];
if (player == NULL)
{
continue;
}
K_KartPlayerHUDUpdate(player);
}
}
/** \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_UpdateEngineSounds(player, cmd); // Thanks, VAda!
// update boost angle if not spun out
if (!player->kartstuff[k_spinouttimer] && !player->kartstuff[k_wipeoutslow])
player->kartstuff[k_boostangle] = (INT32)player->mo->angle;
K_GetKartBoostPower(player);
// Speed lines
if ((player->kartstuff[k_sneakertimer] || player->kartstuff[k_driftboost] || player->kartstuff[k_startboost]) && player->speed > 0)
{
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);
fast->angle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
fast->momx = 3*player->mo->momx/4;
fast->momy = 3*player->mo->momy/4;
fast->momz = 3*player->mo->momz/4;
P_SetTarget(&fast->target, player->mo); // easier lua access
K_MatchGenericExtraFlags(fast, player->mo);
}
if (player->playerstate == PST_DEAD || player->kartstuff[k_respawn] > 1) // Ensure these are set correctly here
{
player->mo->colorized = false;
player->mo->color = player->skincolor;
}
else if (player->kartstuff[k_eggmanexplode]) // You're gonna diiiiie
{
const INT32 flashtime = 4<<(player->kartstuff[k_eggmanexplode]/TICRATE);
if (player->kartstuff[k_eggmanexplode] == 1 || (player->kartstuff[k_eggmanexplode] % (flashtime/2) != 0))
{
player->mo->colorized = false;
player->mo->color = player->skincolor;
}
else if (player->kartstuff[k_eggmanexplode] % flashtime == 0)
{
player->mo->colorized = true;
player->mo->color = SKINCOLOR_BLACK;
}
else
{
player->mo->colorized = true;
player->mo->color = SKINCOLOR_CRIMSON;
}
}
else if (player->kartstuff[k_invincibilitytimer]) // setting players to use the star colormap and spawning afterimages
{
mobj_t *ghost;
player->mo->colorized = true;
ghost = P_SpawnGhostMobj(player->mo);
ghost->fuse = 4;
ghost->frame |= FF_FULLBRIGHT;
}
else if (player->kartstuff[k_growshrinktimer]) // Ditto, for grow/shrink
{
if (player->kartstuff[k_growshrinktimer] % 5 == 0)
{
player->mo->colorized = true;
player->mo->color = (player->kartstuff[k_growshrinktimer] < 0 ? SKINCOLOR_CREAMSICLE : SKINCOLOR_PERIWINKLE);
}
else
{
player->mo->colorized = false;
player->mo->color = player->skincolor;
}
}
else
{
player->mo->colorized = false;
}
if (player->kartstuff[k_dashpadcooldown]) // Twinkle Circuit inspired afterimages
{
mobj_t *ghost;
ghost = P_SpawnGhostMobj(player->mo);
ghost->fuse = player->kartstuff[k_dashpadcooldown]+1;
ghost->momx = player->mo->momx / (player->kartstuff[k_dashpadcooldown]+1);
ghost->momy = player->mo->momy / (player->kartstuff[k_dashpadcooldown]+1);
ghost->momz = player->mo->momz / (player->kartstuff[k_dashpadcooldown]+1);
player->kartstuff[k_dashpadcooldown]--;
}
// DKR style camera for boosting
if (player->kartstuff[k_boostcam] != 0 || player->kartstuff[k_destboostcam] != 0)
{
if (player->kartstuff[k_boostcam] < player->kartstuff[k_destboostcam]
&& player->kartstuff[k_destboostcam] != 0)
{
player->kartstuff[k_boostcam] += FRACUNIT/(TICRATE/4);
if (player->kartstuff[k_boostcam] >= player->kartstuff[k_destboostcam])
player->kartstuff[k_destboostcam] = 0;
}
else
{
player->kartstuff[k_boostcam] -= FRACUNIT/TICRATE;
if (player->kartstuff[k_boostcam] < player->kartstuff[k_destboostcam])
player->kartstuff[k_boostcam] = player->kartstuff[k_destboostcam] = 0;
}
//CONS_Printf("cam: %d, dest: %d\n", player->kartstuff[k_boostcam], player->kartstuff[k_destboostcam]);
}
player->kartstuff[k_timeovercam] = 0;
// Make ABSOLUTELY SURE that your flashing tics don't get set WHILE you're still in hit animations.
if (player->kartstuff[k_spinouttimer] != 0
|| player->kartstuff[k_wipeoutslow] != 0
|| player->kartstuff[k_squishedtimer] != 0)
{
player->powers[pw_flashing] = K_GetKartFlashing(player);
}
else if (player->powers[pw_flashing] >= K_GetKartFlashing(player))
{
player->powers[pw_flashing]--;
}
if (player->kartstuff[k_spinouttimer])
{
if ((P_IsObjectOnGround(player->mo) || player->kartstuff[k_spinouttype] == 1)
&& (player->kartstuff[k_sneakertimer] == 0))
{
player->kartstuff[k_spinouttimer]--;
if (player->kartstuff[k_wipeoutslow] > 1)
player->kartstuff[k_wipeoutslow]--;
if (player->kartstuff[k_spinouttimer] == 0)
player->kartstuff[k_spinouttype] = 0; // Reset type
}
}
else
{
if (player->kartstuff[k_wipeoutslow] == 1)
player->mo->friction = ORIG_FRICTION;
player->kartstuff[k_wipeoutslow] = 0;
if (!comeback)
player->kartstuff[k_comebacktimer] = comebacktime;
else if (player->kartstuff[k_comebacktimer])
{
player->kartstuff[k_comebacktimer]--;
if (P_IsLocalPlayer(player) && player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer] <= 0)
comebackshowninfo = true; // client has already seen the message
}
}
/*if (player->kartstuff[k_thunderanim])
player->kartstuff[k_thunderanim]--;*/
if (player->kartstuff[k_sneakertimer])
{
player->kartstuff[k_sneakertimer]--;
if (player->kartstuff[k_wipeoutslow] > 0 && player->kartstuff[k_wipeoutslow] < wipeoutslowtime+1)
player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1;
}
if (player->kartstuff[k_floorboost])
player->kartstuff[k_floorboost]--;
if (player->kartstuff[k_driftboost])
player->kartstuff[k_driftboost]--;
if (player->kartstuff[k_startboost])
player->kartstuff[k_startboost]--;
if (player->kartstuff[k_invincibilitytimer])
player->kartstuff[k_invincibilitytimer]--;
if (!player->kartstuff[k_respawn] && player->kartstuff[k_growshrinktimer] != 0)
{
if (player->kartstuff[k_growshrinktimer] > 0)
player->kartstuff[k_growshrinktimer]--;
if (player->kartstuff[k_growshrinktimer] < 0)
player->kartstuff[k_growshrinktimer]++;
// Back to normal
if (player->kartstuff[k_growshrinktimer] == 0)
K_RemoveGrowShrink(player);
}
if (player->kartstuff[k_stealingtimer] == 0 && player->kartstuff[k_stolentimer] == 0
&& player->kartstuff[k_rocketsneakertimer])
player->kartstuff[k_rocketsneakertimer]--;
if (player->kartstuff[k_hyudorotimer])
player->kartstuff[k_hyudorotimer]--;
if (player->kartstuff[k_sadtimer])
player->kartstuff[k_sadtimer]--;
if (player->kartstuff[k_stealingtimer])
player->kartstuff[k_stealingtimer]--;
if (player->kartstuff[k_stolentimer])
player->kartstuff[k_stolentimer]--;
if (player->kartstuff[k_squishedtimer])
player->kartstuff[k_squishedtimer]--;
if (player->kartstuff[k_justbumped])
player->kartstuff[k_justbumped]--;
// This doesn't go in HUD update because it has potential gameplay ramifications
if (player->kartstuff[k_itemblink] && player->kartstuff[k_itemblink]-- <= 0)
{
player->kartstuff[k_itemblinkmode] = 0;
player->kartstuff[k_itemblink] = 0;
}
if (player->kartstuff[k_voices])
player->kartstuff[k_voices]--;
if (player->kartstuff[k_tauntvoices])
player->kartstuff[k_tauntvoices]--;
if (G_BattleGametype() && player->kartstuff[k_bumper] > 0)
player->kartstuff[k_wanted]++;
if (P_IsObjectOnGround(player->mo))
player->kartstuff[k_waterskip] = 0;
if (player->kartstuff[k_instashield])
player->kartstuff[k_instashield]--;
if (player->kartstuff[k_eggmanexplode])
{
if (player->spectator || (G_BattleGametype() && !player->kartstuff[k_bumper]))
player->kartstuff[k_eggmanexplode] = 0;
else
{
player->kartstuff[k_eggmanexplode]--;
if (player->kartstuff[k_eggmanexplode] <= 0)
{
mobj_t *eggsexplode;
//player->powers[pw_flashing] = 0;
eggsexplode = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SPBEXPLOSION);
if (player->kartstuff[k_eggmanblame] >= 0
&& player->kartstuff[k_eggmanblame] < MAXPLAYERS
&& playeringame[player->kartstuff[k_eggmanblame]]
&& !players[player->kartstuff[k_eggmanblame]].spectator
&& players[player->kartstuff[k_eggmanblame]].mo)
P_SetTarget(&eggsexplode->target, players[player->kartstuff[k_eggmanblame]].mo);
}
}
}
// ???
/*
if (player->kartstuff[k_jmp] > 1 && onground)
{
S_StartSound(player->mo, sfx_spring);
P_DoJump(player, false);
player->mo->momz *= player->kartstuff[k_jmp];
player->kartstuff[k_jmp] = 0;
}
*/
if (player->kartstuff[k_comebacktimer])
player->kartstuff[k_comebackmode] = 0;
if (P_IsObjectOnGround(player->mo) && player->kartstuff[k_pogospring])
{
if (P_MobjFlip(player->mo)*player->mo->momz <= 0)
player->kartstuff[k_pogospring] = 0;
}
if (cmd->buttons & BT_DRIFT)
player->kartstuff[k_jmp] = 1;
else
player->kartstuff[k_jmp] = 0;
// Respawn Checker
if (player->kartstuff[k_respawn])
K_RespawnChecker(player);
// Roulette Code
K_KartItemRoulette(player, cmd);
// Handle invincibility sfx
K_UpdateInvincibilitySounds(player); // Also thanks, VAda!
// Plays the music after the starting countdown.
if (P_IsLocalPlayer(player) && leveltime == (starttime + (TICRATE/2)))
{
S_ChangeMusic(mapmusname, mapmusflags, true);
S_ShowMusicCredit();
}
}
void K_KartPlayerAfterThink(player_t *player)
{
if (player->kartstuff[k_curshield]
|| player->kartstuff[k_invincibilitytimer]
|| (player->kartstuff[k_growshrinktimer] != 0 && player->kartstuff[k_growshrinktimer] % 5 == 4)) // 4 instead of 0 because this is afterthink!
{
player->mo->frame |= FF_FULLBRIGHT;
}
else
{
if (!(player->mo->state->frame & FF_FULLBRIGHT))
player->mo->frame &= ~FF_FULLBRIGHT;
}
// Move held objects (Bananas, Orbinaut, etc)
K_MoveHeldObjects(player);
// Jawz reticule (seeking)
if (player->kartstuff[k_itemtype] == KITEM_JAWZ && player->kartstuff[k_itemheld])
{
INT32 lasttarg = player->kartstuff[k_lastjawztarget];
player_t *targ;
mobj_t *ret;
if (player->kartstuff[k_jawztargetdelay] && playeringame[lasttarg] && !players[lasttarg].spectator)
{
targ = &players[lasttarg];
player->kartstuff[k_jawztargetdelay]--;
}
else
targ = K_FindJawzTarget(player->mo, player);
if (!targ || !targ->mo || P_MobjWasRemoved(targ->mo))
{
player->kartstuff[k_lastjawztarget] = -1;
player->kartstuff[k_jawztargetdelay] = 0;
return;
}
ret = P_SpawnMobj(targ->mo->x, targ->mo->y, targ->mo->z, MT_PLAYERRETICULE);
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_IsLocalPlayer(player) || P_IsLocalPlayer(targ))
S_StartSound(NULL, sfx_s3k89);
else
S_StartSound(targ->mo, sfx_s3k89);
player->kartstuff[k_lastjawztarget] = targ-players;
player->kartstuff[k_jawztargetdelay] = 5;
}
}
else
{
player->kartstuff[k_lastjawztarget] = -1;
player->kartstuff[k_jawztargetdelay] = 0;
}
}
// 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, driftangle;
fixed_t driftweight = player->kartweight*14; // 12
// If they aren't drifting or on the ground this doesn't apply
if (player->kartstuff[k_drift] == 0 || !P_IsObjectOnGround(player->mo))
return 0;
if (player->kartstuff[k_driftend] != 0)
{
return -266*player->kartstuff[k_drift]; // Drift has ended and we are tweaking their angle back a bit
}
//basedrift = 90*player->kartstuff[k_drift]; // 450
//basedrift = 93*player->kartstuff[k_drift] - driftweight*3*player->kartstuff[k_drift]/10; // 447 - 303
basedrift = 83*player->kartstuff[k_drift] - (driftweight - 14)*player->kartstuff[k_drift]/5; // 415 - 303
driftangle = abs((252 - driftweight)*player->kartstuff[k_drift]/5);
return basedrift + FixedMul(driftangle, countersteer);
}
INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue)
{
fixed_t p_maxspeed = FixedMul(K_GetKartSpeed(player, false), 3*FRACUNIT);
fixed_t adjustangle = FixedDiv((p_maxspeed>>16) - (player->speed>>16), (p_maxspeed>>16) + player->kartweight);
if (player->spectator)
return turnvalue;
if (player->kartstuff[k_drift] != 0 && P_IsObjectOnGround(player->mo))
{
// If we're drifting we have a completely different turning value
if (player->kartstuff[k_driftend] == 0)
{
// 800 is the max set in g_game.c with angleturn
fixed_t countersteer = FixedDiv(turnvalue*FRACUNIT, 800*FRACUNIT);
turnvalue = K_GetKartDriftValue(player, countersteer);
}
else
turnvalue = (INT16)(turnvalue + K_GetKartDriftValue(player, FRACUNIT));
return turnvalue;
}
turnvalue = FixedMul(turnvalue, adjustangle); // Weight has a small effect on turning
if (player->kartstuff[k_invincibilitytimer] || player->kartstuff[k_sneakertimer] || player->kartstuff[k_growshrinktimer] > 0)
turnvalue = FixedMul(turnvalue, FixedDiv(5*FRACUNIT, 4*FRACUNIT));
return turnvalue;
}
INT32 K_GetKartDriftSparkValue(player_t *player)
{
UINT8 kartspeed = (G_BattleGametype() && player->kartstuff[k_bumper] <= 0)
? 1
: player->kartspeed;
return (26*4 + kartspeed*2 + (9 - player->kartweight))*8;
}
static void K_KartDrift(player_t *player, boolean onground)
{
fixed_t minspeed = (10 * player->mo->scale);
INT32 dsone = K_GetKartDriftSparkValue(player);
INT32 dstwo = dsone*2;
INT32 dsthree = dstwo*2;
// Grown players taking yellow spring panels will go below minspeed for one tic,
// and will then wrongdrift or have their sparks removed because of this.
// This fixes this problem.
if (player->kartstuff[k_pogospring] == 2 && player->mo->scale > mapobjectscale)
minspeed = FixedMul(10<<FRACBITS, mapobjectscale);
// Drifting is actually straffing + automatic turning.
// Holding the Jump button will enable drifting.
// Drift Release (Moved here so you can't "chain" drifts)
if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5)
// || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1))
&& player->kartstuff[k_driftcharge] < dsone
&& onground)
{
player->kartstuff[k_driftcharge] = 0;
}
else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5)
// || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1))
&& (player->kartstuff[k_driftcharge] >= dsone && player->kartstuff[k_driftcharge] < dstwo)
&& onground)
{
if (player->kartstuff[k_driftboost] < 20)
player->kartstuff[k_driftboost] = 20;
S_StartSound(player->mo, sfx_s23c);
//K_SpawnDashDustRelease(player);
player->kartstuff[k_driftcharge] = 0;
}
else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5)
// || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1))
&& player->kartstuff[k_driftcharge] < dsthree
&& onground)
{
if (player->kartstuff[k_driftboost] < 50)
player->kartstuff[k_driftboost] = 50;
S_StartSound(player->mo, sfx_s23c);
//K_SpawnDashDustRelease(player);
player->kartstuff[k_driftcharge] = 0;
}
else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5)
// || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1))
&& player->kartstuff[k_driftcharge] >= dsthree
&& onground)
{
if (player->kartstuff[k_driftboost] < 125)
player->kartstuff[k_driftboost] = 125;
S_StartSound(player->mo, sfx_s23c);
//K_SpawnDashDustRelease(player);
player->kartstuff[k_driftcharge] = 0;
}
// Drifting: left or right?
if ((player->cmd.driftturn > 0) && player->speed > minspeed && player->kartstuff[k_jmp] == 1
&& (player->kartstuff[k_drift] == 0 || player->kartstuff[k_driftend] == 1)) // && player->kartstuff[k_drift] != 1)
{
// Starting left drift
player->kartstuff[k_drift] = 1;
player->kartstuff[k_driftend] = 0;
}
else if ((player->cmd.driftturn < 0) && player->speed > minspeed && player->kartstuff[k_jmp] == 1
&& (player->kartstuff[k_drift] == 0 || player->kartstuff[k_driftend] == 1)) // && player->kartstuff[k_drift] != -1)
{
// Starting right drift
player->kartstuff[k_drift] = -1;
player->kartstuff[k_driftend] = 0;
}
else if (player->kartstuff[k_jmp] == 0) // || player->kartstuff[k_turndir] == 0)
{
// drift is not being performed so if we're just finishing set driftend and decrement counters
if (player->kartstuff[k_drift] > 0)
{
player->kartstuff[k_drift]--;
player->kartstuff[k_driftend] = 1;
}
else if (player->kartstuff[k_drift] < 0)
{
player->kartstuff[k_drift]++;
player->kartstuff[k_driftend] = 1;
}
else
player->kartstuff[k_driftend] = 0;
}
// Incease/decrease the drift value to continue drifting in that direction
if (player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_jmp] == 1 && onground && player->kartstuff[k_drift] != 0)
{
fixed_t driftadditive = 24;
if (player->kartstuff[k_drift] >= 1) // Drifting to the left
{
player->kartstuff[k_drift]++;
if (player->kartstuff[k_drift] > 5)
player->kartstuff[k_drift] = 5;
if (player->cmd.driftturn > 0) // Inward
driftadditive += abs(player->cmd.driftturn)/100;
if (player->cmd.driftturn < 0) // Outward
driftadditive -= abs(player->cmd.driftturn)/75;
}
else if (player->kartstuff[k_drift] <= -1) // Drifting to the right
{
player->kartstuff[k_drift]--;
if (player->kartstuff[k_drift] < -5)
player->kartstuff[k_drift] = -5;
if (player->cmd.driftturn < 0) // Inward
driftadditive += abs(player->cmd.driftturn)/100;
if (player->cmd.driftturn > 0) // Outward
driftadditive -= abs(player->cmd.driftturn)/75;
}
// Disable drift-sparks until you're going fast enough
if (player->kartstuff[k_getsparks] == 0 || (player->kartstuff[k_offroad] && !player->kartstuff[k_invincibilitytimer] && !player->kartstuff[k_hyudorotimer] && !player->kartstuff[k_sneakertimer]))
driftadditive = 0;
if (player->speed > minspeed*2)
player->kartstuff[k_getsparks] = 1;
// This spawns the drift sparks
if (player->kartstuff[k_driftcharge] + driftadditive >= dsone)
K_SpawnDriftSparks(player);
// Sound whenever you get a different tier of sparks
if (P_IsLocalPlayer(player) // UGHGHGH...
