Kart-Public/src/k_kart.c
2018-07-29 15:09:20 -04:00

6200 lines
195 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"
// 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
// mirrormode is Mirror 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
// spbincoming is the timer before k_deathsentence is cast on the player in 1st
// spbplayer is the last player who fired a SPB
// mapreset is set when enough players fill an empty server
//{ 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", // 00 // SKINCOLOR_NONE
"Ivory", // 01 // SKINCOLOR_IVORY
"White", // 02 // SKINCOLOR_WHITE
"Silver", // 03 // SKINCOLOR_SILVER
"Cloudy", // 04 // SKINCOLOR_CLOUDY
"Grey", // 05 // SKINCOLOR_GREY
"Nickel", // 06 // SKINCOLOR_NICKEL
"Black", // 07 // SKINCOLOR_BLACK
"Salmon", // 08 // SKINCOLOR_SALMON
"Pink", // 09 // SKINCOLOR_PINK
"Rose", // 10 // SKINCOLOR_ROSE
"Raspberry", // 11 // SKINCOLOR_RASPBERRY
"Red", // 12 // SKINCOLOR_RED
"Ruby", // 13 // SKINCOLOR_RUBY
"Crimson", // 14 // SKINCOLOR_CRIMSON
"Dawn", // 15 // SKINCOLOR_DAWN
"Creamsicle", // 16 // SKINCOLOR_CREAMSICLE
"Orange", // 17 // SKINCOLOR_ORANGE
"Pumpkin", // 18 // SKINCOLOR_PUMPKIN
"Rosewood", // 19 // SKINCOLOR_ROSEWOOD
"Burgundy", // 20 // SKINCOLOR_BURGUNDY
"Bronze", // 21 // SKINCOLOR_BRONZE
"Sepia", // 22 // SKINCOLOR_SEPIA
"Beige", // 23 // SKINCOLOR_BEIGE
"Brown", // 24 // SKINCOLOR_BROWN
"Leather", // 25 // SKINCOLOR_LEATHER
"Peach", // 26 // SKINCOLOR_PEACH
"Caramel", // 27 // SKINCOLOR_CARAMEL
"Tangerine", // 28 // SKINCOLOR_TANGERINE
"Gold", // 29 // SKINCOLOR_GOLD
"Vomit", // 30 // SKINCOLOR_VOMIT
"Yellow", // 31 // SKINCOLOR_YELLOW
"Canary", // 32 // SKINCOLOR_CANARY
"Olive", // 33 // SKINCOLOR_OLIVE
"Garden", // 34 // SKINCOLOR_GARDEN
"Lime", // 35 // SKINCOLOR_LIME
"Tea", // 36 // SKINCOLOR_TEA
"Army", // 37 // SKINCOLOR_ARMY
"Pistachio", // 38 // SKINCOLOR_PISTACHIO
"Moss", // 39 // SKINCOLOR_MOSS
"Mint", // 40 // SKINCOLOR_MINT
"Green", // 41 // SKINCOLOR_GREEN
"Robo-Hood", // 42 // SKINCOLOR_ROBOHOOD
"Pinetree", // 43 // SKINCOLOR_PINETREE
"Emerald", // 44 // SKINCOLOR_EMERALD
"Swamp", // 45 // SKINCOLOR_SWAMP
"Aqua", // 46 // SKINCOLOR_AQUA
"Teal", // 47 // SKINCOLOR_TEAL
"Cyan", // 48 // SKINCOLOR_CYAN
"Cerulean", // 49 // SKINCOLOR_CERULEAN
"Slate", // 50 // SKINCOLOR_SLATE
"Steel", // 51 // SKINCOLOR_STEEL
"Periwinkle", // 52 // SKINCOLOR_PERIWINKLE
"Blue", // 53 // SKINCOLOR_BLUE
"Sapphire", // 54 // SKINCOLOR_SAPPHIRE
"Blueberry", // 55 // SKINCOLOR_BLUEBERRY
"Navy", // 56 // SKINCOLOR_NAVY
"Jet", // 57 // SKINCOLOR_JET
"Dusk", // 58 // SKINCOLOR_DUSK
"Purple", // 59 // SKINCOLOR_PURPLE
"Lavender", // 60 // SKINCOLOR_LAVENDER
"Indigo", // 61 // SKINCOLOR_INDIGO
"Byzantium", // 62 // SKINCOLOR_BYZANTIUM
"Lilac" // 63 // 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, // 00 // SKINCOLOR_NONE
SKINCOLOR_BLACK,8, // 01 // SKINCOLOR_IVORY
SKINCOLOR_NICKEL,8, // 02 // SKINCOLOR_WHITE
SKINCOLOR_GREY,8, // 03 // SKINCOLOR_SILVER
SKINCOLOR_CLOUDY,8, // 04 // SKINCOLOR_CLOUDY
SKINCOLOR_SILVER,8, // 05 // SKINCOLOR_GREY
SKINCOLOR_WHITE,8, // 06 // SKINCOLOR_NICKEL
SKINCOLOR_IVORY,8, // 07 // SKINCOLOR_BLACK
SKINCOLOR_TEA,8, // 08 // SKINCOLOR_SALMON
SKINCOLOR_ARMY,8, // 09 // SKINCOLOR_PINK
SKINCOLOR_MOSS,8, // 10 // SKINCOLOR_ROSE
SKINCOLOR_MINT,10, // 11 // SKINCOLOR_RASPBERRY
SKINCOLOR_GREEN,8, // 12 // SKINCOLOR_RED
SKINCOLOR_EMERALD,6, // 13 // SKINCOLOR_RUBY
SKINCOLOR_PINETREE,6, // 14 // SKINCOLOR_CRIMSON
SKINCOLOR_DUSK,8, // 15 // SKINCOLOR_DAWN
SKINCOLOR_PERIWINKLE,8, // 16 // SKINCOLOR_CREAMSICLE
SKINCOLOR_BLUE,8, // 17 // SKINCOLOR_ORANGE
SKINCOLOR_BLUEBERRY,8, // 18 // SKINCOLOR_PUMPKIN
SKINCOLOR_NAVY,8, // 19 // SKINCOLOR_ROSEWOOD
SKINCOLOR_JET,8, // 20 // SKINCOLOR_BURGUNDY
SKINCOLOR_STEEL,8, // 21 // SKINCOLOR_BRONZE
SKINCOLOR_LEATHER,6, // 22 // SKINCOLOR_SEPIA
SKINCOLOR_BROWN,2, // 23 // SKINCOLOR_BEIGE
SKINCOLOR_BEIGE,8, // 24 // SKINCOLOR_BROWN
SKINCOLOR_SEPIA,8, // 25 // SKINCOLOR_LEATHER
SKINCOLOR_SLATE,8, // 26 // SKINCOLOR_PEACH
SKINCOLOR_TEAL,8, // 27 // SKINCOLOR_CARAMEL
SKINCOLOR_LIME,8, // 28 // SKINCOLOR_TANGERINE
SKINCOLOR_LAVENDER,6, // 29 // SKINCOLOR_GOLD
SKINCOLOR_ROBOHOOD,8, // 30 // SKINCOLOR_VOMIT
SKINCOLOR_BYZANTIUM,8, // 31 // SKINCOLOR_YELLOW
SKINCOLOR_PURPLE,8, // 32 // SKINCOLOR_CANARY
SKINCOLOR_INDIGO,8, // 33 // SKINCOLOR_OLIVE
SKINCOLOR_AQUA,8, // 34 // SKINCOLOR_GARDEN
SKINCOLOR_TANGERINE,8, // 35 // SKINCOLOR_LIME
SKINCOLOR_SALMON,8, // 36 // SKINCOLOR_TEA
SKINCOLOR_PINK,6, // 37 // SKINCOLOR_ARMY
SKINCOLOR_CYAN,8, // 38 // SKINCOLOR_PISTACHIO
SKINCOLOR_ROSE,8, // 39 // SKINCOLOR_MOSS
SKINCOLOR_RASPBERRY,6, // 40 // SKINCOLOR_MINT
SKINCOLOR_RED,8, // 41 // SKINCOLOR_GREEN
SKINCOLOR_VOMIT,8, // 42 // SKINCOLOR_ROBOHOOD
SKINCOLOR_CRIMSON,8, // 43 // SKINCOLOR_PINETREE
SKINCOLOR_RUBY,8, // 44 // SKINCOLOR_EMERALD
SKINCOLOR_SAPPHIRE,8, // 45 // SKINCOLOR_SWAMP
SKINCOLOR_GARDEN,10, // 46 // SKINCOLOR_AQUA
SKINCOLOR_CARAMEL,8, // 47 // SKINCOLOR_TEAL
SKINCOLOR_PISTACHIO,6, // 48 // SKINCOLOR_CYAN
SKINCOLOR_LILAC,8, // 49 // SKINCOLOR_CERULEAN
SKINCOLOR_PEACH,8, // 50 // SKINCOLOR_SLATE
SKINCOLOR_BRONZE,10, // 51 // SKINCOLOR_STEEL
SKINCOLOR_CREAMSICLE,8, // 52 // SKINCOLOR_PERIWINKLE
SKINCOLOR_ORANGE,8, // 53 // SKINCOLOR_BLUE
SKINCOLOR_SWAMP,8, // 54 // SKINCOLOR_SAPPHIRE
SKINCOLOR_PUMPKIN,8, // 55 // SKINCOLOR_BLUEBERRY
SKINCOLOR_ROSEWOOD,8, // 56 // SKINCOLOR_NAVY
SKINCOLOR_BURGUNDY,6, // 57 // SKINCOLOR_JET
SKINCOLOR_DAWN,8, // 58 // SKINCOLOR_DUSK
SKINCOLOR_CANARY,8, // 59 // SKINCOLOR_PURPLE
SKINCOLOR_GOLD,10, // 60 // SKINCOLOR_LAVENDER
SKINCOLOR_OLIVE,8, // 61 // SKINCOLOR_INDIGO
SKINCOLOR_YELLOW,8, // 62 // SKINCOLOR_BYZANTIUM
SKINCOLOR_CERULEAN,8 // 63 // SKINCOLOR_LILAC
};
UINT8 colortranslations[MAXSKINCOLORS][16] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // SKINCOLOR_NONE
{120, 120, 120, 120, 0, 1, 3, 4, 6, 7, 10, 14, 18, 22, 25, 28}, // SKINCOLOR_IVORY
{120, 120, 0, 1, 3, 4, 6, 7, 9, 11, 13, 16, 19, 23, 26, 29}, // SKINCOLOR_WHITE
{ 0, 1, 3, 5, 6, 8, 10, 11, 13, 15, 16, 18, 20, 24, 27, 30}, // SKINCOLOR_SILVER
{ 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31}, // SKINCOLOR_CLOUDY
{ 8, 9, 10, 12, 13, 15, 16, 19, 19, 20, 21, 23, 25, 27, 29, 31}, // SKINCOLOR_GREY
{ 16, 16, 17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 28, 29, 30, 31}, // SKINCOLOR_NICKEL
{ 16, 17, 19, 21, 22, 24, 26, 27, 27, 28, 28, 29, 29, 30, 30, 31}, // SKINCOLOR_BLACK
{120, 120, 120, 121, 121, 122, 122, 123, 124, 125, 126, 128, 129, 131, 133, 135}, // SKINCOLOR_SALMON
{121, 121, 121, 121, 121, 122, 144, 145, 146, 147, 148, 149, 150, 150, 150, 151}, // SKINCOLOR_PINK
{144, 145, 146, 147, 148, 149, 150, 151, 134, 135, 136, 137, 138, 139, 140, 141}, // SKINCOLOR_ROSE
{120, 121, 122, 123, 124, 125, 126, 127, 128, 130, 131, 133, 134, 136, 137, 139}, // SKINCOLOR_RASPBERRY
{125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140}, // SKINCOLOR_RED
{120, 121, 144, 146, 149, 132, 132, 133, 134, 135, 197, 197, 198, 198, 199, 255}, // SKINCOLOR_RUBY
{130, 131, 132, 133, 134, 136, 137, 138, 139, 139, 140, 140, 141, 141, 142, 143}, // SKINCOLOR_CRIMSON
{120, 121, 122, 123, 124, 147, 147, 148, 90, 91, 92, 93, 94, 95, 152, 154}, // SKINCOLOR_DAWN
{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
{ 84, 85, 86, 87, 88, 90, 92, 93, 94, 95, 152, 153, 154, 156, 157, 159}, // SKINCOLOR_PUMPKIN
{ 90, 91, 92, 93, 94, 152, 153, 154, 155, 156, 157, 158, 159, 139, 141, 143}, // SKINCOLOR_ROSEWOOD
{ 94, 95, 152, 153, 154, 156, 157, 159, 141, 141, 141, 142, 142, 143, 143, 31}, // SKINCOLOR_BURGUNDY
{112, 113, 114, 115, 116, 117, 118, 119, 156, 157, 158, 159, 141, 141, 142, 143}, // SKINCOLOR_BRONZE
{ 0, 1, 3, 5, 7, 9, 34, 36, 38, 40, 42, 44, 60, 61, 62, 63}, // SKINCOLOR_SEPIA
{ 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47}, // SKINCOLOR_BEIGE
{ 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63}, // SKINCOLOR_BROWN
{ 51, 52, 53, 55, 56, 57, 58, 60, 61, 63, 28, 28, 29, 29, 30, 31}, // SKINCOLOR_LEATHER
{ 64, 65, 67, 68, 70, 71, 73, 74, 76, 77, 79, 48, 50, 53, 56, 59}, // SKINCOLOR_PEACH
{ 64, 66, 68, 70, 72, 74, 76, 78, 48, 50, 52, 54, 56, 58, 60, 62}, // SKINCOLOR_CARAMEL
{ 98, 98, 112, 112, 113, 113, 84, 85, 87, 89, 91, 93, 95, 153, 156, 159}, // SKINCOLOR_TANGERINE
{112, 112, 112, 113, 113, 114, 114, 115, 115, 116, 116, 117, 117, 118, 118, 119}, // SKINCOLOR_GOLD
{121, 144, 145, 72, 73, 84, 114, 115, 107, 108, 109, 183, 223, 207, 30, 246}, // SKINCOLOR_VOMIT
{ 96, 97, 98, 100, 101, 102, 104, 113, 114, 115, 116, 117, 118, 119, 156, 159}, // SKINCOLOR_YELLOW
{ 96, 97, 99, 100, 102, 104, 105, 105, 106, 107, 107, 108, 109, 109, 110, 111}, // SKINCOLOR_CANARY
