// SONIC ROBO BLAST 2 KART ~ ZarroTsu //----------------------------------------------------------------------------- /// \file k_kart.c /// \brief SRB2kart general. /// All of the SRB2kart-unique stuff. #include "doomdef.h" #include "hu_stuff.h" #include "g_game.h" #include "m_random.h" #include "p_local.h" #include "p_slopes.h" #include "r_draw.h" #include "r_local.h" #include "s_sound.h" #include "st_stuff.h" #include "v_video.h" #include "z_zone.h" #include "m_misc.h" #include "m_cond.h" #include "k_kart.h" #include "f_finale.h" #include "lua_hud.h" // For Lua hud checks #include "lua_hook.h" // For MobjDamage and ShouldDamage // SOME IMPORTANT VARIABLES DEFINED IN DOOMDEF.H: // gamespeed is cc (0 for easy, 1 for normal, 2 for hard) // franticitems is Frantic Mode items, bool // encoremode is Encore Mode (duh), bool // comeback is Battle Mode's karma comeback, also bool // battlewanted is an array of the WANTED player nums, -1 for no player in that slot // indirectitemcooldown is timer before anyone's allowed another Shrink/SPB // mapreset is set when enough players fill an empty server // nospectategrief is the players in-game needed to eliminate the person in last //{ SRB2kart Color Code #define SKIN_RAMP_LENGTH 16 #define DEFAULT_STARTTRANSCOLOR 160 #define NUM_PALETTE_ENTRIES 256 // These should be within 14 characters to fit on the character select screen const char *KartColor_Names[MAXSKINCOLORS] = { "None", // SKINCOLOR_NONE "White", // SKINCOLOR_WHITE "Silver", // SKINCOLOR_SILVER "Grey", // SKINCOLOR_GREY "Nickel", // SKINCOLOR_NICKEL "Black", // SKINCOLOR_BLACK "Skunk", // SKINCOLOR_SKUNK "Fairy", // SKINCOLOR_FAIRY "Popcorn", // SKINCOLOR_POPCORN "Artichoke", // SKINCOLOR_ARTICHOKE "Pigeon", // SKINCOLOR_PIGEON "Sepia", // SKINCOLOR_SEPIA "Beige", // SKINCOLOR_BEIGE "Walnut", // SKINCOLOR_WALNUT "Brown", // SKINCOLOR_BROWN "Leather", // SKINCOLOR_LEATHER "Salmon", // SKINCOLOR_SALMON "Pink", // SKINCOLOR_PINK "Rose", // SKINCOLOR_ROSE "Brick", // SKINCOLOR_BRICK "Cinnamon", // SKINCOLOR_CINNAMON "Ruby", // SKINCOLOR_RUBY "Raspberry", // SKINCOLOR_RASPBERRY "Cherry", // SKINCOLOR_CHERRY "Red", // SKINCOLOR_RED "Crimson", // SKINCOLOR_CRIMSON "Maroon", // SKINCOLOR_MAROON "Lemonade", // SKINCOLOR_LEMONADE "Flame", // SKINCOLOR_FLAME "Scarlet", // SKINCOLOR_SCARLET "Ketchup", // SKINCOLOR_KETCHUP "Dawn", // SKINCOLOR_DAWN "Sunset", // SKINCOLOR_SUNSET "Creamsicle", // SKINCOLOR_CREAMSICLE "Orange", // SKINCOLOR_ORANGE "Pumpkin", // SKINCOLOR_PUMPKIN "Rosewood", // SKINCOLOR_ROSEWOOD "Burgundy", // SKINCOLOR_BURGUNDY "Tangerine", // SKINCOLOR_TANGERINE "Peach", // SKINCOLOR_PEACH "Caramel", // SKINCOLOR_CARAMEL "Cream", // SKINCOLOR_CREAM "Gold", // SKINCOLOR_GOLD "Royal", // SKINCOLOR_ROYAL "Bronze", // SKINCOLOR_BRONZE "Copper", // SKINCOLOR_COPPER "Quarry", // SKINCOLOR_QUARRY "Yellow", // SKINCOLOR_YELLOW "Mustard", // SKINCOLOR_MUSTARD "Crocodile", // SKINCOLOR_CROCODILE "Olive", // SKINCOLOR_OLIVE "Vomit", // SKINCOLOR_VOMIT "Garden", // SKINCOLOR_GARDEN "Lime", // SKINCOLOR_LIME "Handheld", // SKINCOLOR_HANDHELD "Tea", // SKINCOLOR_TEA "Pistachio", // SKINCOLOR_PISTACHIO "Moss", // SKINCOLOR_MOSS "Camouflage", // SKINCOLOR_CAMOUFLAGE "Robo-Hood", // SKINCOLOR_ROBOHOOD "Mint", // SKINCOLOR_MINT "Green", // SKINCOLOR_GREEN "Pinetree", // SKINCOLOR_PINETREE "Emerald", // SKINCOLOR_EMERALD "Swamp", // SKINCOLOR_SWAMP "Dream", // SKINCOLOR_DREAM "Plague", // SKINCOLOR_PLAGUE "Algae", // SKINCOLOR_ALGAE "Caribbean", // SKINCOLOR_CARIBBEAN "Azure", // SKINCOLOR_AZURE "Aqua", // SKINCOLOR_AQUA "Teal", // SKINCOLOR_TEAL "Cyan", // SKINCOLOR_CYAN "Jawz", // SKINCOLOR_JAWZ "Cerulean", // SKINCOLOR_CERULEAN "Navy", // SKINCOLOR_NAVY "Platinum", // SKINCOLOR_PLATINUM "Slate", // SKINCOLOR_SLATE "Steel", // SKINCOLOR_STEEL "Thunder", // SKINCOLOR_THUNDER "Rust", // SKINCOLOR_RUST "Wristwatch", // SKINCOLOR_WRISTWATCH "Jet", // SKINCOLOR_JET "Sapphire", // SKINCOLOR_SAPPHIRE "Periwinkle", // SKINCOLOR_PERIWINKLE "Blue", // SKINCOLOR_BLUE "Blueberry", // SKINCOLOR_BLUEBERRY "Nova", // SKINCOLOR_NOVA "Pastel", // SKINCOLOR_PASTEL "Moonslam", // SKINCOLOR_MOONSLAM "Ultraviolet", // SKINCOLOR_ULTRAVIOLET "Dusk", // SKINCOLOR_DUSK "Bubblegum", // SKINCOLOR_BUBBLEGUM "Purple", // SKINCOLOR_PURPLE "Fuchsia", // SKINCOLOR_FUCHSIA "Toxic", // SKINCOLOR_TOXIC "Mauve", // SKINCOLOR_MAUVE "Lavender", // SKINCOLOR_LAVENDER "Byzantium", // SKINCOLOR_BYZANTIUM "Pomegranate", // SKINCOLOR_POMEGRANATE "Lilac" // SKINCOLOR_LILAC }; // Color_Opposite replacement; frame setting has not been changed from 8 for most, should be done later const UINT8 KartColor_Opposite[MAXSKINCOLORS*2] = { SKINCOLOR_NONE,8, // SKINCOLOR_NONE SKINCOLOR_BLACK,8, // SKINCOLOR_WHITE SKINCOLOR_NICKEL,8, // SKINCOLOR_SILVER SKINCOLOR_GREY,8, // SKINCOLOR_GREY SKINCOLOR_SILVER,8, // SKINCOLOR_NICKEL SKINCOLOR_WHITE,8, // SKINCOLOR_BLACK SKINCOLOR_SKUNK,8, // SKINCOLOR_SKUNK SKINCOLOR_ARTICHOKE,12, // SKINCOLOR_FAIRY SKINCOLOR_PIGEON,12, // SKINCOLOR_POPCORN SKINCOLOR_FAIRY,12, // SKINCOLOR_ARTICHOKE SKINCOLOR_POPCORN,12, // SKINCOLOR_PIGEON SKINCOLOR_LEATHER,6, // SKINCOLOR_SEPIA SKINCOLOR_BROWN,2, // SKINCOLOR_BEIGE SKINCOLOR_CAMOUFLAGE,8, // SKINCOLOR_WALNUT SKINCOLOR_BEIGE,8, // SKINCOLOR_BROWN SKINCOLOR_SEPIA,8, // SKINCOLOR_LEATHER SKINCOLOR_TEA,8, // SKINCOLOR_SALMON SKINCOLOR_PISTACHIO,8, // SKINCOLOR_PINK SKINCOLOR_MOSS,8, // SKINCOLOR_ROSE SKINCOLOR_RUST,8, // SKINCOLOR_BRICK SKINCOLOR_WRISTWATCH,6, // SKINCOLOR_CINNAMON SKINCOLOR_SAPPHIRE,8, // SKINCOLOR_RUBY SKINCOLOR_MINT,8, // SKINCOLOR_RASPBERRY SKINCOLOR_HANDHELD,10, // SKINCOLOR_CHERRY SKINCOLOR_GREEN,6, // SKINCOLOR_RED SKINCOLOR_PINETREE,6, // SKINCOLOR_CRIMSON SKINCOLOR_TOXIC,8, // SKINCOLOR_MAROON SKINCOLOR_THUNDER,8, // SKINCOLOR_LEMONADE SKINCOLOR_CARIBBEAN,10, // SKINCOLOR_FLAME SKINCOLOR_ALGAE,10, // SKINCOLOR_SCARLET SKINCOLOR_MUSTARD,10, // SKINCOLOR_KETCHUP SKINCOLOR_DUSK,8, // SKINCOLOR_DAWN SKINCOLOR_MOONSLAM,8, // SKINCOLOR_SUNSET SKINCOLOR_PERIWINKLE,8, // SKINCOLOR_CREAMSICLE SKINCOLOR_BLUE,8, // SKINCOLOR_ORANGE SKINCOLOR_BLUEBERRY,8, // SKINCOLOR_PUMPKIN SKINCOLOR_NAVY,6, // SKINCOLOR_ROSEWOOD SKINCOLOR_JET,8, // SKINCOLOR_BURGUNDY SKINCOLOR_LIME,8, // SKINCOLOR_TANGERINE SKINCOLOR_CYAN,8, // SKINCOLOR_PEACH SKINCOLOR_CERULEAN,8, // SKINCOLOR_CARAMEL SKINCOLOR_COPPER,10, // SKINCOLOR_CREAM SKINCOLOR_SLATE,8, // SKINCOLOR_GOLD SKINCOLOR_PLATINUM,6, // SKINCOLOR_ROYAL SKINCOLOR_STEEL,8, // SKINCOLOR_BRONZE SKINCOLOR_CREAM,6, // SKINCOLOR_COPPER SKINCOLOR_AZURE,8, // SKINCOLOR_QUARRY SKINCOLOR_AQUA,8, // SKINCOLOR_YELLOW SKINCOLOR_KETCHUP,8, // SKINCOLOR_MUSTARD SKINCOLOR_BUBBLEGUM,8, // SKINCOLOR_CROCODILE SKINCOLOR_TEAL,8, // SKINCOLOR_OLIVE SKINCOLOR_ROBOHOOD,8, // SKINCOLOR_VOMIT SKINCOLOR_LAVENDER,6, // SKINCOLOR_GARDEN SKINCOLOR_TANGERINE,8, // SKINCOLOR_LIME SKINCOLOR_CHERRY,8, // SKINCOLOR_HANDHELD SKINCOLOR_SALMON,8, // SKINCOLOR_TEA SKINCOLOR_PINK,6, // SKINCOLOR_PISTACHIO SKINCOLOR_ROSE,8, // SKINCOLOR_MOSS SKINCOLOR_WALNUT,8, // SKINCOLOR_CAMOUFLAGE SKINCOLOR_VOMIT,8, // SKINCOLOR_ROBOHOOD SKINCOLOR_RASPBERRY,8, // SKINCOLOR_MINT SKINCOLOR_RED,8, // SKINCOLOR_GREEN SKINCOLOR_CRIMSON,8, // SKINCOLOR_PINETREE SKINCOLOR_PURPLE,8, // SKINCOLOR_EMERALD SKINCOLOR_BYZANTIUM,8, // SKINCOLOR_SWAMP SKINCOLOR_POMEGRANATE,8, // SKINCOLOR_DREAM SKINCOLOR_NOVA,8, // SKINCOLOR_PLAGUE SKINCOLOR_SCARLET,10, // SKINCOLOR_ALGAE SKINCOLOR_FLAME,8, // SKINCOLOR_CARIBBEAN SKINCOLOR_QUARRY,8, // SKINCOLOR_AZURE SKINCOLOR_YELLOW,8, // SKINCOLOR_AQUA SKINCOLOR_OLIVE,8, // SKINCOLOR_TEAL SKINCOLOR_PEACH,8, // SKINCOLOR_CYAN SKINCOLOR_LILAC,10, // SKINCOLOR_JAWZ SKINCOLOR_CARAMEL,8, // SKINCOLOR_CERULEAN SKINCOLOR_ROSEWOOD,8, // SKINCOLOR_NAVY SKINCOLOR_ROYAL,8, // SKINCOLOR_PLATINUM SKINCOLOR_GOLD,10, // SKINCOLOR_SLATE SKINCOLOR_BRONZE,10, // SKINCOLOR_STEEL SKINCOLOR_LEMONADE,8, // SKINCOLOR_THUNDER SKINCOLOR_BRICK,10, // SKINCOLOR_RUST SKINCOLOR_CINNAMON,8, // SKINCOLOR_WRISTWATCH SKINCOLOR_BURGUNDY,8, // SKINCOLOR_JET SKINCOLOR_RUBY,6, // SKINCOLOR_SAPPHIRE SKINCOLOR_CREAMSICLE,8, // SKINCOLOR_PERIWINKLE SKINCOLOR_ORANGE,8, // SKINCOLOR_BLUE SKINCOLOR_PUMPKIN,8, // SKINCOLOR_BLUEBERRY SKINCOLOR_PLAGUE,10, // SKINCOLOR_NOVA SKINCOLOR_FUCHSIA,11, // SKINCOLOR_PASTEL SKINCOLOR_SUNSET,10, // SKINCOLOR_MOONSLAM SKINCOLOR_MAUVE,10, // SKINCOLOR_ULTRAVIOLET SKINCOLOR_DAWN,6, // SKINCOLOR_DUSK SKINCOLOR_CROCODILE,8, // SKINCOLOR_BUBBLEGUM SKINCOLOR_EMERALD,8, // SKINCOLOR_PURPLE SKINCOLOR_PASTEL,11, // SKINCOLOR_FUCHSIA SKINCOLOR_MAROON,8, // SKINCOLOR_TOXIC SKINCOLOR_ULTRAVIOLET,8, // SKINCOLOR_MAUVE SKINCOLOR_GARDEN,6, // SKINCOLOR_LAVENDER SKINCOLOR_SWAMP,8, // SKINCOLOR_BYZANTIUM SKINCOLOR_DREAM,8, // SKINCOLOR_POMEGRANATE SKINCOLOR_JAWZ,6 // SKINCOLOR_LILAC }; UINT8 colortranslations[MAXTRANSLATIONS][16] = { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // SKINCOLOR_NONE {120, 120, 120, 120, 0, 2, 5, 8, 9, 11, 14, 17, 20, 22, 25, 28}, // SKINCOLOR_WHITE { 0, 1, 2, 3, 5, 7, 9, 12, 13, 15, 18, 20, 23, 25, 27, 30}, // SKINCOLOR_SILVER { 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31}, // SKINCOLOR_GREY { 3, 5, 8, 11, 15, 17, 19, 21, 23, 24, 25, 26, 27, 29, 30, 31}, // SKINCOLOR_NICKEL { 4, 7, 11, 15, 20, 22, 24, 27, 28, 28, 28, 29, 29, 30, 30, 31}, // SKINCOLOR_BLACK {120, 120, 0, 2, 4, 10, 16, 22, 23, 24, 25, 26, 27, 28, 29, 31}, // SKINCOLOR_SKUNK {120, 120, 121, 121, 122, 123, 10, 14, 16, 18, 20, 22, 24, 26, 28, 31}, // SKINCOLOR_FAIRY {120, 96, 97, 98, 99, 71, 32, 11, 13, 16, 18, 21, 23, 26, 28, 31}, // SKINCOLOR_POPCORN { 97, 176, 177, 162, 163, 179, 12, 14, 16, 18, 20, 22, 24, 26, 28, 31}, // SKINCOLOR_ARTICHOKE { 0, 208, 209, 211, 226, 202, 14, 15, 17, 19, 21, 23, 25, 27, 29, 31}, // SKINCOLOR_PIGEON { 0, 1, 3, 5, 7, 9, 34, 36, 38, 40, 42, 44, 60, 61, 62, 63}, // SKINCOLOR_SEPIA {120, 65, 67, 69, 32, 34, 36, 38, 40, 42, 44, 45, 46, 47, 62, 63}, // SKINCOLOR_BEIGE { 3, 6, 32, 33, 35, 37, 51, 52, 54, 55, 57, 58, 60, 61, 63, 30}, // SKINCOLOR_WALNUT { 67, 70, 73, 76, 48, 49, 51, 53, 54, 56, 58, 59, 61, 63, 29, 30}, // SKINCOLOR_BROWN { 72, 76, 48, 51, 53, 55, 57, 59, 61, 63, 28, 28, 29, 29, 30, 31}, // SKINCOLOR_LEATHER {120, 120, 120, 121, 121, 122, 123, 124, 126, 127, 129, 131, 133, 135, 137, 139}, // SKINCOLOR_SALMON {120, 121, 121, 122, 144, 145, 146, 147, 148, 149, 150, 151, 134, 136, 138, 140}, // SKINCOLOR_PINK {144, 145, 146, 147, 148, 149, 150, 151, 134, 135, 136, 137, 138, 139, 140, 141}, // SKINCOLOR_ROSE { 64, 67, 70, 73, 146, 147, 148, 150, 118, 118, 119, 119, 156, 159, 141, 143}, // SKINCOLOR_BRICK { 68, 75, 48, 50, 52, 94, 152, 136, 137, 138, 139, 140, 141, 142, 143, 31}, // SKINCOLOR_CINNAMON {120, 121, 144, 145, 147, 149, 132, 133, 134, 136, 198, 198, 199, 255, 30, 31}, // SKINCOLOR_RUBY {120, 121, 122, 123, 124, 125, 126, 127, 128, 130, 131, 134, 136, 137, 139, 140}, // SKINCOLOR_RASPBERRY {120, 65, 67, 69, 71, 124, 125, 127, 132, 133, 135, 136, 138, 139, 140, 141}, // SKINCOLOR_CHERRY {122, 123, 124, 126, 129, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142}, // SKINCOLOR_RED {123, 125, 128, 131, 133, 135, 136, 138, 140, 140, 141, 141, 142, 142, 143, 31}, // SKINCOLOR_CRIMSON {123, 124, 126, 128, 132, 135, 137, 27, 28, 28, 28, 29, 29, 30, 30, 31}, // SKINCOLOR_MAROON {120, 96, 97, 98, 99, 65, 122, 144, 123, 124, 147, 149, 151, 153, 156, 159}, // SKINCOLOR_LEMONADE {120, 97, 112, 113, 113, 85, 87, 126, 149, 150, 151, 252, 253, 254, 255, 29}, // SKINCOLOR_FLAME { 99, 113, 113, 84, 85, 87, 126, 128, 130, 196, 197, 198, 199, 240, 243, 246}, // SKINCOLOR_SCARLET {103, 113, 113, 84, 85, 88, 127, 130, 131, 133, 134, 136, 138, 139, 141, 143}, // SKINCOLOR_KETCHUP {120, 121, 122, 123, 124, 147, 148, 91, 93, 95, 152, 154, 156, 159, 141, 143}, // SKINCOLOR_DAWN { 98, 112, 113, 84, 85, 87, 89, 149, 150, 251, 251, 205, 206, 207, 29, 31}, // SKINCOLOR_SUNSET {120, 120, 80, 80, 81, 82, 83, 83, 84, 85, 86, 88, 89, 91, 93, 95}, // SKINCOLOR_CREAMSICLE { 80, 81, 82, 83, 84, 85, 86, 88, 89, 91, 94, 95, 154, 156, 158, 159}, // SKINCOLOR_ORANGE { 82, 83, 84, 85, 87, 89, 90, 92, 94, 152, 153, 155, 157, 159, 141, 142}, // SKINCOLOR_PUMPKIN { 83, 85, 88, 90, 92, 94, 152, 153, 154, 156, 157, 159, 140, 141, 142, 143}, // SKINCOLOR_ROSEWOOD { 84, 86, 89, 91, 152, 154, 155, 157, 158, 159, 140, 141, 142, 143, 31, 31}, // SKINCOLOR_BURGUNDY { 98, 98, 112, 112, 113, 113, 84, 85, 87, 89, 91, 93, 95, 153, 156, 159}, // SKINCOLOR_TANGERINE {120, 80, 66, 70, 72, 76, 148, 149, 150, 151, 153, 154, 156, 61, 62, 63}, // SKINCOLOR_PEACH { 64, 66, 68, 70, 72, 74, 76, 78, 48, 50, 52, 54, 56, 58, 60, 62}, // SKINCOLOR_CARAMEL {120, 96, 96, 97, 98, 82, 84, 77, 50, 54, 57, 59, 61, 63, 29, 31}, // SKINCOLOR_CREAM { 96, 97, 98, 112, 113, 114, 115, 116, 117, 151, 118, 119, 157, 159, 140, 143}, // SKINCOLOR_GOLD { 97, 112, 113, 113, 114, 78, 53, 252, 252, 253, 253, 254, 255, 29, 30, 31}, // SKINCOLOR_ROYAL {112, 113, 114, 115, 116, 117, 118, 119, 156, 157, 158, 159, 141, 141, 142, 143}, // SKINCOLOR_BRONZE {120, 99, 113, 114, 116, 117, 119, 61, 63, 28, 28, 29, 29, 30, 30, 31}, // SKINCOLOR_COPPER { 96, 97, 98, 99, 104, 105, 106, 107, 117, 152, 154, 156, 159, 141, 142, 143}, // SKINCOLOR_QUARRY { 96, 97, 98, 100, 101, 102, 104, 113, 114, 115, 116, 117, 118, 119, 156, 159}, // SKINCOLOR_YELLOW { 96, 98, 99, 112, 113, 114, 114, 106, 106, 107, 107, 108, 108, 109, 110, 111}, // SKINCOLOR_MUSTARD {120, 96, 97, 98, 176, 113, 114, 106, 115, 107, 108, 109, 110, 174, 175, 31}, // SKINCOLOR_CROCODILE { 98, 101, 104, 105, 106, 115, 107, 108, 182, 109, 183, 110, 174, 111, 30, 31}, // SKINCOLOR_OLIVE { 0, 121, 122, 144, 71, 84, 114, 115, 107, 108, 109, 183, 223, 207, 30, 246}, // SKINCOLOR_VOMIT { 98, 99, 112, 101, 113, 114, 106, 179, 180, 180, 181, 182, 183, 173, 174, 175}, // SKINCOLOR_GARDEN {120, 96, 97, 98, 99, 176, 177, 163, 164, 166, 168, 170, 223, 207, 243, 31}, // SKINCOLOR_LIME { 98, 104, 105, 105, 106, 167, 168, 169, 170, 171, 172, 173, 174, 175, 30, 31}, // SKINCOLOR_HANDHELD {120, 120, 176, 176, 176, 177, 177, 178, 178, 179, 179, 180, 180, 181, 182, 183}, // SKINCOLOR_TEA {120, 120, 176, 176, 177, 177, 178, 179, 165, 166, 167, 168, 169, 170, 171, 172}, // SKINCOLOR_PISTACHIO {178, 178, 178, 179, 179, 180, 181, 182, 183, 172, 172, 173, 173, 174, 174, 175}, // SKINCOLOR_MOSS { 64, 66, 69, 32, 34, 37, 40, 182, 171, 172, 172, 173, 173, 174, 174, 175}, // SKINCOLOR_CAMOUFLAGE {120, 176, 160, 165, 167, 168, 169, 182, 182, 171, 60, 61, 63, 29, 30, 31}, // SKINCOLOR_ROBOHOOD {120, 176, 176, 176, 177, 163, 164, 165, 167, 221, 221, 222, 223, 207, 207, 31}, // SKINCOLOR_MINT {160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175}, // SKINCOLOR_GREEN {161, 163, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 30, 30, 31}, // SKINCOLOR_PINETREE {160, 184, 184, 185, 185, 186, 186, 187, 187, 188, 188, 189, 189, 190, 191, 175}, // SKINCOLOR_EMERALD {160, 184, 185, 186, 187, 188, 189, 190, 191, 191, 29, 29, 30, 30, 31, 31}, // SKINCOLOR_SWAMP {120, 120, 80, 80, 81, 177, 162, 164, 228, 228, 204, 204, 205, 205, 206, 207}, // SKINCOLOR_DREAM { 97, 176, 160, 184, 185, 186, 187, 229, 229, 205, 206, 207, 28, 29, 30, 31}, // SKINCOLOR_PLAGUE {208, 209, 210, 211, 213, 220, 216, 167, 168, 188, 188, 189, 190, 191, 30, 31}, // SKINCOLOR_ALGAE {120, 176, 177, 160, 185, 220, 216, 217, 229, 229, 204, 205, 206, 254, 255, 31}, // SKINCOLOR_CARIBBEAN {120, 96, 97, 98, 177, 220, 216, 217, 218, 204, 252, 253, 254, 255, 30, 31}, // SKINCOLOR_AZURE {120, 208, 208, 210, 212, 214, 220, 220, 220, 221, 221, 222, 222, 223, 223, 191}, // SKINCOLOR_AQUA {210, 213, 220, 220, 220, 216, 216, 221, 221, 221, 222, 222, 223, 223, 191, 31}, // SKINCOLOR_TEAL {120, 120, 208, 208, 209, 210, 211, 212, 213, 215, 216, 217, 218, 219, 222, 223}, // SKINCOLOR_CYAN {120, 120, 208, 209, 210, 226, 215, 216, 217, 229, 229, 205, 205, 206, 207, 31}, // SKINCOLOR_JAWZ {208, 209, 211, 213, 215, 216, 216, 217, 217, 218, 218, 219, 205, 206, 207, 207}, // SKINCOLOR_CERULEAN {211, 212, 213, 215, 216, 218, 219, 205, 206, 206, 207, 207, 28, 29, 30, 31}, // SKINCOLOR_NAVY {120, 0, 0, 200, 200, 201, 11, 14, 17, 218, 222, 223, 238, 240, 243, 246}, // SKINCOLOR_PLATINUM {120, 120, 200, 200, 200, 201, 201, 201, 202, 202, 202, 203, 204, 205, 206, 207}, // SKINCOLOR_SLATE {120, 200, 200, 201, 201, 202, 202, 203, 203, 204, 204, 205, 205, 206, 207, 31}, // SKINCOLOR_STEEL { 96, 97, 98, 112, 113, 114, 11, 203, 204, 205, 205, 237, 239, 241, 243, 246}, // SKINCOLOR_THUNDER { 64, 66, 68, 70, 32, 34, 36, 203, 204, 205, 24, 25, 26, 28, 29, 31}, // SKINCOLOR_RUST { 81, 72, 76, 48, 51, 55, 252, 205, 205, 206, 240, 241, 242, 243, 244, 246}, // SKINCOLOR_WRISTWATCH {225, 226, 227, 228, 229, 205, 205, 206, 207, 207, 28, 28, 29, 29, 30, 31}, // SKINCOLOR_JET {208, 209, 211, 213, 215, 217, 229, 230, 232, 234, 236, 238, 240, 242, 244, 246}, // SKINCOLOR_SAPPHIRE {120, 120, 224, 225, 226, 202, 227, 228, 229, 230, 231, 233, 235, 237, 239, 241}, // SKINCOLOR_PERIWINKLE {224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 235, 236, 238, 242, 244, 246}, // SKINCOLOR_BLUE {226, 228, 229, 230, 232, 233, 235, 237, 239, 240, 242, 244, 246, 31, 31, 31}, // SKINCOLOR_BLUEBERRY {120, 112, 82, 83, 84, 124, 248, 228, 228, 204, 205, 206, 207, 29, 30, 31}, // SKINCOLOR_NOVA {120, 208, 209, 210, 211, 226, 202, 249, 194, 195, 196, 197, 198, 199, 255, 30}, // SKINCOLOR_PASTEL {120, 224, 201, 226, 202, 249, 250, 196, 197, 198, 199, 140, 141, 142, 143, 31}, // SKINCOLOR_MOONSLAM {120, 64, 81, 122, 192, 249, 203, 221, 221, 219, 219, 223, 223, 191, 191, 31}, // SKINCOLOR_ULTRAVIOLET {121, 145, 192, 249, 250, 251, 204, 204, 205, 205, 206, 206, 207, 29, 30, 31}, // SKINCOLOR_DUSK {120, 96, 64, 121, 67, 144, 123, 192, 193, 194, 195, 196, 197, 198, 199, 30}, // SKINCOLOR_BUBBLEGUM {121, 145, 192, 192, 193, 194, 195, 196, 196, 197, 197, 198, 198, 199, 30, 31}, // SKINCOLOR_PURPLE {120, 122, 124, 125, 126, 150, 196, 197, 198, 198, 199, 199, 240, 242, 244, 246}, // SKINCOLOR_FUCHSIA {120, 120, 176, 176, 177, 6, 8, 10, 249, 250, 196, 197, 198, 199, 143, 31}, // SKINCOLOR_TOXIC { 96, 97, 98, 112, 113, 73, 146, 248, 249, 251, 205, 205, 206, 207, 29, 31}, // SKINCOLOR_MAUVE {121, 145, 192, 248, 249, 250, 251, 252, 252, 253, 253, 254, 254, 255, 30, 31}, // SKINCOLOR_LAVENDER {201, 248, 249, 250, 251, 252, 253, 254, 255, 255, 29, 29, 30, 30, 31, 31}, // SKINCOLOR_BYZANTIUM {144, 145, 146, 147, 148, 149, 150, 251, 251, 252, 252, 253, 254, 255, 29, 30}, // SKINCOLOR_POMEGRANATE {120, 120, 120, 121, 121, 122, 122, 123, 192, 248, 249, 250, 251, 252, 253, 254}, // SKINCOLOR_LILAC {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 96, 100, 104, 113, 116, 119}, // SKINCOLOR_SUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 96, 98, 101, 104, 113, 115, 117, 119}, // SKINCOLOR_SUPER2 {120, 120, 120, 120, 120, 120, 96, 98, 100, 102, 104, 113, 114, 116, 117, 119}, // SKINCOLOR_SUPER3 {120, 120, 120, 120, 96, 97, 99, 100, 102, 104, 113, 114, 115, 116, 117, 119}, // SKINCOLOR_SUPER4 {120, 120, 96, 120, 120, 120, 120, 120, 104, 113, 114, 115, 116, 117, 118, 119}, // SKINCOLOR_SUPER5 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 80, 82, 85, 115, 117, 119}, // SKINCOLOR_TSUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 80, 81, 83, 85, 115, 116, 117, 119}, // SKINCOLOR_TSUPER2 {120, 120, 120, 120, 120, 120, 80, 81, 82, 83, 85, 115, 116, 117, 118, 119}, // SKINCOLOR_TSUPER3 {120, 120, 120, 120, 80, 81, 82, 83, 84, 85, 115, 115, 116, 117, 118, 119}, // SKINCOLOR_TSUPER4 {120, 120, 80, 80, 81, 82, 83, 84, 85, 115, 115, 116, 117, 117, 118, 119}, // SKINCOLOR_TSUPER5 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 121, 123, 125, 127, 129, 132}, // SKINCOLOR_KSUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 121, 122, 124, 125, 127, 128, 130, 132}, // SKINCOLOR_KSUPER2 {120, 120, 120, 120, 120, 120, 121, 122, 123, 124, 125, 127, 128, 129, 130, 132}, // SKINCOLOR_KSUPER3 {120, 120, 120, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132}, // SKINCOLOR_KSUPER4 {120, 120, 121, 121, 122, 123, 124, 125, 126, 126, 127, 128, 129, 130, 131, 132}, // SKINCOLOR_KSUPER5 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 0, 122, 124, 248, 251, 255}, // SKINCOLOR_PSUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 0, 121, 122, 124, 248, 250, 252, 255}, // SKINCOLOR_PSUPER2 {120, 120, 120, 120, 120, 120, 0, 121, 122, 123, 124, 248, 249, 251, 253, 255}, // SKINCOLOR_PSUPER3 {120, 120, 120, 120, 0, 121, 122, 123, 124, 248, 249, 250, 251, 252, 253, 255}, // SKINCOLOR_PSUPER4 {120, 120, 0, 121, 122, 123, 124, 248, 248, 249, 250, 251, 252, 253, 254, 255}, // SKINCOLOR_PSUPER5 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 224, 225, 227, 228, 230, 232}, // SKINCOLOR_BSUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 224, 225, 226, 227, 228, 229, 230, 232}, // SKINCOLOR_BSUPER2 {120, 120, 120, 120, 120, 120, 224, 224, 225, 226, 227, 228, 229, 230, 231, 232}, // SKINCOLOR_BSUPER3 {120, 120, 120, 120, 224, 224, 225, 226, 226, 227, 228, 229, 229, 230, 231, 232}, // SKINCOLOR_BSUPER4 {120, 120, 224, 224, 225, 225, 226, 227, 227, 228, 228, 229, 230, 230, 231, 232}, // SKINCOLOR_BSUPER5 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 208, 210, 212, 215, 220, 222}, // SKINCOLOR_ASUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 208, 209, 211, 213, 215, 220, 221, 223}, // SKINCOLOR_ASUPER2 {120, 120, 120, 120, 120, 120, 208, 209, 210, 211, 212, 213, 215, 220, 221, 223}, // SKINCOLOR_ASUPER3 {120, 120, 120, 120, 208, 209, 210, 211, 212, 213, 214, 215, 220, 221, 222, 223}, // SKINCOLOR_ASUPER4 {120, 120, 208, 208, 209, 210, 211, 211, 212, 213, 214, 215, 220, 221, 222, 223}, // SKINCOLOR_ASUPER5 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 176, 160, 163, 167, 171, 175}, // SKINCOLOR_GSUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 176, 176, 160, 163, 166, 169, 172, 175}, // SKINCOLOR_GSUPER2 {120, 120, 120, 120, 120, 120, 176, 176, 160, 162, 164, 166, 168, 170, 172, 175}, // SKINCOLOR_GSUPER3 {120, 120, 120, 120, 176, 176, 176, 160, 161, 163, 165, 167, 169, 171, 173, 175}, // SKINCOLOR_GSUPER4 {120, 120, 176, 176, 176, 160, 161, 163, 164, 166, 167, 169, 170, 172, 173, 175}, // SKINCOLOR_GSUPER5 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120}, // SKINCOLOR_WSUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 0, 4, 9}, // SKINCOLOR_WSUPER2 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 0, 2, 4, 6, 8, 11}, // SKINCOLOR_WSUPER3 {120, 120, 120, 120, 120, 120, 120, 0, 1, 3, 4, 6, 8, 9, 11, 13}, // SKINCOLOR_WSUPER4 {120, 120, 120, 120, 0, 1, 2, 4, 5, 6, 8, 9, 10, 12, 13, 15}, // SKINCOLOR_WSUPER5 {120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 96, 98, 99, 81, 73, 79}, // SKINCOLOR_CSUPER1 {120, 120, 120, 120, 120, 120, 120, 120, 96, 97, 98, 81, 81, 71, 75, 79}, // SKINCOLOR_CSUPER2 {120, 120, 120, 120, 120, 120, 96, 97, 98, 99, 81, 81, 70, 73, 76, 79}, // SKINCOLOR_CSUPER3 {120, 120, 120, 120, 96, 96, 97, 98, 99, 81, 81, 70, 72, 74, 76, 79}, // SKINCOLOR_CSUPER4 {120, 120, 96, 96, 97, 98, 98, 99, 81, 81, 69, 71, 73, 75, 77, 79}, // SKINCOLOR_CSUPER5 }; // Define for getting accurate color brightness readings according to how the human eye sees them. // https://en.wikipedia.org/wiki/Relative_luminance // 0.2126 to red // 0.7152 to green // 0.0722 to blue // (See this same define in hw_md2.c!) #define SETBRIGHTNESS(brightness,r,g,b) \ brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000)) /** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power \param dest_colormap colormap to populate \param skincolor translation color */ void K_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor) { INT32 i; RGBA_t color; UINT8 brightness; INT32 j; UINT8 colorbrightnesses[16]; UINT16 brightdif; INT32 temp; // first generate the brightness of all the colours of that skincolour for (i = 0; i < 16; i++) { color = V_GetColor(colortranslations[skincolor][i]); SETBRIGHTNESS(colorbrightnesses[i], color.s.red, color.s.green, color.s.blue); } // next, for every colour in the palette, choose the transcolor that has the closest brightness for (i = 0; i < NUM_PALETTE_ENTRIES; i++) { if (i == 0 || i == 31 || i == 120) // pure black and pure white don't change { dest_colormap[i] = (UINT8)i; continue; } color = V_GetColor(i); SETBRIGHTNESS(brightness, color.s.red, color.s.green, color.s.blue); brightdif = 256; for (j = 0; j < 16; j++) { temp = abs((INT16)brightness - (INT16)colorbrightnesses[j]); if (temp < brightdif) { brightdif = (UINT16)temp; dest_colormap[i] = colortranslations[skincolor][j]; } } } } #undef SETBRIGHTNESS /** \brief Generates a translation colormap for Kart, to replace R_GenerateTranslationColormap in r_draw.c \param dest_colormap colormap to populate \param skinnum number of skin, TC_DEFAULT or TC_BOSS \param color translation color \return void */ void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color) { INT32 i; INT32 starttranscolor; // Handle a couple of simple special cases if (skinnum == TC_BOSS || skinnum == TC_ALLWHITE || skinnum == TC_METALSONIC || skinnum == TC_BLINK || color == SKINCOLOR_NONE) { for (i = 0; i < NUM_PALETTE_ENTRIES; i++) { if (skinnum == TC_ALLWHITE) dest_colormap[i] = 0; else if (skinnum == TC_BLINK) dest_colormap[i] = colortranslations[color][3]; else dest_colormap[i] = (UINT8)i; } // White! if (skinnum == TC_BOSS) dest_colormap[31] = 0; else if (skinnum == TC_METALSONIC) dest_colormap[239] = 0; return; } else if (skinnum == TC_RAINBOW) { K_RainbowColormap(dest_colormap, color); return; } starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR; // Fill