&& ((player->kartstuff[k_driftcharge] < dsone && player->kartstuff[k_driftcharge]+driftadditive >= dsone)
|| (player->kartstuff[k_driftcharge] < dstwo && player->kartstuff[k_driftcharge]+driftadditive >= dstwo)
|| (player->kartstuff[k_driftcharge] < dsthree && player->kartstuff[k_driftcharge]+driftadditive >= dsthree)))
{
//S_StartSound(player->mo, sfx_s3ka2);
S_StartSoundAtVolume(player->mo, sfx_s3ka2, 192); // Ugh...
}
player->kartstuff[k_driftcharge] += driftadditive;
player->kartstuff[k_driftend] = 0;
}
// Stop drifting
if (player->kartstuff[k_spinouttimer] > 0 || player->speed < minspeed)
{
player->kartstuff[k_drift] = player->kartstuff[k_driftcharge] = 0;
player->kartstuff[k_aizdriftstrat] = player->kartstuff[k_brakedrift] = 0;
player->kartstuff[k_getsparks] = 0;
}
if ((!player->kartstuff[k_sneakertimer])
|| (!player->cmd.driftturn)
|| (!player->kartstuff[k_aizdriftstrat])
|| (player->cmd.driftturn > 0) != (player->kartstuff[k_aizdriftstrat] > 0))
{
if (!player->kartstuff[k_drift])
player->kartstuff[k_aizdriftstrat] = 0;
else
player->kartstuff[k_aizdriftstrat] = ((player->kartstuff[k_drift] > 0) ? 1 : -1);
}
else if (player->kartstuff[k_aizdriftstrat] && !player->kartstuff[k_drift])
K_SpawnAIZDust(player);
if (player->kartstuff[k_drift]
&& ((player->cmd.buttons & BT_BRAKE)
|| !(player->cmd.buttons & BT_ACCELERATE))
&& P_IsObjectOnGround(player->mo))
{
if (!player->kartstuff[k_brakedrift])
K_SpawnBrakeDriftSparks(player);
player->kartstuff[k_brakedrift] = 1;
}
else
player->kartstuff[k_brakedrift] = 0;
}
//
// K_KartUpdatePosition
//
void K_KartUpdatePosition(player_t *player)
{
fixed_t position = 1;
fixed_t oldposition = player->kartstuff[k_position];
fixed_t i, ppcd, pncd, ipcd, incd;
fixed_t pmo, imo;
mobj_t *mo;
if (player->spectator || !player->mo)
return;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || !players[i].mo)
continue;
if (G_RaceGametype())
{
if ((((players[i].starpostnum) + (numstarposts + 1) * players[i].laps) >
((player->starpostnum) + (numstarposts + 1) * player->laps)))
position++;
else if (((players[i].starpostnum) + (numstarposts+1)*players[i].laps) ==
((player->starpostnum) + (numstarposts+1)*player->laps))
{
ppcd = pncd = ipcd = incd = 0;
player->kartstuff[k_prevcheck] = players[i].kartstuff[k_prevcheck] = 0;
player->kartstuff[k_nextcheck] = players[i].kartstuff[k_nextcheck] = 0;
// This checks every thing on the map, and looks for MT_BOSS3WAYPOINT (the thing we're using for checkpoint wp's, for now)
for (mo = waypointcap; mo != NULL; mo = mo->tracer)
{
pmo = P_AproxDistance(P_AproxDistance( mo->x - player->mo->x,
mo->y - player->mo->y),
mo->z - player->mo->z) / FRACUNIT;
imo = P_AproxDistance(P_AproxDistance( mo->x - players[i].mo->x,
mo->y - players[i].mo->y),
mo->z - players[i].mo->z) / FRACUNIT;
if (mo->health == player->starpostnum && (!mo->movecount || mo->movecount == player->laps+1))
{
player->kartstuff[k_prevcheck] += pmo;
ppcd++;
}
if (mo->health == (player->starpostnum + 1) && (!mo->movecount || mo->movecount == player->laps+1))
{
player->kartstuff[k_nextcheck] += pmo;
pncd++;
}
if (mo->health == players[i].starpostnum && (!mo->movecount || mo->movecount == players[i].laps+1))
{
players[i].kartstuff[k_prevcheck] += imo;
ipcd++;
}
if (mo->health == (players[i].starpostnum + 1) && (!mo->movecount || mo->movecount == players[i].laps+1))
{
players[i].kartstuff[k_nextcheck] += imo;
incd++;
}
}
if (ppcd > 1) player->kartstuff[k_prevcheck] /= ppcd;
if (pncd > 1) player->kartstuff[k_nextcheck] /= pncd;
if (ipcd > 1) players[i].kartstuff[k_prevcheck] /= ipcd;
if (incd > 1) players[i].kartstuff[k_nextcheck] /= incd;
if ((players[i].kartstuff[k_nextcheck] > 0 || player->kartstuff[k_nextcheck] > 0) && !player->exiting)
{
if ((players[i].kartstuff[k_nextcheck] - players[i].kartstuff[k_prevcheck]) <
(player->kartstuff[k_nextcheck] - player->kartstuff[k_prevcheck]))
position++;
}
else if (!player->exiting)
{
if (players[i].kartstuff[k_prevcheck] > player->kartstuff[k_prevcheck])
position++;
}
else
{
if (players[i].starposttime < player->starposttime)
position++;
}
}
}
else if (G_BattleGametype())
{
if (player->exiting) // End of match standings
{
if (players[i].marescore > player->marescore) // Only score matters
position++;
}
else
{
if (players[i].kartstuff[k_bumper] == player->kartstuff[k_bumper] && players[i].marescore > player->marescore)
position++;
else if (players[i].kartstuff[k_bumper] > player->kartstuff[k_bumper])
position++;
}
}
}
if (leveltime < starttime || oldposition == 0)
oldposition = position;
if (oldposition != position) // Changed places?
player->kartstuff[k_positiondelay] = 10; // Position number growth
player->kartstuff[k_position] = position;
}
//
// K_StripItems
//
void K_StripItems(player_t *player)
{
K_DropRocketSneaker(player);
K_DropKitchenSink(player);
player->kartstuff[k_itemtype] = KITEM_NONE;
player->kartstuff[k_itemamount] = 0;
player->kartstuff[k_itemheld] = 0;
if (!player->kartstuff[k_itemroulette] || player->kartstuff[k_roulettetype] != 2)
{
player->kartstuff[k_itemroulette] = 0;
player->kartstuff[k_roulettetype] = 0;
}
player->kartstuff[k_eggmanheld] = 0;
player->kartstuff[k_hyudorotimer] = 0;
player->kartstuff[k_stealingtimer] = 0;
player->kartstuff[k_stolentimer] = 0;
player->kartstuff[k_curshield] = 0;
//player->kartstuff[k_thunderanim] = 0;
player->kartstuff[k_bananadrag] = 0;
player->kartstuff[k_sadtimer] = 0;
K_UpdateHnextList(player, true);
}
void K_StripOther(player_t *player)
{
player->kartstuff[k_itemroulette] = 0;
player->kartstuff[k_roulettetype] = 0;
player->kartstuff[k_invincibilitytimer] = 0;
K_RemoveGrowShrink(player);
if (player->kartstuff[k_eggmanexplode])
{
player->kartstuff[k_eggmanexplode] = 0;
player->kartstuff[k_eggmanblame] = -1;
}
}
//
// K_MoveKartPlayer
//
void K_MoveKartPlayer(player_t *player, boolean onground)
{
ticcmd_t *cmd = &player->cmd;
boolean ATTACK_IS_DOWN = ((cmd->buttons & BT_ATTACK) && !(player->pflags & PF_ATTACKDOWN));
boolean HOLDING_ITEM = (player->kartstuff[k_itemheld] || player->kartstuff[k_eggmanheld]);
boolean NO_HYUDORO = (player->kartstuff[k_stolentimer] == 0 && player->kartstuff[k_stealingtimer] == 0);
K_KartUpdatePosition(player);
if (!player->exiting)
{
if (player->kartstuff[k_oldposition] < player->kartstuff[k_position]) // But first, if you lost a place,
{
player->kartstuff[k_oldposition] = player->kartstuff[k_position]; // then the other player taunts.
K_RegularVoiceTimers(player); // and you can't for a bit
}
else if (player->kartstuff[k_oldposition] > player->kartstuff[k_position]) // Otherwise,
{
K_PlayOvertakeSound(player->mo); // Say "YOU'RE TOO SLOW!"
player->kartstuff[k_oldposition] = player->kartstuff[k_position]; // Restore the old position,
}
}
if (player->kartstuff[k_positiondelay])
player->kartstuff[k_positiondelay]--;
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 && !(player->exiting || mapreset)
&& player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_squishedtimer] == 0 && player->kartstuff[k_respawn] == 0)
{
// First, the really specific, finicky items that function without the item being directly in your item slot.
// Karma item dropping
if (ATTACK_IS_DOWN && player->kartstuff[k_comebackmode] && !player->kartstuff[k_comebacktimer])
{
mobj_t *newitem;
if (player->kartstuff[k_comebackmode] == 1)
{
newitem = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RANDOMITEM);
newitem->threshold = 69; // selected "randomly".
}
else
{
newitem = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EGGMANITEM);
if (player->kartstuff[k_eggmanblame] >= 0
&& player->kartstuff[k_eggmanblame] < MAXPLAYERS
&& playeringame[player->kartstuff[k_eggmanblame]]
&& !players[player->kartstuff[k_eggmanblame]].spectator
&& players[player->kartstuff[k_eggmanblame]].mo)
P_SetTarget(&newitem->target, players[player->kartstuff[k_eggmanblame]].mo);
player->kartstuff[k_eggmanblame] = -1;
}
newitem->flags2 = (player->mo->flags2 & MF2_OBJECTFLIP);
newitem->fuse = 15*TICRATE; // selected randomly.
player->kartstuff[k_comebackmode] = 0;
player->kartstuff[k_comebacktimer] = comebacktime;
S_StartSound(player->mo, sfx_s254);
}
// Eggman Monitor exploding
else if (player->kartstuff[k_eggmanexplode])
{
if (ATTACK_IS_DOWN && player->kartstuff[k_eggmanexplode] <= 3*TICRATE && player->kartstuff[k_eggmanexplode] > 1)
player->kartstuff[k_eggmanexplode] = 1;
}
// Eggman Monitor throwing
else if (ATTACK_IS_DOWN && player->kartstuff[k_eggmanheld])
{
K_ThrowKartItem(player, false, MT_EGGMANITEM, -1, 0);
K_PlayAttackTaunt(player->mo);
player->kartstuff[k_eggmanheld] = 0;
K_UpdateHnextList(player, true);
}
// Rocket Sneaker
else if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO
&& player->kartstuff[k_rocketsneakertimer] > 1)
{
K_DoSneaker(player, 2);
K_PlayBoostTaunt(player->mo);
player->kartstuff[k_rocketsneakertimer] -= 2*TICRATE;
if (player->kartstuff[k_rocketsneakertimer] < 1)
player->kartstuff[k_rocketsneakertimer] = 1;
}
// Grow Canceling
else if (player->kartstuff[k_growshrinktimer] > 0)
{
if (player->kartstuff[k_growcancel] >= 0)
{
if (cmd->buttons & BT_ATTACK)
{
player->kartstuff[k_growcancel]++;
if (player->kartstuff[k_growcancel] > 26)
K_RemoveGrowShrink(player);
}
else
player->kartstuff[k_growcancel] = 0;
}
else
{
if ((cmd->buttons & BT_ATTACK) || (player->pflags & PF_ATTACKDOWN))
player->kartstuff[k_growcancel] = -1;
else
player->kartstuff[k_growcancel] = 0;
}
}
else if (player->kartstuff[k_itemamount] <= 0)
{
player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0;
}
else
{
switch (player->kartstuff[k_itemtype])
{
case KITEM_SNEAKER:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO)
{
K_DoSneaker(player, 1);
K_PlayBoostTaunt(player->mo);
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_ROCKETSNEAKER:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO
&& player->kartstuff[k_rocketsneakertimer] == 0)
{
INT32 moloop;
mobj_t *mo = NULL;
mobj_t *prev = player->mo;
K_PlayBoostTaunt(player->mo);
//player->kartstuff[k_itemheld] = 1;
S_StartSound(player->mo, sfx_s3k3a);
//K_DoSneaker(player, 2);
player->kartstuff[k_rocketsneakertimer] = (itemtime*3);
player->kartstuff[k_itemamount]--;
K_UpdateHnextList(player, true);
for (moloop = 0; moloop < 2; moloop++)
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ROCKETSNEAKER);
K_MatchGenericExtraFlags(mo, player->mo);
mo->flags |= MF_NOCLIPTHING;
mo->angle = player->mo->angle;
mo->threshold = 10;
mo->movecount = moloop%2;
mo->movedir = mo->lastlook = moloop+1;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&mo->hprev, prev);
P_SetTarget(&prev->hnext, mo);
prev = mo;
}
}
break;
case KITEM_INVINCIBILITY:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) // Doesn't hold your item slot hostage normally, so you're free to waste it if you have multiple
{
if (!player->kartstuff[k_invincibilitytimer])
{
mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INVULNFLASH);
P_SetTarget(&overlay->target, player->mo);
overlay->destscale = player->mo->scale;
P_SetScale(overlay, player->mo->scale);
}
player->kartstuff[k_invincibilitytimer] = itemtime+(2*TICRATE); // 10 seconds
P_RestoreMusic(player);
if (!P_IsLocalPlayer(player))
S_StartSound(player->mo, (cv_kartinvinsfx.value ? sfx_alarmi : sfx_kinvnc));
K_PlayPowerGloatSound(player->mo);
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_BANANA:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
INT32 moloop;
mobj_t *mo;
mobj_t *prev = player->mo;
//K_PlayAttackTaunt(player->mo);
player->kartstuff[k_itemheld] = 1;
S_StartSound(player->mo, sfx_s254);
for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++)
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BANANA_SHIELD);
if (!mo)
{
player->kartstuff[k_itemamount] = moloop;
break;
}
mo->flags |= MF_NOCLIPTHING;
mo->threshold = 10;
mo->movecount = player->kartstuff[k_itemamount];
mo->movedir = moloop+1;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&mo->hprev, prev);
P_SetTarget(&prev->hnext, mo);
prev = mo;
}
}
else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld]) // Banana x3 thrown
{
K_ThrowKartItem(player, false, MT_BANANA, -1, 0);
K_PlayAttackTaunt(player->mo);
player->kartstuff[k_itemamount]--;
K_UpdateHnextList(player, false);
}
break;
case KITEM_EGGMAN:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
player->kartstuff[k_itemamount]--;
player->kartstuff[k_eggmanheld] = 1;
S_StartSound(player->mo, sfx_s254);
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EGGMANITEM_SHIELD);
if (mo)
{
mo->flags |= MF_NOCLIPTHING;
mo->threshold = 10;
mo->movecount = 1;
mo->movedir = 1;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&player->mo->hnext, mo);
}
}
break;
case KITEM_ORBINAUT:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
angle_t newangle;
INT32 moloop;
mobj_t *mo = NULL;
mobj_t *prev = player->mo;
//K_PlayAttackTaunt(player->mo);
player->kartstuff[k_itemheld] = 1;
S_StartSound(player->mo, sfx_s3k3a);
for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++)
{
newangle = (player->mo->angle + ANGLE_157h) + FixedAngle(((360 / player->kartstuff[k_itemamount]) * moloop) << FRACBITS) + ANGLE_90;
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ORBINAUT_SHIELD);
if (!mo)
{
player->kartstuff[k_itemamount] = moloop;
break;
}
mo->flags |= MF_NOCLIPTHING;
mo->angle = newangle;
mo->threshold = 10;
mo->movecount = player->kartstuff[k_itemamount];
mo->movedir = mo->lastlook = moloop+1;
mo->color = player->skincolor;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&mo->hprev, prev);
P_SetTarget(&prev->hnext, mo);
prev = mo;
}
}
else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld]) // Orbinaut x3 thrown
{
K_ThrowKartItem(player, true, MT_ORBINAUT, 1, 0);
K_PlayAttackTaunt(player->mo);
player->kartstuff[k_itemamount]--;
K_UpdateHnextList(player, false);
}
break;
case KITEM_JAWZ:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
angle_t newangle;
INT32 moloop;
mobj_t *mo = NULL;
mobj_t *prev = player->mo;
//K_PlayAttackTaunt(player->mo);
player->kartstuff[k_itemheld] = 1;
S_StartSound(player->mo, sfx_s3k3a);
for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++)
{
newangle = (player->mo->angle + ANGLE_157h) + FixedAngle(((360 / player->kartstuff[k_itemamount]) * moloop) << FRACBITS) + ANGLE_90;
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_JAWZ_SHIELD);
if (!mo)
{
player->kartstuff[k_itemamount] = moloop;
break;
}
mo->flags |= MF_NOCLIPTHING;
mo->angle = newangle;
mo->threshold = 10;
mo->movecount = player->kartstuff[k_itemamount];
mo->movedir = mo->lastlook = moloop+1;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&mo->hprev, prev);
P_SetTarget(&prev->hnext, mo);
prev = mo;
}
}
else if (ATTACK_IS_DOWN && HOLDING_ITEM && player->kartstuff[k_itemheld]) // Jawz thrown
{
if (player->kartstuff[k_throwdir] == 1 || player->kartstuff[k_throwdir] == 0)
K_ThrowKartItem(player, true, MT_JAWZ, 1, 0);
else if (player->kartstuff[k_throwdir] == -1) // Throwing backward gives you a dud that doesn't home in
K_ThrowKartItem(player, true, MT_JAWZ_DUD, -1, 0);
K_PlayAttackTaunt(player->mo);
player->kartstuff[k_itemamount]--;
K_UpdateHnextList(player, false);
}
break;
case KITEM_MINE:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
player->kartstuff[k_itemheld] = 1;
S_StartSound(player->mo, sfx_s254);
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SSMINE_SHIELD);
if (mo)
{
mo->flags |= MF_NOCLIPTHING;
mo->threshold = 10;
mo->movecount = 1;
mo->movedir = 1;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&player->mo->hnext, mo);
}
}
else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld])
{
K_ThrowKartItem(player, false, MT_SSMINE, 1, 1);
K_PlayAttackTaunt(player->mo);
player->kartstuff[k_itemamount]--;
player->kartstuff[k_itemheld] = 0;
K_UpdateHnextList(player, true);
}
break;
case KITEM_BALLHOG:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->kartstuff[k_itemamount]--;
K_ThrowKartItem(player, true, MT_BALLHOG, 1, 0);
K_PlayAttackTaunt(player->mo);
}
break;
case KITEM_SPB:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->kartstuff[k_itemamount]--;
K_ThrowKartItem(player, true, MT_SPB, 1, 0);
K_PlayAttackTaunt(player->mo);
}
break;
case KITEM_GROW:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO
&& player->kartstuff[k_growshrinktimer] <= 0) // Grow holds the item box hostage
{
if (player->kartstuff[k_growshrinktimer] < 0) // If you're shrunk, then "grow" will just make you normal again.