{105, 105, 105, 106, 106, 107, 107, 108, 108, 109, 109, 110, 110, 111, 111, 31}, // SKINCOLOR_OLIVE
{ 98, 99, 112, 101, 113, 114, 106, 179, 180, 180, 181, 182, 183, 173, 174, 175}, // SKINCOLOR_GARDEN
{ 96, 97, 99, 100, 102, 104, 160, 162, 164, 166, 168, 171, 223, 223, 207, 31}, // SKINCOLOR_LIME
{120, 120, 176, 176, 176, 177, 177, 178, 178, 179, 180, 180, 181, 181, 182, 183}, // SKINCOLOR_TEA
{176, 176, 176, 177, 177, 178, 178, 179, 179, 180, 180, 181, 181, 182, 182, 183}, // SKINCOLOR_ARMY
{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
{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
{176, 176, 177, 178, 165, 166, 167, 167, 168, 169, 182, 182, 182, 183, 183, 183}, // SKINCOLOR_ROBOHOOD
{160, 161, 162, 164, 165, 167, 169, 170, 171, 171, 172, 173, 174, 175, 30, 31}, // SKINCOLOR_PINETREE
{160, 184, 184, 185, 185, 186, 186, 187, 187, 188, 188, 189, 189, 190, 191, 175}, // SKINCOLOR_EMERALD
{186, 187, 188, 188, 188, 189, 189, 190, 190, 191, 175, 175, 30, 30, 31, 31}, // SKINCOLOR_SWAMP
{120, 208, 208, 210, 212, 214, 220, 220, 220, 221, 221, 222, 222, 223, 223, 191}, // SKINCOLOR_AQUA
{210, 213, 220, 220, 220, 221, 221, 221, 221, 222, 222, 222, 223, 223, 191, 31}, // SKINCOLOR_TEAL
{120, 208, 209, 210, 211, 212, 213, 215, 216, 216, 216, 217, 217, 218, 218, 219}, // SKINCOLOR_CYAN
{208, 209, 211, 213, 215, 216, 216, 217, 217, 218, 218, 219, 205, 206, 207, 207}, // SKINCOLOR_CERULEAN
{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
{120, 224, 225, 226, 226, 227, 228, 228, 229, 230, 231, 234, 235, 237, 239, 241}, // SKINCOLOR_PERIWINKLE
{224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239}, // SKINCOLOR_BLUE
{208, 209, 211, 213, 215, 217, 229, 230, 232, 234, 236, 238, 240, 242, 244, 246}, // SKINCOLOR_SAPPHIRE
{228, 229, 230, 231, 232, 233, 234, 235, 237, 238, 239, 240, 242, 243, 244, 245}, // SKINCOLOR_BLUEBERRY
{215, 216, 217, 218, 204, 205, 206, 237, 238, 239, 240, 241, 242, 243, 244, 245}, // SKINCOLOR_NAVY
{200, 201, 202, 203, 204, 205, 206, 207, 28, 28, 29, 29, 30, 30, 31, 31}, // SKINCOLOR_JET
{192, 192, 248, 249, 250, 251, 204, 204, 205, 205, 206, 206, 207, 29, 30, 31}, // SKINCOLOR_DUSK
{192, 192, 192, 193, 193, 194, 194, 195, 195, 196, 196, 197, 197, 198, 198, 199}, // SKINCOLOR_PURPLE
{248, 248, 248, 249, 249, 250, 250, 251, 251, 252, 252, 253, 253, 254, 254, 255}, // SKINCOLOR_LAVENDER
{192, 193, 194, 195, 196, 197, 198, 199, 255, 255, 29, 29, 30, 30, 31, 31}, // SKINCOLOR_INDIGO
{192, 248, 249, 250, 251, 252, 253, 254, 255, 255, 29, 29, 30, 30, 31, 31}, // SKINCOLOR_BYZANTIUM
{120, 120, 120, 121, 121, 122, 122, 123, 192, 248, 249, 250, 251, 252, 253, 254}, // SKINCOLOR_LILAC
/* Removed Colours
{120, 121, 123, 124, 126, 127, 129, 130, 132, 133, 135, 136, 138, 139, 141, 143}, // SKINCOLOR_RUBY, removed for other colors
{ 80, 81, 83, 85, 86, 88, 90, 91, 93, 95, 152, 153, 154, 156, 157, 159}, // SKINCOLOR_AMBER, removed for other colors
{224, 225, 226, 228, 229, 231, 232, 234, 235, 237, 238, 240, 241, 243, 244, 246}, // SKINCOLOR_SAPPHIRE, removed for other colors
{160, 160, 160, 184, 184, 184, 185, 185, 185, 186, 187, 187, 188, 188, 189, 190}, // SKINCOLOR_JADE, removed for other colors
{224, 225, 226, 212, 213, 213, 214, 215, 220, 221, 172, 222, 173, 223, 174, 175}, // SKINCOLOR_FROST, merged into Aqua
{ 72, 73, 74, 75, 76, 77, 78, 79, 48, 49, 50, 51, 52, 53, 54, 55}, // SKINCOLOR_CARAMEL, new Caramel was previously Shiny Caramel
{ 1, 145, 125, 73, 83, 114, 106, 180, 187, 168, 219, 205, 236, 206, 199, 255}, // SKINCOLOR_RAINBOW, is Vomit 2.0
*/
};
/** \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, j;
RGBA_t color;
UINT8 colorbrightnesses[16];
UINT8 brightness;
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]);
colorbrightnesses[i] = (UINT8)(((UINT16)color.s.red + (UINT16)color.s.green + (UINT16)color.s.blue)/3);
}
// 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);
brightness = (UINT8)(((UINT16)color.s.red + (UINT16)color.s.green + (UINT16)color.s.blue)/3);
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];
}
}
}
}
/** \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 || color == SKINCOLOR_NONE)
{
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (skinnum == TC_ALLWHITE) dest_colormap[i] = 0;
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_lightningshield);
CV_RegisterVar(&cv_hyudoro);
CV_RegisterVar(&cv_pogospring);
CV_RegisterVar(&cv_triplesneaker);
CV_RegisterVar(&cv_triplebanana);
CV_RegisterVar(&cv_tripleorbinaut);
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_kartmirror);
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_kartdebugcheckpoint);
CV_RegisterVar(&cv_kartdebugshrink);
}
//}
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][9] =
{
//P-Odds 0 1 2 3 4 5 6 7 8
/*Sneaker*/ {20, 0, 0, 3, 5, 5, 0, 0, 0 }, // Sneaker
/*Rocket Sneaker*/ { 0, 0, 0, 0, 0, 2, 5, 4, 0 }, // Rocket Sneaker
/*Invincibility*/ { 0, 0, 0, 0, 0, 1, 5, 6,16 }, // Invincibility
/*Banana*/ { 0, 9, 4, 2, 1, 0, 0, 0, 0 }, // Banana
/*Eggman Monitor*/ { 0, 4, 3, 2, 0, 0, 0, 0, 0 }, // Eggman Monitor
/*Orbinaut*/ { 0, 6, 5, 4, 2, 0, 0, 0, 0 }, // Orbinaut
/*Jawz*/ { 0, 0, 3, 2, 2, 1, 0, 0, 0 }, // Jawz
/*Mine*/ { 0, 0, 1, 2, 1, 0, 0, 0, 0 }, // Mine
/*Ballhog*/ { 0, 0, 1, 2, 1, 0, 0, 0, 0 }, // Ballhog
/*Self-Propelled Bomb*/ { 0, 0, 1, 1, 1, 2, 2, 3, 2 }, // Self-Propelled Bomb
/*Grow*/ { 0, 0, 0, 0, 1, 2, 4, 6, 4 }, // Grow
/*Shrink*/ { 0, 0, 0, 0, 0, 0, 0, 1, 0 }, // Shrink
/*Lightning Shield*/ { 0, 1, 2, 0, 0, 0, 0, 0, 0 }, // Lightning Shield
/*Hyudoro*/ { 0, 0, 0, 0, 1, 2, 1, 0, 0 }, // Hyudoro
/*Pogo Spring*/ { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // Pogo Spring
/*Kitchen Sink*/ { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // Kitchen Sink
/*Sneaker x3*/ { 0, 0, 0, 0, 3, 6, 5, 3, 0 }, // Sneaker x3
/*Banana x3*/ { 0, 0, 1, 1, 0, 0, 0, 0, 0 }, // Banana x3
/*Banana x10*/ { 0, 0, 0, 0, 1, 0, 0, 0, 0 }, // Banana x10
/*Orbinaut x3*/ { 0, 0, 0, 1, 1, 1, 0, 0, 0 }, // Orbinaut x3
/*Jawz x2*/ { 0, 0, 0, 1, 1, 0, 0, 0, 0 } // Jawz x2
};
static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][6] =
{
//P-Odds 0 1 2 3
/*Sneaker*/ { 3, 2, 2, 2 }, // Sneaker
/*Rocket Sneaker*/ { 0, 0, 0, 0 }, // Rocket Sneaker
/*Invincibility*/ { 4, 2, 1, 2 }, // Invincibility
/*Banana*/ { 0, 0, 2, 0 }, // Banana
/*Eggman Monitor*/ { 0, 0, 1, 0 }, // Eggman Monitor
/*Orbinaut*/ { 0, 1, 4, 0 }, // Orbinaut
/*Jawz*/ { 1, 3, 2, 2 }, // Jawz
/*Mine*/ { 1, 3, 2, 2 }, // Mine
/*Ballhog*/ { 1, 2, 2, 2 }, // Ballhog
/*Self-Propelled Bomb*/ { 0, 0, 0, 0 }, // Self-Propelled Bomb
/*Grow*/ { 4, 2, 0, 2 }, // Grow
/*Shrink*/ { 0, 0, 0, 0 }, // Shrink
/*Lightning Shield*/ { 0, 0, 0, 0 }, // Lightning Shield
/*Hyudoro*/ { 0, 0, 1, 0 }, // Hyudoro
/*Pogo Spring*/ { 0, 0, 1, 0 }, // Pogo Spring
/*Kitchen Sink*/ { 0, 0, 0, 0 }, // Kitchen Sink
/*Sneaker x3*/ { 2, 0, 0, 2 }, // Sneaker x3
/*Banana x3*/ { 0, 1, 1, 1 }, // Banana x3
/*Banana x10*/ { 1, 0, 0, 1 }, // Banana x10
/*Orbinaut x3*/ { 0, 2, 1, 2 }, // Orbinaut x3
/*Jawz x2*/ { 3, 2, 0, 2 } // 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)
{
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_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)
{
const INT32 distvar = (64*14);
INT32 newodds;
INT32 i;
UINT8 pingame = 0, pexiting = 0, pinvin = 0;
SINT8 first = -1, second = -1;
INT32 secondist = 0;
if (G_BattleGametype())
newodds = K_KartItemOddsBattle[item-1][pos];
else
newodds = K_KartItemOddsRace[item-1][pos];
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
pingame++;
if (players[i].exiting)
pexiting++;
if (players[i].mo)
{
if (players[i].kartstuff[k_position] == 1 && first == -1)
first = i;
if (players[i].kartstuff[k_position] == 2 && second == -1)
second = i;
if (players[i].kartstuff[k_itemtype] == KITEM_INVINCIBILITY
|| players[i].kartstuff[k_itemtype] == KITEM_GROW
|| players[i].kartstuff[k_invincibilitytimer]
|| players[i].kartstuff[k_growshrinktimer] > 0)
pinvin++;
}
}
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) / mapheaderinfo[gamemap-1]->mobj_scale;
if (franticitems)
secondist = (15*secondist/14);
if (pingame < 6 && !G_BattleGametype())
secondist = ((28+(6-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.
// Then, it multiplies it further if there's less than 5 players in game.
// This is done to make low player count races more fair & interesting. (1v1s are basically the same as franticitems false in a normal race)
// Lastly, it *divides* it by your mashed value, which was determined in K_KartItemRoulette, to punish those who are impatient.
// The last two are very fractional and complicated, very sorry!