in the entries of the palette that are fixed for (i = 0; i < starttranscolor; i++) dest_colormap[i] = (UINT8)i; for (i = (UINT8)(starttranscolor + 16); i < NUM_PALETTE_ENTRIES; i++) dest_colormap[i] = (UINT8)i; // Build the translated ramp for (i = 0; i < SKIN_RAMP_LENGTH; i++) { // Sryder 2017-10-26: What was here before was most definitely not particularly readable, check above for new color translation table dest_colormap[starttranscolor + i] = colortranslations[color][i]; } } /** \brief Pulls kart color by name, to replace R_GetColorByName in r_draw.c \param name color name \return 0 */ UINT8 K_GetKartColorByName(const char *name) { UINT8 color = (UINT8)atoi(name); if (color > 0 && color < MAXSKINCOLORS) return color; for (color = 1; color < MAXSKINCOLORS; color++) if (!stricmp(KartColor_Names[color], name)) return color; return 0; } //} //{ SRB2kart Net Variables void K_RegisterKartStuff(void) { CV_RegisterVar(&cv_sneaker); CV_RegisterVar(&cv_rocketsneaker); CV_RegisterVar(&cv_invincibility); CV_RegisterVar(&cv_banana); CV_RegisterVar(&cv_eggmanmonitor); CV_RegisterVar(&cv_orbinaut); CV_RegisterVar(&cv_jawz); CV_RegisterVar(&cv_mine); CV_RegisterVar(&cv_ballhog); CV_RegisterVar(&cv_selfpropelledbomb); CV_RegisterVar(&cv_grow); CV_RegisterVar(&cv_shrink); CV_RegisterVar(&cv_thundershield); CV_RegisterVar(&cv_hyudoro); CV_RegisterVar(&cv_pogospring); CV_RegisterVar(&cv_kitchensink); CV_RegisterVar(&cv_triplesneaker); CV_RegisterVar(&cv_triplebanana); CV_RegisterVar(&cv_decabanana); CV_RegisterVar(&cv_tripleorbinaut); CV_RegisterVar(&cv_quadorbinaut); CV_RegisterVar(&cv_dualjawz); CV_RegisterVar(&cv_kartminimap); CV_RegisterVar(&cv_kartcheck); CV_RegisterVar(&cv_kartinvinsfx); CV_RegisterVar(&cv_kartspeed); CV_RegisterVar(&cv_kartbumpers); CV_RegisterVar(&cv_kartfrantic); CV_RegisterVar(&cv_kartcomeback); CV_RegisterVar(&cv_kartencore); CV_RegisterVar(&cv_kartvoterulechanges); CV_RegisterVar(&cv_kartspeedometer); CV_RegisterVar(&cv_kartvoices); CV_RegisterVar(&cv_karteliminatelast); CV_RegisterVar(&cv_votetime); CV_RegisterVar(&cv_kartdebugitem); CV_RegisterVar(&cv_kartdebugamount); CV_RegisterVar(&cv_kartdebugshrink); CV_RegisterVar(&cv_kartdebugdistribution); CV_RegisterVar(&cv_kartdebughuddrop); CV_RegisterVar(&cv_kartdebugcheckpoint); CV_RegisterVar(&cv_kartdebugnodes); CV_RegisterVar(&cv_kartdebugcolorize); } //} boolean K_IsPlayerLosing(player_t *player) { INT32 winningpos = 1; UINT8 i, pcount = 0; if (player->kartstuff[k_position] == 1) return false; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (players[i].kartstuff[k_position] > pcount) pcount = players[i].kartstuff[k_position]; } if (pcount <= 1) return false; winningpos = pcount/2; if (pcount % 2) // any remainder? winningpos++; return (player->kartstuff[k_position] > winningpos); } boolean K_IsPlayerWanted(player_t *player) { UINT8 i; if (!(G_BattleGametype())) return false; for (i = 0; i < 4; i++) { if (battlewanted[i] == -1) break; if (player == &players[battlewanted[i]]) return true; } return false; } //{ SRB2kart Roulette Code - Position Based #define NUMKARTODDS 80 // Less ugly 2D arrays static INT32 K_KartItemOddsRace[NUMKARTRESULTS][10] = { //P-Odds 0 1 2 3 4 5 6 7 8 9 /*Sneaker*/ {20, 0, 0, 4, 6, 7, 0, 0, 0, 0 }, // Sneaker /*Rocket Sneaker*/ { 0, 0, 0, 0, 0, 1, 4, 5, 3, 0 }, // Rocket Sneaker /*Invincibility*/ { 0, 0, 0, 0, 0, 1, 4, 6,10, 0 }, // Invincibility /*Banana*/ { 0, 9, 4, 2, 1, 0, 0, 0, 0, 0 }, // Banana /*Eggman Monitor*/ { 0, 3, 2, 1, 0, 0, 0, 0, 0, 0 }, // Eggman Monitor /*Orbinaut*/ { 0, 7, 6, 4, 2, 0, 0, 0, 0, 0 }, // Orbinaut /*Jawz*/ { 0, 0, 3, 2, 1, 1, 0, 0, 0, 0 }, // Jawz /*Mine*/ { 0, 0, 2, 2, 1, 0, 0, 0, 0, 0 }, // Mine /*Ballhog*/ { 0, 0, 0, 2, 1, 0, 0, 0, 0, 0 }, // Ballhog /*Self-Propelled Bomb*/ { 0, 0, 1, 2, 3, 4, 2, 2, 0,20 }, // Self-Propelled Bomb /*Grow*/ { 0, 0, 0, 0, 0, 0, 2, 5, 7, 0 }, // Grow /*Shrink*/ { 0, 0, 0, 0, 0, 0, 0, 2, 0, 0 }, // Shrink /*Thunder Shield*/ { 0, 1, 2, 0, 0, 0, 0, 0, 0, 0 }, // Thunder Shield /*Hyudoro*/ { 0, 0, 0, 0, 1, 2, 1, 0, 0, 0 }, // Hyudoro /*Pogo Spring*/ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // Pogo Spring /*Kitchen Sink*/ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // Kitchen Sink /*Sneaker x3*/ { 0, 0, 0, 0, 3, 7, 9, 2, 0, 0 }, // Sneaker x3 /*Banana x3*/ { 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }, // Banana x3 /*Banana x10*/ { 0, 0, 0, 0, 1, 0, 0, 0, 0, 0 }, // Banana x10 /*Orbinaut x3*/ { 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // Orbinaut x3 /*Orbinaut x4*/ { 0, 0, 0, 0, 1, 1, 0, 0, 0, 0 }, // Orbinaut x4 /*Jawz x2*/ { 0, 0, 0, 1, 2, 0, 0, 0, 0, 0 } // Jawz x2 }; static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][6] = { //P-Odds 0 1 2 3 4 5 /*Sneaker*/ { 3, 2, 2, 2, 0, 2 }, // Sneaker /*Rocket Sneaker*/ { 0, 0, 0, 0, 0, 0 }, // Rocket Sneaker /*Invincibility*/ { 0, 1, 2, 3, 4, 2 }, // Invincibility /*Banana*/ { 2, 1, 0, 0, 0, 0 }, // Banana /*Eggman Monitor*/ { 1, 1, 0, 0, 0, 0 }, // Eggman Monitor /*Orbinaut*/ { 6, 2, 1, 0, 0, 0 }, // Orbinaut /*Jawz*/ { 3, 3, 3, 2, 0, 2 }, // Jawz /*Mine*/ { 2, 3, 3, 1, 0, 2 }, // Mine /*Ballhog*/ { 0, 1, 2, 1, 0, 2 }, // Ballhog /*Self-Propelled Bomb*/ { 0, 0, 0, 0, 0, 0 }, // Self-Propelled Bomb /*Grow*/ { 0, 0, 1, 2, 4, 2 }, // Grow /*Shrink*/ { 0, 0, 0, 0, 0, 0 }, // Shrink /*Thunder Shield*/ { 0, 0, 0, 0, 0, 0 }, // Thunder Shield /*Hyudoro*/ { 1, 1, 0, 0, 0, 0 }, // Hyudoro /*Pogo Spring*/ { 1, 1, 0, 0, 0, 0 }, // Pogo Spring /*Kitchen Sink*/ { 0, 0, 0, 0, 0, 0 }, // Kitchen Sink /*Sneaker x3*/ { 0, 0, 0, 2, 4, 2 }, // Sneaker x3 /*Banana x3*/ { 1, 2, 1, 0, 0, 0 }, // Banana x3 /*Banana x10*/ { 0, 0, 1, 1, 0, 2 }, // Banana x10 /*Orbinaut x3*/ { 0, 1, 2, 1, 0, 0 }, // Orbinaut x3 /*Orbinaut x4*/ { 0, 0, 1, 3, 4, 2 }, // Orbinaut x4 /*Jawz x2*/ { 0, 0, 1, 2, 4, 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) { if (getitem == KITEM_SPB || getitem == KITEM_SHRINK) // Indirect items indirectitemcooldown = 20*TICRATE; if (getitem == KITEM_HYUDORO) // Hyudoro cooldown hyubgone = 5*TICRATE; switch (getitem) { // Special roulettes first, then the generic ones are handled by default case KRITEM_TRIPLESNEAKER: // Sneaker x3 player->kartstuff[k_itemtype] = KITEM_SNEAKER; player->kartstuff[k_itemamount] = 3; break; case KRITEM_TRIPLEBANANA: // Banana x3 player->kartstuff[k_itemtype] = KITEM_BANANA; player->kartstuff[k_itemamount] = 3; break; case KRITEM_TENFOLDBANANA: // Banana x10 player->kartstuff[k_itemtype] = KITEM_BANANA; player->kartstuff[k_itemamount] = 10; break; case KRITEM_TRIPLEORBINAUT: // Orbinaut x3 player->kartstuff[k_itemtype] = KITEM_ORBINAUT; player->kartstuff[k_itemamount] = 3; break; case KRITEM_QUADORBINAUT: // Orbinaut x4 player->kartstuff[k_itemtype] = KITEM_ORBINAUT; player->kartstuff[k_itemamount] = 4; break; case KRITEM_DUALJAWZ: // Jawz x2 player->kartstuff[k_itemtype] = KITEM_JAWZ; player->kartstuff[k_itemamount] = 2; break; default: if (getitem <= 0 || getitem >= NUMKARTRESULTS) // Sad (Fallback) { if (getitem != 0) CONS_Printf("ERROR: P_KartGetItemResult - Item roulette gave bad item (%d) :(\n", getitem); player->kartstuff[k_itemtype] = KITEM_SAD; } else player->kartstuff[k_itemtype] = getitem; player->kartstuff[k_itemamount] = 1; break; } } /** \brief Item Roulette for Kart \param player player object passed from P_KartPlayerThink \return void */ static INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean spbrush) { const INT32 distvar = (64*14); INT32 newodds; INT32 i; UINT8 pingame = 0, pexiting = 0; boolean thunderisout = false; SINT8 first = -1, second = -1; INT32 secondist = 0; boolean itemenabled[NUMKARTRESULTS-1] = { cv_sneaker.value, cv_rocketsneaker.value, cv_invincibility.value, cv_banana.value, cv_eggmanmonitor.value, cv_orbinaut.value, cv_jawz.value, cv_mine.value, cv_ballhog.value, cv_selfpropelledbomb.value, cv_grow.value, cv_shrink.value, cv_thundershield.value, cv_hyudoro.value, cv_pogospring.value, cv_kitchensink.value, cv_triplesneaker.value, cv_triplebanana.value, cv_decabanana.value, cv_tripleorbinaut.value, cv_quadorbinaut.value, cv_dualjawz.value }; I_Assert(item > KITEM_NONE); // too many off by one scenarioes. if (!itemenabled[item-1] && !modeattacking) return 0; if (G_BattleGametype()) newodds = K_KartItemOddsBattle[item-1][pos]; else newodds = K_KartItemOddsRace[item-1][pos]; // Base multiplication to ALL item odds to simulate fractional precision newodds *= 4; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!G_BattleGametype() || players[i].kartstuff[k_bumper]) pingame++; if (players[i].exiting) pexiting++; if (players[i].mo) { if (players[i].kartstuff[k_itemtype] == KITEM_THUNDERSHIELD) thunderisout = true; if (!G_BattleGametype()) { if (players[i].kartstuff[k_position] == 1 && first == -1) first = i; if (players[i].kartstuff[k_position] == 2 && second == -1) second = i; } } } if (first != -1 && second != -1) // calculate 2nd's distance from 1st, for SPB { secondist = P_AproxDistance(P_AproxDistance(players[first].mo->x - players[second].mo->x, players[first].mo->y - players[second].mo->y), players[first].mo->z - players[second].mo->z) / mapobjectscale; if (franticitems) secondist = (15 * secondist) / 14; secondist = ((28 + (8-pingame)) * secondist) / 28; } // POWERITEMODDS handles all of the "frantic item" related functionality, for all of our powerful items. // First, it multiplies it by 2 if franticitems is true; easy-peasy. // Next, it multiplies it again if it's in SPB mode and 2nd needs to apply pressure to 1st. // Then, it multiplies it further if the player count isn't equal to 8. // This is done to make low player count races more interesting and high player count rates more fair. // (2P normal would be about halfway between 8P normal and 8P frantic.) // (This scaling is not done for SPB Rush, so that catchup strength is not weakened.) // Lastly, it *divides* it by your mashed value, which was determined in K_KartItemRoulette, for lesser items needed in a pinch. #define PLAYERSCALING (8 - (spbrush ? 2 : pingame)) #define POWERITEMODDS(odds) {\ if (franticitems) \ odds <<= 1; \ odds = FixedMul(odds<> FRACBITS; \ if (mashed > 0) \ odds = FixedDiv(odds<> FRACBITS; \ } #define COOLDOWNONSTART (leveltime < (30*TICRATE)+starttime) switch (item) { case KITEM_ROCKETSNEAKER: case KITEM_JAWZ: case KITEM_BALLHOG: case KRITEM_TRIPLESNEAKER: case KRITEM_TRIPLEBANANA: case KRITEM_TENFOLDBANANA: case KRITEM_TRIPLEORBINAUT: case KRITEM_QUADORBINAUT: case KRITEM_DUALJAWZ: POWERITEMODDS(newodds); break; case KITEM_INVINCIBILITY: case KITEM_MINE: case KITEM_GROW: if (COOLDOWNONSTART) newodds = 0; else POWERITEMODDS(newodds); break; case KITEM_SPB: if (((indirectitemcooldown > 0) || (pexiting > 0) || (secondist/distvar < 3)) && (pos != 9)) // Force SPB newodds = 0; else newodds *= min((secondist/distvar)-4, 3); // POWERITEMODDS(newodds); break; case KITEM_SHRINK: if ((indirectitemcooldown > 0) || (pingame-1 <= pexiting) || COOLDOWNONSTART) newodds = 0; else POWERITEMODDS(newodds); break; case KITEM_THUNDERSHIELD: if (thunderisout) newodds = 0; else POWERITEMODDS(newodds); case KITEM_HYUDORO: if ((hyubgone > 0) || COOLDOWNONSTART) newodds = 0; break; default: break; } #undef POWERITEMODDS return newodds; } //{ SRB2kart Roulette Code - Distance Based, no waypoints static INT32 K_FindUseodds(player_t *player, fixed_t mashed, INT32 pingame, INT32 bestbumper, boolean spbrush, boolean dontforcespb) { const INT32 distvar = (64*14); INT32 i; INT32 pdis = 0, useodds = 0; UINT8 disttable[14]; UINT8 distlen = 0; boolean oddsvalid[10]; for (i = 0; i < 10; i++) { INT32 j; boolean available = false; if (G_BattleGametype() && i > 5) { oddsvalid[i] = false; break; } for (j = 1; j < NUMKARTRESULTS; j++) { if (K_KartGetItemOdds(i, j, mashed, spbrush) > 0) { available = true; break; } } oddsvalid[i] = available; } for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].spectator && players[i].mo && players[i].kartstuff[k_position] < player->kartstuff[k_position]) pdis += P_AproxDistance(P_AproxDistance(players[i].mo->x - player->mo->x, players[i].mo->y - player->mo->y), players[i].mo->z - player->mo->z) / mapobjectscale * (pingame - players[i].kartstuff[k_position]) / max(1, ((pingame - 1) * (pingame + 1) / 3)); } #define SETUPDISTTABLE(odds, num) \ for (i = num; i; --i) disttable[distlen++] = odds if (G_BattleGametype()) // Battle Mode { if (oddsvalid[0]) SETUPDISTTABLE(0,1); if (oddsvalid[1]) SETUPDISTTABLE(1,1); if (oddsvalid[2]) SETUPDISTTABLE(2,1); if (oddsvalid[3]) SETUPDISTTABLE(3,1); if (oddsvalid[4]) SETUPDISTTABLE(4,1); if (player->kartstuff[k_roulettetype] == 1 && oddsvalid[5]) // 5 is the extreme odds of player-controlled "Karma" items useodds = 5; else { SINT8 wantedpos = (bestbumper-player->kartstuff[k_bumper]); // 