K_RemoveGrowShrink(player);
else
{
K_PlayPowerGloatSound(player->mo);
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = (3*mapobjectscale)/2;
if (cv_kartdebugshrink.value && !modeattacking && !player->bot)
player->mo->destscale = (6*player->mo->destscale)/8;
player->kartstuff[k_growshrinktimer] = itemtime+(4*TICRATE); // 12 seconds
P_RestoreMusic(player);
if (!P_IsLocalPlayer(player))
S_StartSound(player->mo, (cv_kartinvinsfx.value ? sfx_alarmg : sfx_kgrow));
S_StartSound(player->mo, sfx_kc5a);
}
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_SHRINK:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
K_DoShrink(player);
player->kartstuff[k_itemamount]--;
K_PlayPowerGloatSound(player->mo);
}
break;
case KITEM_THUNDERSHIELD:
if (player->kartstuff[k_curshield] != 1)
{
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(shield, sfx_s3k41);
player->kartstuff[k_curshield] = 1;
}
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
K_DoThunderShield(player);
player->kartstuff[k_itemamount]--;
K_PlayAttackTaunt(player->mo);
}
break;
case KITEM_HYUDORO:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->kartstuff[k_itemamount]--;
K_DoHyudoroSteal(player); // yes. yes they do.
}
break;
case KITEM_POGOSPRING:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO
&& !player->kartstuff[k_pogospring])
{
K_PlayBoostTaunt(player->mo);
K_DoPogoSpring(player->mo, 32<<FRACBITS, 2);
player->kartstuff[k_pogospring] = 1;
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_KITCHENSINK:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
player->kartstuff[k_itemheld] = 1;
S_StartSound(player->mo, sfx_s254);
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SINK_SHIELD);
if (mo)
{
mo->flags |= MF_NOCLIPTHING;
mo->threshold = 10;
mo->movecount = 1;
mo->movedir = 1;
P_SetTarget(&mo->target, player->mo);
P_SetTarget(&player->mo->hnext, mo);
}
}
else if (ATTACK_IS_DOWN && HOLDING_ITEM && player->kartstuff[k_itemheld]) // Sink thrown
{
K_ThrowKartItem(player, false, MT_SINK, 1, 2);
K_PlayAttackTaunt(player->mo);
player->kartstuff[k_itemamount]--;
player->kartstuff[k_itemheld] = 0;
K_UpdateHnextList(player, true);
}
break;
case KITEM_SAD:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO
&& !player->kartstuff[k_sadtimer])
{
player->kartstuff[k_sadtimer] = stealtime;
player->kartstuff[k_itemamount]--;
}
break;
default:
break;
}
}
// No more!
if (!player->kartstuff[k_itemamount])
{
player->kartstuff[k_itemheld] = 0;
player->kartstuff[k_itemtype] = KITEM_NONE;
}
if (player->kartstuff[k_itemtype] != KITEM_THUNDERSHIELD)
player->kartstuff[k_curshield] = 0;
if (player->kartstuff[k_growshrinktimer] <= 0)
player->kartstuff[k_growcancel] = -1;
if (player->kartstuff[k_itemtype] == KITEM_SPB
|| player->kartstuff[k_itemtype] == KITEM_SHRINK
|| player->kartstuff[k_growshrinktimer] < 0)
indirectitemcooldown = 20*TICRATE;
if (player->kartstuff[k_hyudorotimer] > 0)
{
if (splitscreen)
{
if (leveltime & 1)
player->mo->flags2 |= MF2_DONTDRAW;
else
player->mo->flags2 &= ~MF2_DONTDRAW;
if (player->kartstuff[k_hyudorotimer] >= (1*TICRATE/2) && player->kartstuff[k_hyudorotimer] <= hyudorotime-(1*TICRATE/2))
{
if (player == &players[displayplayers[1]])
player->mo->eflags |= MFE_DRAWONLYFORP2;
else if (player == &players[displayplayers[2]] && splitscreen > 1)
player->mo->eflags |= MFE_DRAWONLYFORP3;
else if (player == &players[displayplayers[3]] && splitscreen > 2)
player->mo->eflags |= MFE_DRAWONLYFORP4;
else if (player == &players[displayplayers[0]])
player->mo->eflags |= MFE_DRAWONLYFORP1;
else
player->mo->flags2 |= MF2_DONTDRAW;
}
else
player->mo->eflags &= ~(MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4);
}
else
{
if (P_IsDisplayPlayer(player)
|| (!P_IsDisplayPlayer(player) && (player->kartstuff[k_hyudorotimer] < (1*TICRATE/2) || player->kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2))))
{
if (leveltime & 1)
player->mo->flags2 |= MF2_DONTDRAW;
else
player->mo->flags2 &= ~MF2_DONTDRAW;
}
else
player->mo->flags2 |= MF2_DONTDRAW;
}
player->powers[pw_flashing] = player->kartstuff[k_hyudorotimer]; // We'll do this for now, let's people know about the invisible people through subtle hints
}
else if (player->kartstuff[k_hyudorotimer] == 0)
{
player->mo->flags2 &= ~MF2_DONTDRAW;
player->mo->eflags &= ~(MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4);
}
if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0) // dead in match? you da bomb
{
K_DropItems(player); //K_StripItems(player);
K_StripOther(player);
player->mo->flags2 |= MF2_SHADOW;
player->powers[pw_flashing] = player->kartstuff[k_comebacktimer];
}
else if (G_RaceGametype() || player->kartstuff[k_bumper] > 0)
{
player->mo->flags2 &= ~MF2_SHADOW;
}
}
if (onground)
{
// Friction
if (!player->kartstuff[k_offroad])
{
if (player->speed > 0 && cmd->forwardmove == 0 && player->mo->friction == 59392)
player->mo->friction += 4608;
}
if (player->speed > 0 && cmd->forwardmove < 0) // change friction while braking no matter what, otherwise it's not any more effective than just letting go off accel
player->mo->friction -= 2048;
// Karma ice physics
if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0)
{
player->mo->friction += 1228;
if (player->mo->friction > FRACUNIT)
player->mo->friction = FRACUNIT;
if (player->mo->friction < 0)
player->mo->friction = 0;
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; //player->mo->movefactor = ((player->mo->friction - 0xDB34)*(0xA))/0x80;
if (player->mo->movefactor < 32)
player->mo->movefactor = 32;
}
// Wipeout slowdown
if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow])
{
if (player->kartstuff[k_offroad])
player->mo->friction -= 4912;
if (player->kartstuff[k_wipeoutslow] == 1 && player->kartstuff[k_pogospring] == 0)
player->mo->friction -= 9824;
}
}
K_KartDrift(player, onground);
// Quick Turning
// You can't turn your kart when you're not moving.
// So now it's time to burn some rubber!
if (player->speed < 2 && leveltime > starttime && cmd->buttons & BT_ACCELERATE && cmd->buttons & BT_BRAKE && cmd->driftturn != 0)
{
if (leveltime % 8 == 0)
S_StartSound(player->mo, sfx_s224);
}
// Squishing
// If a Grow player or a sector crushes you, get flattened instead of being killed.
if (player->kartstuff[k_squishedtimer] <= 0)
{
player->mo->flags &= ~MF_NOCLIP;
}
else
{
player->mo->flags |= MF_NOCLIP;
player->mo->momx = 0;
player->mo->momy = 0;
}
// Play the starting countdown sounds
if (player == &players[displayplayers[0]]) // Don't play louder in splitscreen
{
if ((leveltime == starttime-(3*TICRATE)) || (leveltime == starttime-(2*TICRATE)) || (leveltime == starttime-TICRATE))
S_StartSound(NULL, sfx_s3ka7);
if (leveltime == starttime)
{
S_StartSound(NULL, sfx_s3kad);
S_StopMusic(); // The GO! sound stops the level start ambience
}
}
// Start charging once you're given the opportunity.
if (leveltime >= starttime-(2*TICRATE) && leveltime <= starttime)
{
if (cmd->buttons & BT_ACCELERATE)
{
if (player->kartstuff[k_boostcharge] == 0)
player->kartstuff[k_boostcharge] = cmd->latency;
player->kartstuff[k_boostcharge]++;
}
else
player->kartstuff[k_boostcharge] = 0;
}
// Increase your size while charging your engine.
if (leveltime < starttime+10)
{
player->mo->scalespeed = mapobjectscale/12;
player->mo->destscale = mapobjectscale + (FixedMul(mapobjectscale, player->kartstuff[k_boostcharge]*131));
if (cv_kartdebugshrink.value && !modeattacking && !player->bot)
player->mo->destscale = (6*player->mo->destscale)/8;
}
// Determine the outcome of your charge.
if (leveltime > starttime && player->kartstuff[k_boostcharge])
{
// Not even trying?
if (player->kartstuff[k_boostcharge] < 35)
{
if (player->kartstuff[k_boostcharge] > 17)
S_StartSound(player->mo, sfx_cdfm00); // chosen instead of a conventional skid because it's more engine-like
}
// Get an instant boost!
else if (player->kartstuff[k_boostcharge] <= 50)
{
player->kartstuff[k_startboost] = (50-player->kartstuff[k_boostcharge])+20;
if (player->kartstuff[k_boostcharge] <= 36)
{
player->kartstuff[k_startboost] = 0;
K_DoSneaker(player, 0);
player->kartstuff[k_sneakertimer] = 70; // PERFECT BOOST!!
if (!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3) // Let everyone hear this one
S_StartSound(player->mo, sfx_s25f);
}
else
{
K_SpawnDashDustRelease(player); // already handled for perfect boosts by K_DoSneaker
if ((!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3) && P_IsLocalPlayer(player))
{
if (player->kartstuff[k_boostcharge] <= 40)
S_StartSound(player->mo, sfx_cdfm01); // You were almost there!
else
S_StartSound(player->mo, sfx_s23c); // Nope, better luck next time.
}
}
}
// You overcharged your engine? Those things are expensive!!!
else if (player->kartstuff[k_boostcharge] > 50)
{
player->powers[pw_nocontrol] = 40;
//S_StartSound(player->mo, sfx_kc34);
S_StartSound(player->mo, sfx_s3k83);
player->pflags |= PF_SKIDDOWN; // cheeky pflag reuse
}
player->kartstuff[k_boostcharge] = 0;
}
}
void K_CalculateBattleWanted(void)
{
UINT8 numingame = 0, numplaying = 0, numwanted = 0;
SINT8 bestbumperplayer = -1, bestbumper = -1;
SINT8 camppos[MAXPLAYERS]; // who is the biggest camper
UINT8 ties = 0, nextcamppos = 0;
boolean setbumper = false;
UINT8 i, j;
if (!G_BattleGametype())
{
for (i = 0; i < 4; i++)
battlewanted[i] = -1;
return;
}
wantedcalcdelay = wantedfrequency;
for (i = 0; i < MAXPLAYERS; i++)
camppos[i] = -1; // initialize
for (i = 0; i < MAXPLAYERS; i++)
{
UINT8 position = 1;
if (!playeringame[i] || players[i].spectator) // Not playing
continue;
if (players[i].exiting) // We're done, don't calculate.
return;
numplaying++;
if (players[i].kartstuff[k_bumper] <= 0) // Not alive, so don't do anything else
continue;
numingame++;
if (bestbumper == -1 || players[i].kartstuff[k_bumper] > bestbumper)
{
bestbumper = players[i].kartstuff[k_bumper];
bestbumperplayer = i;
}
else if (players[i].kartstuff[k_bumper] == bestbumper)
bestbumperplayer = -1; // Tie, no one has best bumper.
for (j = 0; j < MAXPLAYERS; j++)
{
if (!playeringame[j] || players[j].spectator)
continue;
if (players[j].kartstuff[k_bumper] <= 0)
continue;
if (j == i)
continue;
if (players[j].kartstuff[k_wanted] == players[i].kartstuff[k_wanted] && players[j].marescore > players[i].marescore)
position++;
else if (players[j].kartstuff[k_wanted] > players[i].kartstuff[k_wanted])
position++;
}
position--; // Make zero based
while (camppos[position] != -1) // Port priority!
position++;
camppos[position] = i;
}
if (numplaying <= 2 || (numingame <= 2 && bestbumper == 1)) // In 1v1s then there's no need for WANTED. In bigger netgames, don't show anyone as WANTED when they're equally matched.
numwanted = 0;
else
numwanted = min(4, 1 + ((numingame-2) / 4));
for (i = 0; i < 4; i++)
{
if (i+1 > numwanted) // Not enough players for this slot to be wanted!
battlewanted[i] = -1;
else if (bestbumperplayer != -1 && !setbumper) // If there's a player who has an untied bumper lead over everyone else, they are the first to be wanted.
{
battlewanted[i] = bestbumperplayer;
setbumper = true; // Don't set twice
}
else
{
// Don't accidentally set the same player, if the bestbumperplayer is also a huge camper.
while (bestbumperplayer != -1 && camppos[nextcamppos] != -1
&& bestbumperplayer == camppos[nextcamppos])
nextcamppos++;
// Do not add *any* more people if there's too many times that are tied with others.
// This could theoretically happen very easily if people don't hit each other for a while after the start of a match.
// (I will be sincerely impressed if more than 2 people tie after people start hitting each other though)
if (camppos[nextcamppos] == -1 // Out of entries
|| ties >= (numwanted-i)) // Already counted ties
{
battlewanted[i] = -1;
continue;
}
if (ties < (numwanted-i))
{
ties = 0; // Reset
for (j = 0; j < 2; j++)
{
if (camppos[nextcamppos+(j+1)] == -1) // Nothing beyond, cancel
break;
if (players[camppos[nextcamppos]].kartstuff[k_wanted] == players[camppos[nextcamppos+(j+1)]].kartstuff[k_wanted])
ties++;
}
}
if (ties < (numwanted-i)) // Is it still low enough after counting?
{
battlewanted[i] = camppos[nextcamppos];
nextcamppos++;
}
else
battlewanted[i] = -1;
}
}
}
void K_CheckBumpers(void)
{
UINT8 i;
UINT8 numingame = 0;
SINT8 winnernum = -1;
INT32 winnerscoreadd = 0;
if (!multiplayer)
return;
if (!G_BattleGametype())
return;
if (gameaction == ga_completed)
return;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator) // not even in-game
continue;
if (players[i].exiting) // we're already exiting! stop!
return;
numingame++;
winnerscoreadd += players[i].marescore;
if (players[i].kartstuff[k_bumper] <= 0) // if you don't have any bumpers, you're probably not a winner
continue;
else if (winnernum > -1) // TWO winners? that's dumb :V
return;
winnernum = i;
winnerscoreadd -= players[i].marescore;
}
if (numingame <= 1)
return;
if (winnernum > -1 && playeringame[winnernum])
{
players[winnernum].marescore += winnerscoreadd;
CONS_Printf(M_GetText("%s recieved %d point%s for winning!\n"), player_names[winnernum], winnerscoreadd, (winnerscoreadd == 1 ? "" : "s"));
}
for (i = 0; i < MAXPLAYERS; i++) // This can't go in the earlier loop because winning adds points
K_KartUpdatePosition(&players[i]);
for (i = 0; i < MAXPLAYERS; i++) // and it can't be merged with this loop because it needs to be all updated before exiting... multi-loops suck...
P_DoPlayerExit(&players[i]);
}
void K_CheckSpectateStatus(void)
{
UINT8 respawnlist[MAXPLAYERS];
UINT8 i, j, numingame = 0, numjoiners = 0;
// Maintain spectate wait timer
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].spectator && (players[i].pflags & PF_WANTSTOJOIN))
players[i].kartstuff[k_spectatewait]++;
else
players[i].kartstuff[k_spectatewait] = 0;
}
// No one's allowed to join
if (!cv_allowteamchange.value)
return;
// Get the number of players in game, and the players to be de-spectated.
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (!players[i].spectator)
{
numingame++;
if (cv_ingamecap.value && numingame >= cv_ingamecap.value) // DON'T allow if you've hit the in-game player cap
return;
if (gamestate != GS_LEVEL) // Allow if you're not in a level
continue;
if (players[i].exiting) // DON'T allow if anyone's exiting
return;
if (numingame < 2 || leveltime < starttime || mapreset) // Allow if the match hasn't started yet
continue;
if (leveltime > (starttime + 20*TICRATE)) // DON'T allow if the match is 20 seconds in
return;
if (G_RaceGametype() && players[i].laps) // DON'T allow if the race is at 2 laps
return;
continue;
}
else if (!(players[i].pflags & PF_WANTSTOJOIN))
continue;
respawnlist[numjoiners++] = i;
}
// literally zero point in going any further if nobody is joining
if (!numjoiners)
return;
// Organize by spectate wait timer
if (cv_ingamecap.value)
{
UINT8 oldrespawnlist[MAXPLAYERS];
memcpy(oldrespawnlist, respawnlist, numjoiners);
for (i = 0; i < numjoiners; i++)
{
UINT8 pos = 0;
INT32 ispecwait = players[oldrespawnlist[i]].kartstuff[k_spectatewait];
for (j = 0; j < numjoiners; j++)
{
INT32 jspecwait = players[oldrespawnlist[j]].kartstuff[k_spectatewait];
if (j == i)
continue;
if (jspecwait > ispecwait)
pos++;
else if (jspecwait == ispecwait && j < i)
pos++;
}
respawnlist[pos] = oldrespawnlist[i];
}
}
// Finally, we can de-spectate everyone!
for (i = 0; i < numjoiners; i++)
{
if (cv_ingamecap.value && numingame+i >= cv_ingamecap.value) // Hit the in-game player cap while adding people?