#define POWERITEMODDS(odds) \
if (franticitems) \
odds *= 2; \
if (pingame < 6 && !G_BattleGametype()) \
odds = FixedMul(odds*FRACUNIT, FRACUNIT+min((6-pingame)*(FRACUNIT/25), FRACUNIT))/FRACUNIT; \
if (mashed > 0) \
odds = FixedDiv(odds*FRACUNIT, mashed+FRACUNIT)/FRACUNIT \
switch (item)
{
case KITEM_SNEAKER:
if ((!cv_sneaker.value) && (!modeattacking)) newodds = 0;
break;
case KITEM_ROCKETSNEAKER:
POWERITEMODDS(newodds);
if (!cv_rocketsneaker.value) newodds = 0;
break;
case KITEM_INVINCIBILITY:
POWERITEMODDS(newodds);
if ((!cv_invincibility.value) || (pinvin > 2)) newodds = 0;
break;
case KITEM_BANANA:
if (!cv_banana.value) newodds = 0;
break;
case KITEM_EGGMAN:
if (!cv_eggmanmonitor.value) newodds = 0;
break;
case KITEM_ORBINAUT:
if (!cv_orbinaut.value) newodds = 0;
break;
case KITEM_JAWZ:
POWERITEMODDS(newodds);
if (!cv_jawz.value) newodds = 0;
break;
case KITEM_MINE:
POWERITEMODDS(newodds);
if (!cv_mine.value) newodds = 0;
break;
case KITEM_BALLHOG:
POWERITEMODDS(newodds);
if (!cv_ballhog.value) newodds = 0;
break;
case KITEM_SPB:
POWERITEMODDS(newodds);
if ((!cv_selfpropelledbomb.value)
|| (indirectitemcooldown > 0)
|| (pexiting > 0)
|| (secondist/distvar < (4+gamespeed)))
newodds = 0;
newodds *= min((secondist/distvar)-(3+gamespeed), 3);
break;
case KITEM_GROW:
POWERITEMODDS(newodds);
if ((!cv_grow.value) || (pinvin > 2)) newodds = 0;
break;
case KITEM_SHRINK:
POWERITEMODDS(newodds);
if ((!cv_shrink.value)
|| (indirectitemcooldown > 0)
|| (pingame-1 <= pexiting)) newodds = 0;
break;
case KITEM_LIGHTNINGSHIELD:
POWERITEMODDS(newodds);
if (!cv_lightningshield.value) newodds = 0;
break;
case KITEM_HYUDORO:
if (!cv_hyudoro.value) newodds = 0;
break;
case KITEM_POGOSPRING:
if (!cv_pogospring.value) newodds = 0;
break;
case KITEM_KITCHENSINK:
newodds = 0; // Not obtained via normal means.
break;
case KRITEM_TRIPLESNEAKER:
POWERITEMODDS(newodds);
if (!cv_triplesneaker.value) newodds = 0;
break;
case KRITEM_TRIPLEBANANA:
POWERITEMODDS(newodds);
if (!cv_triplebanana.value) newodds = 0;
break;
case KRITEM_TENFOLDBANANA:
POWERITEMODDS(newodds);
if (!cv_triplebanana.value) newodds = 0;
break;
case KRITEM_TRIPLEORBINAUT:
POWERITEMODDS(newodds);
if (!cv_tripleorbinaut.value) newodds = 0;
break;
case KRITEM_DUALJAWZ:
POWERITEMODDS(newodds);
if (!cv_dualjawz.value) newodds = 0;
break;
default:
break;
}
#undef POWERITEMODDS
return newodds;
}
//{ SRB2kart Roulette Code - Distance Based, no waypoints
static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd)
{
const INT32 distvar = (64*14);
INT32 i;
UINT8 pingame = 0;
UINT8 roulettestop;
INT32 pdis = 0, useodds = 0;
INT32 spawnchance[NUMKARTRESULTS * NUMKARTODDS];
INT32 chance = 0, numchoices = 0;
INT32 avgbumper = 0;
boolean oddsvalid[9];
UINT8 disttable[14];
UINT8 distlen = 0;
fixed_t mashed = 0;
// 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].kartstuff[k_bumper] > 0)
avgbumper += players[i].kartstuff[k_bumper];
}
if (pingame)
avgbumper /= pingame;
// This makes the roulette produce the random noises.
if ((player->kartstuff[k_itemroulette] % 3) == 1 && P_IsLocalPlayer(player))
S_StartSound(NULL, sfx_mkitm1 + ((player->kartstuff[k_itemroulette] / 3) % 8));
roulettestop = (TICRATE*1) + (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)
{
// 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 (cv_kartdebugitem.value != 0)
{
K_KartGetItemResult(player, cv_kartdebugitem.value);
player->kartstuff[k_itemamount] = cv_kartdebugamount.value;
player->kartstuff[k_itemroulette] = 0;
return;
}
// Initializes existing spawnchance values
for (i = 0; i < (NUMKARTRESULTS * NUMKARTODDS); i++)
spawnchance[i] = 0;
for (i = 0; i < 9; i++)
{
INT32 j;
boolean available = false;
if (G_BattleGametype() && i > 5)
{
oddsvalid[i] = false;
break;
}
for (j = 0; j < NUMKARTRESULTS; j++)
{
if (K_KartGetItemOdds(i, j, mashed) > 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] < 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) / mapheaderinfo[gamemap-1]->mobj_scale
* (pingame - players[i].kartstuff[k_position])
/ ((pingame - 1) * (pingame + 1) / 3);
}
#define SETUPDISTTABLE(odds, num) \
for (i = num; i; --i) disttable[distlen++] = odds
if (G_BattleGametype()) // Battle Mode
{
if (oddsvalid[0]) SETUPDISTTABLE(0,1);
if (oddsvalid[1]) SETUPDISTTABLE(1,1);
if (oddsvalid[2]) SETUPDISTTABLE(2,1);
if (player->kartstuff[k_roulettetype] == 1 && oddsvalid[3]) // Player-controlled "Karma" items
useodds = 3;
else
{
SINT8 wantedpos = (player->kartstuff[k_bumper]-avgbumper)+2; // 0 is two bumpers below average, 2 is average
if (wantedpos > 2)
wantedpos = 2;
if (wantedpos < 0)
wantedpos = 0;
useodds = disttable[(wantedpos * distlen) / 3];
}
}
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 (pingame < 6 && !G_BattleGametype())
pdis = ((28+(6-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 (pdis > distvar * ((12 * distlen) / 14)) // (64*14) * 12 = 10752
useodds = disttable[distlen-1];
else
{
for (i = 1; i < 12; 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);
#define SETITEMRESULT(pos, itemnum) \
for (chance = 0; chance < K_KartGetItemOdds(pos, itemnum, mashed); chance++) \
spawnchance[numchoices++] = itemnum
SETITEMRESULT(useodds, KITEM_SNEAKER); // Sneaker
SETITEMRESULT(useodds, KITEM_ROCKETSNEAKER); // Rocket Sneaker
SETITEMRESULT(useodds, KITEM_INVINCIBILITY); // Invincibility
SETITEMRESULT(useodds, KITEM_BANANA); // Banana
SETITEMRESULT(useodds, KITEM_EGGMAN); // Eggman Monitor
SETITEMRESULT(useodds, KITEM_ORBINAUT); // Orbinaut
SETITEMRESULT(useodds, KITEM_JAWZ); // Jawz
SETITEMRESULT(useodds, KITEM_MINE); // Mine
SETITEMRESULT(useodds, KITEM_BALLHOG); // Ballhog
SETITEMRESULT(useodds, KITEM_SPB); // Self-Propelled Bomb
SETITEMRESULT(useodds, KITEM_GROW); // Grow
SETITEMRESULT(useodds, KITEM_SHRINK); // Shrink
SETITEMRESULT(useodds, KITEM_LIGHTNINGSHIELD); // Lightning Shield
SETITEMRESULT(useodds, KITEM_HYUDORO); // Hyudoro
SETITEMRESULT(useodds, KITEM_POGOSPRING); // Pogo Spring
//SETITEMRESULT(useodds, KITEM_KITCHENSINK); // Kitchen Sink
SETITEMRESULT(useodds, KRITEM_TRIPLESNEAKER); // Sneaker x3
SETITEMRESULT(useodds, KRITEM_TRIPLEBANANA); // Banana x3
SETITEMRESULT(useodds, KRITEM_TENFOLDBANANA); // Banana x10
SETITEMRESULT(useodds, KRITEM_TRIPLEORBINAUT); // Orbinaut x3
SETITEMRESULT(useodds, KRITEM_DUALJAWZ); // Jawz x2
#undef SETITEMRESULT
// Award the player whatever power is rolled
if (numchoices > 0)
K_KartGetItemResult(player, spawnchance[P_RandomKey(numchoices)]);
else
{
player->kartstuff[k_itemtype] = KITEM_SAD;
player->kartstuff[k_itemamount] = 1;
}
player->kartstuff[k_itemroulette] = 0; // Since we're done, clear the roulette number
player->kartstuff[k_roulettetype] = 0; // This too
if (P_IsLocalPlayer(player))
S_StartSound(NULL, sfx_mkitmF);
}
//}
//{ 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;
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 nobumpx = 0, nobumpy = 0;
fixed_t dot, p;
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'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;
// 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*mapheaderinfo[gamemap-1]->mobj_scale))
{
fixed_t momdiflength = P_AproxDistance(momdifx, momdify);
fixed_t normalisedx = FixedDiv(momdifx, momdiflength);
fixed_t normalisedy = FixedDiv(momdify, momdiflength);
momdifx = FixedMul((25*mapheaderinfo[gamemap-1]->mobj_scale), normalisedx);
momdify = FixedMul((25*mapheaderinfo[gamemap-1]->mobj_scale), normalisedy);
}
/*if (mass1 == 0 && mass2 > 0)
{
nobumpx = mobj2->momx;
nobumpy = mobj2->momy;
}
else if (mass2 == 0 && mass1 > 0)
{
nobumpx = mobj1->momx;
nobumpy = mobj1->momy;
}*/
distx = (mobj1->x + mobj2->momx) - (mobj2->x + mobj1->momx);
disty = (mobj1->y + mobj2->momy) - (mobj2->y + mobj1->momy);
if (distx == 0 && disty == 0)
{
// if there's no distance between the 2, they're directly on top of each other, don't run this
return;
}
dot = FixedMul(momdifx, distx) + FixedMul(momdify, disty);
if (dot >= 0)
{
// They're moving away from each other
return;
}
p = 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), p), distx);
mobj1->momy = mobj1->momy - FixedMul(FixedMul(FixedDiv(2*mass2, mass1 + mass2), p), disty);
}
if (mass1 > 0 && solid == false)
{
mobj2->momx = mobj2->momx - FixedMul(FixedMul(FixedDiv(2*mass1, mass1 + mass2), p), -distx);
mobj2->momy = mobj2->momy - FixedMul(FixedMul(FixedDiv(2*mass1, mass1 + mass2), p), -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;
fx->scale = 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] += wipeoutslowtime+1;
}
}
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] += wipeoutslowtime+1;
}
}
}
/** \brief Checks that the player is on an offroad subsector for realsies
\param mo player mobj object
\return boolean
*/
static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
{
UINT8 i;
sector_t *sec2;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
sec2 = P_ThingOnSpecial3DFloor(mo);
for (i = 2; i < 5; i++)
{
if ((sec2 && GETSECSPECIAL(sec2->special, 1) == i)
|| (P_IsObjectOnRealGround(mo, sec)
&& GETSECSPECIAL(sec->special, 1) == i))
return i;
}
return 0;
}
/** \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 kartweight = player->kartweight;
fixed_t offroad;
sector_t *nextsector = R_PointInSubsector(
player->mo->x + player->mo->momx*2, player->mo->y + player->mo->momy*2)->sector;
fixed_t offroadstrength = 0;
if (K_CheckOffroadCollide(player->mo, nextsector) == 2) // Weak Offroad
offroadstrength = 1;
else if (K_CheckOffroadCollide(player->mo, nextsector) == 3) // Mid Offroad
offroadstrength = 2;
else if (K_CheckOffroadCollide(player->mo, nextsector) == 4) // Strong Offroad
offroadstrength = 3;
// If you are offroad, a timer starts. Depending on your weight value, the timer increments differently.
//if ((nextsector->special & 256) && nextsector->special != 768
// && nextsector->special != 1024 && nextsector->special != 4864)
if (offroadstrength)
{
if (K_CheckOffroadCollide(player->mo, player->mo->subsector->sector) && player->kartstuff[k_offroad] == 0)
player->kartstuff[k_offroad] = 16;
if (player->kartstuff[k_offroad] > 0)
{
if (kartweight < 1) { kartweight = 1; } if (kartweight > 9) { kartweight = 9; } // Safety Net
// 1872 is the magic number - 35 frames adds up to approximately 65536. 1872/4 = 468/3 = 156
// A higher kart weight means you can stay offroad for longer without losing speed
offroad = (1872 + 5*156 - kartweight*156)*offroadstrength;
//if (player->kartstuff[k_growshrinktimer] > 1) // grow slows down half as fast
// offroad /= 2;
player->kartstuff[k_offroad] += offroad;
}
if (player->kartstuff[k_offroad] > FRACUNIT*offroadstrength)
player->kartstuff[k_offroad] = FRACUNIT*offroadstrength;
}
else
player->kartstuff[k_offroad] = 0;
}
/** \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] > 3)
{
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*player->mo->scale);
newy = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31*player->mo->scale);
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*FRACUNIT)*P_MobjFlip(player->mo);
}
}
}
}
if (player->kartstuff[k_respawn] > 0 && player->kartstuff[k_respawn] <= 3)
{
if (!P_IsObjectOnGround(player->mo))
{
player->powers[pw_flashing] = 2;
// If you tried to boost while in the air,
// you lose your chance of boosting at all.
if (cmd->buttons & BT_ACCELERATE)
{
player->powers[pw_flashing] = 0;
player->kartstuff[k_respawn] = 0;
}
}
else
{
player->kartstuff[k_respawn]--;
// Quick! You only have three tics to boost!