0 is the best player's bumper count, 1 is a bumper below best, 2 is two bumpers below, etc if (K_IsPlayerWanted(player)) wantedpos++; if (wantedpos > 4) // Don't run off into karma items wantedpos = 4; if (wantedpos < 0) // Don't go below somehow wantedpos = 0; useodds = disttable[(wantedpos * distlen) / 5]; } } else { if (oddsvalid[1]) SETUPDISTTABLE(1,1); if (oddsvalid[2]) SETUPDISTTABLE(2,1); if (oddsvalid[3]) SETUPDISTTABLE(3,1); if (oddsvalid[4]) SETUPDISTTABLE(4,2); if (oddsvalid[5]) SETUPDISTTABLE(5,2); if (oddsvalid[6]) SETUPDISTTABLE(6,3); if (oddsvalid[7]) SETUPDISTTABLE(7,3); if (oddsvalid[8]) SETUPDISTTABLE(8,1); if (franticitems) // Frantic items make the distances between everyone artifically higher, for crazier items pdis = (15 * pdis) / 14; if (spbrush) // SPB Rush Mode: It's 2nd place's job to catch-up items and make 1st place's job hell pdis = (3 * pdis) / 2; pdis = ((28 + (8-pingame)) * pdis) / 28; if (pingame == 1 && oddsvalid[0]) // Record Attack, or just alone useodds = 0; else if (pdis <= 0) // (64*14) * 0 = 0 useodds = disttable[0]; else if (player->kartstuff[k_position] == 2 && pdis > (distvar*6) && spbplace == -1 && !indirectitemcooldown && !dontforcespb && oddsvalid[9]) // Force SPB in 2nd useodds = 9; else if (pdis > distvar * ((12 * distlen) / 14)) // (64*14) * 12 = 10752 useodds = disttable[distlen-1]; else { for (i = 1; i < 13; i++) { if (pdis <= distvar * ((i * distlen) / 14)) { useodds = disttable[((i * distlen) / 14)]; break; } } } } #undef SETUPDISTTABLE //CONS_Printf("Got useodds %d. (position: %d, distance: %d)\n", useodds, player->kartstuff[k_position], pdis); return useodds; } static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd) { INT32 i; UINT8 pingame = 0; UINT8 roulettestop; INT32 useodds = 0; INT32 spawnchance[NUMKARTRESULTS]; INT32 totalspawnchance = 0; INT32 bestbumper = 0; fixed_t mashed = 0; boolean dontforcespb = false; boolean spbrush = false; // This makes the roulette cycle through items - if this is 0, you shouldn't be here. if (player->kartstuff[k_itemroulette]) player->kartstuff[k_itemroulette]++; else return; // Gotta check how many players are active at this moment. for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; pingame++; if (players[i].exiting) dontforcespb = true; if (players[i].kartstuff[k_bumper] > bestbumper) bestbumper = players[i].kartstuff[k_bumper]; } // This makes the roulette produce the random noises. if ((player->kartstuff[k_itemroulette] % 3) == 1 && P_IsDisplayPlayer(player) && !demo.freecam) { #define PLAYROULETTESND S_StartSound(NULL, sfx_itrol1 + ((player->kartstuff[k_itemroulette] / 3) % 8)) for (i = 0; i <= splitscreen; i++) { if (player == &players[displayplayers[i]] && players[displayplayers[i]].kartstuff[k_itemroulette]) PLAYROULETTESND; } #undef PLAYROULETTESND } roulettestop = TICRATE + (3*(pingame - player->kartstuff[k_position])); // If the roulette finishes or the player presses BT_ATTACK, stop the roulette and calculate the item. // I'm returning via the exact opposite, however, to forgo having another bracket embed. Same result either way, I think. // Finally, if you get past this check, now you can actually start calculating what item you get. if ((cmd->buttons & BT_ATTACK) && !(player->kartstuff[k_eggmanheld] || player->kartstuff[k_itemheld]) && player->kartstuff[k_itemroulette] >= roulettestop && !modeattacking) { // Mashing reduces your chances for the good items mashed = FixedDiv((player->kartstuff[k_itemroulette])*FRACUNIT, ((TICRATE*3)+roulettestop)*FRACUNIT) - FRACUNIT; } else if (!(player->kartstuff[k_itemroulette] >= (TICRATE*3))) return; if (cmd->buttons & BT_ATTACK) player->pflags |= PF_ATTACKDOWN; if (player->kartstuff[k_roulettetype] == 2) // Fake items { player->kartstuff[k_eggmanexplode] = 4*TICRATE; //player->kartstuff[k_itemblink] = TICRATE; //player->kartstuff[k_itemblinkmode] = 1; player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; if (P_IsDisplayPlayer(player) && !demo.freecam) S_StartSound(NULL, sfx_itrole); return; } if (cv_kartdebugitem.value != 0 && !modeattacking) { K_KartGetItemResult(player, cv_kartdebugitem.value); player->kartstuff[k_itemamount] = cv_kartdebugamount.value; player->kartstuff[k_itemblink] = TICRATE; player->kartstuff[k_itemblinkmode] = 2; player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; if (P_IsDisplayPlayer(player) && !demo.freecam) S_StartSound(NULL, sfx_dbgsal); return; } if (G_RaceGametype()) spbrush = (spbplace != -1 && player->kartstuff[k_position] == spbplace+1); // Initializes existing spawnchance values for (i = 0; i < NUMKARTRESULTS; i++) spawnchance[i] = 0; // Split into another function for a debug function below useodds = K_FindUseodds(player, mashed, pingame, bestbumper, spbrush, dontforcespb); for (i = 1; i < NUMKARTRESULTS; i++) spawnchance[i] = (totalspawnchance += K_KartGetItemOdds(useodds, i, mashed, spbrush)); // Award the player whatever power is rolled if (totalspawnchance > 0) { totalspawnchance = P_RandomKey(totalspawnchance); for (i = 0; i < NUMKARTRESULTS && spawnchance[i] <= totalspawnchance; i++); K_KartGetItemResult(player, i); } else { player->kartstuff[k_itemtype] = KITEM_SAD; player->kartstuff[k_itemamount] = 1; } if (P_IsDisplayPlayer(player) && !demo.freecam) S_StartSound(NULL, ((player->kartstuff[k_roulettetype] == 1) ? sfx_itrolk : (mashed ? sfx_itrolm : sfx_itrolf))); player->kartstuff[k_itemblink] = TICRATE; player->kartstuff[k_itemblinkmode] = ((player->kartstuff[k_roulettetype] == 1) ? 2 : (mashed ? 1 : 0)); player->kartstuff[k_itemroulette] = 0; // Since we're done, clear the roulette number player->kartstuff[k_roulettetype] = 0; // This too } //} //{ SRB2kart p_user.c Stuff static fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against) { fixed_t weight = 5<type) { case MT_PLAYER: if (!mobj->player) break; if (against->player && !against->player->kartstuff[k_spinouttimer] && mobj->player->kartstuff[k_spinouttimer]) weight = 0; // Do not bump else { weight = (mobj->player->kartweight)<player->speed > K_GetKartSpeed(mobj->player, false)) weight += (mobj->player->speed - K_GetKartSpeed(mobj->player, false))/8; } break; case MT_FALLINGROCK: if (against->player) { if (against->player->kartstuff[k_invincibilitytimer] || against->player->kartstuff[k_growshrinktimer] > 0) weight = 0; else weight = (against->player->kartweight)<player) weight = (against->player->kartweight)<player) weight = (against->player->kartweight+3)<player && mobj1->player->playerstate != PST_LIVE) || (mobj2->player && mobj2->player->playerstate != PST_LIVE)) return; if ((mobj1->player && mobj1->player->kartstuff[k_respawn]) || (mobj2->player && mobj2->player->kartstuff[k_respawn])) return; { // Don't bump if you're flashing INT32 flash; flash = K_GetKartFlashing(mobj1->player); if (mobj1->player && mobj1->player->powers[pw_flashing] > 0 && mobj1->player->powers[pw_flashing] < flash) { if (mobj1->player->powers[pw_flashing] < flash-1) mobj1->player->powers[pw_flashing]++; return; } flash = K_GetKartFlashing(mobj2->player); if (mobj2->player && mobj2->player->powers[pw_flashing] > 0 && mobj2->player->powers[pw_flashing] < flash) { if (mobj2->player->powers[pw_flashing] < flash-1) mobj2->player->powers[pw_flashing]++; return; } } // Don't bump if you've recently bumped if (mobj1->player && mobj1->player->kartstuff[k_justbumped]) { mobj1->player->kartstuff[k_justbumped] = bumptime; return; } if (mobj2->player && mobj2->player->kartstuff[k_justbumped]) { mobj2->player->kartstuff[k_justbumped] = bumptime; return; } mass1 = K_GetMobjWeight(mobj1, mobj2); if (solid == true && mass1 > 0) mass2 = mass1; else mass2 = K_GetMobjWeight(mobj2, mobj1); momdifx = mobj1->momx - mobj2->momx; momdify = mobj1->momy - mobj2->momy; // Adds the OTHER player's momentum times a bunch, for the best chance of getting the correct direction distx = (mobj1->x + mobj2->momx*3) - (mobj2->x + mobj1->momx*3); disty = (mobj1->y + mobj2->momy*3) - (mobj2->y + mobj1->momy*3); if (distx == 0 && disty == 0) // if there's no distance between the 2, they're directly on top of each other, don't run this return; { // Normalize distance to the sum of the two objects' radii, since in a perfect world that would be the distance at the point of collision... fixed_t dist = P_AproxDistance(distx, disty); fixed_t nx = FixedDiv(distx, dist); fixed_t ny = FixedDiv(disty, dist); dist = dist ? dist : 1; distx = FixedMul(mobj1->radius+mobj2->radius, nx); disty = FixedMul(mobj1->radius+mobj2->radius, ny); if (momdifx == 0 && momdify == 0) { // If there's no momentum difference, they're moving at exactly the same rate. Pretend they moved into each other. momdifx = -nx; momdify = -ny; } } // if the speed difference is less than this let's assume they're going proportionately faster from each other if (P_AproxDistance(momdifx, momdify) < (25*mapobjectscale)) { fixed_t momdiflength = P_AproxDistance(momdifx, momdify); fixed_t normalisedx = FixedDiv(momdifx, momdiflength); fixed_t normalisedy = FixedDiv(momdify, momdiflength); momdifx = FixedMul((25*mapobjectscale), normalisedx); momdify = FixedMul((25*mapobjectscale), normalisedy); } dot = FixedMul(momdifx, distx) + FixedMul(momdify, disty); if (dot >= 0) { // They're moving away from each other return; } force = FixedDiv(dot, FixedMul(distx, distx)+FixedMul(disty, disty)); if (bounce == true && mass2 > 0) // Perform a Goomba Bounce. mobj1->momz = -mobj1->momz; else { fixed_t newz = mobj1->momz; if (mass2 > 0) mobj1->momz = mobj2->momz; if (mass1 > 0 && solid == false) mobj2->momz = newz; } if (mass2 > 0) { mobj1->momx = mobj1->momx - FixedMul(FixedMul(FixedDiv(2*mass2, mass1 + mass2), force), distx); mobj1->momy = mobj1->momy - FixedMul(FixedMul(FixedDiv(2*mass2, mass1 + mass2), force), disty); } if (mass1 > 0 && solid == false) { mobj2->momx = mobj2->momx - FixedMul(FixedMul(FixedDiv(2*mass1, mass1 + mass2), force), -distx); mobj2->momy = mobj2->momy - FixedMul(FixedMul(FixedDiv(2*mass1, mass1 + mass2), force), -disty); } // Do the bump fx when we've CONFIRMED we can bump. S_StartSound(mobj1, sfx_s3k49); fx = P_SpawnMobj(mobj1->x/2 + mobj2->x/2, mobj1->y/2 + mobj2->y/2, mobj1->z/2 + mobj2->z/2, MT_BUMP); if (mobj1->eflags & MFE_VERTICALFLIP) fx->eflags |= MFE_VERTICALFLIP; else fx->eflags &= ~MFE_VERTICALFLIP; P_SetScale(fx, mobj1->scale); // Because this is done during collision now, rmomx and rmomy need to be recalculated // so that friction doesn't immediately decide to stop the player if they're at a standstill // Also set justbumped here if (mobj1->player) { mobj1->player->rmomx = mobj1->momx - mobj1->player->cmomx; mobj1->player->rmomy = mobj1->momy - mobj1->player->cmomy; mobj1->player->kartstuff[k_justbumped] = bumptime; if (mobj1->player->kartstuff[k_spinouttimer]) { mobj1->player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1; mobj1->player->kartstuff[k_spinouttimer] = max(wipeoutslowtime+1, mobj1->player->kartstuff[k_spinouttimer]); } } if (mobj2->player) { mobj2->player->rmomx = mobj2->momx - mobj2->player->cmomx; mobj2->player->rmomy = mobj2->momy - mobj2->player->cmomy; mobj2->player->kartstuff[k_justbumped] = bumptime; if (mobj2->player->kartstuff[k_spinouttimer]) { mobj2->player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1; mobj2->player->kartstuff[k_spinouttimer] = max(wipeoutslowtime+1, mobj2->player->kartstuff[k_spinouttimer]); } } } /** \brief Checks that the player is on an offroad subsector for realsies \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-1; } 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 offroad; sector_t *nextsector = R_PointInSubsector( player->mo->x + player->mo->momx*2, player->mo->y + player->mo->momy*2)->sector; UINT8 offroadstrength = K_CheckOffroadCollide(player->mo, nextsector); // If you are in offroad, a timer starts. if (offroadstrength) { if (K_CheckOffroadCollide(player->mo, player->mo->subsector->sector) && player->kartstuff[k_offroad] == 0) player->kartstuff[k_offroad] = (TICRATE/2); if (player->kartstuff[k_offroad] > 0) { offroad = (offroadstrength << FRACBITS) / (TICRATE/2); //if (player->kartstuff[k_growshrinktimer] > 1) // grow slows down half as fast // offroad /= 2; player->kartstuff[k_offroad] += offroad; } if (player->kartstuff[k_offroad] > (offroadstrength << FRACBITS)) player->kartstuff[k_offroad] = (offroadstrength << FRACBITS); } else player->kartstuff[k_offroad] = 0; } // Adds gravity flipping to an object relative to its master and shifts the z coordinate accordingly. void K_FlipFromObject(mobj_t *mo, mobj_t *master) { mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP)|(master->eflags & MFE_VERTICALFLIP); mo->flags2 = (mo->flags2 & ~MF2_OBJECTFLIP)|(master->flags2 & MF2_OBJECTFLIP); if (mo->eflags & MFE_VERTICALFLIP) mo->z += master->height - FixedMul(master->scale, mo->height); } // These have to go earlier than its sisters because of K_RespawnChecker... void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master) { // flipping // handle z shifting from there too. This is here since there's no reason not to flip us if needed when we do this anyway; K_FlipFromObject(mo, master); // visibility (usually for hyudoro) mo->flags2 = (mo->flags2 & ~MF2_DONTDRAW)|(master->flags2 & MF2_DONTDRAW); mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP1)|(master->eflags & MFE_DRAWONLYFORP1); mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP2)|(master->eflags & MFE_DRAWONLYFORP2); mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP3)|(master->eflags & MFE_DRAWONLYFORP3); mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP4)|(master->eflags & MFE_DRAWONLYFORP4); } static void K_SpawnDashDustRelease(player_t *player) { fixed_t newx; fixed_t newy; mobj_t *dust; angle_t travelangle; INT32 i; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (!P_IsObjectOnGround(player->mo)) return; if (!player->speed && !player->kartstuff[k_startboost]) return; travelangle = player->mo->angle; if (player->kartstuff[k_drift] || player->kartstuff[k_driftend]) travelangle -= (ANGLE_45/5)*player->kartstuff[k_drift]; for (i = 0; i < 2; i++) { newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_90, FixedMul(48*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_90, FixedMul(48*FRACUNIT, player->mo->scale)); dust = P_SpawnMobj(newx, newy, player->mo->z, MT_FASTDUST); P_SetTarget(&dust->target, player->mo); dust->angle = travelangle - ((i&1) ? -1 : 1)*ANGLE_45; dust->destscale = player->mo->scale; P_SetScale(dust, player->mo->scale); dust->momx = 3*player->mo->momx/5; dust->momy = 3*player->mo->momy/5; //dust->momz = 3*player->mo->momz/5; K_MatchGenericExtraFlags(dust, player->mo); } } static void K_SpawnBrakeDriftSparks(player_t *player) // Be sure to update the mobj thinker case too! { mobj_t *sparks; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); // Position & etc are handled in its thinker, and its spawned invisible. // This avoids needing to dupe code if we don't need it. sparks = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BRAKEDRIFT); P_SetTarget(&sparks->target, player->mo); P_SetScale(sparks, (sparks->destscale = player->mo->scale)); K_MatchGenericExtraFlags(sparks, player->mo); sparks->flags2 |= MF2_DONTDRAW; } /** \brief Calculates the respawn timer and drop-boosting \param player player object passed from K_KartPlayerThink \return void */ void K_RespawnChecker(player_t *player) { ticcmd_t *cmd = &player->cmd; if (player->spectator) return; if (player->kartstuff[k_respawn] > 1) { player->kartstuff[k_respawn]--; player->mo->momz = 0; player->powers[pw_flashing] = 2; player->powers[pw_nocontrol] = 2; if (leveltime % 8 == 0) { INT32 i; if (!mapreset) S_StartSound(player->mo, sfx_s3kcas); for (i = 0; i < 8; i++) { mobj_t *mo; angle_t newangle; fixed_t newx, newy, newz; newangle = FixedAngle(((360/8)*i)*FRACUNIT); newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31<mo->y + P_ReturnThrustY(player->mo, newangle, 31<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<mo); P_SetScale(mo, (mo->destscale = FRACUNIT)); } } } } else if (player->kartstuff[k_respawn] == 1) { if (player->kartstuff[k_growshrinktimer] < 0) { player->mo->scalespeed = mapobjectscale/TICRATE; player->mo->destscale = (6*mapobjectscale)/8; if (cv_kartdebugshrink.value && !modeattacking && !player->bot) player->mo->destscale = (6*player->mo->destscale)/8; } if (!P_IsObjectOnGround(player->mo) && !mapreset) { player->powers[pw_flashing] = K_GetKartFlashing(player); // Sal: The old behavior was stupid and prone to accidental usage. // Let's rip off Mania instead, and turn this into a Drop Dash! if (cmd->buttons & BT_ACCELERATE) player->kartstuff[k_dropdash]++; else player->kartstuff[k_dropdash] = 0; if (player->kartstuff[k_dropdash] == TICRATE/4) S_StartSound(player->mo, sfx_ddash); if ((player->kartstuff[k_dropdash] >= TICRATE/4) && (player->kartstuff[k_dropdash] & 1)) player->mo->colorized = true; else player->mo->colorized = false; } else { if ((cmd->buttons & BT_ACCELERATE) && (player->kartstuff[k_dropdash] >= TICRATE/4)) { S_StartSound(player->mo, sfx_s23c); player->kartstuff[k_startboost] = 50; K_SpawnDashDustRelease(player); } player->mo->colorized = false; player->kartstuff[k_dropdash] = 0; player->kartstuff[k_respawn] = 0; } } } /** \brief Handles the state changing for moving players, moved here to eliminate duplicate code \param player player data \return void */ void K_KartMoveAnimation(player_t *player) { ticcmd_t *cmd = &player->cmd; // Standing frames - S_KART_STND1 S_KART_STND1_L S_KART_STND1_R if (player->speed == 0) { if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_STND1_R] && player->mo->state <= &states[S_KART_STND2_R])) P_SetPlayerMobjState(player->mo, S_KART_STND1_R); else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_STND1_L] && player->mo->state <= &states[S_KART_STND2_L])) P_SetPlayerMobjState(player->mo, S_KART_STND1_L); else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_STND1] && player->mo->state <= &states[S_KART_STND2])) P_SetPlayerMobjState(player->mo, S_KART_STND1); } // Drifting Left - S_KART_DRIFT1_L else if (player->kartstuff[k_drift] > 0 && P_IsObjectOnGround(player->mo)) { if (!(player->mo->state >= &states[S_KART_DRIFT1_L] && player->mo->state <= &states[S_KART_DRIFT2_L])) P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_L); } // Drifting Right - S_KART_DRIFT1_R else if (player->kartstuff[k_drift] < 0 && P_IsObjectOnGround(player->mo)) { if (!(player->mo->state >= &states[S_KART_DRIFT1_R] && player->mo->state <= &states[S_KART_DRIFT2_R])) P_SetPlayerMobjState(player->mo, S_KART_DRIFT1_R); } // Run frames - S_KART_RUN1 S_KART_RUN1_L S_KART_RUN1_R else if (player->speed > (20*player->mo->scale)) { if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_RUN1_R] && player->mo->state <= &states[S_KART_RUN2_R])) P_SetPlayerMobjState(player->mo, S_KART_RUN1_R); else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_RUN1_L] && player->mo->state <= &states[S_KART_RUN2_L])) P_SetPlayerMobjState(player->mo, S_KART_RUN1_L); else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_RUN1] && player->mo->state <= &states[S_KART_RUN2])) P_SetPlayerMobjState(player->mo, S_KART_RUN1); } // Walk frames - S_KART_WALK1 S_KART_WALK1_L S_KART_WALK1_R else if (player->speed <= (20*player->mo->scale)) { if (cmd->driftturn < 0 && !(player->mo->state >= &states[S_KART_WALK1_R] && player->mo->state <= &states[S_KART_WALK2_R])) P_SetPlayerMobjState(player->mo, S_KART_WALK1_R); else if (cmd->driftturn > 0 && !(player->mo->state >= &states[S_KART_WALK1_L] && player->mo->state <= &states[S_KART_WALK2_L])) P_SetPlayerMobjState(player->mo, S_KART_WALK1_L); else if (cmd->driftturn == 0 && !(player->mo->state >= &states[S_KART_WALK1] && player->mo->state <= &states[S_KART_WALK2])) P_SetPlayerMobjState(player->mo, S_KART_WALK1); } } static void K_TauntVoiceTimers(player_t *player) { if (!player) return; player->kartstuff[k_tauntvoices] = 6*TICRATE; player->kartstuff[k_voices] = 4*TICRATE; } static void K_RegularVoiceTimers(player_t *player) { if (!player) return; player->kartstuff[k_voices] = 4*TICRATE; if (player->kartstuff[k_tauntvoices] < 4*TICRATE) player->kartstuff[k_tauntvoices] = 4*TICRATE; } void K_PlayAttackTaunt(mobj_t *source) { sfxenum_t pick = P_RandomKey(2); // Gotta roll the RNG every time this is called for sync reasons boolean tasteful = (!source->player || !source->player->kartstuff[k_tauntvoices]); if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2)) S_StartSound(source, sfx_kattk1+pick); if (!tasteful) return; K_TauntVoiceTimers(source->player); } void K_PlayBoostTaunt(mobj_t *source) { sfxenum_t pick = P_RandomKey(2); // Gotta roll the RNG every time this is called for sync reasons boolean tasteful = (!source->player || !source->player->kartstuff[k_tauntvoices]); if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2)) S_StartSound(source, sfx_kbost1+pick); if (!tasteful) return; K_TauntVoiceTimers(source->player); } void K_PlayOvertakeSound(mobj_t *source) { boolean tasteful = (!source->player || !source->player->kartstuff[k_voices]); if (!G_RaceGametype()) // Only in race return; // 4 seconds from before race begins, 10 seconds afterwards if (leveltime < starttime+(10*TICRATE)) return; if (cv_kartvoices.value && (tasteful || cv_kartvoices.value == 2)) S_StartSound(source, sfx_kslow); if (!tasteful) return; K_RegularVoiceTimers(source->player); } void K_PlayHitEmSound(mobj_t *source) { if (cv_kartvoices.value) S_StartSound(source, sfx_khitem); else S_StartSound(source, sfx_s1c9); // The only lost gameplay functionality with voices disabled K_RegularVoiceTimers(source->player); } void K_PlayPowerGloatSound(mobj_t *source) { if (cv_kartvoices.value) S_StartSound(source, sfx_kgloat); K_RegularVoiceTimers(source->player); } void K_MomentumToFacing(player_t *player) { angle_t dangle = player->mo->angle - R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); if (dangle > ANGLE_180) dangle = InvAngle(dangle); // If you aren't on the ground or are moving in too different of a direction don't do this if (player->mo->eflags & MFE_JUSTHITFLOOR) ; // Just hit floor ALWAYS redirects else if (!P_IsObjectOnGround(player->mo) || dangle > ANGLE_90) return; P_Thrust(player->mo, player->mo->angle, player->speed - FixedMul(player->speed, player->mo->friction)); player->mo->momx = FixedMul(player->mo->momx - player->cmomx, player->mo->friction) + player->cmomx; player->mo->momy = FixedMul(player->mo->momy - player->cmomy, player->mo->friction) + player->cmomy; } // sets k_boostpower, k_speedboost, and k_accelboost to whatever we need it to be static void K_GetKartBoostPower(player_t *player) { fixed_t boostpower = FRACUNIT; fixed_t speedboost = 0, accelboost = 0; if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow] == 1) // Slow down after you've been bumped { player->kartstuff[k_boostpower] = player->kartstuff[k_speedboost] = player->kartstuff[k_accelboost] = 0; return; } // Offroad is separate, it's difficult to factor it in with a variable value anyway. if (!(player->kartstuff[k_invincibilitytimer] || player->kartstuff[k_hyudorotimer] || player->kartstuff[k_sneakertimer]) && player->kartstuff[k_offroad] >= 0) boostpower = FixedDiv(boostpower, player->kartstuff[k_offroad] + FRACUNIT); if (player->kartstuff[k_bananadrag] > TICRATE) boostpower = (4*boostpower)/5; // Banana drag/offroad dust if (boostpower < FRACUNIT && player->mo && P_IsObjectOnGround(player->mo) && player->speed > 0 && !player->spectator) { K_SpawnWipeoutTrail(player->mo, true); if (leveltime % 6 == 0) S_StartSound(player->mo, sfx_cdfm70); } if (player->kartstuff[k_sneakertimer]) // Sneaker { switch (gamespeed) { case 0: speedboost = max(speedboost, 53740+768); break; case 2: speedboost = max(speedboost, 17294+768); break; default: speedboost = max(speedboost, 32768); break; } accelboost = max(accelboost, 8*FRACUNIT); // + 800% } if (player->kartstuff[k_invincibilitytimer]) // Invincibility { speedboost = max(speedboost, 3*FRACUNIT/8); // + 37.5% accelboost = max(accelboost, 3*FRACUNIT); // + 300% } if (player->kartstuff[k_growshrinktimer] > 0) // Grow { speedboost = max(speedboost, FRACUNIT/5); // + 20% } if (player->kartstuff[k_driftboost]) // Drift Boost { speedboost = max(speedboost, FRACUNIT/4); // + 25% accelboost = max(accelboost, 4*FRACUNIT); // + 400% } if (player->kartstuff[k_startboost]) // Startup Boost { speedboost = max(speedboost, FRACUNIT/4); // + 25% accelboost = max(accelboost, 6*FRACUNIT); // + 300% } // don't average them anymore, this would make a small boost and a high boost less useful // just take the highest we want instead player->kartstuff[k_boostpower] = boostpower; // value smoothing if (speedboost > player->kartstuff[k_speedboost]) player->kartstuff[k_speedboost] = speedboost; else player->kartstuff[k_speedboost] += (speedboost - player->kartstuff[k_speedboost])/(TICRATE/2); player->kartstuff[k_accelboost] = accelboost; } fixed_t K_GetKartSpeed(player_t *player, boolean doboostpower) { fixed_t k_speed = 150; fixed_t g_cc = FRACUNIT; fixed_t xspd = 3072; // 4.6875 aka 3/64 UINT8 kartspeed = player->kartspeed; fixed_t finalspeed; if (doboostpower && !player->kartstuff[k_pogospring] && !P_IsObjectOnGround(player->mo)) return (75*mapobjectscale); // air speed cap switch (gamespeed) { case 0: g_cc = 53248 + xspd; // 50cc = 81.25 + 4.69 = 85.94% break; case 2: g_cc = 77824 + xspd; // 150cc = 118.75 + 4.69 = 123.44% break; default: g_cc = 65536 + xspd; // 100cc = 100.00 + 4.69 = 104.69% break; } if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0) kartspeed = 1; k_speed += kartspeed*3; // 153 - 177 finalspeed = FixedMul(FixedMul(k_speed<<14, g_cc), player->mo->scale); if (doboostpower) return FixedMul(finalspeed, player->kartstuff[k_boostpower]+player->kartstuff[k_speedboost]); return finalspeed; } fixed_t K_GetKartAccel(player_t *player) { fixed_t k_accel = 32; // 36; UINT8 kartspeed = player->kartspeed; if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0) kartspeed = 1; //k_accel += 3 * (9 - kartspeed); // 36 - 60 k_accel += 4 * (9 - kartspeed); // 32 - 64 return FixedMul(k_accel, FRACUNIT+player->kartstuff[k_accelboost]); } UINT16 K_GetKartFlashing(player_t *player) { UINT16 tics = flashingtics; if (!player) return tics; if (G_BattleGametype()) tics *= 2; tics += (flashingtics/8) * (player->kartspeed); return tics; } fixed_t K_3dKartMovement(player_t *player, boolean onground, fixed_t forwardmove) { fixed_t accelmax = 4000; fixed_t newspeed, oldspeed, finalspeed; fixed_t p_speed = K_GetKartSpeed(player, true); fixed_t p_accel = K_GetKartAccel(player); if (!onground) return 0; // If the player isn't on the ground, there is no change in speed // ACCELCODE!!!1!11! oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale); newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), ORIG_FRICTION); if (player->kartstuff[k_pogospring]) // Pogo Spring minimum/maximum thrust { const fixed_t hscale = mapobjectscale /*+ (mapobjectscale - player->mo->scale)*/; const fixed_t minspeed = 24*hscale; const fixed_t maxspeed = 28*hscale; if (newspeed > maxspeed && player->kartstuff[k_pogospring] == 2) newspeed = maxspeed; if (newspeed < minspeed) newspeed = minspeed; } finalspeed = newspeed - oldspeed; // forwardmove is: // 50 while accelerating, // 25 while clutching, // 0 with no gas, and // -25 when only braking. finalspeed *= forwardmove/25; finalspeed /= 2; if (forwardmove < 0 && finalspeed > FRACUNIT*2) return finalspeed/2; else if (forwardmove < 0) return -FRACUNIT/2; if (finalspeed < 0) finalspeed = 0; return finalspeed; } void K_DoInstashield(player_t *player) { mobj_t *layera; mobj_t *layerb; if (player->kartstuff[k_instashield] > 0) return; player->kartstuff[k_instashield] = 15; // length of instashield animation S_StartSound(player->mo, sfx_cdpcm9); layera = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INSTASHIELDA); P_SetTarget(&layera->target, player->mo); layerb = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INSTASHIELDB); P_SetTarget(&layerb->target, player->mo); } void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount) { statenum_t st; mobj_t *pt; if (!source || !source->mo) return; if (amount == 1) st = S_BATTLEPOINT1A; else if (amount == 2) st = S_BATTLEPOINT2A; else if (amount == 3) st = S_BATTLEPOINT3A; else return; // NO STATE! pt = P_SpawnMobj(source->mo->x, source->mo->y, source->mo->z, MT_BATTLEPOINT); P_SetTarget(&pt->target, source->mo); P_SetMobjState(pt, st); if (victim && victim->skincolor) pt->color = victim->skincolor; else pt->color = source->skincolor; } void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflictor, boolean trapitem) { UINT8 scoremultiply = 1; // PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too. #ifdef HAVE_BLUA boolean force = false; // Used to check if Lua ShouldSpin should get us damaged reguardless of flashtics or heck knows what. UINT8 shouldForce = LUAh_ShouldSpin(player, inflictor, source); if (P_MobjWasRemoved(player->mo)) return; // mobj was removed (in theory that shouldn't happen) if (shouldForce == 1) force = true; else if (shouldForce == 2) return; #else static const boolean force = false; (void)inflictor; // in case some weirdo doesn't want Lua. #endif if (!trapitem && G_BattleGametype()) { if (K_IsPlayerWanted(player)) scoremultiply = 3; else if (player->kartstuff[k_bumper] == 1) scoremultiply = 2; } if (player->health <= 0) return; if (player->powers[pw_flashing] > 0 || player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_spinouttimer] > 0 || player->kartstuff[k_invincibilitytimer] > 0 || player->kartstuff[k_growshrinktimer] > 0 || player->kartstuff[k_hyudorotimer] > 0 || (G_BattleGametype() && ((player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]) || player->kartstuff[k_comebackmode] == 1))) { if (!force) // if shoulddamage force, we go THROUGH that. { K_DoInstashield(player); return; } } #ifdef HAVE_BLUA if (LUAh_PlayerSpin(player, inflictor, source)) // Let Lua do its thing or overwrite if it wants to. Make sure to let any possible instashield happen because we didn't get "damaged" in this case. return; #endif if (source && source != player->mo && source->player) K_PlayHitEmSound(source); //player->kartstuff[k_sneakertimer] = 0; player->kartstuff[k_driftboost] = 0; player->kartstuff[k_drift] = 0; player->kartstuff[k_driftcharge] = 0; player->kartstuff[k_pogospring] = 0; if (G_BattleGametype()) { if (source && source->player && player != source->player) { P_AddPlayerScore(source->player, scoremultiply); K_SpawnBattlePoints(source->player, player, scoremultiply); if (!trapitem) { source->player->kartstuff[k_wanted] -= wantedreduce; player->kartstuff[k_wanted] -= (wantedreduce/2); } } if (player->kartstuff[k_bumper] > 0) { if (player->kartstuff[k_bumper] == 1) { mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!! P_SetTarget(&karmahitbox->target, player->mo); karmahitbox->destscale = player->mo->scale; P_SetScale(karmahitbox, player->mo->scale); CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]); } player->kartstuff[k_bumper]--; if (K_IsPlayerWanted(player)) K_CalculateBattleWanted(); } if (!player->kartstuff[k_bumper]) { player->kartstuff[k_comebacktimer] = comebacktime; if (player->kartstuff[k_comebackmode] == 2) { mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE); S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound); player->kartstuff[k_comebackmode] = 0; } } K_CheckBumpers(); } player->kartstuff[k_spinouttype] = type; if (player->kartstuff[k_spinouttype] <= 0) // type 0 is spinout, type 1 is wipeout { // At spinout, player speed is increased to 1/4 their regular speed, moving them forward if (player->speed < K_GetKartSpeed(player, true)/4) P_InstaThrust(player->mo, player->mo->angle, FixedMul(K_GetKartSpeed(player, true)/4, player->mo->scale)); S_StartSound(player->mo, sfx_slip); } player->kartstuff[k_spinouttimer] = (3*TICRATE/2)+2; player->powers[pw_flashing] = K_GetKartFlashing(player); if (player->mo->state != &states[S_KART_SPIN]) P_SetPlayerMobjState(player->mo, S_KART_SPIN); player->kartstuff[k_instashield] = 15; if (cv_kartdebughuddrop.value && !modeattacking) K_DropItems(player); else K_DropHnextList(player); return; } static void K_RemoveGrowShrink(player_t *player) { if (player->mo && !P_MobjWasRemoved(player->mo)) { if (player->kartstuff[k_growshrinktimer] > 0) // Play Shrink noise S_StartSound(player->mo, sfx_kc59); else if (player->kartstuff[k_growshrinktimer] < 0) // Play Grow noise S_StartSound(player->mo, sfx_kc5a); if (player->kartstuff[k_invincibilitytimer] == 0) player->mo->color = player->skincolor; player->mo->scalespeed = mapobjectscale/TICRATE; player->mo->destscale = mapobjectscale; if (cv_kartdebugshrink.value && !modeattacking && !player->bot) player->mo->destscale = (6*player->mo->destscale)/8; } player->kartstuff[k_growshrinktimer] = 0; player->kartstuff[k_growcancel] = -1; P_RestoreMusic(player); } void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor) { UINT8 scoremultiply = 1; // PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too. #ifdef HAVE_BLUA boolean force = false; // Used to check if Lua ShouldSquish should get us damaged reguardless of flashtics or heck knows what. UINT8 shouldForce = LUAh_ShouldSquish(player, inflictor, source); if (P_MobjWasRemoved(player->mo)) return; // mobj was removed (in theory that shouldn't happen) if (shouldForce == 1) force = true; else if (shouldForce == 2) return; #else static const boolean force = false; (void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat' #endif if (G_BattleGametype()) { if (K_IsPlayerWanted(player)) scoremultiply = 3; else if (player->kartstuff[k_bumper] == 1) scoremultiply = 2; } if (player->health <= 0) return; if (player->powers[pw_flashing] > 0 || player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_invincibilitytimer] > 0 || player->kartstuff[k_growshrinktimer] > 0 || player->kartstuff[k_hyudorotimer] > 0 || (G_BattleGametype() && ((player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]) || player->kartstuff[k_comebackmode] == 1))) { if (!force) // You know the drill by now. { K_DoInstashield(player); return; } } #ifdef HAVE_BLUA if (LUAh_PlayerSquish(player, inflictor, source)) // Let Lua do its thing or overwrite if it wants to. Make sure to let any possible instashield happen because we didn't get "damaged" in this case. return; #endif player->kartstuff[k_sneakertimer] = 0; player->kartstuff[k_driftboost] = 0; player->kartstuff[k_drift] = 0; player->kartstuff[k_driftcharge] = 0; player->kartstuff[k_pogospring] = 0; if (G_BattleGametype()) { if (source && source->player && player != source->player) { P_AddPlayerScore(source->player, scoremultiply); K_SpawnBattlePoints(source->player, player, scoremultiply); source->player->kartstuff[k_wanted] -= wantedreduce; player->kartstuff[k_wanted] -= (wantedreduce/2); } if (player->kartstuff[k_bumper] > 0) { if (player->kartstuff[k_bumper] == 1) { mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!! P_SetTarget(&karmahitbox->target, player->mo); karmahitbox->destscale = player->mo->scale; P_SetScale(karmahitbox, player->mo->scale); CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]); } player->kartstuff[k_bumper]--; if (K_IsPlayerWanted(player)) K_CalculateBattleWanted(); } if (!player->kartstuff[k_bumper]) { player->kartstuff[k_comebacktimer] = comebacktime; if (player->kartstuff[k_comebackmode] == 2) { mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE); S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound); player->kartstuff[k_comebackmode] = 0; } } K_CheckBumpers(); } player->kartstuff[k_squishedtimer] = TICRATE; // Reduce Shrink timer if (player->kartstuff[k_growshrinktimer] < 0) { player->kartstuff[k_growshrinktimer] += TICRATE; if (player->kartstuff[k_growshrinktimer] >= 0) K_RemoveGrowShrink(player); } player->powers[pw_flashing] = K_GetKartFlashing(player); player->mo->flags |= MF_NOCLIP; if (player->mo->state != &states[S_KART_SQUISH]) // Squash P_SetPlayerMobjState(player->mo, S_KART_SQUISH); P_PlayRinglossSound(player->mo); player->kartstuff[k_instashield] = 15; if (cv_kartdebughuddrop.value && !modeattacking) K_DropItems(player); else K_DropHnextList(player); return; } void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A bit of a hack, we just throw the player up higher here and extend their spinout timer { UINT8 scoremultiply = 1; #ifdef HAVE_BLUA boolean force = false; // Used to check if Lua ShouldExplode should get us damaged reguardless of flashtics or heck knows what. UINT8 shouldForce = LUAh_ShouldExplode(player, inflictor, source); if (P_MobjWasRemoved(player->mo)) return; // mobj was removed (in theory that shouldn't happen) if (shouldForce == 1) force = true; else if (shouldForce == 2) return; #else static const boolean force = false; #endif if (G_BattleGametype()) { if (K_IsPlayerWanted(player)) scoremultiply = 3; else if (player->kartstuff[k_bumper] == 1) scoremultiply = 2; } if (player->health <= 0) return; if (/*player->powers[pw_flashing] > 0 || player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_spinouttimer] > 0 // Explosions should combo, because of SPB and Eggman ||*/player->kartstuff[k_invincibilitytimer] > 0 || player->kartstuff[k_growshrinktimer] > 0 || player->kartstuff[k_hyudorotimer] > 0 || (G_BattleGametype() && ((player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]) || player->kartstuff[k_comebackmode] == 1))) { if (!force) // ShouldDamage can bypass that, again. { K_DoInstashield(player); return; } } #ifdef HAVE_BLUA if (LUAh_PlayerExplode(player, inflictor, source)) // Same thing. Also make sure to let Instashield happen blah blah return; #endif if (source && source != player->mo && source->player) K_PlayHitEmSound(source); player->mo->momz = 18*mapobjectscale*P_MobjFlip(player->mo); // please stop forgetting mobjflip checks!!!! player->mo->momx = player->mo->momy = 0; player->kartstuff[k_sneakertimer] = 0; player->kartstuff[k_driftboost] = 0; player->kartstuff[k_drift] = 0; player->kartstuff[k_driftcharge] = 0; player->kartstuff[k_pogospring] = 0; // This is the only part that SHOULDN'T combo :VVVVV if (G_BattleGametype() && !