break;
P_SpectatorJoinGame(&players[respawnlist[i]]);
}
// Reset the match if you're in an empty server
if (!mapreset && gamestate == GS_LEVEL && leveltime >= starttime && (numingame < 2 && numingame+i >= 2)) // use previous i value
{
S_ChangeMusicInternal("chalng", false); // COME ON
mapreset = 3*TICRATE; // Even though only the server uses this for game logic, set for everyone for HUD
}
}
//}
//{ SRB2kart HUD Code
#define NUMPOSNUMS 10
#define NUMPOSFRAMES 7 // White, three blues, three reds
#define NUMWINFRAMES 6 // Red, yellow, green, cyan, blue, purple
//{ Patch Definitions
static patch_t *kp_nodraw;
static patch_t *kp_timesticker;
static patch_t *kp_timestickerwide;
static patch_t *kp_lapsticker;
static patch_t *kp_lapstickerwide;
static patch_t *kp_lapstickernarrow;
static patch_t *kp_splitlapflag;
static patch_t *kp_bumpersticker;
static patch_t *kp_bumperstickerwide;
static patch_t *kp_karmasticker;
static patch_t *kp_splitkarmabomb;
static patch_t *kp_timeoutsticker;
static patch_t *kp_startcountdown[16];
static patch_t *kp_racefinish[6];
static patch_t *kp_positionnum[NUMPOSNUMS][NUMPOSFRAMES];
static patch_t *kp_winnernum[NUMPOSFRAMES];
static patch_t *kp_facenum[MAXPLAYERS+1];
static patch_t *kp_facehighlight[8];
static patch_t *kp_rankbumper;
static patch_t *kp_tinybumper[2];
static patch_t *kp_ranknobumpers;
static patch_t *kp_battlewin;
static patch_t *kp_battlecool;
static patch_t *kp_battlelose;
static patch_t *kp_battlewait;
static patch_t *kp_battleinfo;
static patch_t *kp_wanted;
static patch_t *kp_wantedsplit;
static patch_t *kp_wantedreticle;
static patch_t *kp_itembg[4];
static patch_t *kp_itemtimer[2];
static patch_t *kp_itemmulsticker[2];
static patch_t *kp_itemx;
static patch_t *kp_sneaker[2];
static patch_t *kp_rocketsneaker[2];
static patch_t *kp_invincibility[13];
static patch_t *kp_banana[2];
static patch_t *kp_eggman[2];
static patch_t *kp_orbinaut[5];
static patch_t *kp_jawz[2];
static patch_t *kp_mine[2];
static patch_t *kp_ballhog[2];
static patch_t *kp_selfpropelledbomb[2];
static patch_t *kp_grow[2];
static patch_t *kp_shrink[2];
static patch_t *kp_thundershield[2];
static patch_t *kp_hyudoro[2];
static patch_t *kp_pogospring[2];
static patch_t *kp_kitchensink[2];
static patch_t *kp_sadface[2];
static patch_t *kp_check[6];
static patch_t *kp_eggnum[4];
static patch_t *kp_fpview[3];
static patch_t *kp_inputwheel[5];
static patch_t *kp_challenger[25];
static patch_t *kp_lapanim_lap[7];
static patch_t *kp_lapanim_final[11];
static patch_t *kp_lapanim_number[10][3];
static patch_t *kp_lapanim_emblem[2];
static patch_t *kp_lapanim_hand[3];
static patch_t *kp_yougotem;
void K_LoadKartHUDGraphics(void)
{
INT32 i, j;
char buffer[9];
// Null Stuff
kp_nodraw = W_CachePatchName("K_TRNULL", PU_HUDGFX);
// Stickers
kp_timesticker = W_CachePatchName("K_STTIME", PU_HUDGFX);
kp_timestickerwide = W_CachePatchName("K_STTIMW", PU_HUDGFX);
kp_lapsticker = W_CachePatchName("K_STLAPS", PU_HUDGFX);
kp_lapstickerwide = W_CachePatchName("K_STLAPW", PU_HUDGFX);
kp_lapstickernarrow = W_CachePatchName("K_STLAPN", PU_HUDGFX);
kp_splitlapflag = W_CachePatchName("K_SPTLAP", PU_HUDGFX);
kp_bumpersticker = W_CachePatchName("K_STBALN", PU_HUDGFX);
kp_bumperstickerwide = W_CachePatchName("K_STBALW", PU_HUDGFX);
kp_karmasticker = W_CachePatchName("K_STKARM", PU_HUDGFX);
kp_splitkarmabomb = W_CachePatchName("K_SPTKRM", PU_HUDGFX);
kp_timeoutsticker = W_CachePatchName("K_STTOUT", PU_HUDGFX);
// Starting countdown
kp_startcountdown[0] = W_CachePatchName("K_CNT3A", PU_HUDGFX);
kp_startcountdown[1] = W_CachePatchName("K_CNT2A", PU_HUDGFX);
kp_startcountdown[2] = W_CachePatchName("K_CNT1A", PU_HUDGFX);
kp_startcountdown[3] = W_CachePatchName("K_CNTGOA", PU_HUDGFX);
kp_startcountdown[4] = W_CachePatchName("K_CNT3B", PU_HUDGFX);
kp_startcountdown[5] = W_CachePatchName("K_CNT2B", PU_HUDGFX);
kp_startcountdown[6] = W_CachePatchName("K_CNT1B", PU_HUDGFX);
kp_startcountdown[7] = W_CachePatchName("K_CNTGOB", PU_HUDGFX);
// Splitscreen
kp_startcountdown[8] = W_CachePatchName("K_SMC3A", PU_HUDGFX);
kp_startcountdown[9] = W_CachePatchName("K_SMC2A", PU_HUDGFX);
kp_startcountdown[10] = W_CachePatchName("K_SMC1A", PU_HUDGFX);
kp_startcountdown[11] = W_CachePatchName("K_SMCGOA", PU_HUDGFX);
kp_startcountdown[12] = W_CachePatchName("K_SMC3B", PU_HUDGFX);
kp_startcountdown[13] = W_CachePatchName("K_SMC2B", PU_HUDGFX);
kp_startcountdown[14] = W_CachePatchName("K_SMC1B", PU_HUDGFX);
kp_startcountdown[15] = W_CachePatchName("K_SMCGOB", PU_HUDGFX);
// Finish
kp_racefinish[0] = W_CachePatchName("K_FINA", PU_HUDGFX);
kp_racefinish[1] = W_CachePatchName("K_FINB", PU_HUDGFX);
// Splitscreen
kp_racefinish[2] = W_CachePatchName("K_SMFINA", PU_HUDGFX);
kp_racefinish[3] = W_CachePatchName("K_SMFINB", PU_HUDGFX);
// 2P splitscreen
kp_racefinish[4] = W_CachePatchName("K_2PFINA", PU_HUDGFX);
kp_racefinish[5] = W_CachePatchName("K_2PFINB", PU_HUDGFX);
// Position numbers
sprintf(buffer, "K_POSNxx");
for (i = 0; i < NUMPOSNUMS; i++)
{
buffer[6] = '0'+i;
for (j = 0; j < NUMPOSFRAMES; j++)
{
//sprintf(buffer, "K_POSN%d%d", i, j);
buffer[7] = '0'+j;
kp_positionnum[i][j] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
}
sprintf(buffer, "K_POSNWx");
for (i = 0; i < NUMWINFRAMES; i++)
{
buffer[7] = '0'+i;
kp_winnernum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
sprintf(buffer, "OPPRNKxx");
for (i = 0; i <= MAXPLAYERS; i++)
{
buffer[6] = '0'+(i/10);
buffer[7] = '0'+(i%10);
kp_facenum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
sprintf(buffer, "K_CHILIx");
for (i = 0; i < 8; i++)
{
buffer[7] = '0'+(i+1);
kp_facehighlight[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
// Extra ranking icons
kp_rankbumper = W_CachePatchName("K_BLNICO", PU_HUDGFX);
kp_tinybumper[0] = W_CachePatchName("K_BLNA", PU_HUDGFX);
kp_tinybumper[1] = W_CachePatchName("K_BLNB", PU_HUDGFX);
kp_ranknobumpers = W_CachePatchName("K_NOBLNS", PU_HUDGFX);
// Battle graphics
kp_battlewin = W_CachePatchName("K_BWIN", PU_HUDGFX);
kp_battlecool = W_CachePatchName("K_BCOOL", PU_HUDGFX);
kp_battlelose = W_CachePatchName("K_BLOSE", PU_HUDGFX);
kp_battlewait = W_CachePatchName("K_BWAIT", PU_HUDGFX);
kp_battleinfo = W_CachePatchName("K_BINFO", PU_HUDGFX);
kp_wanted = W_CachePatchName("K_WANTED", PU_HUDGFX);
kp_wantedsplit = W_CachePatchName("4PWANTED", PU_HUDGFX);
kp_wantedreticle = W_CachePatchName("MMAPWANT", PU_HUDGFX);
// Kart Item Windows
kp_itembg[0] = W_CachePatchName("K_ITBG", PU_HUDGFX);
kp_itembg[1] = W_CachePatchName("K_ITBGD", PU_HUDGFX);
kp_itemtimer[0] = W_CachePatchName("K_ITIMER", PU_HUDGFX);
kp_itemmulsticker[0] = W_CachePatchName("K_ITMUL", PU_HUDGFX);
kp_itemx = W_CachePatchName("K_ITX", PU_HUDGFX);
kp_sneaker[0] = W_CachePatchName("K_ITSHOE", PU_HUDGFX);
kp_rocketsneaker[0] = W_CachePatchName("K_ITRSHE", PU_HUDGFX);
sprintf(buffer, "K_ITINVx");
for (i = 0; i < 7; i++)
{
buffer[7] = '1'+i;
kp_invincibility[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
kp_banana[0] = W_CachePatchName("K_ITBANA", PU_HUDGFX);
kp_eggman[0] = W_CachePatchName("K_ITEGGM", PU_HUDGFX);
sprintf(buffer, "K_ITORBx");
for (i = 0; i < 4; i++)
{
buffer[7] = '1'+i;
kp_orbinaut[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
kp_jawz[0] = W_CachePatchName("K_ITJAWZ", PU_HUDGFX);
kp_mine[0] = W_CachePatchName("K_ITMINE", PU_HUDGFX);
kp_ballhog[0] = W_CachePatchName("K_ITBHOG", PU_HUDGFX);
kp_selfpropelledbomb[0] = W_CachePatchName("K_ITSPB", PU_HUDGFX);
kp_grow[0] = W_CachePatchName("K_ITGROW", PU_HUDGFX);
kp_shrink[0] = W_CachePatchName("K_ITSHRK", PU_HUDGFX);
kp_thundershield[0] = W_CachePatchName("K_ITTHNS", PU_HUDGFX);
kp_hyudoro[0] = W_CachePatchName("K_ITHYUD", PU_HUDGFX);
kp_pogospring[0] = W_CachePatchName("K_ITPOGO", PU_HUDGFX);
kp_kitchensink[0] = W_CachePatchName("K_ITSINK", PU_HUDGFX);
kp_sadface[0] = W_CachePatchName("K_ITSAD", PU_HUDGFX);
// Splitscreen
kp_itembg[2] = W_CachePatchName("K_ISBG", PU_HUDGFX);
kp_itembg[3] = W_CachePatchName("K_ISBGD", PU_HUDGFX);
kp_itemtimer[1] = W_CachePatchName("K_ISIMER", PU_HUDGFX);
kp_itemmulsticker[1] = W_CachePatchName("K_ISMUL", PU_HUDGFX);
kp_sneaker[1] = W_CachePatchName("K_ISSHOE", PU_HUDGFX);
kp_rocketsneaker[1] = W_CachePatchName("K_ISRSHE", PU_HUDGFX);
sprintf(buffer, "K_ISINVx");
for (i = 0; i < 6; i++)
{
buffer[7] = '1'+i;
kp_invincibility[i+7] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
kp_banana[1] = W_CachePatchName("K_ISBANA", PU_HUDGFX);
kp_eggman[1] = W_CachePatchName("K_ISEGGM", PU_HUDGFX);
kp_orbinaut[4] = W_CachePatchName("K_ISORBN", PU_HUDGFX);
kp_jawz[1] = W_CachePatchName("K_ISJAWZ", PU_HUDGFX);
kp_mine[1] = W_CachePatchName("K_ISMINE", PU_HUDGFX);
kp_ballhog[1] = W_CachePatchName("K_ISBHOG", PU_HUDGFX);
kp_selfpropelledbomb[1] = W_CachePatchName("K_ISSPB", PU_HUDGFX);
kp_grow[1] = W_CachePatchName("K_ISGROW", PU_HUDGFX);
kp_shrink[1] = W_CachePatchName("K_ISSHRK", PU_HUDGFX);
kp_thundershield[1] = W_CachePatchName("K_ISTHNS", PU_HUDGFX);
kp_hyudoro[1] = W_CachePatchName("K_ISHYUD", PU_HUDGFX);
kp_pogospring[1] = W_CachePatchName("K_ISPOGO", PU_HUDGFX);
kp_kitchensink[1] = W_CachePatchName("K_ISSINK", PU_HUDGFX);
kp_sadface[1] = W_CachePatchName("K_ISSAD", PU_HUDGFX);
// CHECK indicators
sprintf(buffer, "K_CHECKx");
for (i = 0; i < 6; i++)
{
buffer[7] = '1'+i;
kp_check[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
// Eggman warning numbers
sprintf(buffer, "K_EGGNx");
for (i = 0; i < 4; i++)
{
buffer[6] = '0'+i;
kp_eggnum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
// First person mode
kp_fpview[0] = W_CachePatchName("VIEWA0", PU_HUDGFX);
kp_fpview[1] = W_CachePatchName("VIEWB0D0", PU_HUDGFX);
kp_fpview[2] = W_CachePatchName("VIEWC0E0", PU_HUDGFX);
// Input UI Wheel
sprintf(buffer, "K_WHEELx");
for (i = 0; i < 5; i++)
{
buffer[7] = '0'+i;
kp_inputwheel[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
// HERE COMES A NEW CHALLENGER
sprintf(buffer, "K_CHALxx");
for (i = 0; i < 25; i++)
{
buffer[6] = '0'+((i+1)/10);
buffer[7] = '0'+((i+1)%10);
kp_challenger[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
// Lap start animation
sprintf(buffer, "K_LAP0x");
for (i = 0; i < 7; i++)
{
buffer[6] = '0'+(i+1);
kp_lapanim_lap[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
sprintf(buffer, "K_LAPFxx");
for (i = 0; i < 11; i++)
{
buffer[6] = '0'+((i+1)/10);
buffer[7] = '0'+((i+1)%10);
kp_lapanim_final[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
sprintf(buffer, "K_LAPNxx");
for (i = 0; i < 10; i++)
{
buffer[6] = '0'+i;
for (j = 0; j < 3; j++)
{
buffer[7] = '0'+(j+1);
kp_lapanim_number[i][j] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
}
sprintf(buffer, "K_LAPE0x");
for (i = 0; i < 2; i++)
{
buffer[7] = '0'+(i+1);
kp_lapanim_emblem[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
sprintf(buffer, "K_LAPH0x");
for (i = 0; i < 3; i++)
{
buffer[7] = '0'+(i+1);
kp_lapanim_hand[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
kp_yougotem = (patch_t *) W_CachePatchName("YOUGOTEM", PU_HUDGFX);
}
// For the item toggle menu
const char *K_GetItemPatch(UINT8 item, boolean tiny)
{
switch (item)
{
case KITEM_SNEAKER:
case KRITEM_TRIPLESNEAKER:
return (tiny ? "K_ISSHOE" : "K_ITSHOE");
case KITEM_ROCKETSNEAKER:
return (tiny ? "K_ISRSHE" : "K_ITRSHE");
case KITEM_INVINCIBILITY:
return (tiny ? "K_ISINV1" : "K_ITINV1");
case KITEM_BANANA:
case KRITEM_TRIPLEBANANA:
case KRITEM_TENFOLDBANANA:
return (tiny ? "K_ISBANA" : "K_ITBANA");
case KITEM_EGGMAN:
return (tiny ? "K_ISEGGM" : "K_ITEGGM");
case KITEM_ORBINAUT:
return (tiny ? "K_ISORBN" : "K_ITORB1");
case KITEM_JAWZ:
case KRITEM_DUALJAWZ:
return (tiny ? "K_ISJAWZ" : "K_ITJAWZ");
case KITEM_MINE:
return (tiny ? "K_ISMINE" : "K_ITMINE");
case KITEM_BALLHOG:
return (tiny ? "K_ISBHOG" : "K_ITBHOG");
case KITEM_SPB:
return (tiny ? "K_ISSPB" : "K_ITSPB");
case KITEM_GROW:
return (tiny ? "K_ISGROW" : "K_ITGROW");
case KITEM_SHRINK:
return (tiny ? "K_ISSHRK" : "K_ITSHRK");
case KITEM_THUNDERSHIELD:
return (tiny ? "K_ISTHNS" : "K_ITTHNS");
case KITEM_HYUDORO:
return (tiny ? "K_ISHYUD" : "K_ITHYUD");
case KITEM_POGOSPRING:
return (tiny ? "K_ISPOGO" : "K_ITPOGO");
case KITEM_KITCHENSINK:
return (tiny ? "K_ISSINK" : "K_ITSINK");
case KRITEM_TRIPLEORBINAUT:
return (tiny ? "K_ISORBN" : "K_ITORB3");
case KRITEM_QUADORBINAUT:
return (tiny ? "K_ISORBN" : "K_ITORB4");
default:
return (tiny ? "K_ISSAD" : "K_ITSAD");
}
}
//}
INT32 ITEM_X, ITEM_Y; // Item Window
INT32 TIME_X, TIME_Y; // Time Sticker
INT32 LAPS_X, LAPS_Y; // Lap Sticker
INT32 SPDM_X, SPDM_Y; // Speedometer
INT32 POSI_X, POSI_Y; // Position Number
INT32 FACE_X, FACE_Y; // Top-four Faces
INT32 STCD_X, STCD_Y; // Starting countdown
INT32 CHEK_Y; // CHECK graphic
INT32 MINI_X, MINI_Y; // Minimap
INT32 WANT_X, WANT_Y; // Battle WANTED poster
// This is for the P2 and P4 side of splitscreen. Then we'll flip P1's and P2's to the bottom with V_SPLITSCREEN.
INT32 ITEM2_X, ITEM2_Y;
INT32 LAPS2_X, LAPS2_Y;
INT32 POSI2_X, POSI2_Y;
static void K_initKartHUD(void)
{
/*
BASEVIDWIDTH = 320
BASEVIDHEIGHT = 200
Item window graphic is 41 x 33
Time Sticker graphic is 116 x 11
Time Font is a solid block of (8 x [12) x 14], equal to 96 x 14
Therefore, timestamp is 116 x 14 altogether
Lap Sticker is 80 x 11
Lap flag is 22 x 20
Lap Font is a solid block of (3 x [12) x 14], equal to 36 x 14
Therefore, lapstamp is 80 x 20 altogether
Position numbers are 43 x 53
Faces are 32 x 32
Faces draw downscaled at 16 x 16
Therefore, the allocated space for them is 16 x 67 altogether
----
ORIGINAL CZ64 SPLITSCREEN:
Item window:
if (!splitscreen) { ICONX = 139; ICONY = 20; }
else { ICONX = BASEVIDWIDTH-315; ICONY = 60; }
Time: 236, STRINGY( 12)
Lap: BASEVIDWIDTH-304, STRINGY(BASEVIDHEIGHT-189)
*/
// Single Screen (defaults)
// Item Window
ITEM_X = 5; // 5
ITEM_Y = 5; // 5
// Level Timer
TIME_X = BASEVIDWIDTH - 148; // 172
TIME_Y = 9; // 9
// Level Laps
LAPS_X = 9; // 9
LAPS_Y = BASEVIDHEIGHT - 29; // 171
// Speedometer
SPDM_X = 9; // 9
SPDM_Y = BASEVIDHEIGHT - 45; // 155
// Position Number
POSI_X = BASEVIDWIDTH - 9; // 268
POSI_Y = BASEVIDHEIGHT - 9; // 138
// Top-Four Faces
FACE_X = 9; // 9
FACE_Y = 92; // 92
// Starting countdown
STCD_X = BASEVIDWIDTH/2; // 9
STCD_Y = BASEVIDHEIGHT/2; // 92
// CHECK graphic
CHEK_Y = BASEVIDHEIGHT; // 200
// Minimap
MINI_X = BASEVIDWIDTH - 50; // 270
MINI_Y = (BASEVIDHEIGHT/2)-16; // 84
// Battle WANTED poster
WANT_X = BASEVIDWIDTH - 55; // 270
WANT_Y = BASEVIDHEIGHT- 71; // 176
if (splitscreen) // Splitscreen
{
ITEM_X = 5;
ITEM_Y = 3;
LAPS_Y = (BASEVIDHEIGHT/2)-24;
POSI_Y = (BASEVIDHEIGHT/2)- 2;
STCD_Y = BASEVIDHEIGHT/4;
MINI_Y = (BASEVIDHEIGHT/2);
if (splitscreen > 1) // 3P/4P Small Splitscreen
{
// 1P (top left)
ITEM_X = -9;
ITEM_Y = -8;
LAPS_X = 3;
LAPS_Y = (BASEVIDHEIGHT/2)-13;
POSI_X = 24;
POSI_Y = (BASEVIDHEIGHT/2)- 16;
// 2P (top right)
ITEM2_X = BASEVIDWIDTH-39;
ITEM2_Y = -8;
LAPS2_X = BASEVIDWIDTH-40;
LAPS2_Y = (BASEVIDHEIGHT/2)-13;
POSI2_X = BASEVIDWIDTH -4;
POSI2_Y = (BASEVIDHEIGHT/2)- 16;
// Reminder that 3P and 4P are just 1P and 2P splitscreen'd to the bottom.