if (cmd->buttons & BT_ACCELERATE)
K_DoSneaker(player, true);
}
}
}
/** \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 > FixedMul(player->runspeed, 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 <= FixedMul(player->runspeed, 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;
}
static void K_PlayTauntSound(mobj_t *source)
{
#if 0
sfxenum_t pick = P_RandomKey(4); // 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_taunt1+pick);
if (!tasteful)
return;
K_TauntVoiceTimers(source->player);
#else
if (source->player && source->player->kartstuff[k_tauntvoices]) // Prevents taunt sounds from playing every time the button is pressed
return;
S_StartSound(source, sfx_taunt1+P_RandomKey(4));
K_TauntVoiceTimers(source->player);
#endif
}
static void K_PlayOvertakeSound(mobj_t *source)
{
#if 0
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_slow);
if (!tasteful)
return;
K_RegularVoiceTimers(source->player);
#else
if (source->player && source->player->kartstuff[k_voices]) // Prevents taunt sounds from playing every time the button is pressed
return;
if (!G_RaceGametype()) // Only in race
return;
// 4 seconds from before race begins, 10 seconds afterwards
if (leveltime < starttime+(10*TICRATE))
return;
S_StartSound(source, sfx_slow);
K_RegularVoiceTimers(source->player);
#endif
}
static void K_PlayHitEmSound(mobj_t *source)
{
if (cv_kartvoices.value)
S_StartSound(source, sfx_hitem);
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;
}
// if speed is true it gets the speed boost power, otherwise it gets the acceleration
static fixed_t K_GetKartBoostPower(player_t *player, boolean speed)
{
fixed_t boostpower = FRACUNIT;
fixed_t boostvalue = 0;
if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow] == 1) // Slow down after you've been bumped
return 0;
// 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 && speed)
boostpower = FixedDiv(boostpower, player->kartstuff[k_offroad] + FRACUNIT);
if (player->kartstuff[k_bananadrag] > TICRATE)
boostpower = 4*boostpower/5;
if (player->kartstuff[k_growshrinktimer] > 0)
{ // Grow
if (speed)
{
boostvalue = max(boostvalue, FRACUNIT/5); // + 20%
}
}
if (player->kartstuff[k_invincibilitytimer])
{ // Invincibility
if (speed)
boostvalue = max(boostvalue, 3*(FRACUNIT/8)); // + 37.5%
else
boostvalue = max(boostvalue, 3*FRACUNIT); // + 600%
}
if (player->kartstuff[k_driftboost])
{ // Drift Boost
if (speed)
boostvalue = max(boostvalue, FRACUNIT/4); // + 25%
else
boostvalue = max(boostvalue, 4*FRACUNIT); // + 400%
}
if (player->kartstuff[k_sneakertimer])
{ // Sneaker
if (speed)
{
switch (gamespeed)
{
case 0:
boostvalue = max(boostvalue, 53740+768);
break;
case 2:
boostvalue = max(boostvalue, 17294+768);
break;
default:
boostvalue = max(boostvalue, 32768);
break;
}
}
else
boostvalue = max(boostvalue, 8*FRACUNIT); // + 800%
}
// don't average them anymore, this would make a small boost and a high boost less useful
// just take the highest we want instead
return boostpower + boostvalue;
}
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*mapheaderinfo[gamemap-1]->mobj_scale); // 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, K_GetKartBoostPower(player, true));
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, K_GetKartBoostPower(player, false));
}
UINT16 K_GetKartFlashing(void)
{
UINT16 tics = flashingtics;
if (G_BattleGametype())
{
tics *= 2;
//tics += (3*TICRATE/8) * (player->kartspeed-1);
}
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 scale = mapheaderinfo[gamemap-1]->mobj_scale + abs(player->mo->scale - mapheaderinfo[gamemap-1]->mobj_scale);
const fixed_t minspeed = 24*scale;
const fixed_t maxspeed = 36*scale;
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);
P_SetTarget(&layera->target, player->mo);
layerb = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INSTASHIELDB);
P_SetTarget(&layerb->target, player->mo);
}
void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, boolean trapitem)
{
const UINT8 scoremultiply = ((K_IsPlayerWanted(player) && !trapitem) ? 2 : 1);
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)))
{
K_DoInstashield(player);
return;
}
if (source && source != player->mo && source->player)
K_PlayHitEmSound(source);
//player->kartstuff[k_sneakertimer] = 0;
player->kartstuff[k_driftboost] = 0;
if (G_BattleGametype())
{
if (source && source->player && player != source->player)
{
P_AddPlayerScore(source->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();
}
K_CheckBumpers();
}
player->kartstuff[k_comebacktimer] = comebacktime;
player->kartstuff[k_spinouttype] = type;
if (player->kartstuff[k_spinouttype] <= 0)
{
player->kartstuff[k_spinouttimer] = 3*TICRATE/2; // Banana Spinout
// 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);
}
else
player->kartstuff[k_spinouttimer] = TICRATE+20; // Wipeout
player->powers[pw_flashing] = K_GetKartFlashing();
if (player->mo->state != &states[S_KART_SPIN])
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
player->kartstuff[k_instashield] = 15;
return;
}
void K_SquishPlayer(player_t *player, mobj_t *source)
{
const UINT8 scoremultiply = (K_IsPlayerWanted(player) ? 2 : 1);
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)))
{
K_DoInstashield(player);
return;
}
player->kartstuff[k_sneakertimer] = 0;
player->kartstuff[k_driftboost] = 0;
if (G_BattleGametype())
{
if (source && source->player && player != source->player)
{
P_AddPlayerScore(source->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();
}
K_CheckBumpers();
}
player->kartstuff[k_comebacktimer] = comebacktime;
player->kartstuff[k_squishedtimer] = 2*TICRATE;
player->powers[pw_flashing] = K_GetKartFlashing();
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;
return;
}
void K_ExplodePlayer(player_t *player, mobj_t *source) // A bit of a hack, we just throw the player up higher here and extend their spinout timer
{
const UINT8 scoremultiply = (K_IsPlayerWanted(player) ? 2 : 1);
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)))
{
K_DoInstashield(player);
return;
}
player->mo->momz = 18*(mapheaderinfo[gamemap-1]->mobj_scale);
player->mo->momx = player->mo->momy = 0;
player->kartstuff[k_sneakertimer] = 0;
player->kartstuff[k_driftboost] = 0;
if (G_BattleGametype())
{
if (source && source->player && player != source->player)
{
P_AddPlayerScore(source->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();
}
K_CheckBumpers();
}
player->kartstuff[k_comebacktimer] = comebacktime;
player->kartstuff[k_spinouttype] = 1;
player->kartstuff[k_spinouttimer] = 2*TICRATE+(TICRATE/2);
player->powers[pw_flashing] = K_GetKartFlashing();
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;
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)
{
if (player->kartstuff[k_bumper] <= 0)
CONS_Printf(M_GetText("%s is back in the game!\n"), player_names[player-players]);
else if (cv_hazardlog.value)
CONS_Printf(M_GetText("%s stole a bumper from %s!\n"), player_names[player-players], player_names[victim-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->kartstuff[k_comebacktimer] = comebacktime;
/*victim->powers[pw_flashing] = K_GetKartFlashing();
victim->kartstuff[k_comebacktimer] = comebacktime;*/
victim->kartstuff[k_instashield] = 15;
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));
mobj->flags |= MF_NOCLIPTHING;
mobj->flags &= ~MF_SPECIAL;
P_SetTarget(&mobj->target, source);
}
}
// Spawns the purely visual explosion
void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
{
INT32 i, radius, height;
mobj_t *smoldering = P_SpawnMobj(source->x, source->y, source->z, MT_SMOLDERING);
mobj_t *dust;
mobj_t *truc;
INT32 speed, speed2;
smoldering->tics = TICRATE*3;
radius = source->radius>>FRACBITS;
height = source->height>>FRACBITS;
if (!color)
color = SKINCOLOR_RED;
for (i = 0; i < 32; i++)
{
dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE);
dust->angle = (ANGLE_180/16) * i;
dust->scale = source->scale;
dust->destscale = source->scale*10;
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);
truc->scale = source->scale*2;
truc->destscale = source->scale*6;
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;
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);
dust->scale = source->scale;
dust->destscale = source->scale*10;
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);
truc->scale = source->scale;
truc->destscale = source->scale*5;
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;
if (P_RandomChance(FRACUNIT/2))
truc->momz = -truc->momz;
truc->tics = TICRATE*2;
truc->color = color;
}
}
static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t angle, INT32 flags2, fixed_t speed)
{
mobj_t *th;
angle_t an;
fixed_t x, y, z;
fixed_t finalspeed = speed;
mobj_t *throwmo;
//INT32 dir;
// angle at which you fire, is player angle
an = angle;
//if (source->player->kartstuff[k_throwdir] != 0)
// dir = source->player->kartstuff[k_throwdir];
//else
// dir = 1;
if (source->player && source->player->speed > K_GetKartSpeed(source->player, false))
finalspeed = FixedMul(speed, FixedDiv(source->player->speed, K_GetKartSpeed(source->player, false)));
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;
#ifdef WEAPON_SFX
//Since rail and bounce have no thrown objects, this hack is necessary.
//Is creating thrown objects for rail and bounce more or less desirable than this?
if (th->info->seesound && !(th->flags2 & MF2_RAILRING) && !(th->flags2 & MF2_SCATTER))
S_StartSound(source, th->info->seesound);
#else
if (th->info->seesound)
S_StartSound(source, th->info->seesound);
#endif
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_TeleportMove(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));
if (type == MT_ORBINAUT)
{
if (source && source->player)
th->color = source->player->skincolor;
else
th->color = SKINCOLOR_CLOUDY;
}
else if (type == MT_JAWZ || type == MT_JAWZ_DUD)
{
S_StartSound(th, th->info->activesound);
}
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;
}
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));
#ifdef ESLOPE
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);
}
#endif
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);
flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
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);
if (i == 0)
P_SetMobjState(sparkle, S_KARTINVULN_LARGE1);
P_SetTarget(&sparkle->target, mo);
sparkle->destscale = mo->destscale;
P_SetScale(sparkle, mo->scale);
sparkle->eflags = (sparkle->eflags & ~MFE_VERTICALFLIP)|(mo->eflags & MFE_VERTICALFLIP);
sparkle->color = mo->color;
//sparkle->colorized = mo->colorized;
}
}
void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent)
{
mobj_t *dust;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
dust = P_SpawnMobj(mo->x + (P_RandomRange(-25,25)<<FRACBITS), mo->y + (P_RandomRange(-25,25)<<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);
dust->eflags = (dust->eflags & ~MFE_VERTICALFLIP)|(mo->eflags & MFE_VERTICALFLIP);
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(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(playerangle - R_PointToAngle2(0, 0, spawner->player->rmomx, spawner->player->rmomy));
}
}
else
{
if (P_AproxDistance(spawner->momx, spawner->momy) < 5<<FRACBITS)
return;
anglediff = abs(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);
if (spawner->eflags & MFE_VERTICALFLIP)
{
dust->z += spawner->height - dust->height;
}
dust->momx = FixedMul(spawner->momx + (P_RandomRange(-speedrange, speedrange)<<FRACBITS), 3*FRACUNIT/4);
dust->momy = FixedMul(spawner->momy + (P_RandomRange(-speedrange, speedrange)<<FRACBITS), 3*FRACUNIT/4);
dust->momz = P_MobjFlip(spawner) * P_RandomRange(1, 4)<<FRACBITS;
dust->scale = spawner->scale/2;
dust->destscale = spawner->scale * 3;
if (leveltime % 6 == 0)
S_StartSound(spawner, sfx_screec);
// Now time for a bunch of flag shit, groooooaann...
if (spawner->flags2 & MF2_DONTDRAW)
dust->flags2 |= MF2_DONTDRAW;
else
dust->flags2 &= ~MF2_DONTDRAW;
if (spawner->eflags & MFE_VERTICALFLIP)
dust->eflags |= MFE_VERTICALFLIP;
else
dust->eflags &= ~MFE_VERTICALFLIP;
if (spawner->eflags & MFE_DRAWONLYFORP1)
dust->eflags |= MFE_DRAWONLYFORP1;
else
dust->eflags &= ~MFE_DRAWONLYFORP1;
if (spawner->eflags & MFE_DRAWONLYFORP2)
dust->eflags |= MFE_DRAWONLYFORP2;
else
dust->eflags &= ~MFE_DRAWONLYFORP2;
if (spawner->eflags & MFE_DRAWONLYFORP3)
dust->eflags |= MFE_DRAWONLYFORP3;
else
dust->eflags &= ~MFE_DRAWONLYFORP3;
if (spawner->eflags & MFE_DRAWONLYFORP4)
dust->eflags |= MFE_DRAWONLYFORP4;
else
dust->eflags &= ~MFE_DRAWONLYFORP4;
}
}
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, boolean minethrow)
{
mobj_t *mo;
INT32 dir, PROJSPEED;
angle_t newangle;
fixed_t newx, newy, newz;
mobj_t *throwmo;
if (!player)
return NULL;
// Figure out projectile speed by game speed
switch (gamespeed)
{
case 0:
PROJSPEED = 68*(mapheaderinfo[gamemap-1]->mobj_scale); // Avg Speed is 34
break;
case 2:
PROJSPEED = 96*(mapheaderinfo[gamemap-1]->mobj_scale); // Avg Speed is 48
break;
default:
PROJSPEED = 82*(mapheaderinfo[gamemap-1]->mobj_scale); // Avg Speed is 41
break;
}
if (minethrow)
{
if (player->kartstuff[k_throwdir] == 1)
dir = 2;
else if (player->kartstuff[k_throwdir] == -1 && mapthing != MT_SINK)
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/2);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 - 0x03000000, 0, PROJSPEED/2);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/2);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 + 0x03000000, 0, PROJSPEED/2);
K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 + 0x06000000, 0, PROJSPEED/2);
}
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)
{
// Shoot backward
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/2);
}
else
{
// Shoot forward
mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED);
}
}
}
else
{
if (dir == 1 || dir == 2)
{
// Shoot forward
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, mapthing);
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;
INT32 HEIGHT;
if (dir == 2)
HEIGHT = 40*(mapheaderinfo[gamemap-1]->mobj_scale) + player->mo->momz;
else
HEIGHT = 30*(mapheaderinfo[gamemap-1]->mobj_scale) + player->mo->momz;
mo->momx = player->mo->momx + FixedMul(FINECOSINE(fa), PROJSPEED);
mo->momy = player->mo->momy + FixedMul(FINESINE(fa), PROJSPEED);
mo->momz = P_MobjFlip(player->mo) * HEIGHT;
if (player->mo->eflags & MFE_VERTICALFLIP)
mo->eflags |= MFE_VERTICALFLIP;
}
throwmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FIREDITEM);
P_SetTarget(&throwmo->target, player->mo);
throwmo->movecount = 0; // above player
}
else
{
mobj_t *lasttrail = K_FindLastTrailMobj(player);
player->kartstuff[k_bananadrag] = 0; // RESET timer, for multiple bananas
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);
if (P_MobjFlip(player->mo) < 0)
mo->z = player->mo->z + player->mo->height - mo->height;
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_TeleportMove(mo, mo->x, mo->y, mo->z);
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 (mo)
{
if (player->mo->eflags & MFE_VERTICALFLIP)
mo->eflags |= MFE_VERTICALFLIP;
}
}
}
return mo;
}
static void K_DoLightningShield(player_t *player)
{
S_StartSound(player->mo, sfx_s3k45);
player->kartstuff[k_attractiontimer] = 35;
P_NukeEnemies(player->mo, player->mo, RING_DIST/4);
}
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;
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]))
{
playerswappable[numplayers] = i;
numplayers++;
}
}
prandom = P_RandomFixed();
S_StartSound(player->mo, sfx_s3k92);
if (P_RandomChance(FRACUNIT/64)) // 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, boolean doPFlag)
{
if (!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3)
S_StartSound(player->mo, sfx_cdfm01);
player->kartstuff[k_sneakertimer] = sneakertime;
if (doPFlag)
player->pflags |= PF_ATTACKDOWN;
K_PlayTauntSound(player->mo);
}
static void K_DoShrink(player_t *player)
{
INT32 i;
S_StartSound(player->mo, sfx_kc46); // Sound the BANG!
