Kart-Public/src/k_kart.c
toaster 7564aa466e * FREE PLAY! The necessary corollary to HERE COMES A NEW CHALLENGER...
* Activates when there are less than two non-spectators in a netgame.
	* Shows flashing text at the bottom of the screen.
	* Prevents drawing several UI elements that only make sense with multiple players.
	* Prevents matchesplayed being increased.
* Improve the mapreset timer's behaviour.
	* Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0.
	* Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to.
	* Hide some other stuff that might've been visible for no good reason.
* Improve Mirror mode.
	* First person now works with it!
	* Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
2018-07-22 16:16:03 +01:00

5982 lines
190 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_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, 6, 5, 0, 0, 0 }, // Sneaker
/*Rocket Sneaker*/ { 0, 0, 0, 0, 0, 3, 6, 5, 0 }, // Rocket Sneaker
/*Invincibility*/ { 0, 0, 0, 0, 0, 1, 6, 8,16 }, // 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, 0, 0, 1, 2, 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, 7, 6, 4, 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);
}
// 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 < 5 && !G_BattleGametype()) \
odds = FixedMul(odds*FRACUNIT, FRACUNIT+min((5-pingame)*(FRACUNIT/34), 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 == 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
void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
{
mobj_t *fx;
fixed_t momdifx, momdify;
fixed_t distx, disty;
fixed_t dot, 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])
|| (mobj2->player && mobj1->player->kartstuff[k_justbumped]))
{
if (mobj1->player)
mobj1->player->kartstuff[k_justbumped] = bumptime;
if (mobj2->player)
mobj2->player->kartstuff[k_justbumped] = bumptime;
return;
}
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;
if (bounce == true) // Perform a Goomba Bounce.
mobj1->momz = -mobj1->momz;
else
{
fixed_t newz = mobj1->momz;
mobj1->momz = mobj2->momz;
if (solid == false)
mobj2->momz = newz;
}
mass1 = mass2 = 5*FRACUNIT;
if (mobj1->player)
mass1 = (mobj1->player->kartweight)*FRACUNIT;
if (mobj2->player)
mass2 = (mobj2->player->kartweight)*FRACUNIT;
else if (solid == true)
mass2 = mass1;
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);
}
distx = mobj1->x - mobj2->x;
disty = mobj1->y - mobj2->y;
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));
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 (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);
}
// 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 (mobj2->player)
{
mobj2->player->rmomx = mobj2->momx - mobj2->player->cmomx;
mobj2->player->rmomy = mobj2->momy - mobj2->player->cmomy;
mobj2->player->kartstuff[k_justbumped] = bumptime;
}
}
/** \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 (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);
}
static void K_PlayOvertakeSound(mobj_t *source)
{
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);
}
static void K_PlayHitEmSound(mobj_t *source)
{
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;
// 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) // Avoid making x10 banana a hassle to use
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;
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_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)))
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] = 1*TICRATE; // Wipeout
player->powers[pw_flashing] = K_GetKartFlashing();
if (player->mo->state != &states[S_KART_SPIN])
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
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)))
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);
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)))
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;
}
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->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
|| (player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]))
|| (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))
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;*/
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));
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;
}
}
// 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);
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_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;
fixed_t newy;
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);
if (lasttrail)
{
newx = lasttrail->x;
newy = lasttrail->y;
}
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);
}
mo = P_SpawnMobj(newx, newy, player->mo->z, 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_GREENSHIELD: // 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->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 && leveltime % 7 == 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 (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_spinouttimer] == 0)
player->kartstuff[k_spinouttype] = 0; // Reset type
}
else 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_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_GREENSHIELD);
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 && player->kartstuff[k_itemheld]) // Orbinaut x3 thrown
{
K_ThrowKartItem(player, true, MT_GREENITEM, 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;
}
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);
}
//}