STCD_X = BASEVIDWIDTH/4;
MINI_X = (3*BASEVIDWIDTH/4);
MINI_Y = (3*BASEVIDHEIGHT/4);
if (splitscreen > 2) // 4P-only
{
MINI_X = (BASEVIDWIDTH/2);
MINI_Y = (BASEVIDHEIGHT/2);
}
}
}
if (timeinmap > 113)
hudtrans = cv_translucenthud.value;
else if (timeinmap > 105)
hudtrans = ((((INT32)timeinmap) - 105)*cv_translucenthud.value)/(113-105);
else
hudtrans = 0;
}
INT32 K_calcSplitFlags(INT32 snapflags)
{
INT32 splitflags = 0;
if (splitscreen == 0)
return snapflags;
if (stplyr != &players[displayplayers[0]])
{
if (splitscreen == 1 && stplyr == &players[displayplayers[1]])
{
splitflags |= V_SPLITSCREEN;
}
else if (splitscreen > 1)
{
if (stplyr == &players[displayplayers[2]] || (splitscreen == 3 && stplyr == &players[displayplayers[3]]))
splitflags |= V_SPLITSCREEN;
if (stplyr == &players[displayplayers[1]] || (splitscreen == 3 && stplyr == &players[displayplayers[3]]))
splitflags |= V_HORZSCREEN;
}
}
if (splitflags & V_SPLITSCREEN)
snapflags &= ~V_SNAPTOTOP;
else
snapflags &= ~V_SNAPTOBOTTOM;
if (splitscreen > 1)
{
if (splitflags & V_HORZSCREEN)
snapflags &= ~V_SNAPTOLEFT;
else
snapflags &= ~V_SNAPTORIGHT;
}
return (splitflags|snapflags);
}
static void K_drawKartItem(void)
{
// ITEM_X = BASEVIDWIDTH-50; // 270
// ITEM_Y = 24; // 24
// Why write V_DrawScaledPatch calls over and over when they're all the same?
// Set to 'no item' just in case.
const UINT8 offset = ((splitscreen > 1) ? 1 : 0);
patch_t *localpatch = kp_nodraw;
patch_t *localbg = ((offset) ? kp_itembg[2] : kp_itembg[0]);
patch_t *localinv = ((offset) ? kp_invincibility[((leveltime % (6*3)) / 3) + 7] : kp_invincibility[(leveltime % (7*3)) / 3]);
INT32 fx = 0, fy = 0, fflags = 0; // final coords for hud and flags...
//INT32 splitflags = K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTOLEFT);
const INT32 numberdisplaymin = ((!offset && stplyr->kartstuff[k_itemtype] == KITEM_ORBINAUT) ? 5 : 2);
INT32 itembar = 0;
INT32 maxl = 0; // itembar's normal highest value
const INT32 barlength = (splitscreen > 1 ? 12 : 26);
UINT8 localcolor = SKINCOLOR_NONE;
SINT8 colormode = TC_RAINBOW;
UINT8 *colmap = NULL;
boolean flipamount = false; // Used for 3P/4P splitscreen to flip item amount stuff
if (stplyr->kartstuff[k_itemroulette])
{
if (stplyr->skincolor)
localcolor = stplyr->skincolor;
switch((stplyr->kartstuff[k_itemroulette] % (14*3)) / 3)
{
// Each case is handled in threes, to give three frames of in-game time to see the item on the roulette
case 0: // Sneaker
localpatch = kp_sneaker[offset];
//localcolor = SKINCOLOR_RASPBERRY;
break;
case 1: // Banana
localpatch = kp_banana[offset];
//localcolor = SKINCOLOR_YELLOW;
break;
case 2: // Orbinaut
localpatch = kp_orbinaut[3+offset];
//localcolor = SKINCOLOR_STEEL;
break;
case 3: // Mine
localpatch = kp_mine[offset];
//localcolor = SKINCOLOR_JET;
break;
case 4: // Grow
localpatch = kp_grow[offset];
//localcolor = SKINCOLOR_TEAL;
break;
case 5: // Hyudoro
localpatch = kp_hyudoro[offset];
//localcolor = SKINCOLOR_STEEL;
break;
case 6: // Rocket Sneaker
localpatch = kp_rocketsneaker[offset];
//localcolor = SKINCOLOR_TANGERINE;
break;
case 7: // Jawz
localpatch = kp_jawz[offset];
//localcolor = SKINCOLOR_JAWZ;
break;
case 8: // Self-Propelled Bomb
localpatch = kp_selfpropelledbomb[offset];
//localcolor = SKINCOLOR_JET;
break;
case 9: // Shrink
localpatch = kp_shrink[offset];
//localcolor = SKINCOLOR_ORANGE;
break;
case 10: // Invincibility
localpatch = localinv;
//localcolor = SKINCOLOR_GREY;
break;
case 11: // Eggman Monitor
localpatch = kp_eggman[offset];
//localcolor = SKINCOLOR_ROSE;
break;
case 12: // Ballhog
localpatch = kp_ballhog[offset];
//localcolor = SKINCOLOR_LILAC;
break;
case 13: // Thunder Shield
localpatch = kp_thundershield[offset];
//localcolor = SKINCOLOR_CYAN;
break;
/*case 14: // Pogo Spring
localpatch = kp_pogospring[offset];
localcolor = SKINCOLOR_TANGERINE;
break;
case 15: // Kitchen Sink
localpatch = kp_kitchensink[offset];
localcolor = SKINCOLOR_STEEL;
break;*/
default:
break;
}
}
else
{
// I'm doing this a little weird and drawing mostly in reverse order
// The only actual reason is to make sneakers line up this way in the code below
// This shouldn't have any actual baring over how it functions
// Hyudoro is first, because we're drawing it on top of the player's current item
if (stplyr->kartstuff[k_stolentimer] > 0)
{
if (leveltime & 2)
localpatch = kp_hyudoro[offset];
else
localpatch = kp_nodraw;
}
else if ((stplyr->kartstuff[k_stealingtimer] > 0) && (leveltime & 2))
{
localpatch = kp_hyudoro[offset];
}
else if (stplyr->kartstuff[k_eggmanexplode] > 1)
{
if (leveltime & 1)
localpatch = kp_eggman[offset];
else
localpatch = kp_nodraw;
}
else if (stplyr->kartstuff[k_rocketsneakertimer] > 1)
{
itembar = stplyr->kartstuff[k_rocketsneakertimer];
maxl = (itemtime*3) - barlength;
if (leveltime & 1)
localpatch = kp_rocketsneaker[offset];
else
localpatch = kp_nodraw;
}
else if (stplyr->kartstuff[k_growshrinktimer] > 0)
{
if (stplyr->kartstuff[k_growcancel] > 0)
{
itembar = stplyr->kartstuff[k_growcancel];
maxl = 26;
}
if (leveltime & 1)
localpatch = kp_grow[offset];
else
localpatch = kp_nodraw;
}
else if (stplyr->kartstuff[k_sadtimer] > 0)
{
if (leveltime & 2)
localpatch = kp_sadface[offset];
else
localpatch = kp_nodraw;
}
else
{
if (stplyr->kartstuff[k_itemamount] <= 0)
return;
switch(stplyr->kartstuff[k_itemtype])
{
case KITEM_SNEAKER:
localpatch = kp_sneaker[offset];
break;
case KITEM_ROCKETSNEAKER:
localpatch = kp_rocketsneaker[offset];
break;
case KITEM_INVINCIBILITY:
localpatch = localinv;
localbg = kp_itembg[offset+1];
break;
case KITEM_BANANA:
localpatch = kp_banana[offset];
break;
case KITEM_EGGMAN:
localpatch = kp_eggman[offset];
break;
case KITEM_ORBINAUT:
localpatch = kp_orbinaut[(offset ? 4 : min(stplyr->kartstuff[k_itemamount]-1, 3))];
break;
case KITEM_JAWZ:
localpatch = kp_jawz[offset];
break;
case KITEM_MINE:
localpatch = kp_mine[offset];
break;
case KITEM_BALLHOG:
localpatch = kp_ballhog[offset];
break;
case KITEM_SPB:
localpatch = kp_selfpropelledbomb[offset];
localbg = kp_itembg[offset+1];
break;
case KITEM_GROW:
localpatch = kp_grow[offset];
break;
case KITEM_SHRINK:
localpatch = kp_shrink[offset];
break;
case KITEM_THUNDERSHIELD:
localpatch = kp_thundershield[offset];
localbg = kp_itembg[offset+1];
break;
case KITEM_HYUDORO:
localpatch = kp_hyudoro[offset];
break;
case KITEM_POGOSPRING:
localpatch = kp_pogospring[offset];
break;
case KITEM_KITCHENSINK:
localpatch = kp_kitchensink[offset];
break;
case KITEM_SAD:
localpatch = kp_sadface[offset];
break;
default:
return;
}
if (stplyr->kartstuff[k_itemheld] && !(leveltime & 1))
localpatch = kp_nodraw;
}
if (stplyr->kartstuff[k_itemblink] && (leveltime & 1))
{
colormode = TC_BLINK;
switch (stplyr->kartstuff[k_itemblinkmode])
{
case 2:
localcolor = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
break;
case 1:
localcolor = SKINCOLOR_RED;
break;
default:
localcolor = SKINCOLOR_WHITE;
break;
}
}
}
// pain and suffering defined below
if (splitscreen < 2) // don't change shit for THIS splitscreen.
{
fx = ITEM_X;
fy = ITEM_Y;
fflags = K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTOLEFT);
}
else // now we're having a fun game.
{
if (stplyr == &players[displayplayers[0]] || stplyr == &players[displayplayers[2]]) // If we are P1 or P3...
{
fx = ITEM_X;
fy = ITEM_Y;
fflags = V_SNAPTOLEFT|((stplyr == &players[displayplayers[2]]) ? V_SPLITSCREEN : V_SNAPTOTOP); // flip P3 to the bottom.
}
else // else, that means we're P2 or P4.
{
fx = ITEM2_X;
fy = ITEM2_Y;
fflags = V_SNAPTORIGHT|((stplyr == &players[displayplayers[3]]) ? V_SPLITSCREEN : V_SNAPTOTOP); // flip P4 to the bottom
flipamount = true;
}
}
if (localcolor != SKINCOLOR_NONE)
colmap = R_GetTranslationColormap(colormode, localcolor, GTC_CACHE);
V_DrawScaledPatch(fx, fy, V_HUDTRANS|fflags, localbg);
// Then, the numbers:
if (stplyr->kartstuff[k_itemamount] >= numberdisplaymin && !stplyr->kartstuff[k_itemroulette])
{
V_DrawScaledPatch(fx + (flipamount ? 48 : 0), fy, V_HUDTRANS|fflags|(flipamount ? V_FLIP : 0), kp_itemmulsticker[offset]); // flip this graphic for p2 and p4 in split and shift it.
V_DrawFixedPatch(fx<<FRACBITS, fy<<FRACBITS, FRACUNIT, V_HUDTRANS|fflags, localpatch, colmap);
if (offset)
if (flipamount) // reminder that this is for 3/4p's right end of the screen.
V_DrawString(fx+2, fy+31, V_ALLOWLOWERCASE|V_HUDTRANS|fflags, va("x%d", stplyr->kartstuff[k_itemamount]));
else
V_DrawString(fx+24, fy+31, V_ALLOWLOWERCASE|V_HUDTRANS|fflags, va("x%d", stplyr->kartstuff[k_itemamount]));
else
{
V_DrawScaledPatch(fy+28, fy+41, V_HUDTRANS|fflags, kp_itemx);
V_DrawKartString(fx+38, fy+36, V_HUDTRANS|fflags, va("%d", stplyr->kartstuff[k_itemamount]));
}
}
else
V_DrawFixedPatch(fx<<FRACBITS, fy<<FRACBITS, FRACUNIT, V_HUDTRANS|fflags, localpatch, colmap);
// Extensible meter, currently only used for rocket sneaker...
if (itembar && hudtrans)
{
const INT32 fill = ((itembar*barlength)/maxl);
const INT32 length = min(barlength, fill);
const INT32 height = (offset ? 1 : 2);
const INT32 x = (offset ? 17 : 11), y = (offset ? 27 : 35);
V_DrawScaledPatch(fx+x, fy+y, V_HUDTRANS|fflags, kp_itemtimer[offset]);
// The left dark "AA" edge
V_DrawFill(fx+x+1, fy+y+1, (length == 2 ? 2 : 1), height, 12|fflags);
// The bar itself
if (length > 2)
{
V_DrawFill(fx+x+length, fy+y+1, 1, height, 12|fflags); // the right one
if (height == 2)
V_DrawFill(fx+x+2, fy+y+2, length-2, 1, 8|fflags); // the dulled underside
V_DrawFill(fx+x+2, fy+y+1, length-2, 1, 120|fflags); // the shine
}
}
// Quick Eggman numbers
if (stplyr->kartstuff[k_eggmanexplode] > 1 /*&& stplyr->kartstuff[k_eggmanexplode] <= 3*TICRATE*/)
V_DrawScaledPatch(fx+17, fy+13-offset, V_HUDTRANS|fflags, kp_eggnum[min(3, G_TicsToSeconds(stplyr->kartstuff[k_eggmanexplode]))]);
}
void K_drawKartTimestamp(tic_t drawtime, INT32 TX, INT32 TY, INT16 emblemmap, UINT8 mode)
{
// TIME_X = BASEVIDWIDTH-124; // 196
// TIME_Y = 6; // 6
tic_t worktime;
INT32 splitflags = 0;
if (!mode)
{
splitflags = V_HUDTRANS|K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTORIGHT);
if (cv_timelimit.value && timelimitintics > 0)
{
if (drawtime >= timelimitintics)
drawtime = 0;
else
drawtime = timelimitintics - drawtime;
}
}
V_DrawScaledPatch(TX, TY, splitflags, ((mode == 2) ? kp_lapstickerwide : kp_timestickerwide));
TX += 33;
worktime = drawtime/(60*TICRATE);
if (mode && !drawtime)
V_DrawKartString(TX, TY+3, splitflags, va("--'--\"--"));
else if (worktime < 100) // 99:99:99 only
{
// zero minute
if (worktime < 10)
{
V_DrawKartString(TX, TY+3, splitflags, va("0"));
// minutes time 0 __ __
V_DrawKartString(TX+12, TY+3, splitflags, va("%d", worktime));
}
// minutes time 0 __ __
else
V_DrawKartString(TX, TY+3, splitflags, va("%d", worktime));
// apostrophe location _'__ __
V_DrawKartString(TX+24, TY+3, splitflags, va("'"));
worktime = (drawtime/TICRATE % 60);
// zero second _ 0_ __
if (worktime < 10)
{
V_DrawKartString(TX+36, TY+3, splitflags, va("0"));
// seconds time _ _0 __
V_DrawKartString(TX+48, TY+3, splitflags, va("%d", worktime));
}
// zero second _ 00 __
else
V_DrawKartString(TX+36, TY+3, splitflags, va("%d", worktime));
// quotation mark location _ __"__
V_DrawKartString(TX+60, TY+3, splitflags, va("\""));
worktime = G_TicsToCentiseconds(drawtime);
// zero tick _ __ 0_
if (worktime < 10)
{
V_DrawKartString(TX+72, TY+3, splitflags, va("0"));
// tics _ __ _0
V_DrawKartString(TX+84, TY+3, splitflags, va("%d", worktime));
}
// zero tick _ __ 00
else
V_DrawKartString(TX+72, TY+3, splitflags, va("%d", worktime));
}
else if ((drawtime/TICRATE) & 1)
V_DrawKartString(TX, TY+3, splitflags, va("99'59\"99"));
if (emblemmap && (modeattacking || (mode == 1)) && !demo.playback) // emblem time!
{
INT32 workx = TX + 96, worky = TY+18;
SINT8 curemb = 0;
patch_t *emblempic[3] = {NULL, NULL, NULL};
UINT8 *emblemcol[3] = {NULL, NULL, NULL};
emblem_t *emblem = M_GetLevelEmblems(emblemmap);
while (emblem)
{
char targettext[9];
switch (emblem->type)
{
case ET_TIME:
{
static boolean canplaysound = true;
tic_t timetoreach = emblem->var;
if (emblem->collected)
{
emblempic[curemb] = W_CachePatchName(M_GetEmblemPatch(emblem), PU_CACHE);
emblemcol[curemb] = R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_CACHE);
if (++curemb == 3)
break;
goto bademblem;
}
snprintf(targettext, 9, "%i'%02i\"%02i",
G_TicsToMinutes(timetoreach, false),
G_TicsToSeconds(timetoreach),
G_TicsToCentiseconds(timetoreach));
if (!mode)
{
if (stplyr->realtime > timetoreach)
{
splitflags = (splitflags &~ V_HUDTRANS)|V_HUDTRANSHALF;
if (canplaysound)
{
S_StartSound(NULL, sfx_s3k72); //sfx_s26d); -- you STOLE fizzy lifting drinks
canplaysound = false;
}
}
else if (!canplaysound)
canplaysound = true;
}
targettext[8] = 0;
}
break;
default:
goto bademblem;
}
V_DrawRightAlignedString(workx, worky, splitflags, targettext);
workx -= 67;
V_DrawSmallScaledPatch(workx + 4, worky, splitflags, W_CachePatchName("NEEDIT", PU_CACHE));
break;
bademblem:
emblem = M_GetLevelEmblems(-1);
}
if (!mode)
splitflags = (splitflags &~ V_HUDTRANSHALF)|V_HUDTRANS;
while (curemb--)
{
workx -= 12;
V_DrawSmallMappedPatch(workx + 4, worky, splitflags, emblempic[curemb], emblemcol[curemb]);
}
}
}
static void K_DrawKartPositionNum(INT32 num)
{
// POSI_X = BASEVIDWIDTH - 51; // 269
// POSI_Y = BASEVIDHEIGHT- 64; // 136
boolean win = (stplyr->exiting && num == 1);
//INT32 X = POSI_X;
INT32 W = SHORT(kp_positionnum[0][0]->width);
fixed_t scale = FRACUNIT;
patch_t *localpatch = kp_positionnum[0][0];
//INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTORIGHT);
INT32 fx = 0, fy = 0, fflags = 0;
boolean flipdraw = false; // flip the order we draw it in for MORE splitscreen bs. fun.
boolean flipvdraw = false; // used only for 2p splitscreen so overtaking doesn't make 1P's position fly off the screen.
boolean overtake = false;
if (stplyr->kartstuff[k_positiondelay] || stplyr->exiting)
{
scale *= 2;
overtake = true; // this is used for splitscreen stuff in conjunction with flipdraw.
}
if (splitscreen)
scale /= 2;
W = FixedMul(W<<FRACBITS, scale)>>FRACBITS;
// pain and suffering defined below
if (!splitscreen)
{
fx = POSI_X;
fy = BASEVIDHEIGHT - 8;
fflags = V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (splitscreen == 1) // for this splitscreen, we'll use case by case because it's a bit different.
{
fx = POSI_X;
if (stplyr == &players[displayplayers[0]]) // for player 1: display this at the top right, above the minimap.
{
fy = 30;
fflags = V_SNAPTOTOP|V_SNAPTORIGHT;
if (overtake)
flipvdraw = true; // make sure overtaking doesn't explode us
}
else // if we're not p1, that means we're p2. display this at the bottom right, below the minimap.
{
fy = BASEVIDHEIGHT - 8;
fflags = V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
}
else
{
if (stplyr == &players[displayplayers[0]] || stplyr == &players[displayplayers[2]]) // If we are P1 or P3...
{
fx = POSI_X;
fy = POSI_Y;
fflags = V_SNAPTOLEFT|((stplyr == &players[displayplayers[2]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P3 to the bottom.
flipdraw = true;
if (num && num >= 10)
fx += W; // this seems dumb, but we need to do this in order for positions above 10 going off screen.
}
else // else, that means we're P2 or P4.