player->pflags |= PF_ATTACKDOWN;
for (i = 0; i < MAXPLAYERS; i++)
{
/*if (playeringame[i])
P_FlashPal(&players[i], PAL_NUKE, 10);*/
if (playeringame[i] && players[i].mo && !player->spectator
&& players[i].kartstuff[k_position] < player->kartstuff[k_position])
P_DamageMobj(players[i].mo, player->mo, player->mo, 64);
}
K_PlayTauntSound(player->mo);
}
static void K_DoSPB(player_t *victim, player_t *source)
{
//INT32 i;
S_StartSound(victim->mo, sfx_bkpoof); // Sound the BANG!
/*for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
P_FlashPal(&players[i], PAL_NUKE, 10);
}*/
if (victim->mo && !victim->spectator)
P_DamageMobj(victim->mo, source->mo, source->mo, 65);
}
void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, boolean mute)
{
fixed_t scale = mapheaderinfo[gamemap-1]->mobj_scale + abs(mo->scale - mapheaderinfo[gamemap-1]->mobj_scale);
if (mo->player && mo->player->spectator)
return;
if (mo->eflags & MFE_SPRUNG)
return;
#ifdef ESLOPE
mo->standingslope = NULL;
#endif
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 = FixedMul(FINESINE(ANGLE_22h>>ANGLETOFINESHIFT), FixedMul(thrust, scale));
}
else
mo->momz = FixedMul(vertispeed, scale);
if (!mute)
S_StartSound(mo, sfx_kc2f);
}
void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source)
{
if (banana->hnext)
{
K_KillBananaChain(banana->hnext, inflictor, source);
}
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);
}
}
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;
}
}
static void K_MoveHeldObjects(player_t *player)
{
if (!player->mo)
return;
if (!player->mo->hnext)
{
player->kartstuff[k_bananadrag] = 0;
return;
}
switch (player->mo->hnext->type)
{
case MT_ORBINAUT_SHIELD: // Kart orbit items
case MT_JAWZ_SHIELD:
{
mobj_t *cur = player->mo->hnext;
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(cur->info->speed);
// 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 = 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_TeleportMove(cur, player->mo->x, player->mo->y, z);
cur->momx = FixedMul(FINECOSINE(cur->angle>>ANGLETOFINESHIFT), radius);
cur->momy = FixedMul(FINESINE(cur->angle>>ANGLETOFINESHIFT), radius);
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;
}
}
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_FAKESHIELD:
{
mobj_t *cur = player->mo->hnext;
mobj_t *targ = player->mo;
if (P_IsObjectOnGround(player->mo) && player->speed > 0)
{
player->kartstuff[k_bananadrag]++;
if (player->kartstuff[k_bananadrag] > TICRATE)
{
K_SpawnWipeoutTrail(player->mo, true);
if (leveltime % 6 == 0)
S_StartSound(player->mo, sfx_cdfm70);
}
}
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;
fixed_t targy;
fixed_t targz;
fixed_t speed;
fixed_t dist = radius/2;
if (!cur->health)
{
cur = cur->hnext;
continue;
}
if (cur != player->mo->hnext)
{
targ = cur->hprev;
dist = radius/4;
}
if (!targ || P_MobjWasRemoved(targ))
continue;
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_TeleportMove(cur, targx, targy, cur->z);
cur = cur->hnext;
}
}
break;
default:
break;
}
}
/** \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);
// setting players to use the star colormap and spawning afterimages
if (player->kartstuff[k_invincibilitytimer])
{
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] != 0)
{
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_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_spinouttimer] == 0 && player->powers[pw_flashing] == K_GetKartFlashing())
player->powers[pw_flashing]--;
if (player->kartstuff[k_attractiontimer])
player->kartstuff[k_attractiontimer]--;
if (player->kartstuff[k_sneakertimer])
player->kartstuff[k_sneakertimer]--;
if (player->kartstuff[k_floorboost])
player->kartstuff[k_floorboost]--;
if (player->kartstuff[k_driftboost])
player->kartstuff[k_driftboost]--;
if (player->kartstuff[k_invincibilitytimer])
player->kartstuff[k_invincibilitytimer]--;
if (player->kartstuff[k_growshrinktimer] > 0)
player->kartstuff[k_growshrinktimer]--;
if (player->kartstuff[k_growshrinktimer] < 0)
player->kartstuff[k_growshrinktimer]++;
if (player->kartstuff[k_growshrinktimer] == 1 || player->kartstuff[k_growshrinktimer] == -1)
{
if (player->kartstuff[k_invincibilitytimer] == 0)
player->mo->color = player->skincolor;
player->mo->destscale = mapheaderinfo[gamemap-1]->mobj_scale;
if (cv_kartdebugshrink.value && !player->bot)
player->mo->destscale = 6*player->mo->destscale/8;
P_RestoreMusic(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]--;
if (player->kartstuff[k_deathsentence])
{
if (player->kartstuff[k_deathsentence] == 1)
K_DoSPB(player, &players[spbplayer]);
player->kartstuff[k_deathsentence]--;
}
/*if (player->kartstuff[k_lapanimation])
player->kartstuff[k_lapanimation]--;*/
if (G_BattleGametype() && (player->exiting || player->kartstuff[k_comebacktimer]))
{
if (player->exiting)
{
if (player->exiting < 6*TICRATE)
player->kartstuff[k_cardanimation] += ((164-player->kartstuff[k_cardanimation])/8)+1;
else if (player->exiting == 6*TICRATE)
player->kartstuff[k_cardanimation] = 0;
else if (player->kartstuff[k_cardanimation] < 2*TICRATE)
player->kartstuff[k_cardanimation]++;
}
else
{
if (player->kartstuff[k_comebacktimer] < 6*TICRATE)
player->kartstuff[k_cardanimation] -= ((164-player->kartstuff[k_cardanimation])/8)+1;
else if (player->kartstuff[k_comebacktimer] < 9*TICRATE)
player->kartstuff[k_cardanimation] += ((164-player->kartstuff[k_cardanimation])/8)+1;
}
if (player->kartstuff[k_cardanimation] > 164)
player->kartstuff[k_cardanimation] = 164;
if (player->kartstuff[k_cardanimation] < 0)
player->kartstuff[k_cardanimation] = 0;
}
else if (G_RaceGametype() && player->exiting)
{
if (player->kartstuff[k_cardanimation] < 2*TICRATE)
player->kartstuff[k_cardanimation]++;
}
else
player->kartstuff[k_cardanimation] = 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_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->mo->momz <= 0 && player->kartstuff[k_pogospring])
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);
// Stopping of the horrible invincibility SFX
if (player->mo->health <= 0 || player->mo->player->kartstuff[k_invincibilitytimer] <= 0
|| player->mo->player->kartstuff[k_growshrinktimer] > 0) // If you don't have invincibility (or grow is active too)
{
if (S_SoundPlaying(player->mo, sfx_kinvnc)) // But the sound is playing
S_StopSoundByID(player->mo, sfx_kinvnc); // Stop it
}
// And the same for the grow SFX
if (!(player->mo->health > 0 && player->mo->player->kartstuff[k_growshrinktimer] > 0)) // If you aren't big
{
if (S_SoundPlaying(player->mo, sfx_kgrow)) // But the sound is playing
S_StopSoundByID(player->mo, sfx_kgrow); // Stop it
}
// AAAAAAND handle the invincibility alarm
if (player->mo->health > 0 && (player->mo->player->kartstuff[k_invincibilitytimer] > 0
|| player->mo->player->kartstuff[k_growshrinktimer] > 0))
{
if (leveltime % 13 == 0 && cv_kartinvinsfx.value && !P_IsLocalPlayer(player))
S_StartSound(player->mo, sfx_smkinv);
}
else if (S_SoundPlaying(player->mo, sfx_smkinv))
S_StopSoundByID(player->mo, sfx_smkinv);
// Plays the music after the starting countdown.
if (P_IsLocalPlayer(player) && leveltime == (starttime + (TICRATE/2)))
S_ChangeMusicInternal(mapmusname, true);
}
void K_KartPlayerAfterThink(player_t *player)
{
if (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);
}
// 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;
}
fixed_t 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 dsone = K_GetKartDriftSparkValue(player);
fixed_t dstwo = dsone*2;
// 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)
{
player->kartstuff[k_driftboost] = 20;
S_StartSound(player->mo, sfx_s23c);
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] >= dstwo
&& onground)
{
player->kartstuff[k_driftboost] = 50;
S_StartSound(player->mo, sfx_s23c);
player->kartstuff[k_driftcharge] = 0;
}
// Drifting: left or right?
if ((player->cmd.driftturn > 0) && player->speed > FixedMul(10<<16, player->mo->scale) && 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;
player->kartstuff[k_driftcharge] = 0;
}
else if ((player->cmd.driftturn < 0) && player->speed > FixedMul(10<<16, player->mo->scale) && 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;
player->kartstuff[k_driftcharge] = 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 += (player->cmd.driftturn/800)/8;
if (player->cmd.driftturn < 0) // Outward
driftadditive -= (player->cmd.driftturn/800)/8;
}
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 += (player->cmd.driftturn/800)/4;
if (player->cmd.driftturn > 0) // Outward
driftadditive -= (player->cmd.driftturn/800)/4;
}
// This spawns the drift sparks
if (player->kartstuff[k_driftcharge] < dsone && player->kartstuff[k_driftcharge] + driftadditive >= dsone)
P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_DRIFT)->target = player->mo;
player->kartstuff[k_driftcharge] += driftadditive;
player->kartstuff[k_driftend] = 0;
}
// Stop drifting
if (player->kartstuff[k_spinouttimer] > 0 // banana peel
|| player->speed < FixedMul(10<<16, player->mo->scale)) // you're too slow!
{
player->kartstuff[k_drift] = 0;
player->kartstuff[k_driftcharge] = 0;
}
}
//
// K_KartUpdatePosition
//
static 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;
thinker_t *th;
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 (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj at all, shoo
continue;
mo = (mobj_t *)th;
if (mo->type != MT_BOSS3WAYPOINT) // TODO: Change to 'MT_WAYPOINT'?
continue;
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)
{
player->kartstuff[k_prevcheck] += pmo;
ppcd++;
}
if (mo->health == (player->starpostnum + 1))
{
player->kartstuff[k_nextcheck] += pmo;
pncd++;
}
if (mo->health == players[i].starpostnum)
{
players[i].kartstuff[k_prevcheck] += imo;
ipcd++;
}
if (mo->health == (players[i].starpostnum + 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)
{
player->kartstuff[k_itemtype] = 0;
player->kartstuff[k_itemamount] = 0;
player->kartstuff[k_itemheld] = 0;
player->kartstuff[k_itemroulette] = 0;
player->kartstuff[k_roulettetype] = 0;
player->kartstuff[k_rocketsneakertimer] = 0;
player->kartstuff[k_invincibilitytimer] = 0;
player->kartstuff[k_growshrinktimer] = 0;
player->kartstuff[k_eggmanheld] = 0;
player->kartstuff[k_hyudorotimer] = 0;
player->kartstuff[k_stealingtimer] = 0;
player->kartstuff[k_stolentimer] = 0;
player->kartstuff[k_attractiontimer] = 0;
player->kartstuff[k_sadtimer] = 0;
}
//
// K_MoveKartPlayer
//
void K_MoveKartPlayer(player_t *player, boolean onground)
{
ticcmd_t *cmd = &player->cmd;
boolean ATTACK_IS_DOWN = ((cmd->buttons & BT_ATTACK) && !(player->pflags & PF_ATTACKDOWN));
boolean HOLDING_ITEM = (player->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)
{
// First, the really specific, finicky items that function without the item being directly in your item slot.