(player->powers[pw_flashing] > 0 || player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_spinouttimer] > 0)) { if (source && source->player && player != source->player) { P_AddPlayerScore(source->player, scoremultiply); K_SpawnBattlePoints(source->player, player, scoremultiply); source->player->kartstuff[k_wanted] -= wantedreduce; player->kartstuff[k_wanted] -= (wantedreduce/2); } if (player->kartstuff[k_bumper] > 0) { if (player->kartstuff[k_bumper] == 1) { mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!! P_SetTarget(&karmahitbox->target, player->mo); karmahitbox->destscale = player->mo->scale; P_SetScale(karmahitbox, player->mo->scale); CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]); } player->kartstuff[k_bumper]--; if (K_IsPlayerWanted(player)) K_CalculateBattleWanted(); } if (!player->kartstuff[k_bumper]) { player->kartstuff[k_comebacktimer] = comebacktime; if (player->kartstuff[k_comebackmode] == 2) { mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE); S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound); player->kartstuff[k_comebackmode] = 0; } } K_CheckBumpers(); } player->kartstuff[k_spinouttype] = 1; player->kartstuff[k_spinouttimer] = (3*TICRATE/2)+2; player->powers[pw_flashing] = K_GetKartFlashing(player); if (inflictor && inflictor->type == MT_SPBEXPLOSION && inflictor->extravalue1) { player->kartstuff[k_spinouttimer] = ((5*player->kartstuff[k_spinouttimer])/2)+1; player->mo->momz *= 2; } if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz = (117 * player->mo->momz) / 200; if (player->mo->state != &states[S_KART_SPIN]) P_SetPlayerMobjState(player->mo, S_KART_SPIN); P_PlayRinglossSound(player->mo); if (P_IsLocalPlayer(player)) { quake.intensity = 64*FRACUNIT; quake.time = 5; } player->kartstuff[k_instashield] = 15; K_DropItems(player); return; } void K_StealBumper(player_t *player, player_t *victim, boolean force) { INT32 newbumper; angle_t newangle, diff; fixed_t newx, newy; mobj_t *newmo; if (!G_BattleGametype()) return; if (player->health <= 0 || victim->health <= 0) return; if (!force) { if (victim->kartstuff[k_bumper] <= 0) // || player->kartstuff[k_bumper] >= cv_kartbumpers.value+2 return; if (player->kartstuff[k_squishedtimer] > 0 || player->kartstuff[k_spinouttimer] > 0) return; if (victim->powers[pw_flashing] > 0 || victim->kartstuff[k_squishedtimer] > 0 || victim->kartstuff[k_spinouttimer] > 0 || victim->kartstuff[k_invincibilitytimer] > 0 || victim->kartstuff[k_growshrinktimer] > 0 || victim->kartstuff[k_hyudorotimer] > 0) { K_DoInstashield(victim); return; } } if (netgame && player->kartstuff[k_bumper] <= 0) CONS_Printf(M_GetText("%s is back in the game!\n"), player_names[player-players]); newbumper = player->kartstuff[k_bumper]; if (newbumper <= 1) diff = 0; else diff = FixedAngle(360*FRACUNIT/newbumper); newangle = player->mo->angle; newx = player->mo->x + P_ReturnThrustX(player->mo, newangle + ANGLE_180, 64*FRACUNIT); newy = player->mo->y + P_ReturnThrustY(player->mo, newangle + ANGLE_180, 64*FRACUNIT); newmo = P_SpawnMobj(newx, newy, player->mo->z, MT_BATTLEBUMPER); newmo->threshold = newbumper; P_SetTarget(&newmo->tracer, victim->mo); P_SetTarget(&newmo->target, player->mo); newmo->angle = (diff * (newbumper-1)); newmo->color = victim->skincolor; if (newbumper+1 < 2) P_SetMobjState(newmo, S_BATTLEBUMPER3); else if (newbumper+1 < 3) P_SetMobjState(newmo, S_BATTLEBUMPER2); else P_SetMobjState(newmo, S_BATTLEBUMPER1); S_StartSound(player->mo, sfx_3db06); player->kartstuff[k_bumper]++; player->kartstuff[k_comebackpoints] = 0; player->powers[pw_flashing] = K_GetKartFlashing(player); player->kartstuff[k_comebacktimer] = comebacktime; /*victim->powers[pw_flashing] = K_GetKartFlashing(victim); victim->kartstuff[k_comebacktimer] = comebacktime;*/ victim->kartstuff[k_instashield] = 15; if (cv_kartdebughuddrop.value && !modeattacking) K_DropItems(victim); else K_DropHnextList(victim); return; } // source is the mobj that originally threw the bomb that exploded etc. // Spawns the sphere around the explosion that handles spinout void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source) { mobj_t *mobj; mobj_t *ghost = NULL; INT32 i; TVector v; TVector *res; fixed_t finalx, finaly, finalz, dist; //mobj_t hoopcenter; angle_t degrees, fa, closestangle; fixed_t mobjx, mobjy, mobjz; //hoopcenter.x = x; //hoopcenter.y = y; //hoopcenter.z = z; //hoopcenter.z = z - mobjinfo[type].height/2; degrees = FINEANGLES/number; closestangle = 0; // Create the hoop! for (i = 0; i < number; i++) { fa = (i*degrees); v[0] = FixedMul(FINECOSINE(fa),radius); v[1] = 0; v[2] = FixedMul(FINESINE(fa),radius); v[3] = FRACUNIT; res = VectorMatrixMultiply(v, *RotateXMatrix(rotangle)); M_Memcpy(&v, res, sizeof (v)); res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle)); M_Memcpy(&v, res, sizeof (v)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; mobj = P_SpawnMobj(finalx, finaly, finalz, type); mobj->z -= mobj->height>>1; // change angle mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y); // change slope dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z); if (dist < 1) dist = 1; mobjx = mobj->x; mobjy = mobj->y; mobjz = mobj->z; if (ghostit) { ghost = P_SpawnGhostMobj(mobj); P_SetMobjState(mobj, S_NULL); mobj = ghost; } if (spawncenter) { mobj->x = x; mobj->y = y; mobj->z = z; } mobj->momx = FixedMul(FixedDiv(mobjx - x, dist), FixedDiv(dist, 6*FRACUNIT)); mobj->momy = FixedMul(FixedDiv(mobjy - y, dist), FixedDiv(dist, 6*FRACUNIT)); mobj->momz = FixedMul(FixedDiv(mobjz - z, dist), FixedDiv(dist, 6*FRACUNIT)); if (source && !P_MobjWasRemoved(source)) P_SetTarget(&mobj->target, source); } } // Spawns the purely visual explosion void K_SpawnMineExplosion(mobj_t *source, UINT8 color) { mobj_t *dust; mobj_t *truc; INT32 speed, speed2; INT32 i, radius, height; mobj_t *smoldering = P_SpawnMobj(source->x, source->y, source->z, MT_SMOLDERING); K_MatchGenericExtraFlags(smoldering, source); smoldering->tics = TICRATE*3; radius = source->radius>>FRACBITS; height = source->height>>FRACBITS; if (!color) color = SKINCOLOR_KETCHUP; for (i = 0; i < 32; i++) { dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE); P_SetMobjState(dust, S_OPAQUESMOKE1); dust->angle = (ANGLE_180/16) * i; P_SetScale(dust, source->scale); dust->destscale = source->scale*10; dust->scalespeed = source->scale/12; P_InstaThrust(dust, dust->angle, FixedMul(20*FRACUNIT, source->scale)); truc = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT, source->y + P_RandomRange(-radius, radius)*FRACUNIT, source->z + P_RandomRange(0, height)*FRACUNIT, MT_BOOMEXPLODE); K_MatchGenericExtraFlags(truc, source); P_SetScale(truc, source->scale); truc->destscale = source->scale*6; truc->scalespeed = source->scale/12; speed = FixedMul(10*FRACUNIT, source->scale)>>FRACBITS; truc->momx = P_RandomRange(-speed, speed)*FRACUNIT; truc->momy = P_RandomRange(-speed, speed)*FRACUNIT; speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS; truc->momz = P_RandomRange(-speed, speed)*FRACUNIT*P_MobjFlip(truc); if (truc->eflags & MFE_UNDERWATER) truc->momz = (117 * truc->momz) / 200; truc->color = color; } for (i = 0; i < 16; i++) { dust = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT, source->y + P_RandomRange(-radius, radius)*FRACUNIT, source->z + P_RandomRange(0, height)*FRACUNIT, MT_SMOKE); P_SetMobjState(dust, S_OPAQUESMOKE1); P_SetScale(dust, source->scale); dust->destscale = source->scale*10; dust->scalespeed = source->scale/12; dust->tics = 30; dust->momz = P_RandomRange(FixedMul(3*FRACUNIT, source->scale)>>FRACBITS, FixedMul(7*FRACUNIT, source->scale)>>FRACBITS)*FRACUNIT; truc = P_SpawnMobj(source->x + P_RandomRange(-radius, radius)*FRACUNIT, source->y + P_RandomRange(-radius, radius)*FRACUNIT, source->z + P_RandomRange(0, height)*FRACUNIT, MT_BOOMPARTICLE); K_MatchGenericExtraFlags(truc, source); P_SetScale(truc, source->scale); truc->destscale = source->scale*5; truc->scalespeed = source->scale/12; speed = FixedMul(20*FRACUNIT, source->scale)>>FRACBITS; truc->momx = P_RandomRange(-speed, speed)*FRACUNIT; truc->momy = P_RandomRange(-speed, speed)*FRACUNIT; speed = FixedMul(15*FRACUNIT, source->scale)>>FRACBITS; speed2 = FixedMul(45*FRACUNIT, source->scale)>>FRACBITS; truc->momz = P_RandomRange(speed, speed2)*FRACUNIT*P_MobjFlip(truc); if (P_RandomChance(FRACUNIT/2)) truc->momz = -truc->momz; if (truc->eflags & MFE_UNDERWATER) truc->momz = (117 * truc->momz) / 200; truc->tics = TICRATE*2; truc->color = color; } } static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, INT32 flags2, fixed_t speed) { mobj_t *th; fixed_t x, y, z; fixed_t finalspeed = speed; mobj_t *throwmo; if (source->player && source->player->speed > K_GetKartSpeed(source->player, false)) { angle_t input = source->angle - an; boolean invert = (input > ANGLE_180); if (invert) input = InvAngle(input); finalspeed = max(speed, FixedMul(speed, FixedMul( FixedDiv(source->player->speed, K_GetKartSpeed(source->player, false)), // Multiply speed to be proportional to your own, boosted maxspeed. (((180<x + source->momx + FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT)); y = source->y + source->momy + FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT)); z = source->z; // spawn on the ground please if (P_MobjFlip(source) < 0) { z = source->z+source->height - mobjinfo[type].height; } th = P_SpawnMobj(x, y, z, type); th->flags2 |= flags2; th->threshold = 10; if (th->info->seesound) S_StartSound(source, th->info->seesound); P_SetTarget(&th->target, source); if (P_IsObjectOnGround(source)) { // floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn // This should set it for FOFs P_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)); switch (type) { case MT_ORBINAUT: if (source && source->player) th->color = source->player->skincolor; else th->color = SKINCOLOR_GREY; th->movefactor = finalspeed; break; case MT_JAWZ: if (source && source->player) { INT32 lasttarg = source->player->kartstuff[k_lastjawztarget]; th->cvmem = source->player->skincolor; if ((lasttarg >= 0 && lasttarg < MAXPLAYERS) && playeringame[lasttarg] && !players[lasttarg].spectator && players[lasttarg].mo) { P_SetTarget(&th->tracer, players[lasttarg].mo); } } else th->cvmem = SKINCOLOR_KETCHUP; /* FALLTHRU */ case MT_JAWZ_DUD: S_StartSound(th, th->info->activesound); /* FALLTHRU */ case MT_SPB: th->movefactor = finalspeed; break; default: break; } x = x + P_ReturnThrustX(source, an, source->radius + th->radius); y = y + P_ReturnThrustY(source, an, source->radius + th->radius); throwmo = P_SpawnMobj(x, y, z, MT_FIREDITEM); throwmo->movecount = 1; throwmo->movedir = source->angle - an; P_SetTarget(&throwmo->target, source); return NULL; } static void K_SpawnDriftSparks(player_t *player) { fixed_t newx; fixed_t newy; mobj_t *spark; angle_t travelangle; INT32 i; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (leveltime % 2 == 1) return; if (!P_IsObjectOnGround(player->mo)) return; if (!player->kartstuff[k_drift] || player->kartstuff[k_driftcharge] < K_GetKartDriftSparkValue(player)) return; travelangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift]; for (i = 0; i < 2; i++) { newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale)); spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK); P_SetTarget(&spark->target, player->mo); spark->angle = travelangle-(ANGLE_45/5)*player->kartstuff[k_drift]; spark->destscale = player->mo->scale; P_SetScale(spark, player->mo->scale); spark->momx = player->mo->momx/2; spark->momy = player->mo->momy/2; //spark->momz = player->mo->momz/2; if (player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(player)*4) { spark->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))); } else if (player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(player)*2) { if (player->kartstuff[k_driftcharge] <= (K_GetKartDriftSparkValue(player)*2)+(24*3)) spark->color = SKINCOLOR_RASPBERRY; // transition else spark->color = SKINCOLOR_KETCHUP; } else { spark->color = SKINCOLOR_SAPPHIRE; } if ((player->kartstuff[k_drift] > 0 && player->cmd.driftturn > 0) // Inward drifts || (player->kartstuff[k_drift] < 0 && player->cmd.driftturn < 0)) { if ((player->kartstuff[k_drift] < 0 && (i & 1)) || (player->kartstuff[k_drift] > 0 && !(i & 1))) P_SetMobjState(spark, S_DRIFTSPARK_A1); else if ((player->kartstuff[k_drift] < 0 && !(i & 1)) || (player->kartstuff[k_drift] > 0 && (i & 1))) P_SetMobjState(spark, S_DRIFTSPARK_C1); } else if ((player->kartstuff[k_drift] > 0 && player->cmd.driftturn < 0) // Outward drifts || (player->kartstuff[k_drift] < 0 && player->cmd.driftturn > 0)) { if ((player->kartstuff[k_drift] < 0 && (i & 1)) || (player->kartstuff[k_drift] > 0 && !(i & 1))) P_SetMobjState(spark, S_DRIFTSPARK_C1); else if ((player->kartstuff[k_drift] < 0 && !