{
fx = POSI2_X;
fy = POSI2_Y;
fflags = V_SNAPTORIGHT|((stplyr == &players[displayplayers[3]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P4 to the bottom
}
}
// Special case for 0
if (!num)
{
V_DrawFixedPatch(fx<<FRACBITS, fy<<FRACBITS, scale, V_HUDTRANSHALF|fflags, kp_positionnum[0][0], NULL);
return;
}
I_Assert(num >= 0); // This function does not draw negative numbers
// Draw the number
while (num)
{
if (win) // 1st place winner? You get rainbows!!
localpatch = kp_winnernum[(leveltime % (NUMWINFRAMES*3)) / 3];
else if (stplyr->laps+1 >= cv_numlaps.value || stplyr->exiting) // Check for the final lap, or won
{
// Alternate frame every three frames
switch (leveltime % 9)
{
case 1: case 2: case 3:
if (K_IsPlayerLosing(stplyr))
localpatch = kp_positionnum[num % 10][4];
else
localpatch = kp_positionnum[num % 10][1];
break;
case 4: case 5: case 6:
if (K_IsPlayerLosing(stplyr))
localpatch = kp_positionnum[num % 10][5];
else
localpatch = kp_positionnum[num % 10][2];
break;
case 7: case 8: case 9:
if (K_IsPlayerLosing(stplyr))
localpatch = kp_positionnum[num % 10][6];
else
localpatch = kp_positionnum[num % 10][3];
break;
default:
localpatch = kp_positionnum[num % 10][0];
break;
}
}
else
localpatch = kp_positionnum[num % 10][0];
V_DrawFixedPatch((fx<<FRACBITS) + ((overtake && flipdraw) ? (SHORT(localpatch->width)*scale/2) : 0), (fy<<FRACBITS) + ((overtake && flipvdraw) ? (SHORT(localpatch->height)*scale/2) : 0), scale, V_HUDTRANSHALF|fflags, localpatch, NULL);
// ^ if we overtake as p1 or p3 in splitscren, we shift it so that it doesn't go off screen.
// ^ if we overtake as p1 in 2p splits, shift vertically so that this doesn't happen either.
fx -= W;
num /= 10;
}
}
static boolean K_drawKartPositionFaces(void)
{
// FACE_X = 15; // 15
// FACE_Y = 72; // 72
INT32 Y = FACE_Y+9; // +9 to offset where it's being drawn if there are more than one
INT32 i, j, ranklines, strank = -1;
boolean completed[MAXPLAYERS];
INT32 rankplayer[MAXPLAYERS];
INT32 bumperx, numplayersingame = 0;
UINT8 *colormap;
ranklines = 0;
memset(completed, 0, sizeof (completed));
memset(rankplayer, 0, sizeof (rankplayer));
for (i = 0; i < MAXPLAYERS; i++)
{
rankplayer[i] = -1;
if (!playeringame[i] || players[i].spectator || !players[i].mo)
continue;
numplayersingame++;
}
if (numplayersingame <= 1)
return true;
#ifdef HAVE_BLUA
if (!LUA_HudEnabled(hud_minirankings))
return false; // Don't proceed but still return true for free play above if HUD is disabled.
#endif
for (j = 0; j < numplayersingame; j++)
{
UINT8 lowestposition = MAXPLAYERS+1;
for (i = 0; i < MAXPLAYERS; i++)
{
if (completed[i] || !playeringame[i] || players[i].spectator || !players[i].mo)
continue;
if (players[i].kartstuff[k_position] >= lowestposition)
continue;
rankplayer[ranklines] = i;
lowestposition = players[i].kartstuff[k_position];
}
i = rankplayer[ranklines];
completed[i] = true;
if (players+i == stplyr)
strank = ranklines;
//if (ranklines == 5)
//break; // Only draw the top 5 players -- we do this a different way now...
ranklines++;
}
if (ranklines < 5)
Y -= (9*ranklines);
else
Y -= (9*5);
if (G_BattleGametype() || strank <= 2) // too close to the top, or playing battle, or a spectator? would have had (strank == -1) called out, but already caught by (strank <= 2)
{
i = 0;
if (ranklines > 5) // could be both...
ranklines = 5;
}
else if (strank+3 > ranklines) // too close to the bottom?
{
i = ranklines - 5;
if (i < 0)
i = 0;
}
else
{
i = strank-2;
ranklines = strank+3;
}
for (; i < ranklines; i++)
{
if (!playeringame[rankplayer[i]]) continue;
if (players[rankplayer[i]].spectator) continue;
if (!players[rankplayer[i]].mo) continue;
bumperx = FACE_X+19;
if (players[rankplayer[i]].mo->color)
{
colormap = R_GetTranslationColormap(players[rankplayer[i]].skin, players[rankplayer[i]].mo->color, GTC_CACHE);
if (players[rankplayer[i]].mo->colorized)
colormap = R_GetTranslationColormap(TC_RAINBOW, players[rankplayer[i]].mo->color, GTC_CACHE);
else
colormap = R_GetTranslationColormap(players[rankplayer[i]].skin, players[rankplayer[i]].mo->color, GTC_CACHE);
V_DrawMappedPatch(FACE_X, Y, V_HUDTRANS|V_SNAPTOLEFT, facerankprefix[players[rankplayer[i]].skin], colormap);
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_battlebumpers))
{
#endif
if (G_BattleGametype() && players[rankplayer[i]].kartstuff[k_bumper] > 0)
{
V_DrawMappedPatch(bumperx-2, Y, V_HUDTRANS|V_SNAPTOLEFT, kp_tinybumper[0], colormap);
for (j = 1; j < players[rankplayer[i]].kartstuff[k_bumper]; j++)
{
bumperx += 5;
V_DrawMappedPatch(bumperx, Y, V_HUDTRANS|V_SNAPTOLEFT, kp_tinybumper[1], colormap);
}
}
#ifdef HAVE_BLUA
} // A new level of stupidity: checking if lua is enabled to close a bracket. :Fascinating:
#endif
}
if (i == strank)
V_DrawScaledPatch(FACE_X, Y, V_HUDTRANS|V_SNAPTOLEFT, kp_facehighlight[(leveltime / 4) % 8]);
if (G_BattleGametype() && players[rankplayer[i]].kartstuff[k_bumper] <= 0)
V_DrawScaledPatch(FACE_X-4, Y-3, V_HUDTRANS|V_SNAPTOLEFT, kp_ranknobumpers);
else
{
INT32 pos = players[rankplayer[i]].kartstuff[k_position];
if (pos < 0 || pos > MAXPLAYERS)
pos = 0;
// Draws the little number over the face
V_DrawScaledPatch(FACE_X-5, Y+10, V_HUDTRANS|V_SNAPTOLEFT, kp_facenum[pos]);
}
Y += 18;
}
return false;
}
//
// HU_DrawTabRankings -- moved here to take advantage of kart stuff!
//
void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer, INT32 hilicol)
{
INT32 i, rightoffset = 240;
const UINT8 *colormap;
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
//this function is designed for 9 or less score lines only
//I_Assert(scorelines <= 9); -- not today bitch, kart fixed it up
V_DrawFill(1-duptweak, 26, dupadjust-2, 1, 0); // Draw a horizontal line because it looks nice!
if (scorelines > 8)
{
V_DrawFill(160, 26, 1, 147, 0); // Draw a vertical line to separate the two sides.
V_DrawFill(1-duptweak, 173, dupadjust-2, 1, 0); // And a horizontal line near the bottom.
rightoffset = (BASEVIDWIDTH/2) - 4 - x;
}
for (i = 0; i < scorelines; i++)
{
char strtime[MAXPLAYERNAME+1];
if (players[tab[i].num].spectator || !players[tab[i].num].mo)
continue; //ignore them.
if (netgame // don't draw it offline
&& tab[i].num != serverplayer)
HU_drawPing(x + ((i < 8) ? -17 : rightoffset + 11), y-4, playerpingtable[tab[i].num], 0);
STRBUFCPY(strtime, tab[i].name);
if (scorelines > 8)
V_DrawThinString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
else
V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
if (players[tab[i].num].mo->color)
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE);
if (players[tab[i].num].mo->colorized)
colormap = R_GetTranslationColormap(TC_RAINBOW, players[tab[i].num].mo->color, GTC_CACHE);
else
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE);
V_DrawMappedPatch(x, y-4, 0, facerankprefix[players[tab[i].num].skin], colormap);
/*if (G_BattleGametype() && players[tab[i].num].kartstuff[k_bumper] > 0) -- not enough space for this
{
INT32 bumperx = x+19;
V_DrawMappedPatch(bumperx-2, y-4, 0, kp_tinybumper[0], colormap);
for (j = 1; j < players[tab[i].num].kartstuff[k_bumper]; j++)
{
bumperx += 5;
V_DrawMappedPatch(bumperx, y-4, 0, kp_tinybumper[1], colormap);
}
}*/
}
if (tab[i].num == whiteplayer)
V_DrawScaledPatch(x, y-4, 0, kp_facehighlight[(leveltime / 4) % 8]);
if (G_BattleGametype() && players[tab[i].num].kartstuff[k_bumper] <= 0)
V_DrawScaledPatch(x-4, y-7, 0, kp_ranknobumpers);
else
{
INT32 pos = players[tab[i].num].kartstuff[k_position];
if (pos < 0 || pos > MAXPLAYERS)
pos = 0;
// Draws the little number over the face
V_DrawScaledPatch(x-5, y+6, 0, kp_facenum[pos]);
}
if (G_RaceGametype())
{
#define timestring(time) va("%i'%02i\"%02i", G_TicsToMinutes(time, true), G_TicsToSeconds(time), G_TicsToCentiseconds(time))
if (scorelines > 8)
{
if (players[tab[i].num].exiting)
V_DrawRightAlignedThinString(x+rightoffset, y-1, hilicol|V_6WIDTHSPACE, timestring(players[tab[i].num].realtime));
else if (players[tab[i].num].pflags & PF_TIMEOVER)
V_DrawRightAlignedThinString(x+rightoffset, y-1, V_6WIDTHSPACE, "NO CONTEST.");
else if (circuitmap)
V_DrawRightAlignedThinString(x+rightoffset, y-1, V_6WIDTHSPACE, va("Lap %d", tab[i].count));
}
else
{
if (players[tab[i].num].exiting)
V_DrawRightAlignedString(x+rightoffset, y, hilicol, timestring(players[tab[i].num].realtime));
else if (players[tab[i].num].pflags & PF_TIMEOVER)
V_DrawRightAlignedThinString(x+rightoffset, y-1, 0, "NO CONTEST.");
else if (circuitmap)
V_DrawRightAlignedString(x+rightoffset, y, 0, va("Lap %d", tab[i].count));
}
#undef timestring
}
else
V_DrawRightAlignedString(x+rightoffset, y, 0, va("%u", tab[i].count));
y += 18;
if (i == 7)
{
y = 33;
x = (BASEVIDWIDTH/2) + 4;
}
}
}
static void K_drawKartLaps(void)
{
INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT);
INT32 fx = 0, fy = 0, fflags = 0; // stuff for 3p / 4p splitscreen.
boolean flipstring = false; // used for 3p or 4p
INT32 stringw = 0; // used with the above
if (splitscreen > 1)
{
// pain and suffering defined below
if (splitscreen < 2) // don't change shit for THIS splitscreen.
{
fx = LAPS_X;
fy = LAPS_Y;
fflags = splitflags;
}
else
{
if (stplyr == &players[displayplayers[0]] || stplyr == &players[displayplayers[2]]) // If we are P1 or P3...
{
fx = LAPS_X;
fy = LAPS_Y;
fflags = V_SNAPTOLEFT|((stplyr == &players[displayplayers[2]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P3 to the bottom.
}
else // else, that means we're P2 or P4.
{
fx = LAPS2_X;
fy = LAPS2_Y;
fflags = V_SNAPTORIGHT|((stplyr == &players[displayplayers[3]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P4 to the bottom
flipstring = true; // make the string right aligned and other shit
}
}
if (stplyr->exiting) // draw stuff as god intended.
{
V_DrawScaledPatch(fx, fy, V_HUDTRANS|fflags, kp_splitlapflag);
V_DrawString(fx+13, fy+1, V_HUDTRANS|fflags, "FIN");
}
else // take flipstring into account here since we may have more laps than just 10
if (flipstring)
{
stringw = V_StringWidth(va("%d/%d", stplyr->laps+1, cv_numlaps.value), 0);
V_DrawScaledPatch(BASEVIDWIDTH-stringw-16, fy, V_HUDTRANS|fflags, kp_splitlapflag);
V_DrawRightAlignedString(BASEVIDWIDTH-3, fy+1, V_HUDTRANS|fflags, va("%d/%d", stplyr->laps+1, cv_numlaps.value));
}
else // draw stuff NORMALLY.
{
V_DrawScaledPatch(fx, fy, V_HUDTRANS|fflags, kp_splitlapflag);
V_DrawString(fx+13, fy+1, V_HUDTRANS|fflags, va("%d/%d", stplyr->laps+1, cv_numlaps.value));
}
}
else
{
V_DrawScaledPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_lapsticker);
if (stplyr->exiting)
V_DrawKartString(LAPS_X+33, LAPS_Y+3, V_HUDTRANS|splitflags, "FIN");
else
V_DrawKartString(LAPS_X+33, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/%d", stplyr->laps+1, cv_numlaps.value));
}
}
static void K_drawKartSpeedometer(void)
{
fixed_t convSpeed;
INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT);
if (cv_kartspeedometer.value == 1) // Kilometers
{
convSpeed = FixedDiv(FixedMul(stplyr->speed, 142371), mapobjectscale)/FRACUNIT; // 2.172409058
V_DrawKartString(SPDM_X, SPDM_Y, V_HUDTRANS|splitflags, va("%3d km/h", convSpeed));
}
else if (cv_kartspeedometer.value == 2) // Miles
{
convSpeed = FixedDiv(FixedMul(stplyr->speed, 88465), mapobjectscale)/FRACUNIT; // 1.349868774
V_DrawKartString(SPDM_X, SPDM_Y, V_HUDTRANS|splitflags, va("%3d mph", convSpeed));
}
else if (cv_kartspeedometer.value == 3) // Fracunits
{
convSpeed = FixedDiv(stplyr->speed, mapobjectscale)/FRACUNIT;
V_DrawKartString(SPDM_X, SPDM_Y, V_HUDTRANS|splitflags, va("%3d fu/t", convSpeed));
}
}
static void K_drawKartBumpersOrKarma(void)
{
UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, stplyr->skincolor, GTC_CACHE);
INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT);
INT32 fx = 0, fy = 0, fflags = 0;
boolean flipstring = false; // same as laps, used for splitscreen
INT32 stringw = 0; // used with the above
if (splitscreen > 1)
{
// we will reuse lap coords here since it's essentially the same shit.
if (stplyr == &players[displayplayers[0]] || stplyr == &players[displayplayers[2]]) // If we are P1 or P3...
{
fx = LAPS_X;
fy = LAPS_Y;
fflags = V_SNAPTOLEFT|((stplyr == &players[displayplayers[2]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P3 to the bottom.
}
else // else, that means we're P2 or P4.
{
fx = LAPS2_X;
fy = LAPS2_Y;
fflags = V_SNAPTORIGHT|((stplyr == &players[displayplayers[3]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P4 to the bottom
flipstring = true;
}
if (stplyr->kartstuff[k_bumper] <= 0)
{
V_DrawMappedPatch(fx, fy-1, V_HUDTRANS|fflags, kp_splitkarmabomb, colormap);
V_DrawString(fx+13, fy+1, V_HUDTRANS|fflags, va("%d/2", stplyr->kartstuff[k_comebackpoints]));
}
else // the above doesn't need to account for weird stuff since the max amount of karma necessary is always 2 ^^^^
{
if (flipstring) // for p2 and p4, assume we can have more than 10 bumpers. It's retarded but who knows.
{
stringw = V_StringWidth(va("%d/%d", stplyr->kartstuff[k_bumper], cv_kartbumpers.value), 0);
V_DrawMappedPatch(BASEVIDWIDTH-stringw-16, fy-1, V_HUDTRANS|fflags, kp_rankbumper, colormap);
V_DrawRightAlignedString(BASEVIDWIDTH-3, fy+1, V_HUDTRANS|fflags, va("%d/%d", stplyr->kartstuff[k_bumper], cv_kartbumpers.value));
}
else // draw bumpers normally.
{
V_DrawMappedPatch(fx, fy-1, V_HUDTRANS|fflags, kp_rankbumper, colormap);
V_DrawString(fx+13, fy+1, V_HUDTRANS|fflags, va("%d/%d", stplyr->kartstuff[k_bumper], cv_kartbumpers.value));
}
}
}
else
{
if (stplyr->kartstuff[k_bumper] <= 0)
{
V_DrawMappedPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_karmasticker, colormap);
V_DrawKartString(LAPS_X+47, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/2", stplyr->kartstuff[k_comebackpoints]));
}
else
{
if (stplyr->kartstuff[k_bumper] > 9 && cv_kartbumpers.value > 9)
V_DrawMappedPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_bumperstickerwide, colormap);
else
V_DrawMappedPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_bumpersticker, colormap);
V_DrawKartString(LAPS_X+47, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/%d", stplyr->kartstuff[k_bumper], cv_kartbumpers.value));
}
}
}
static fixed_t K_FindCheckX(fixed_t px, fixed_t py, angle_t ang, fixed_t mx, fixed_t my)
{
fixed_t dist, x;
fixed_t range = RING_DIST/3;
angle_t diff;
range *= gamespeed+1;
dist = abs(R_PointToDist2(px, py, mx, my));
if (dist > range)
return -320;
diff = R_PointToAngle2(px, py, mx, my) - ang;
if (diff < ANGLE_90 || diff > ANGLE_270)
return -320;
else
x = (FixedMul(FINETANGENT(((diff+ANGLE_90)>>ANGLETOFINESHIFT) & 4095), 160<<FRACBITS) + (160<<FRACBITS))>>FRACBITS;
if (encoremode)
x = 320-x;
if (splitscreen > 1)
x /= 2;
return x;
}
static void K_drawKartWanted(void)
{
UINT8 i, numwanted = 0;
UINT8 *colormap = NULL;
INT32 basex = 0, basey = 0;
if (stplyr != &players[displayplayers[0]])
return;
for (i = 0; i < 4; i++)
{
if (battlewanted[i] == -1)
break;
numwanted++;
}
if (numwanted <= 0)
return;
// set X/Y coords depending on splitscreen.
if (splitscreen < 3) // 1P and 2P use the same code.
{
basex = WANT_X;
basey = WANT_Y;
if (splitscreen == 2)
{
basey += 16; // slight adjust for 3P
basex -= 6;
}
}
else if (splitscreen == 3) // 4P splitscreen...