// Eggman Monitor throwing
if (ATTACK_IS_DOWN && player->kartstuff[k_eggmanheld])
{
K_ThrowKartItem(player, false, MT_FAKEITEM, -1, false);
K_PlayTauntSound(player->mo);
player->kartstuff[k_eggmanheld] = 0;
}
// Rocket Sneaker
else if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO
&& player->kartstuff[k_rocketsneakertimer] > 1)
{
K_DoSneaker(player, true);
player->kartstuff[k_rocketsneakertimer] -= 5;
if (player->kartstuff[k_rocketsneakertimer] < 1)
player->kartstuff[k_rocketsneakertimer] = 1;
}
else
{
switch (player->kartstuff[k_itemtype])
{
case KITEM_SNEAKER:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO)
{
K_DoSneaker(player, true);
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_ROCKETSNEAKER:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO
&& player->kartstuff[k_rocketsneakertimer] == 0)
{
K_DoSneaker(player, true);
player->kartstuff[k_rocketsneakertimer] = itemtime;
player->kartstuff[k_itemamount]--;
}
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 (!cv_kartinvinsfx.value && !P_IsLocalPlayer(player))
S_StartSound(player->mo, sfx_kinvnc);
K_PlayTauntSound(player->mo);
player->kartstuff[k_itemamount]--;
player->pflags |= PF_ATTACKDOWN;
}
break;
case KITEM_BANANA:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
INT32 moloop;
mobj_t *mo;
mobj_t *prev = player->mo;
//K_PlayTauntSound(player->mo);
player->kartstuff[k_itemheld] = 1;
player->pflags |= PF_ATTACKDOWN;
for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++)
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BANANA_SHIELD);
mo->threshold = 10;
mo->movecount = player->kartstuff[k_itemamount];
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 && player->kartstuff[k_itemheld]) // Banana x3 thrown
{
K_ThrowKartItem(player, false, MT_BANANA, -1, false);
K_PlayTauntSound(player->mo);
player->pflags |= PF_ATTACKDOWN;
player->kartstuff[k_itemamount]--;
if (!player->kartstuff[k_itemamount])
player->kartstuff[k_itemheld] = 0;
}
break;
case KITEM_EGGMAN:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
player->kartstuff[k_itemamount]--;
player->kartstuff[k_eggmanheld] = 1;
player->pflags |= PF_ATTACKDOWN;
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_FAKESHIELD);
mo->threshold = 10;
mo->movecount = 1;
mo->lastlook = 1;
if (mo)
{
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;
fixed_t newx;
fixed_t newy;
INT32 moloop;
mobj_t *mo = NULL;
mobj_t *prev = player->mo;
//K_PlayTauntSound(player->mo);
player->kartstuff[k_itemheld] = 1;
player->pflags |= PF_ATTACKDOWN;
S_StartSound(player->mo, sfx_s3k3a);
for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++)
{
newangle = FixedAngle(((360/player->kartstuff[k_itemamount])*moloop)*FRACUNIT) + ANGLE_90;
newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 64*FRACUNIT);
newy = player->mo->y + P_ReturnThrustY(player->mo, newangle, 64*FRACUNIT);
mo = P_SpawnMobj(newx, newy, player->mo->z, MT_ORBINAUT_SHIELD);
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, false);
K_PlayTauntSound(player->mo);
player->pflags |= PF_ATTACKDOWN;
player->kartstuff[k_itemamount]--;
if (!player->kartstuff[k_itemamount])
player->kartstuff[k_itemheld] = 0;
}
break;
case KITEM_JAWZ:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
angle_t newangle;
fixed_t newx;
fixed_t newy;
INT32 moloop;
mobj_t *mo = NULL;
mobj_t *prev = player->mo;
//K_PlayTauntSound(player->mo);
player->kartstuff[k_itemheld] = 1;
player->pflags |= PF_ATTACKDOWN;
S_StartSound(player->mo, sfx_s3k3a);
for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++)
{
newangle = FixedAngle(((360/player->kartstuff[k_itemamount])*moloop)*FRACUNIT) + ANGLE_90;
newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 64*FRACUNIT);
newy = player->mo->y + P_ReturnThrustY(player->mo, newangle, 64*FRACUNIT);
mo = P_SpawnMobj(newx, newy, player->mo->z, MT_JAWZ_SHIELD);
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, false);
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, false);
K_PlayTauntSound(player->mo);
player->pflags |= PF_ATTACKDOWN;
player->kartstuff[k_itemamount]--;
if (!player->kartstuff[k_itemamount])
player->kartstuff[k_itemheld] = 0;
}
break;
case KITEM_MINE:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
mobj_t *mo;
player->kartstuff[k_itemheld] = 1;
player->pflags |= PF_ATTACKDOWN;
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SSMINE_SHIELD);
mo->threshold = 10;
mo->movecount = 1;
mo->lastlook = 1;
if (mo)
{
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, true);
K_PlayTauntSound(player->mo);
player->kartstuff[k_itemamount]--;
player->kartstuff[k_itemheld] = 0;
}
break;
case KITEM_BALLHOG:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->kartstuff[k_itemamount]--;
K_ThrowKartItem(player, true, MT_BALLHOG, 1, false);
S_StartSound(player->mo, sfx_mario7);
K_PlayTauntSound(player->mo);
}
break;
case KITEM_SPB:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
UINT8 ploop;
UINT8 bestrank = 0;
fixed_t dist = 0;
for (ploop = 0; ploop < MAXPLAYERS; ploop++)
{
fixed_t thisdist;
if (!playeringame[ploop] || players[ploop].spectator)
continue;
if (&players[ploop] == player)
continue;
if (!players[ploop].mo)
continue;
if (players[ploop].exiting)
continue;
thisdist = R_PointToDist2(player->mo->x, player->mo->y, players[ploop].mo->x, players[ploop].mo->y);
if (bestrank == 0 || players[ploop].kartstuff[k_position] < bestrank)
{
bestrank = players[ploop].kartstuff[k_position];
dist = thisdist;
}
}
if (dist == 0)
spbincoming = 6*TICRATE; // If you couldn't find anyone, just set an abritary timer
else
spbincoming = (tic_t)max(1, FixedDiv(dist, 64*FRACUNIT)/FRACUNIT);
spbplayer = player-players;
player->pflags |= PF_ATTACKDOWN;
player->kartstuff[k_itemamount]--;
K_PlayTauntSound(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
{
K_PlayTauntSound(player->mo);
player->mo->scalespeed = FRACUNIT/TICRATE;
player->mo->destscale = 3*(mapheaderinfo[gamemap-1]->mobj_scale)/2;
if (cv_kartdebugshrink.value && !player->bot)
player->mo->destscale = 6*player->mo->destscale/8;
player->kartstuff[k_growshrinktimer] = itemtime+(4*TICRATE); // 12 seconds
P_RestoreMusic(player);
if (!cv_kartinvinsfx.value && !P_IsLocalPlayer(player))
S_StartSound(player->mo, sfx_kgrow);
S_StartSound(player->mo, sfx_kc5a);
player->pflags |= PF_ATTACKDOWN;
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_SHRINK:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
K_DoShrink(player);
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_LIGHTNINGSHIELD:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
K_DoLightningShield(player);
player->pflags |= PF_ATTACKDOWN;
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_HYUDORO:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
player->kartstuff[k_itemamount]--;
player->pflags |= PF_ATTACKDOWN;
K_DoHyudoroSteal(player);
}
break;
case KITEM_POGOSPRING:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO
&& !player->kartstuff[k_pogospring])
{
K_PlayTauntSound(player->mo);
K_DoPogoSpring(player->mo, 32<<FRACBITS, false);
player->pflags |= PF_ATTACKDOWN;
player->kartstuff[k_pogospring] = 1;
player->kartstuff[k_itemamount]--;
}
break;
case KITEM_KITCHENSINK:
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
K_ThrowKartItem(player, false, MT_SINK, 1, true);
K_PlayTauntSound(player->mo);
player->kartstuff[k_itemamount]--;
player->kartstuff[k_itemheld] = 0;
}
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])
player->kartstuff[k_itemtype] = KITEM_NONE;
if (player->kartstuff[k_itemtype] == KITEM_SPB
|| player->kartstuff[k_itemtype] == KITEM_SHRINK
|| player->kartstuff[k_growshrinktimer] < 0
|| spbincoming)
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[secondarydisplayplayer])
player->mo->eflags |= MFE_DRAWONLYFORP2;
else if (player == &players[thirddisplayplayer] && splitscreen > 1)
player->mo->eflags |= MFE_DRAWONLYFORP3;
else if (player == &players[fourthdisplayplayer] && splitscreen > 2)
player->mo->eflags |= MFE_DRAWONLYFORP4;
else
player->mo->eflags |= MFE_DRAWONLYFORP1;
}
else
player->mo->eflags &= ~(MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4);
}
else
{
if (player == &players[displayplayer]
|| (player != &players[displayplayer] && (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_StripItems(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 (player->kartstuff[k_growshrinktimer] > 1)
player->powers[pw_flashing] = 2;
// Friction
if (player->speed > 0 && cmd->forwardmove == 0 && player->mo->friction == 59392)
player->mo->friction += 4608;
if (player->speed > 0 && cmd->forwardmove < 0 && player->mo->friction == 59392)
player->mo->friction += 1608;
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;
}
if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow])
{
player->mo->friction -= FixedMul(1228, player->kartstuff[k_offroad]);
if (player->kartstuff[k_wipeoutslow] == 1)
player->mo->friction -= 4912;
}
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 % 20 == 0)
S_StartSound(player->mo, sfx_mkslid);
}
// 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[displayplayer]) // 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)
player->kartstuff[k_boostcharge]++;
else
player->kartstuff[k_boostcharge] = 0;
}
// Increase your size while charging your engine.
if (leveltime < starttime+10)
{
player->mo->destscale = (mapheaderinfo[gamemap-1]->mobj_scale) + (player->kartstuff[k_boostcharge]*131);
if (cv_kartdebugshrink.value && !player->bot)
player->mo->destscale = 6*player->mo->destscale/8;
}
// Determine the outcome of your charge.
if (leveltime > starttime && player->kartstuff[k_boostcharge])
{
// Get an instant boost!
if (player->kartstuff[k_boostcharge] >= 35 && player->kartstuff[k_boostcharge] <= 50)
{
player->kartstuff[k_sneakertimer] = -((21*(player->kartstuff[k_boostcharge]*player->kartstuff[k_boostcharge]))/425)+131; // max time is 70, min time is 7; yay parabooolas
if (!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3)
{
if (player->kartstuff[k_sneakertimer] >= 70)
S_StartSound(player->mo, sfx_s25f); // Special sound for the perfect start boost!
else if (player->kartstuff[k_sneakertimer] >= sneakertime)
S_StartSound(player->mo, sfx_cdfm01); // Sneaker boost sound for big boost
else
S_StartSound(player->mo, sfx_s23c); // Drift boost sound for small boost
}
}
// 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, 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;
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 (numingame <= 2)
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, numingame = 0, numjoiners = 0;
// 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 (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 (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;
// Reset the match if you're in an empty server
if (!mapreset && gamestate == GS_LEVEL && leveltime >= starttime && (numingame < 2 && numingame+numjoiners >= 2))
{
S_ChangeMusicInternal("chalng", false); // COME ON
mapreset = 3*TICRATE; // Even though only the server uses this for game logic, set for everyone for HUD in the future
}
// Finally, we can de-spectate everyone!