{
basex = BASEVIDWIDTH/2 - (SHORT(kp_wantedsplit->width)/2); // center on screen
basey = BASEVIDHEIGHT - 55;
//basey2 = 4;
}
if (battlewanted[0] != -1)
colormap = R_GetTranslationColormap(0, players[battlewanted[0]].skincolor, GTC_CACHE);
V_DrawFixedPatch(basex<<FRACBITS, basey<<FRACBITS, FRACUNIT, V_HUDTRANS|(splitscreen < 3 ? V_SNAPTORIGHT : 0)|V_SNAPTOBOTTOM, (splitscreen > 1 ? kp_wantedsplit : kp_wanted), colormap);
/*if (basey2)
V_DrawFixedPatch(basex<<FRACBITS, basey2<<FRACBITS, FRACUNIT, V_HUDTRANS|V_SNAPTOTOP, (splitscreen == 3 ? kp_wantedsplit : kp_wanted), colormap); // < used for 4p splits.*/
for (i = 0; i < numwanted; i++)
{
INT32 x = basex+(splitscreen > 1 ? 13 : 8), y = basey+(splitscreen > 1 ? 16 : 21);
fixed_t scale = FRACUNIT/2;
player_t *p = &players[battlewanted[i]];
if (battlewanted[i] == -1)
break;
if (numwanted == 1)
scale = FRACUNIT;
else
{
if (i & 1)
x += 16;
if (i > 1)
y += 16;
}
if (players[battlewanted[i]].skincolor)
{
colormap = R_GetTranslationColormap(TC_RAINBOW, p->skincolor, GTC_CACHE);
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, V_HUDTRANS|(splitscreen < 3 ? V_SNAPTORIGHT : 0)|V_SNAPTOBOTTOM, (scale == FRACUNIT ? facewantprefix[p->skin] : facerankprefix[p->skin]), colormap);
/*if (basey2) // again with 4p stuff
V_DrawFixedPatch(x<<FRACBITS, (y - (basey-basey2))<<FRACBITS, FRACUNIT, V_HUDTRANS|V_SNAPTOTOP, (scale == FRACUNIT ? facewantprefix[p->skin] : facerankprefix[p->skin]), colormap);*/
}
}
}
static void K_drawKartPlayerCheck(void)
{
INT32 i;
UINT8 *colormap;
INT32 x;
INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM);
if (!stplyr->mo || stplyr->spectator)
return;
if (stplyr->awayviewtics)
return;
if (camspin[0])
return;
for (i = 0; i < MAXPLAYERS; i++)
{
UINT8 pnum = 0;
if (&players[i] == stplyr)
continue;
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo)
continue;
if ((players[i].kartstuff[k_invincibilitytimer] <= 0) && (leveltime & 2))
pnum++; // white frames
if (players[i].kartstuff[k_itemtype] == KITEM_GROW || players[i].kartstuff[k_growshrinktimer] > 0)
pnum += 4;
else if (players[i].kartstuff[k_itemtype] == KITEM_INVINCIBILITY || players[i].kartstuff[k_invincibilitytimer])
pnum += 2;
x = K_FindCheckX(stplyr->mo->x, stplyr->mo->y, stplyr->mo->angle, players[i].mo->x, players[i].mo->y);
if (x <= 320 && x >= 0)
{
if (x < 14)
x = 14;
else if (x > 306)
x = 306;
colormap = R_GetTranslationColormap(TC_DEFAULT, players[i].mo->color, GTC_CACHE);
V_DrawMappedPatch(x, CHEK_Y, V_HUDTRANS|splitflags, kp_check[pnum], colormap);
}
}
}
static void K_drawKartMinimapHead(mobj_t *mo, INT32 x, INT32 y, INT32 flags, patch_t *AutomapPic)
{
// amnum xpos & ypos are the icon's speed around the HUD.
// The number being divided by is for how fast it moves.
// The higher the number, the slower it moves.
// am xpos & ypos are the icon's starting position. Withouht
// it, they wouldn't 'spawn' on the top-right side of the HUD.
UINT8 skin = 0;
fixed_t amnumxpos, amnumypos;
INT32 amxpos, amypos;
node_t *bsp = &nodes[numnodes-1];
fixed_t maxx, minx, maxy, miny;
fixed_t mapwidth, mapheight;
fixed_t xoffset, yoffset;
fixed_t xscale, yscale, zoom;
if (mo->skin)
skin = ((skin_t*)mo->skin)-skins;
maxx = maxy = INT32_MAX;
minx = miny = INT32_MIN;
minx = bsp->bbox[0][BOXLEFT];
maxx = bsp->bbox[0][BOXRIGHT];
miny = bsp->bbox[0][BOXBOTTOM];
maxy = bsp->bbox[0][BOXTOP];
if (bsp->bbox[1][BOXLEFT] < minx)
minx = bsp->bbox[1][BOXLEFT];
if (bsp->bbox[1][BOXRIGHT] > maxx)
maxx = bsp->bbox[1][BOXRIGHT];
if (bsp->bbox[1][BOXBOTTOM] < miny)
miny = bsp->bbox[1][BOXBOTTOM];
if (bsp->bbox[1][BOXTOP] > maxy)
maxy = bsp->bbox[1][BOXTOP];
// You might be wondering why these are being bitshift here
// it's because mapwidth and height would otherwise overflow for maps larger than half the size possible...
// map boundaries and sizes will ALWAYS be whole numbers thankfully
// later calculations take into consideration that these are actually not in terms of FRACUNIT though
minx >>= FRACBITS;
maxx >>= FRACBITS;
miny >>= FRACBITS;
maxy >>= FRACBITS;
mapwidth = maxx - minx;
mapheight = maxy - miny;
// These should always be small enough to be bitshift back right now
xoffset = (minx + mapwidth/2)<<FRACBITS;
yoffset = (miny + mapheight/2)<<FRACBITS;
xscale = FixedDiv(AutomapPic->width, mapwidth);
yscale = FixedDiv(AutomapPic->height, mapheight);
zoom = FixedMul(min(xscale, yscale), FRACUNIT-FRACUNIT/20);
amnumxpos = (FixedMul(mo->x, zoom) - FixedMul(xoffset, zoom));
amnumypos = -(FixedMul(mo->y, zoom) - FixedMul(yoffset, zoom));
if (encoremode)
amnumxpos = -amnumxpos;
amxpos = amnumxpos + ((x + AutomapPic->width/2 - (facemmapprefix[skin]->width/2))<<FRACBITS);
amypos = amnumypos + ((y + AutomapPic->height/2 - (facemmapprefix[skin]->height/2))<<FRACBITS);
// do we want this? it feels unnecessary. easier to just modify the amnumxpos?
/*if (encoremode)
{
flags |= V_FLIP;
amxpos = -amnumxpos + ((x + AutomapPic->width/2 + (facemmapprefix[skin]->width/2))<<FRACBITS);
}*/
if (!mo->color) // 'default' color
V_DrawSciencePatch(amxpos, amypos, flags, facemmapprefix[skin], FRACUNIT);
else
{
UINT8 *colormap;
if (mo->colorized)
colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, GTC_CACHE);
else
colormap = R_GetTranslationColormap(skin, mo->color, GTC_CACHE);
V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, facemmapprefix[skin], colormap);
if (mo->player
&& ((G_RaceGametype() && mo->player->kartstuff[k_position] == spbplace)
|| (G_BattleGametype() && K_IsPlayerWanted(mo->player))))
{
V_DrawFixedPatch(amxpos - (4<<FRACBITS), amypos - (4<<FRACBITS), FRACUNIT, flags, kp_wantedreticle, NULL);
}
}
}
static void K_drawKartMinimap(void)
{
INT32 lumpnum;
patch_t *AutomapPic;
INT32 i = 0;
INT32 x, y;
INT32 minimaptrans, splitflags = (splitscreen == 3 ? 0 : V_SNAPTORIGHT); // flags should only be 0 when it's centered (4p split)
SINT8 localplayers[4];
SINT8 numlocalplayers = 0;
// Draw the HUD only when playing in a level.
// hu_stuff needs this, unlike st_stuff.
if (gamestate != GS_LEVEL)
return;
if (stplyr != &players[displayplayers[0]])
return;
lumpnum = W_CheckNumForName(va("%sR", G_BuildMapName(gamemap)));
if (lumpnum != -1)
AutomapPic = W_CachePatchName(va("%sR", G_BuildMapName(gamemap)), PU_HUDGFX);
else
return; // no pic, just get outta here
x = MINI_X - (AutomapPic->width/2);
y = MINI_Y - (AutomapPic->height/2);
if (timeinmap > 105)
{
minimaptrans = cv_kartminimap.value;
if (timeinmap <= 113)
minimaptrans = ((((INT32)timeinmap) - 105)*minimaptrans)/(113-105);
if (!minimaptrans)
return;
}
else
return;
minimaptrans = ((10-minimaptrans)<<FF_TRANSSHIFT);
splitflags |= minimaptrans;
if (encoremode)
V_DrawScaledPatch(x+(AutomapPic->width), y, splitflags|V_FLIP, AutomapPic);
else
V_DrawScaledPatch(x, y, splitflags, AutomapPic);
if (!(splitscreen == 2))
{
splitflags &= ~minimaptrans;
splitflags |= V_HUDTRANSHALF;
}
// let offsets transfer to the heads, too!
if (encoremode)
x += SHORT(AutomapPic->leftoffset);
else
x -= SHORT(AutomapPic->leftoffset);
y -= SHORT(AutomapPic->topoffset);
// initialize
for (i = 0; i < 4; i++)
localplayers[i] = -1;
// Player's tiny icons on the Automap. (drawn opposite direction so player 1 is drawn last in splitscreen)
if (ghosts)
{
demoghost *g = ghosts;
while (g)
{
K_drawKartMinimapHead(g->mo, x, y, splitflags, AutomapPic);
g = g->next;
}
if (!stplyr->mo || stplyr->spectator) // do we need the latter..?
return;
localplayers[numlocalplayers] = stplyr-players;
numlocalplayers++;
}
else
{
for (i = MAXPLAYERS-1; i >= 0; i--)
{
if (!playeringame[i])
continue;
if (!players[i].mo || players[i].spectator)
continue;
if (i != displayplayers[0] || splitscreen)
{
if (G_BattleGametype() && players[i].kartstuff[k_bumper] <= 0)
continue;
if (players[i].kartstuff[k_hyudorotimer] > 0)
{
if (!((players[i].kartstuff[k_hyudorotimer] < 1*TICRATE/2
|| players[i].kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2))
&& !(leveltime & 1)))
continue;
}
}
if (P_IsDisplayPlayer(&players[i]))
{
// Draw display players on top of everything else
localplayers[numlocalplayers] = i;
numlocalplayers++;
continue;
}
K_drawKartMinimapHead(players[i].mo, x, y, splitflags, AutomapPic);
}
}
// draw our local players here, opaque.
splitflags &= ~V_HUDTRANSHALF;
splitflags |= V_HUDTRANS;
for (i = 0; i < numlocalplayers; i++)
{
if (i == -1)
continue; // this doesn't interest us
K_drawKartMinimapHead(players[localplayers[i]].mo, x, y, splitflags, AutomapPic);
}
}
static void K_drawKartStartCountdown(void)
{
INT32 pnum = 0, splitflags = K_calcSplitFlags(0); // 3
if (leveltime >= starttime-(2*TICRATE)) // 2
pnum++;
if (leveltime >= starttime-TICRATE) // 1
pnum++;
if (leveltime >= starttime) // GO!
pnum++;
if ((leveltime % (2*5)) / 5) // blink
pnum += 4;
if (splitscreen) // splitscreen
pnum += 8;
V_DrawScaledPatch(STCD_X - (SHORT(kp_startcountdown[pnum]->width)/2), STCD_Y - (SHORT(kp_startcountdown[pnum]->height)/2), splitflags, kp_startcountdown[pnum]);
}
static void K_drawKartFinish(void)
{
INT32 pnum = 0, splitflags = K_calcSplitFlags(0);
if (!stplyr->kartstuff[k_cardanimation] || stplyr->kartstuff[k_cardanimation] >= (2*TICRATE) * FRACUNIT)
return;
if (((stplyr->kartstuff[k_cardanimation] / FRACUNIT) % (2*5)) / 5) // blink
pnum = 1;
if (splitscreen > 1) // 3/4p, stationary FIN
{
pnum += 2;
V_DrawScaledPatch(STCD_X - (SHORT(kp_racefinish[pnum]->width)/2), STCD_Y - (SHORT(kp_racefinish[pnum]->height)/2), splitflags, kp_racefinish[pnum]);
return;
}
//else -- 1/2p, scrolling FINISH
{
fixed_t x, xval;
if (splitscreen) // wide splitscreen
pnum += 4;
x = ((vid.width << FRACBITS) / vid.dupx);
xval = (SHORT(kp_racefinish[pnum]->width) << FRACBITS);
x = FixedMul(
(TICRATE * FRACUNIT) - stplyr->kartstuff[k_cardanimation],
(xval > x) ? xval : x
) / TICRATE;
if (splitscreen && stplyr == &players[displayplayers[1]])
x = -x;
V_DrawFixedPatch(
x + (STCD_X<<FRACBITS) - (xval>>1),
(STCD_Y<<FRACBITS) - (SHORT(kp_racefinish[pnum]->height) << (FRACBITS-1)),
FRACUNIT,
splitflags, kp_racefinish[pnum], NULL
);
}
}
static void K_drawBattleFullscreen(void)
{
fixed_t x = (BASEVIDWIDTH/2) * FRACUNIT;
fixed_t y = (-64 * FRACUNIT) + stplyr->kartstuff[k_cardanimation]; // card animation goes from 0 to 164, 164 is the middle of the screen
INT32 splitflags = V_SNAPTOTOP; // I don't feel like properly supporting non-green resolutions, so you can have a misuse of SNAPTO instead
fixed_t scale = FRACUNIT;
boolean drawcomebacktimer = true; // lazy hack because it's cleaner in the long run.
#ifdef HAVE_BLUA
if (!LUA_HudEnabled(hud_battlecomebacktimer))
drawcomebacktimer = false;
#endif
if (splitscreen)
{
if ((splitscreen == 1 && stplyr == &players[displayplayers[1]])
|| (splitscreen > 1 && (stplyr == &players[displayplayers[2]]
|| (stplyr == &players[displayplayers[3]] && splitscreen > 2))))
{
y = (232*FRACUNIT) - (stplyr->kartstuff[k_cardanimation]/2);
splitflags = V_SNAPTOBOTTOM;
}
else
y = (-32*FRACUNIT) + (stplyr->kartstuff[k_cardanimation]/2);
if (splitscreen > 1)
{
scale /= 2;
if (stplyr == &players[displayplayers[1]]
|| (stplyr == &players[displayplayers[3]] && splitscreen > 2))
x = (3*BASEVIDWIDTH/4) * FRACUNIT;
else
x = (BASEVIDWIDTH/4) * FRACUNIT;
}
else
{
if (stplyr->exiting)
{
if (stplyr == &players[displayplayers[1]])
x = (BASEVIDWIDTH-96) * FRACUNIT;
else
x = 96 * FRACUNIT;
}
else
scale /= 2;
}
}
if (stplyr->exiting)
{
if (stplyr == &players[displayplayers[0]])
V_DrawFadeScreen(0xFF00, 16);
if (stplyr->exiting < 6*TICRATE && !stplyr->spectator)
{
if (stplyr->kartstuff[k_position] == 1)
V_DrawFixedPatch(x, y, scale, splitflags, kp_battlewin, NULL);
else
V_DrawFixedPatch(x, y, scale, splitflags, (K_IsPlayerLosing(stplyr) ? kp_battlelose : kp_battlecool), NULL);
}
else
K_drawKartFinish();
}
else if (stplyr->kartstuff[k_bumper] <= 0 && stplyr->kartstuff[k_comebacktimer] && comeback && !stplyr->spectator && drawcomebacktimer)
{
UINT16 t = stplyr->kartstuff[k_comebacktimer] / (10*TICRATE);
fixed_t txoff, adjust = (splitscreen > 1) ? 4*FRACUNIT : 6*FRACUNIT; // normal string is 8, kart string is 12, half of that for ease
fixed_t ty = (BASEVIDHEIGHT/2)+66;
txoff = adjust;
while (t)
{
txoff += adjust;
t /= 10;
}
if (splitscreen)
{
if (splitscreen > 1)
ty = ((BASEVIDHEIGHT/4)+33) * FRACUNIT;
if ((splitscreen == 1 && stplyr == &players[displayplayers[1]])
|| (stplyr == &players[displayplayers[2]] && splitscreen > 1)
|| (stplyr == &players[displayplayers[3]] && splitscreen > 2))
ty += (BASEVIDHEIGHT/2) * FRACUNIT;
}
else
V_DrawFadeScreen(0xFF00, 16);
if (!comebackshowninfo)
V_DrawFixedPatch(x, y, scale, splitflags, kp_battleinfo, NULL);
else
V_DrawFixedPatch(x, y, scale, splitflags, kp_battlewait, NULL);
if (splitscreen > 1)
V_DrawString((x-txoff) / FRACUNIT, ty / FRACUNIT, 0, va("%d", stplyr->kartstuff[k_comebacktimer]/TICRATE));
else
{
V_DrawFixedPatch(x, ty, scale, 0, kp_timeoutsticker, NULL);
V_DrawKartString((x-txoff) / FRACUNIT, ty / FRACUNIT, 0, va("%d", stplyr->kartstuff[k_comebacktimer]/TICRATE));
}
}
if (netgame && !stplyr->spectator && timeinmap > 113) // FREE PLAY?
{
UINT8 i;
// check to see if there's anyone else at all
for (i = 0; i < MAXPLAYERS; i++)
{
if (i == displayplayers[0])
continue;
if (playeringame[i] && !stplyr->spectator)
return;
}
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_freeplay))
#endif
K_drawKartFreePlay(leveltime);
}
}
static void K_drawKartFirstPerson(void)
{
static INT32 pnum[4], turn[4], drift[4];
INT32 pn = 0, tn = 0, dr = 0;
INT32 target = 0, splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM);
INT32 x = BASEVIDWIDTH/2, y = BASEVIDHEIGHT;
fixed_t scale;
UINT8 *colmap = NULL;
ticcmd_t *cmd = &stplyr->cmd;
if (stplyr->spectator || !stplyr->mo || (stplyr->mo->flags2 & MF2_DONTDRAW))
return;
if (stplyr == &players[displayplayers[1]] && splitscreen)
{ pn = pnum[1]; tn = turn[1]; dr = drift[1]; }
else if (stplyr == &players[displayplayers[2]] && splitscreen > 1)
{ pn = pnum[2]; tn = turn[2]; dr = drift[2]; }
else if (stplyr == &players[displayplayers[3]] && splitscreen > 2)
{ pn = pnum[3]; tn = turn[3]; dr = drift[3]; }
else
{ pn = pnum[0]; tn = turn[0]; dr = drift[0]; }
if (splitscreen)
{
y >>= 1;
if (splitscreen > 1)
x >>= 1;
}
{
if (stplyr->speed < (20*stplyr->mo->scale) && (leveltime & 1) && !splitscreen)
y++;
// the following isn't EXPLICITLY right, it just gets the result we want, but i'm too lazy to look up the right way to do it
if (stplyr->mo->flags2 & MF2_SHADOW)
splitflags |= FF_TRANS80;
else if (stplyr->mo->frame & FF_TRANSMASK)
splitflags |= (stplyr->mo->frame & FF_TRANSMASK);
}
if (cmd->driftturn > 400) // strong left turn
target = 2;
else if (cmd->driftturn < -400) // strong right turn
target = -2;
else if (cmd->driftturn > 0) // weak left turn
target = 1;
else if (cmd->driftturn < 0) // weak right turn
target = -1;
else // forward
target = 0;
if (encoremode)
target = -target;
if (pn < target)
pn++;
else if (pn > target)
pn--;
if (pn < 0)
splitflags |= V_FLIP; // right turn
target = abs(pn);
if (target > 2)
target = 2;
x <<= FRACBITS;
y <<= FRACBITS;
if (tn != cmd->driftturn/50)
tn -= (tn - (cmd->driftturn/50))/8;
if (dr != stplyr->kartstuff[k_drift]*16)
dr -= (dr - (stplyr->kartstuff[k_drift]*16))/8;
if (splitscreen == 1)
{
scale = (2*FRACUNIT)/3;
y += FRACUNIT/(vid.dupx < vid.dupy ? vid.dupx : vid.dupy); // correct a one-pixel gap on the screen view (not the basevid view)
}
else if (splitscreen)
scale = FRACUNIT/2;
else
scale = FRACUNIT;
if (stplyr->mo)
{
INT32 dsone = K_GetKartDriftSparkValue(stplyr);
INT32 dstwo = dsone*2;
INT32 dsthree = dstwo*2;
#ifndef DONTLIKETOASTERSFPTWEAKS
{
const angle_t ang = R_PointToAngle2(0, 0, stplyr->rmomx, stplyr->rmomy) - stplyr->frameangle;
// yes, the following is correct. no, you do not need to swap the x and y.
fixed_t xoffs = -P_ReturnThrustY(stplyr->mo, ang, (BASEVIDWIDTH<<(FRACBITS-2))/2);
fixed_t yoffs = -(P_ReturnThrustX(stplyr->mo, ang, 4*FRACUNIT) - 4*FRACUNIT);
if (splitscreen)
xoffs = FixedMul(xoffs, scale);
xoffs -= (tn)*scale;
xoffs -= (dr)*scale;
if (stplyr->frameangle == stplyr->mo->angle)
{
const fixed_t mag = FixedDiv(stplyr->speed, 10*stplyr->mo->scale);
if (mag < FRACUNIT)
{
xoffs = FixedMul(xoffs, mag);
if (!splitscreen)
yoffs = FixedMul(yoffs, mag);
}
}
if (stplyr->mo->momz > 0) // TO-DO: Draw more of the kart so we can remove this if!
yoffs += stplyr->mo->momz/3;
if (encoremode)
x -= xoffs;
else
x += xoffs;
if (!splitscreen)
y += yoffs;
}
// drift sparks!
if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsthree))
colmap = R_GetTranslationColormap(TC_RAINBOW, (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))), GTC_CACHE);
else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dstwo))
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_KETCHUP, GTC_CACHE);
else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsone))
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_SAPPHIRE, GTC_CACHE);
else
#endif
// invincibility/grow/shrink!
if (stplyr->mo->colorized && stplyr->mo->color)
colmap = R_GetTranslationColormap(TC_RAINBOW, stplyr->mo->color, GTC_CACHE);
}
V_DrawFixedPatch(x, y, scale, splitflags, kp_fpview[target], colmap);
if (stplyr == &players[displayplayers[1]] && splitscreen)
{ pnum[1] = pn; turn[1] = tn; drift[1] = dr; }
else if (stplyr == &players[displayplayers[2]] && splitscreen > 1)
{ pnum[2] = pn; turn[2] = tn; drift[2] = dr; }
else if (stplyr == &players[displayplayers[3]] && splitscreen > 2)
{ pnum[3] = pn; turn[3] = tn; drift[3] = dr; }
else
{ pnum[0] = pn; turn[0] = tn; drift[0] = dr; }
}
// doesn't need to ever support 4p
static void K_drawInput(void)
{
static INT32 pn = 0;
INT32 target = 0, splitflags = (V_SNAPTOBOTTOM|V_SNAPTORIGHT);
INT32 x = BASEVIDWIDTH - 32, y = BASEVIDHEIGHT-24, offs, col;
const INT32 accent1 = splitflags|colortranslations[stplyr->skincolor][5];
const INT32 accent2 = splitflags|colortranslations[stplyr->skincolor][9];
ticcmd_t *cmd = &stplyr->cmd;
if (timeinmap <= 105)
return;
if (timeinmap < 113)
{
INT32 count = ((INT32)(timeinmap) - 105);
offs = 64;
while (count-- > 0)
offs >>= 1;
x += offs;
}
#define BUTTW 8
#define BUTTH 11
#define drawbutt(xoffs, butt, symb)\
if (stplyr->cmd.buttons & butt)\
{\
offs = 2;\
col = accent1;\
}\
else\
{\
offs = 0;\
col = accent2;\
V_DrawFill(x+(xoffs), y+BUTTH, BUTTW-1, 2, splitflags|31);\
}\
V_DrawFill(x+(xoffs), y+offs, BUTTW-1, BUTTH, col);\
V_DrawFixedPatch((x+1+(xoffs))<<FRACBITS, (y+offs+1)<<FRACBITS, FRACUNIT, splitflags, tny_font[symb-HU_FONTSTART], NULL)
drawbutt(-2*BUTTW, BT_ACCELERATE, 'A');
drawbutt( -BUTTW, BT_BRAKE, 'B');
drawbutt( 0, BT_DRIFT, 'D');
drawbutt( BUTTW, BT_ATTACK, 'I');
#undef drawbutt
#undef BUTTW
#undef BUTTH
y -= 1;
if (!cmd->driftturn) // no turn
target = 0;
else // turning of multiple strengths!
{
target = ((abs(cmd->driftturn) - 1)/125)+1;
if (target > 4)
target = 4;
if (cmd->driftturn < 0)
target = -target;
}
if (pn != target)
{
if (abs(pn - target) == 1)
pn = target;
else if (pn < target)
pn += 2;
else //if (pn > target)
pn -= 2;
}
if (pn < 0)
{
splitflags |= V_FLIP; // right turn
x--;
}
target = abs(pn);
if (target > 4)
target = 4;
if (!stplyr->skincolor)
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, splitflags, kp_inputwheel[target], NULL);
else
{
UINT8 *colormap;
colormap = R_GetTranslationColormap(0, stplyr->skincolor, GTC_CACHE);
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, splitflags, kp_inputwheel[target], colormap);
}
}
static void K_drawChallengerScreen(void)
{
// This is an insanely complicated animation.
static UINT8 anim[52] = {
0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13, // frame 1-14, 2 tics: HERE COMES A NEW slides in
14,14,14,14,14,14, // frame 15, 6 tics: pause on the W
15,16,17,18, // frame 16-19, 1 tic: CHALLENGER approaches screen
19,20,19,20,19,20,19,20,19,20, // frame 20-21, 1 tic, 5 alternating: all text vibrates from impact
21,22,23,24 // frame 22-25, 1 tic: CHALLENGER turns gold
};
const UINT8 offset = min(52-1, (3*TICRATE)-mapreset);
V_DrawFadeScreen(0xFF00, 16); // Fade out
V_DrawScaledPatch(0, 0, 0, kp_challenger[anim[offset]]);
}
static void K_drawLapStartAnim(void)
{
// This is an EVEN MORE insanely complicated animation.
const fixed_t halfW = (BASEVIDWIDTH/2 * FRACUNIT);
const fixed_t scrollSpeed = 32*FRACUNIT;
const fixed_t progress = (80*FRACUNIT) - stplyr->kartstuff[k_lapanimation];
const INT32 progressInt = progress / FRACUNIT;
const fixed_t invertAnim = max(0, stplyr->kartstuff[k_lapanimation] - 76*FRACUNIT);
const fixed_t invertProgress = max(0, progress - 76*FRACUNIT);
const fixed_t scrollA = FixedMul(scrollSpeed, invertAnim);
const fixed_t scrollB = FixedMul(scrollSpeed, invertProgress);
const fixed_t emblemY = (48*FRACUNIT) - scrollB;
const fixed_t handBobStrength = 4*FRACUNIT;
const fixed_t handBob = handBobStrength - abs(FixedRem(progress, handBobStrength * 2) - handBobStrength);
const UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, stplyr->skincolor, GTC_CACHE);
V_DrawFixedPatch(
halfW + scrollA,
emblemY,
FRACUNIT, V_SNAPTOTOP|V_HUDTRANS,
(modeattacking ? kp_lapanim_emblem[1] : kp_lapanim_emblem[0]), colormap);
if (stplyr->kartstuff[k_laphand] >= 1 && stplyr->kartstuff[k_laphand] <= 3)
{
V_DrawFixedPatch(
halfW + scrollA,
emblemY + handBob,
FRACUNIT, V_SNAPTOTOP|V_HUDTRANS,
kp_lapanim_hand[stplyr->kartstuff[k_laphand]-1], NULL);
}
if (stplyr->laps == (UINT8)(cv_numlaps.value - 1))
{
const INT32 finalProgress = min(progressInt / 2, 10);
const INT32 lapProgress = min(progressInt / 2 - 12, 6);
const fixed_t finalX = (62*FRACUNIT) - scrollB;
const fixed_t lapX = (188*FRACUNIT) + scrollB;
V_DrawFixedPatch(
finalX,
30*FRACUNIT,
FRACUNIT, V_SNAPTOTOP|V_HUDTRANS,
kp_lapanim_final[finalProgress], NULL);
if (lapProgress >= 0)
{
V_DrawFixedPatch(
lapX,
30*FRACUNIT,
FRACUNIT, V_SNAPTOTOP|V_HUDTRANS,
kp_lapanim_lap[lapProgress], NULL);
}
}
else
{
const INT32 lapProgress = min(progressInt / 2, 6);
const INT32 numberAProgress = min(progressInt / 2 - 8, 2);
const INT32 numberBProgress = min(progressInt / 2 - 10, 2);
const UINT32 numberA = ((UINT32)stplyr->laps+1) / 10;
const UINT32 numberB = ((UINT32)stplyr->laps+1) % 10;
const fixed_t lapX = (82*FRACUNIT) - scrollB;
const fixed_t numberX = (188*FRACUNIT) + scrollB;
V_DrawFixedPatch(
lapX,
30*FRACUNIT,
FRACUNIT, V_SNAPTOTOP|V_HUDTRANS,
kp_lapanim_lap[lapProgress], NULL);
if (numberAProgress >= 0)
{
V_DrawFixedPatch(
numberX,
30*FRACUNIT,
FRACUNIT, V_SNAPTOTOP|V_HUDTRANS,
kp_lapanim_number[numberA][numberAProgress], NULL);
if (numberBProgress >= 0)
{
V_DrawFixedPatch(
numberX + (20*FRACUNIT),
30*FRACUNIT,
FRACUNIT, V_SNAPTOTOP|V_HUDTRANS,
kp_lapanim_number[numberB][numberBProgress], NULL);
}
}
}
}
void K_drawKartFreePlay(UINT32 flashtime)
{
// no splitscreen support because it's not FREE PLAY if you have more than one player in-game
if ((flashtime % TICRATE) < TICRATE/2)
return;
V_DrawKartString((BASEVIDWIDTH - (LAPS_X+1)) - (12*9), // mirror the laps thingy
LAPS_Y+3, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, "FREE PLAY");
}
static void K_drawDistributionDebugger(void)
{
patch_t *items[NUMKARTRESULTS] = {
kp_sadface[1],
kp_sneaker[1],
kp_rocketsneaker[1],
kp_invincibility[7],
kp_banana[1],
kp_eggman[1],
kp_orbinaut[4],
kp_jawz[1],
kp_mine[1],
kp_ballhog[1],
kp_selfpropelledbomb[1],
kp_grow[1],
kp_shrink[1],
kp_thundershield[1],
kp_hyudoro[1],
kp_pogospring[1],
kp_kitchensink[1],
kp_sneaker[1],
kp_banana[1],
kp_banana[1],
kp_orbinaut[4],
kp_orbinaut[4],
kp_jawz[1]
};
INT32 useodds = 0;
INT32 pingame = 0, bestbumper = 0;
INT32 i;
INT32 x = -9, y = -9;
boolean dontforcespb = false;
boolean spbrush = false;
if (stplyr != &players[displayplayers[0]]) // only for p1
return;
// The only code duplication from the Kart, just to avoid the actual item function from calculating pingame twice
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
pingame++;
if (players[i].exiting)
dontforcespb = true;
if (players[i].kartstuff[k_bumper] > bestbumper)
bestbumper = players[i].kartstuff[k_bumper];
}
if (G_RaceGametype())
spbrush = (spbplace != -1 && stplyr->kartstuff[k_position] == spbplace+1);
useodds = K_FindUseodds(stplyr, 0, pingame, bestbumper, spbrush, dontforcespb);
for (i = 1; i < NUMKARTRESULTS; i++)
{
const INT32 itemodds = K_KartGetItemOdds(useodds, i, 0, spbrush);
if (itemodds <= 0)
continue;
V_DrawScaledPatch(x, y, V_HUDTRANS|V_SNAPTOTOP, items[i]);
V_DrawThinString(x+11, y+31, V_HUDTRANS|V_SNAPTOTOP, va("%d", itemodds));
// Display amount for multi-items
if (i >= NUMKARTITEMS)
{
INT32 amount;
switch (i)
{
case KRITEM_TENFOLDBANANA:
amount = 10;
break;
case KRITEM_QUADORBINAUT:
amount = 4;
break;
case KRITEM_DUALJAWZ:
amount = 2;
break;
default:
amount = 3;
break;
}
V_DrawString(x+24, y+31, V_ALLOWLOWERCASE|V_HUDTRANS|V_SNAPTOTOP, va("x%d", amount));
}
x += 32;
if (x >= 297)
{
x = -9;
y += 32;
}
}
V_DrawString(0, 0, V_HUDTRANS|V_SNAPTOTOP, va("USEODDS %d", useodds));
}
static void K_drawCheckpointDebugger(void)
{
if (stplyr != &players[displayplayers[0]]) // only for p1
return;
if (stplyr->starpostnum >= (numstarposts - (numstarposts/2)))
V_DrawString(8, 184, 0, va("Checkpoint: %d / %d (Can finish)", stplyr->starpostnum, numstarposts));
else
V_DrawString(8, 184, 0, va("Checkpoint: %d / %d (Skip: %d)", stplyr->starpostnum, numstarposts, ((numstarposts/2) + stplyr->starpostnum)));
V_DrawString(8, 192, 0, va("Waypoint dist: Prev %d, Next %d", stplyr->kartstuff[k_prevcheck], stplyr->kartstuff[k_nextcheck]));
}
void K_drawKartHUD(void)
{
boolean isfreeplay = false;
boolean battlefullscreen = false;
boolean freecam = demo.freecam; //disable some hud elements w/ freecam
UINT8 i;
// Define the X and Y for each drawn object
// This is handled by console/menu values
K_initKartHUD();
// Draw that fun first person HUD! Drawn ASAP so it looks more "real".
for (i = 0; i <= splitscreen; i++)
{
if (stplyr == &players[displayplayers[i]] && !camera[i].chase && !freecam)
K_drawKartFirstPerson();
}
// Draw full screen stuff that turns off the rest of the HUD
if (mapreset && stplyr == &players[displayplayers[0]])
{
K_drawChallengerScreen();
return;
}
battlefullscreen = ((G_BattleGametype())
&& (stplyr->exiting
|| (stplyr->kartstuff[k_bumper] <= 0
&& stplyr->kartstuff[k_comebacktimer]
&& comeback
&& stplyr->playerstate == PST_LIVE)));
if (!demo.title && (!battlefullscreen || splitscreen))
{
// Draw the CHECK indicator before the other items, so it's overlapped by everything else
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_check)) // delete lua when?
#endif
if (cv_kartcheck.value && !splitscreen && !players[displayplayers[0]].exiting && !freecam)
K_drawKartPlayerCheck();
// Draw WANTED status
if (G_BattleGametype())
{
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_wanted))
#endif
K_drawKartWanted();
}
if (cv_kartminimap.value)
{
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_minimap))
#endif
K_drawKartMinimap();
}
}
if (battlefullscreen && !freecam)
{
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_battlefullscreen))
#endif
K_drawBattleFullscreen();
return;
}
// Draw the item window
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_item) && !freecam)
#endif
K_drawKartItem();
// If not splitscreen, draw...
if (!splitscreen && !demo.title)
{
// Draw the timestamp
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_time))
#endif
K_drawKartTimestamp(stplyr->realtime, TIME_X, TIME_Y, gamemap, 0);
if (!modeattacking)
{
// The top-four faces on the left
/*#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_minirankings))
#endif*/
isfreeplay = K_drawKartPositionFaces();
}
}
if (!stplyr->spectator && !demo.freecam) // Bottom of the screen elements, don't need in spectate mode
{
if (demo.title) // Draw title logo instead in demo.titles
{
INT32 x = BASEVIDWIDTH - 32, y = 128, offs;
if (splitscreen == 3)
{
x = BASEVIDWIDTH/2 + 10;
y = BASEVIDHEIGHT/2 - 30;
}
if (timeinmap < 113)
{
INT32 count = ((INT32)(timeinmap) - 104);
offs = 256;
while (count-- > 0)
offs >>= 1;
x += offs;
}
V_DrawTinyScaledPatch(x-54, y, 0, W_CachePatchName("TTKBANNR", PU_CACHE));
V_DrawTinyScaledPatch(x-54, y+25, 0, W_CachePatchName("TTKART", PU_CACHE));
}
else if (G_RaceGametype()) // Race-only elements
{
// Draw the lap counter
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_gametypeinfo))
#endif
K_drawKartLaps();
if (!splitscreen)
{
// Draw the speedometer
// TODO: Make a better speedometer.
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_speedometer))
#endif
K_drawKartSpeedometer();
}
if (isfreeplay)
;
else if (!modeattacking)
{
// Draw the numerical position
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_position))
#endif
K_DrawKartPositionNum(stplyr->kartstuff[k_position]);
}
else //if (!(demo.playback && hu_showscores))
{
// Draw the input UI
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_position))
#endif
K_drawInput();
}
}
else if (G_BattleGametype()) // Battle-only
{
// Draw the hits left!
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_gametypeinfo))
#endif
K_drawKartBumpersOrKarma();
}
}
// Draw the countdowns after everything else.
if (leveltime >= starttime-(3*TICRATE)
&& leveltime < starttime+TICRATE)
K_drawKartStartCountdown();
else if (racecountdown && (!splitscreen || !stplyr->exiting))
{
char *countstr = va("%d", racecountdown/TICRATE);
if (splitscreen > 1)
V_DrawCenteredString(BASEVIDWIDTH/4, LAPS_Y+1, K_calcSplitFlags(0), countstr);
else
{
INT32 karlen = strlen(countstr)*6; // half of 12
V_DrawKartString((BASEVIDWIDTH/2)-karlen, LAPS_Y+3, K_calcSplitFlags(0), countstr);
}
}
// Race overlays
if (G_RaceGametype() && !freecam)
{
if (stplyr->exiting)
K_drawKartFinish();
else if (stplyr->kartstuff[k_lapanimation] && !splitscreen)
K_drawLapStartAnim();
}
if (modeattacking || freecam) // everything after here is MP and debug only
return;
if (G_BattleGametype() && !splitscreen && ((stplyr->kartstuff[k_yougotem] / FRACUNIT) % 2)) // * YOU GOT EM *
V_DrawScaledPatch(BASEVIDWIDTH/2 - (SHORT(kp_yougotem->width)/2), 32, V_HUDTRANS, kp_yougotem);
// Draw FREE PLAY.
if (isfreeplay && !stplyr->spectator && timeinmap > 113)
{
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_freeplay))
#endif
K_drawKartFreePlay(leveltime);
}
if (cv_kartdebugdistribution.value)
K_drawDistributionDebugger();
if (cv_kartdebugcheckpoint.value)
K_drawCheckpointDebugger();
if (cv_kartdebugnodes.value)
{
UINT8 p;
for (p = 0; p < MAXPLAYERS; p++)
V_DrawString(8, 64+(8*p), V_YELLOWMAP, va("%d - %d (%dl)", p, playernode[p], players[p].cmd.latency));
}
if (cv_kartdebugcolorize.value && stplyr->mo && stplyr->mo->skin)
{
INT32 x = 0, y = 0;
UINT8 c;
for (c = 1; c < MAXSKINCOLORS; c++)
{
UINT8 *cm = R_GetTranslationColormap(TC_RAINBOW, c, GTC_CACHE);
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT>>1, 0, facewantprefix[stplyr->skin], cm);
x += 16;
if (x > BASEVIDWIDTH-16)
{
x = 0;
y += 16;
}
}
}
}
//}