for (i = 0; i < numjoiners; i++)
P_SpectatorJoinGame(&players[respawnlist[i]]);
}
//}
//{ 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_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[8];
static patch_t *kp_racefinish[2];
static patch_t *kp_positionnum[NUMPOSNUMS][NUMPOSFRAMES];
static patch_t *kp_winnernum[NUMPOSFRAMES];
static patch_t *kp_facenull;
static patch_t *kp_facefirst;
static patch_t *kp_facesecond;
static patch_t *kp_facethird;
static patch_t *kp_facefourth;
static patch_t *kp_rankbumper;
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_itembg[4];
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[2];
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_lightningshield[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_spbwarning[2];
static patch_t *kp_fpview[3];
static patch_t *kp_inputwheel[5];
static patch_t *kp_challenger[25];
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_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);
kp_racefinish[0] = W_CachePatchName("K_FINA", PU_HUDGFX);
kp_racefinish[1] = W_CachePatchName("K_FINB", 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);
}
kp_facenull = W_CachePatchName("K_PFACE0", PU_HUDGFX);
kp_facefirst = W_CachePatchName("K_PFACE1", PU_HUDGFX);
kp_facesecond = W_CachePatchName("K_PFACE2", PU_HUDGFX);
kp_facethird = W_CachePatchName("K_PFACE3", PU_HUDGFX);
kp_facefourth = W_CachePatchName("K_PFACE4", PU_HUDGFX);
// Extra ranking icons
kp_rankbumper = W_CachePatchName("K_BLNICO", 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);
// Kart Item Windows
kp_itembg[0] = W_CachePatchName("K_ITBG", PU_HUDGFX);
kp_itembg[1] = W_CachePatchName("K_ITBGD", 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);
kp_orbinaut[0] = W_CachePatchName("K_ITORBN", 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_lightningshield[0] = W_CachePatchName("K_ITLITS", 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_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[1] = 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_lightningshield[1] = W_CachePatchName("K_ISLITS", 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);
}
// SPB warning
kp_spbwarning[0] = W_CachePatchName("K_SPBW1", PU_HUDGFX);
kp_spbwarning[1] = W_CachePatchName("K_SPBW2", 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);
}
}
//}
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 SPBW_X, SPBW_Y; // SPB warning
INT32 WANT_X, WANT_Y; // Battle WANTED poster
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
// Blue Shell warning
SPBW_X = BASEVIDWIDTH/2; // 270
SPBW_Y = BASEVIDHEIGHT- 24; // 176
// 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);
SPBW_Y = (BASEVIDHEIGHT/2)-8;
WANT_X = BASEVIDWIDTH-8;
WANT_Y = (BASEVIDHEIGHT/2)-12;
if (splitscreen > 1) // 3P/4P Small Splitscreen
{
ITEM_X = -9;
ITEM_Y = -8;
LAPS_X = 3;
LAPS_Y = (BASEVIDHEIGHT/2)-13;
POSI_X = (BASEVIDWIDTH/2)-3;
STCD_X = BASEVIDWIDTH/4;
MINI_X = (3*BASEVIDWIDTH/4);
MINI_Y = (3*BASEVIDHEIGHT/4);
SPBW_X = BASEVIDWIDTH/4;
WANT_X = (BASEVIDWIDTH/2)-8;
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[displayplayer])
{
if (splitscreen == 1 && stplyr == &players[secondarydisplayplayer])
{
splitflags |= V_SPLITSCREEN;
}
else if (splitscreen > 1)
{
if (stplyr == &players[thirddisplayplayer] || stplyr == &players[fourthdisplayplayer])
splitflags |= V_SPLITSCREEN;
if (stplyr == &players[secondarydisplayplayer] || stplyr == &players[fourthdisplayplayer])
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 = ((splitscreen > 1) ? kp_itembg[2] : kp_itembg[0]);
patch_t *localinv = ((splitscreen > 1) ? kp_invincibility[((leveltime % (6*3)) / 3) + 7] : kp_invincibility[(leveltime % (7*3)) / 3]);
INT32 splitflags = K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTOLEFT);
if (stplyr->kartstuff[k_itemroulette])
{
switch((stplyr->kartstuff[k_itemroulette] % (13*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: localpatch = kp_sneaker[offset]; break; // Sneaker
case 1: localpatch = kp_banana[offset]; break; // Banana
case 2: localpatch = kp_orbinaut[offset]; break; // Orbinaut
case 3: localpatch = kp_mine[offset]; break; // Mine
case 4: localpatch = kp_grow[offset]; break; // Grow
case 5: localpatch = kp_hyudoro[offset]; break; // Hyudoro
case 6: localpatch = kp_rocketsneaker[offset]; break; // Rocket Sneaker
case 7: localpatch = kp_jawz[offset]; break; // Jawz
case 8: localpatch = kp_selfpropelledbomb[offset]; break; // Self-Propelled Bomb
case 9: localpatch = kp_shrink[offset]; break; // Shrink
case 10: localpatch = localinv; break; // Invincibility
case 11: localpatch = kp_eggman[offset]; break; // Eggman Monitor
case 12: localpatch = kp_ballhog[offset]; break; // Ballhog
case 13: localpatch = kp_lightningshield[offset]; break; // Lightning Shield
//case 14: localpatch = kp_pogospring[offset]; break; // Pogo Spring
//case 15: localpatch = kp_kitchensink[offset]; break; // Kitchen Sink
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 if (!(leveltime & 2))
localpatch = kp_nodraw;
}
else if ((stplyr->kartstuff[k_stealingtimer] > 0) && (leveltime & 2))
{
localpatch = kp_hyudoro[offset];
}
else if (stplyr->kartstuff[k_rocketsneakertimer] > 1)
{
if (leveltime & 1)
localpatch = kp_rocketsneaker[offset];
else if (!(leveltime & 1))
localpatch = kp_nodraw;
}
else if (stplyr->kartstuff[k_growshrinktimer] > 1)
{
if (leveltime & 1)
localpatch = kp_grow[offset];
else if (!(leveltime & 1))
localpatch = kp_nodraw;
}
else if (stplyr->kartstuff[k_sadtimer] > 0)
{
if (leveltime & 2)
localpatch = kp_sadface[offset];
else if (!(leveltime & 2))
localpatch = kp_nodraw;
}
else
{
if (!(stplyr->kartstuff[k_itemamount] || stplyr->kartstuff[k_itemheld]))
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]; 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]; break;
case KITEM_GROW: localpatch = kp_grow[offset]; break;
case KITEM_SHRINK: localpatch = kp_shrink[offset]; break;
case KITEM_LIGHTNINGSHIELD: localpatch = kp_lightningshield[offset]; 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;
}
}
}
V_DrawScaledPatch(ITEM_X, ITEM_Y, V_HUDTRANS|splitflags, localbg);
// Then, the numbers:
if (stplyr->kartstuff[k_itemamount] > 1 && !stplyr->kartstuff[k_itemroulette])
{
V_DrawScaledPatch(ITEM_X, ITEM_Y, V_HUDTRANS|splitflags, kp_itemmulsticker[offset]);
V_DrawScaledPatch(ITEM_X, ITEM_Y, V_HUDTRANS|splitflags, localpatch);
if (splitscreen > 1)
V_DrawString(ITEM_X+24, ITEM_Y+31, V_ALLOWLOWERCASE|V_HUDTRANS|splitflags, va("x%d", stplyr->kartstuff[k_itemamount]));
else
{
V_DrawScaledPatch(ITEM_X+28, ITEM_Y+41, V_HUDTRANS|splitflags, kp_itemx);
V_DrawKartString(ITEM_X+38, ITEM_Y+36, V_HUDTRANS|splitflags, va("%d", stplyr->kartstuff[k_itemamount]));
}
}
else
V_DrawScaledPatch(ITEM_X, ITEM_Y, V_HUDTRANS|splitflags, localpatch);
}
static void K_drawKartTimestamp(void)
{
// TIME_X = BASEVIDWIDTH-124; // 196
// TIME_Y = 6; // 6
INT32 TIME_XB, splitflags = V_HUDTRANS|K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTORIGHT);
tic_t drawtime = stplyr->realtime;
if (cv_timelimit.value && timelimitintics > 0)
{
if (drawtime >= timelimitintics)
drawtime = 0;
else
drawtime = timelimitintics - drawtime;
}
V_DrawScaledPatch(TIME_X, TIME_Y, splitflags, kp_timestickerwide);
TIME_XB = TIME_X+33;
if (drawtime/(60*TICRATE) < 100) // 99:99:99 only
{
// zero minute
if (drawtime/(60*TICRATE) < 10)
{
V_DrawKartString(TIME_XB, TIME_Y+3, splitflags, va("0"));
// minutes time 0 __ __
V_DrawKartString(TIME_XB+12, TIME_Y+3, splitflags, va("%d", drawtime/(60*TICRATE)));
}
// minutes time 0 __ __
else
V_DrawKartString(TIME_XB, TIME_Y+3, splitflags, va("%d", drawtime/(60*TICRATE)));
// apostrophe location _'__ __
V_DrawKartString(TIME_XB+24, TIME_Y+3, splitflags, va("'"));
// zero second _ 0_ __
if ((drawtime/TICRATE % 60) < 10)
{
V_DrawKartString(TIME_XB+36, TIME_Y+3, splitflags, va("0"));
// seconds time _ _0 __
V_DrawKartString(TIME_XB+48, TIME_Y+3, splitflags, va("%d", drawtime/TICRATE % 60));
}
// zero second _ 00 __
else
V_DrawKartString(TIME_XB+36, TIME_Y+3, splitflags, va("%d", drawtime/TICRATE % 60));
// quotation mark location _ __"__
V_DrawKartString(TIME_XB+60, TIME_Y+3, splitflags, va("\""));
// zero tick _ __ 0_
if (G_TicsToCentiseconds(drawtime) < 10)
{
V_DrawKartString(TIME_XB+72, TIME_Y+3, splitflags, va("0"));
// tics _ __ _0
V_DrawKartString(TIME_XB+84, TIME_Y+3, splitflags, va("%d", G_TicsToCentiseconds(drawtime)));
}
// zero tick _ __ 00
if (G_TicsToCentiseconds(drawtime) >= 10)
V_DrawKartString(TIME_XB+72, TIME_Y+3, splitflags, va("%d", G_TicsToCentiseconds(drawtime)));
}
else if ((drawtime/TICRATE) & 1)
V_DrawKartString(TIME_XB, TIME_Y+3, splitflags, va("99'59\"99"));
if (modeattacking) // emblem time!
{
INT32 workx = TIME_XB + 96, worky = TIME_Y+18;
SINT8 curemb = 0;
patch_t *emblempic[3] = {NULL, NULL, NULL};
UINT8 *emblemcol[3] = {NULL, NULL, NULL};
emblem_t *emblem = M_GetLevelEmblems(gamemap);
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 (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 -= 69; // i SWEAR i wasn't aiming for this
V_DrawSmallScaledPatch(workx + 4, worky, splitflags, W_CachePatchName("NEEDIT", PU_CACHE));
break;
bademblem:
emblem = M_GetLevelEmblems(-1);
}
while (curemb--)
{
workx -= 16;
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
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);
if (stplyr->kartstuff[k_positiondelay] || stplyr->exiting)
scale = FixedMul(scale, 3*FRACUNIT/2);
if (splitscreen)
scale /= 2;
W = FixedMul(W<<FRACBITS, scale)>>FRACBITS;
// Special case for 0
if (!num)
{
V_DrawFixedPatch(X<<FRACBITS, POSI_Y<<FRACBITS, scale, V_HUDTRANSHALF|splitflags, kp_positionnum[0][0], NULL);
return;
}
I_Assert(num >= 0); // This function does not draw negative numbers
// Draw the number
while (num)
{
if (stplyr->exiting && num == 1) // 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(X<<FRACBITS, POSI_Y<<FRACBITS, scale, V_HUDTRANSHALF|splitflags, localpatch, NULL);
X -= 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;
boolean completed[MAXPLAYERS];
INT32 rankplayer[MAXPLAYERS];
INT32 bumperx, numplayersingame = 0;
UINT8 *colormap;
patch_t *localpatch = kp_facenull;
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;
for (j = 0; j < numplayersingame; j++)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && completed[i] == false && players[i].mo && !players[i].spectator
&& (rankplayer[ranklines] < 0 || players[i].kartstuff[k_position] < players[rankplayer[ranklines]].kartstuff[k_position]))
{
rankplayer[ranklines] = i;
}
}
i = rankplayer[ranklines];
completed[i] = true;
if (ranklines == 4)
break; // Only draw the top 4 players
ranklines++;
}
Y -= (9*ranklines);
for (i = 0; i < ranklines; i++)
{
if (players[rankplayer[i]].spectator) continue; // Spectators are ignored
if (!players[rankplayer[i]].mo) continue;
bumperx = FACE_X+18;
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_DrawSmallMappedPatch(FACE_X, Y, V_HUDTRANS|V_SNAPTOLEFT, faceprefix[players[rankplayer[i]].skin], colormap);
if (G_BattleGametype() && players[rankplayer[i]].kartstuff[k_bumper] > 0)
{
for (j = 0; j < players[rankplayer[i]].kartstuff[k_bumper]; j++)
{
V_DrawSmallMappedPatch(bumperx, Y+10, V_HUDTRANS|V_SNAPTOLEFT, kp_rankbumper, colormap);
bumperx += 3;
}
}
}
// Draws the little number over the face
switch (players[rankplayer[i]].kartstuff[k_position])
{
case 1: localpatch = kp_facefirst; break;
case 2: localpatch = kp_facesecond; break;
case 3: localpatch = kp_facethird; break;
case 4: localpatch = kp_facefourth; break;
default: break;
}
if (G_BattleGametype() && players[rankplayer[i]].kartstuff[k_bumper] <= 0)
V_DrawSmallScaledPatch(FACE_X-2, Y, V_HUDTRANS|V_SNAPTOLEFT, kp_ranknobumpers);
else
V_DrawSmallScaledPatch(FACE_X, Y, V_HUDTRANS|V_SNAPTOLEFT, localpatch);
Y += 18;
}
return false;
}
static void K_drawKartLaps(void)
{
INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT);
if (splitscreen > 1)
{
V_DrawScaledPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_splitlapflag);
if (stplyr->exiting)
V_DrawString(LAPS_X+13, LAPS_Y+1, V_HUDTRANS|splitflags, "FIN");
else
V_DrawString(LAPS_X+13, LAPS_Y+1, V_HUDTRANS|splitflags, 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), mapheaderinfo[gamemap-1]->mobj_scale)/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), mapheaderinfo[gamemap-1]->mobj_scale)/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, mapheaderinfo[gamemap-1]->mobj_scale)/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, 0);
INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT);
if (splitscreen > 1)
{
if (stplyr->kartstuff[k_bumper] <= 0)
{
V_DrawMappedPatch(LAPS_X, LAPS_Y-1, V_HUDTRANS|splitflags, kp_splitkarmabomb, colormap);
V_DrawString(LAPS_X+13, LAPS_Y+1, V_HUDTRANS|splitflags, va("%d/3", stplyr->kartstuff[k_comebackpoints]));
}
else
{
V_DrawMappedPatch(LAPS_X, LAPS_Y-1, V_HUDTRANS|splitflags, kp_rankbumper, colormap);
V_DrawString(LAPS_X+13, LAPS_Y+1, V_HUDTRANS|splitflags, 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+59, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/3", 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 void K_drawSPBWarning(void)
{
patch_t *localpatch = kp_nodraw;
INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM);
if (!(stplyr->kartstuff[k_deathsentence] > 0
|| (spbincoming > 0 && spbincoming < 2*TICRATE && stplyr->kartstuff[k_position] == 1)))
return;
if (leveltime % 8 > 3)
localpatch = kp_spbwarning[1];
else
localpatch = kp_spbwarning[0];
V_DrawScaledPatch(SPBW_X, SPBW_Y, splitflags, localpatch);
}
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 (mirrormode)
x = 320-x;
if (splitscreen > 1)
x /= 2;
return x;
}
static void K_drawKartWanted(void)
{
UINT8 i, numwanted = 0;
UINT8 *colormap = NULL;
if (splitscreen) // Can't fit the poster on screen, sadly
{
if (K_IsPlayerWanted(stplyr) && leveltime % 10 > 3)
V_DrawRightAlignedString(WANT_X, WANT_Y, K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS|V_REDMAP), "WANTED");
return;
}
for (i = 0; i < 4; i++)
{
if (battlewanted[i] == -1)
break;
numwanted++;
}
if (numwanted <= 0)
return;
if (battlewanted[0] != -1)
colormap = R_GetTranslationColormap(0, players[battlewanted[0]].skincolor, GTC_CACHE);
V_DrawFixedPatch(WANT_X<<FRACBITS, WANT_Y<<FRACBITS, FRACUNIT, V_HUDTRANS|V_SNAPTORIGHT|V_SNAPTOBOTTOM, kp_wanted, colormap);
for (i = 0; i < numwanted; i++)
{
INT32 x = WANT_X+7, y = WANT_Y+20;
fixed_t scale = FRACUNIT/2;
player_t *p = &players[battlewanted[i]];
if (battlewanted[i] == -1)
break;
if (numwanted == 1)
{
x++; //y++;
scale = FRACUNIT;
}
else
{
if (i & 1)
x += 18;
if (i > 1)
y += 17;
}
if (players[battlewanted[i]].skincolor == 0)
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, scale, V_HUDTRANS|V_SNAPTORIGHT|V_SNAPTOBOTTOM, faceprefix[p->skin], NULL);
else
{
colormap = R_GetTranslationColormap(TC_RAINBOW, p->skincolor, GTC_CACHE);
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, scale, V_HUDTRANS|V_SNAPTORIGHT|V_SNAPTOBOTTOM, faceprefix[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)
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, 0);
V_DrawMappedPatch(x, CHEK_Y, V_HUDTRANS|splitflags, kp_check[pnum], colormap);
}
}
}
void K_LoadIconGraphics(char *facestr, INT32 skinnum)
{
char namelump[9];
// hack: make sure base face name is no more than 8 chars
if (strlen(facestr) > 8)
facestr[8] = '\0';
strcpy(namelump, facestr); // copy base name
iconprefix[skinnum] = W_CachePatchName(namelump, PU_HUDGFX);
iconfreed[skinnum] = false;
}
#if 0 //unused
static void K_UnLoadIconGraphics(INT32 skinnum)
{
Z_Free(iconprefix[skinnum]);
iconfreed[skinnum] = true;
}
#endif
void K_ReloadSkinIconGraphics(void)
{
INT32 i;
for (i = 0; i < numskins; i++)
K_LoadIconGraphics(skins[i].iconprefix, i);
}
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 (mirrormode)
amnumxpos = -amnumxpos;
amxpos = amnumxpos + ((x + AutomapPic->width/2 - (iconprefix[skin]->width/2))<<FRACBITS);
amypos = amnumypos + ((y + AutomapPic->height/2 - (iconprefix[skin]->height/2))<<FRACBITS);
// do we want this? it feels unnecessary. easier to just modify the amnumxpos?
/*if (mirrormode)
{
flags |= V_FLIP;
amxpos = -amnumxpos + ((x + AutomapPic->width/2 + (iconprefix[skin]->width/2))<<FRACBITS);
}*/
if (!mo->color) // 'default' color
V_DrawSciencePatch(amxpos, amypos, flags, iconprefix[skin], FRACUNIT);
else
{
UINT8 *colormap;
if (mo->colorized)
colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, 0);
else
colormap = R_GetTranslationColormap(skin, mo->color, 0);
V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, iconprefix[skin], colormap);
}
}
static void K_drawKartMinimap(void)
{
INT32 lumpnum;
patch_t *AutomapPic;
INT32 i = 0;
INT32 x, y;
INT32 minimaptrans, splitflags = (splitscreen ? 0 : V_SNAPTORIGHT);
boolean dop1later = false;
// Draw the HUD only when playing in a level.
// hu_stuff needs this, unlike st_stuff.
if (!(Playing() && gamestate == GS_LEVEL))
return;
if (stplyr != &players[displayplayer])
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 = (splitscreen ? 10 : 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 (mirrormode)
V_DrawScaledPatch(x+(AutomapPic->width), y, splitflags|V_FLIP, AutomapPic);
else
V_DrawScaledPatch(x, y, splitflags, AutomapPic);
if (!splitscreen)
{
splitflags &= ~minimaptrans;
splitflags |= V_HUDTRANSHALF;
}
// let offsets transfer to the heads, too!
if (mirrormode)
x += SHORT(AutomapPic->leftoffset);
else
x -= SHORT(AutomapPic->leftoffset);
y -= SHORT(AutomapPic->topoffset);
// 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;
dop1later = true;
}
else
{
for (i = MAXPLAYERS-1; i >= 0; i--)
{
if (!playeringame[i])
continue;
if (!players[i].mo || players[i].spectator)
continue;
if (!splitscreen && i == displayplayer)
{
dop1later = true; // Do displayplayer later
continue;
}
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;
}
K_drawKartMinimapHead(players[i].mo, x, y, splitflags, AutomapPic);
}
}
if (!dop1later)
return; // Don't need this
splitflags &= ~V_HUDTRANSHALF;
splitflags |= V_HUDTRANS;
K_drawKartMinimapHead(stplyr->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)
V_DrawSmallScaledPatch(STCD_X - (SHORT(kp_startcountdown[pnum]->width)/4), STCD_Y - (SHORT(kp_startcountdown[pnum]->height)/4), splitflags, kp_startcountdown[pnum]);
else
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)
return;
if ((stplyr->kartstuff[k_cardanimation] % (2*5)) / 5) // blink
pnum = 1;
if (splitscreen > 1)
{
V_DrawTinyScaledPatch(STCD_X - (SHORT(kp_racefinish[pnum]->width)/8), STCD_Y - (SHORT(kp_racefinish[pnum]->height)/8), splitflags, kp_racefinish[pnum]);
return;
}
{
INT32 scaleshift = (FRACBITS - splitscreen); // FRACUNIT or FRACUNIT/2
INT32 x = ((vid.width<<FRACBITS)/vid.dupx), xval = (SHORT(kp_racefinish[pnum]->width)<<scaleshift);
x = ((TICRATE - stplyr->kartstuff[k_cardanimation])*(xval > x ? xval : x))/TICRATE;
if (splitscreen && stplyr == &players[secondarydisplayplayer])
x = -x;
V_DrawFixedPatch(x + (STCD_X<<FRACBITS) - (SHORT(kp_racefinish[pnum]->width)<<(scaleshift-1)),
(STCD_Y<<FRACBITS) - (SHORT(kp_racefinish[pnum]->height)<<(scaleshift-1)),
(1<<scaleshift),
splitflags, kp_racefinish[pnum], NULL);
}
}
static void K_drawBattleFullscreen(void)
{
INT32 x = BASEVIDWIDTH/2;
INT32 y = -64+(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;
if (splitscreen)
{
if ((splitscreen == 1 && stplyr == &players[secondarydisplayplayer])
|| (splitscreen > 1 && (stplyr == &players[thirddisplayplayer]
|| (stplyr == &players[fourthdisplayplayer] && splitscreen > 2))))
{
y = 232-(stplyr->kartstuff[k_cardanimation]/2);
splitflags = V_SNAPTOBOTTOM;
}
else
y = -32+(stplyr->kartstuff[k_cardanimation]/2);
if (splitscreen > 1)
{
scale /= 2;
if (stplyr == &players[secondarydisplayplayer]
|| (stplyr == &players[fourthdisplayplayer] && splitscreen > 2))
x = 3*BASEVIDWIDTH/4;
else
x = BASEVIDWIDTH/4;
}
else
{
if (stplyr == &players[secondarydisplayplayer])
x = BASEVIDWIDTH-96;
else
x = 96;
}
}
if (stplyr->exiting)
{
if (stplyr == &players[displayplayer])
V_DrawFadeScreen(0xFF00, 16);
if (stplyr->exiting < 6*TICRATE)
{
if (stplyr->kartstuff[k_position] == 1)
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, scale, splitflags, kp_battlewin, NULL);
else if (splitscreen < 2)
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, 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)
{
INT32 t = stplyr->kartstuff[k_comebacktimer]/TICRATE;
INT32 txoff = 0;
INT32 ty = (BASEVIDHEIGHT/2)+66;
if (t == 0)
txoff = 8;
else
{
while (t)
{
txoff += 8;
t /= 10;
}
}
if (splitscreen)
{
if (splitscreen > 1)
ty = (BASEVIDHEIGHT/4)+33;
if ((splitscreen == 1 && stplyr == &players[secondarydisplayplayer])
|| (stplyr == &players[thirddisplayplayer] && splitscreen > 1)
|| (stplyr == &players[fourthdisplayplayer] && splitscreen > 2))
ty += (BASEVIDHEIGHT/2);
}
else
V_DrawFadeScreen(0xFF00, 16);
if (!comebackshowninfo)
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, scale, splitflags, kp_battleinfo, NULL);
else
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, scale, splitflags, kp_battlewait, NULL);
if (splitscreen > 1)
V_DrawString(x-(txoff/2), ty, 0, va("%d", stplyr->kartstuff[k_comebacktimer]/TICRATE));
else
{
V_DrawFixedPatch(x<<FRACBITS, ty<<FRACBITS, scale, 0, kp_timeoutsticker, NULL);
V_DrawKartString(x-txoff, ty, 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 == displayplayer)
continue;
if (playeringame[i] && !stplyr->spectator)
return;
}
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[secondarydisplayplayer] && splitscreen)
{ pn = pnum[1]; tn = turn[1]; dr = drift[1]; }
else if (stplyr == &players[thirddisplayplayer] && splitscreen > 1)
{ pn = pnum[2]; tn = turn[2]; dr = drift[2]; }
else if (stplyr == &players[fourthdisplayplayer] && 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 < FixedMul(stplyr->runspeed, 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 (mirrormode)
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)
{
fixed_t dsone = K_GetKartDriftSparkValue(stplyr);
fixed_t dstwo = dsone*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 (mirrormode)
x -= xoffs;
else
x += xoffs;
if (!splitscreen)
y += yoffs;
}
// drift sparks!
if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dstwo))
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_TANGERINE, 0);
else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsone))
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_SAPPHIRE, 0);
else
#endif
// invincibility/grow/shrink!
if (stplyr->mo->colorized && stplyr->mo->color)
colmap = R_GetTranslationColormap(TC_RAINBOW, stplyr->mo->color, 0);
}
V_DrawFixedPatch(x, y, scale, splitflags, kp_fpview[target], colmap);
if (stplyr == &players[secondarydisplayplayer] && splitscreen)
{ pnum[1] = pn; turn[1] = tn; drift[1] = dr; }
else if (stplyr == &players[thirddisplayplayer] && splitscreen > 1)
{ pnum[2] = pn; turn[2] = tn; drift[2] = dr; }
else if (stplyr == &players[fourthdisplayplayer] && 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
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, 0);
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_drawCheckpointDebugger(void)
{
if ((numstarposts/2 + stplyr->starpostnum) >= numstarposts)
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_drawKartFreePlay(UINT32 flashtime)
{
if ((flashtime % TICRATE) < TICRATE/2)
return;
V_DrawKartString(BASEVIDWIDTH/2 - (6*9), // horizontally centered, nice
LAPS_Y+3, V_SNAPTOBOTTOM, "FREE PLAY");
}
void K_drawKartHUD(void)
{
boolean isfreeplay = false;
// 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".
if ((stplyr == &players[displayplayer] && !camera.chase)
|| ((splitscreen && stplyr == &players[secondarydisplayplayer]) && !camera2.chase)
|| ((splitscreen > 1 && stplyr == &players[thirddisplayplayer]) && !camera3.chase)
|| ((splitscreen > 2 && stplyr == &players[fourthdisplayplayer]) && !camera4.chase))
K_drawKartFirstPerson();
// Draw a white fade on level opening
if (leveltime < 15 && stplyr == &players[displayplayer])
{
if (leveltime <= 5)
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
else
V_DrawFadeScreen(120, 15-leveltime); // Then gradually fade out from there
}
if (splitscreen == 2) // Player 4 in 3P is the minimap :p
K_drawKartMinimap();
// Draw full screen stuff that turns off the rest of the HUD
if (mapreset)
{
K_drawChallengerScreen();
return;
}
if ((G_BattleGametype())
&& (stplyr->exiting
|| (stplyr->kartstuff[k_bumper] <= 0
&& stplyr->kartstuff[k_comebacktimer]
&& comeback
&& stplyr->playerstate == PST_LIVE)))
{
K_drawBattleFullscreen();
return;
}
// Draw the CHECK indicator before the other items, so it's overlapped by everything else
if (cv_kartcheck.value && !splitscreen && !players[displayplayer].exiting)
K_drawKartPlayerCheck();
if (splitscreen == 0 && cv_kartminimap.value)
K_drawKartMinimap(); // 3P splitscreen is handled above
// Draw the item window
K_drawKartItem();
// Draw WANTED status
if (G_BattleGametype())
K_drawKartWanted();
// If not splitscreen, draw...
if (!splitscreen)
{
// Draw the timestamp
K_drawKartTimestamp();
if (!modeattacking)
{
// The top-four faces on the left
isfreeplay = K_drawKartPositionFaces();
}
}
if (!stplyr->spectator) // Bottom of the screen elements, don't need in spectate mode
{
if (G_RaceGametype()) // Race-only elements
{
// Draw the lap counter
K_drawKartLaps();
if (!splitscreen)
{
// Draw the speedometer
// TODO: Make a better speedometer.
K_drawKartSpeedometer();
}
if (isfreeplay)
;
else if (!modeattacking)
{
// Draw the numerical position
K_DrawKartPositionNum(stplyr->kartstuff[k_position]);
}
else //if (!(demoplayback && hu_showscores))
{
// Draw the input UI
K_drawInput();
}
// You're about to DIEEEEE
K_drawSPBWarning();
}
else if (G_BattleGametype()) // Battle-only
{
// Draw the hits left!
K_drawKartBumpersOrKarma();
}
}
// Draw the countdowns after everything else.
if (leveltime >= starttime-(3*TICRATE)
&& leveltime < starttime+TICRATE)
K_drawKartStartCountdown();
else if (countdown && (!splitscreen || !stplyr->exiting))
{
char *countstr = va("%d", countdown/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);
}
}
if (stplyr->exiting && G_RaceGametype())
K_drawKartFinish();
if (cv_kartdebugcheckpoint.value)
K_drawCheckpointDebugger();
// Draw FREE PLAY.
if (isfreeplay && !stplyr->spectator && timeinmap > 113)
K_drawKartFreePlay(leveltime);
}
//}