(i & 1)) || (player->kartstuff[k_drift] > 0 && (i & 1))) P_SetMobjState(spark, S_DRIFTSPARK_A1); } K_MatchGenericExtraFlags(spark, player->mo); } } static void K_SpawnAIZDust(player_t *player) { fixed_t newx; fixed_t newy; mobj_t *spark; angle_t travelangle; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (leveltime % 2 == 1) return; if (!P_IsObjectOnGround(player->mo)) return; travelangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); //S_StartSound(player->mo, sfx_s3k47); { newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle - (player->kartstuff[k_aizdriftstrat]*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle - (player->kartstuff[k_aizdriftstrat]*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale)); spark = P_SpawnMobj(newx, newy, player->mo->z, MT_AIZDRIFTSTRAT); spark->angle = travelangle+(player->kartstuff[k_aizdriftstrat]*ANGLE_90); P_SetScale(spark, (spark->destscale = (3*player->mo->scale)>>2)); spark->momx = (6*player->mo->momx)/5; spark->momy = (6*player->mo->momy)/5; //spark->momz = player->mo->momz/2; K_MatchGenericExtraFlags(spark, player->mo); } } void K_SpawnBoostTrail(player_t *player) { fixed_t newx; fixed_t newy; fixed_t ground; mobj_t *flame; angle_t travelangle; INT32 i; I_Assert(player != NULL); I_Assert(player->mo != NULL); I_Assert(!P_MobjWasRemoved(player->mo)); if (!P_IsObjectOnGround(player->mo) || player->kartstuff[k_hyudorotimer] != 0 || (G_BattleGametype() && player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer])) return; if (player->mo->eflags & MFE_VERTICALFLIP) ground = player->mo->ceilingz - FixedMul(mobjinfo[MT_SNEAKERTRAIL].height, player->mo->scale); else ground = player->mo->floorz; if (player->kartstuff[k_drift] != 0) travelangle = player->mo->angle; else travelangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); for (i = 0; i < 2; i++) { newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(24*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(24*FRACUNIT, player->mo->scale)); #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); // not K_MatchGenericExtraFlags so that a stolen sneaker can be seen K_FlipFromObject(flame, player->mo); flame->momx = 8; P_XYMovement(flame); if (P_MobjWasRemoved(flame)) continue; if (player->mo->eflags & MFE_VERTICALFLIP) { if (flame->z + flame->height < flame->ceilingz) P_RemoveMobj(flame); } else if (flame->z > flame->floorz) P_RemoveMobj(flame); } } void K_SpawnSparkleTrail(mobj_t *mo) { const INT32 rad = (mo->radius*2)>>FRACBITS; mobj_t *sparkle; INT32 i; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); for (i = 0; i < 3; i++) { fixed_t newx = mo->x + mo->momx + (P_RandomRange(-rad, rad)<y + mo->momy + (P_RandomRange(-rad, rad)<z + mo->momz + (P_RandomRange(0, mo->height>>FRACBITS)<target, mo); sparkle->destscale = mo->destscale; P_SetScale(sparkle, mo->scale); sparkle->color = mo->color; //sparkle->colorized = mo->colorized; } P_SetMobjState(sparkle, S_KARTINVULN_LARGE1); } void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent) { mobj_t *dust; angle_t aoff; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); if (mo->player) aoff = (mo->player->frameangle + ANGLE_180); else aoff = (mo->angle + ANGLE_180); if ((leveltime / 2) & 1) aoff -= ANGLE_45; else aoff += ANGLE_45; dust = P_SpawnMobj(mo->x + FixedMul(24*mo->scale, FINECOSINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(-8,8) << FRACBITS), mo->y + FixedMul(24*mo->scale, FINESINE(aoff>>ANGLETOFINESHIFT)) + (P_RandomRange(-8,8) << FRACBITS), mo->z, MT_WIPEOUTTRAIL); P_SetTarget(&dust->target, mo); dust->angle = R_PointToAngle2(0,0,mo->momx,mo->momy); dust->destscale = mo->scale; P_SetScale(dust, mo->scale); K_FlipFromObject(dust, mo); if (translucent) // offroad effect { dust->momx = mo->momx/2; dust->momy = mo->momy/2; dust->momz = mo->momz/2; } if (translucent) dust->flags2 |= MF2_SHADOW; } // K_DriftDustHandling // Parameters: // spawner: The map object that is spawning the drift dust // Description: Spawns the drift dust for objects, players use rmomx/y, other objects use regular momx/y. // Also plays the drift sound. // Other objects should be angled towards where they're trying to go so they don't randomly spawn dust // Do note that most of the function won't run in odd intervals of frames void K_DriftDustHandling(mobj_t *spawner) { angle_t anglediff; const INT16 spawnrange = spawner->radius>>FRACBITS; if (!P_IsObjectOnGround(spawner) || leveltime % 2 != 0) return; if (spawner->player) { if (spawner->player->pflags & PF_SKIDDOWN) { anglediff = abs((signed)(spawner->angle - spawner->player->frameangle)); if (leveltime % 6 == 0) S_StartSound(spawner, sfx_screec); // repeated here because it doesn't always happen to be within the range when this is the case } else { angle_t playerangle = spawner->angle; if (spawner->player->speed < 5<player->cmd.forwardmove < 0) playerangle += ANGLE_180; anglediff = abs((signed)(playerangle - R_PointToAngle2(0, 0, spawner->player->rmomx, spawner->player->rmomy))); } } else { if (P_AproxDistance(spawner->momx, spawner->momy) < 5<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)<x + spawnx, spawner->y + spawny, spawner->z, MT_DRIFTDUST); dust->momx = FixedMul(spawner->momx + (P_RandomRange(-speedrange, speedrange)<scale)/4); dust->momy = FixedMul(spawner->momy + (P_RandomRange(-speedrange, speedrange)<scale)/4); dust->momz = P_MobjFlip(spawner) * (P_RandomRange(1, 4) * (spawner->scale)); P_SetScale(dust, spawner->scale/2); dust->destscale = spawner->scale * 3; dust->scalespeed = spawner->scale/12; if (leveltime % 6 == 0) S_StartSound(spawner, sfx_screec); K_MatchGenericExtraFlags(dust, spawner); } } static mobj_t *K_FindLastTrailMobj(player_t *player) { mobj_t *trail; if (!player || !(trail = player->mo) || !player->mo->hnext || !player->mo->hnext->health) return NULL; while (trail->hnext && !P_MobjWasRemoved(trail->hnext) && trail->hnext->health) { trail = trail->hnext; } return trail; } static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t mapthing, INT32 defaultDir, INT32 altthrow) { mobj_t *mo; INT32 dir; fixed_t PROJSPEED; angle_t newangle; fixed_t newx, newy, newz; mobj_t *throwmo; if (!player) return NULL; // Figure out projectile speed by game speed if (missile && mapthing != MT_BALLHOG) // Trying to keep compatability... { PROJSPEED = mobjinfo[mapthing].speed; if (gamespeed == 0) PROJSPEED = FixedMul(PROJSPEED, FRACUNIT-FRACUNIT/4); else if (gamespeed == 2) PROJSPEED = FixedMul(PROJSPEED, FRACUNIT+FRACUNIT/4); PROJSPEED = FixedMul(PROJSPEED, mapobjectscale); } else { switch (gamespeed) { case 0: PROJSPEED = 68*mapobjectscale; // Avg Speed is 34 break; case 2: PROJSPEED = 96*mapobjectscale; // Avg Speed is 48 break; default: PROJSPEED = 82*mapobjectscale; // Avg Speed is 41 break; } } if (altthrow) { if (altthrow == 2) // Kitchen sink throwing { #if 0 if (player->kartstuff[k_throwdir] == 1) dir = 3; else if (player->kartstuff[k_throwdir] == -1) dir = 1; else dir = 2; #else if (player->kartstuff[k_throwdir] == 1) dir = 2; else dir = 1; #endif } else { if (player->kartstuff[k_throwdir] == 1) dir = 2; else if (player->kartstuff[k_throwdir] == -1) dir = -1; else dir = 1; } } else { if (player->kartstuff[k_throwdir] != 0) dir = player->kartstuff[k_throwdir]; else dir = defaultDir; } if (missile) // Shootables { if (mapthing == MT_BALLHOG) // Messy { if (dir == -1) { // Shoot backward mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 - 0x06000000, 0, PROJSPEED/16); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 - 0x03000000, 0, PROJSPEED/16); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/16); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 + 0x03000000, 0, PROJSPEED/16); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 + 0x06000000, 0, PROJSPEED/16); } else { // Shoot forward mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle - 0x06000000, 0, PROJSPEED); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle - 0x03000000, 0, PROJSPEED); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + 0x03000000, 0, PROJSPEED); K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + 0x06000000, 0, PROJSPEED); } } else { if (dir == -1 && mapthing != MT_SPB) { // Shoot backward mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/8); } else { // Shoot forward mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle, 0, PROJSPEED); } } } else { player->kartstuff[k_bananadrag] = 0; // RESET timer, for multiple bananas if (dir > 0) { // Shoot forward mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, mapthing); //K_FlipFromObject(mo, player->mo); // These are really weird so let's make it a very specific case to make SURE it works... if (player->mo->eflags & MFE_VERTICALFLIP) { mo->z -= player->mo->height; mo->flags2 |= MF2_OBJECTFLIP; mo->eflags |= MFE_VERTICALFLIP; } mo->threshold = 10; P_SetTarget(&mo->target, player->mo); S_StartSound(player->mo, mo->info->seesound); if (mo) { angle_t fa = player->mo->angle>>ANGLETOFINESHIFT; fixed_t HEIGHT = (20 + (dir*10))*mapobjectscale + (player->mo->momz*P_MobjFlip(player->mo)); P_SetObjectMomZ(mo, HEIGHT, false); mo->momx = player->mo->momx + FixedMul(FINECOSINE(fa), PROJSPEED*dir); mo->momy = player->mo->momy + FixedMul(FINESINE(fa), PROJSPEED*dir); mo->extravalue2 = dir; if (mo->eflags & MFE_UNDERWATER) mo->momz = (117 * mo->momz) / 200; } // this is the small graphic effect that plops in you when you throw an item: throwmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FIREDITEM); P_SetTarget(&throwmo->target, player->mo); // Ditto: if (player->mo->eflags & MFE_VERTICALFLIP) { throwmo->z -= player->mo->height; throwmo->flags2 |= MF2_OBJECTFLIP; throwmo->eflags |= MFE_VERTICALFLIP; } throwmo->movecount = 0; // above player } else { mobj_t *lasttrail = K_FindLastTrailMobj(player); if (lasttrail) { newx = lasttrail->x; newy = lasttrail->y; newz = lasttrail->z; } else { // Drop it directly behind you. fixed_t dropradius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(mobjinfo[mapthing].radius, mobjinfo[mapthing].radius); newangle = player->mo->angle; newx = player->mo->x + P_ReturnThrustX(player->mo, newangle + ANGLE_180, dropradius); newy = player->mo->y + P_ReturnThrustY(player->mo, newangle + ANGLE_180, dropradius); newz = player->mo->z; } mo = P_SpawnMobj(newx, newy, newz, mapthing); // this will never return null because collision isn't processed here K_FlipFromObject(mo, player->mo); mo->threshold = 10; P_SetTarget(&mo->target, player->mo); if (P_IsObjectOnGround(player->mo)) { // floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn // This should set it for FOFs P_TeleportMove(mo, mo->x, mo->y, mo->z); // however, THIS can fuck up your day. just absolutely ruin you. if (P_MobjWasRemoved(mo)) return NULL; if (P_MobjFlip(mo) > 0) { if (mo->floorz > mo->target->z - mo->height) { mo->z = mo->floorz; } } else { if (mo->ceilingz < mo->target->z + mo->target->height + mo->height) { mo->z = mo->ceilingz - mo->height; } } } if (player->mo->eflags & MFE_VERTICALFLIP) mo->eflags |= MFE_VERTICALFLIP; if (mapthing == MT_SSMINE) mo->extravalue1 = 49; // Pads the start-up length from 21 frames to a full 2 seconds } } return mo; } void K_PuntMine(mobj_t *thismine, mobj_t *punter) { angle_t fa = R_PointToAngle2(0, 0, punter->momx, punter->momy) >> ANGLETOFINESHIFT; fixed_t z = 30*mapobjectscale + punter->momz; fixed_t spd; mobj_t *mine; if (!thismine || P_MobjWasRemoved(thismine)) return; if (thismine->type == MT_SSMINE_SHIELD) // Create a new mine { mine = P_SpawnMobj(thismine->x, thismine->y, thismine->z, MT_SSMINE); P_SetTarget(&mine->target, thismine->target); mine->angle = thismine->angle; mine->flags2 = thismine->flags2; mine->floorz = thismine->floorz; mine->ceilingz = thismine->ceilingz; P_RemoveMobj(thismine); } else mine = thismine; if (!mine || P_MobjWasRemoved(mine)) return; switch (gamespeed) { case 0: spd = 68*mapobjectscale; // Avg Speed is 34 break; case 2: spd = 96*mapobjectscale; // Avg Speed is 48 break; default: spd = 82*mapobjectscale; // Avg Speed is 41 break; } mine->flags |= MF_NOCLIPTHING; P_SetMobjState(mine, S_SSMINE_AIR1); mine->threshold = 10; mine->extravalue1 = 0; mine->reactiontime = mine->info->reactiontime; mine->momx = punter->momx + FixedMul(FINECOSINE(fa), spd); mine->momy = punter->momy + FixedMul(FINESINE(fa), spd); mine->momz = P_MobjFlip(mine) * z; mine->flags &= ~MF_NOCLIPTHING; } #define THUNDERRADIUS 320 static void K_DoThunderShield(player_t *player) { mobj_t *mo; int i = 0; fixed_t sx; fixed_t sy; angle_t an; S_StartSound(player->mo, sfx_zio3); //player->kartstuff[k_thunderanim] = 35; P_NukeEnemies(player->mo, player->mo, RING_DIST/4); // spawn vertical bolt mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_LZIO11); mo->color = SKINCOLOR_TEAL; mo->scale = player->mo->scale*3 + (player->mo->scale/2); mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_LZIO21); mo->color = SKINCOLOR_CYAN; mo->scale = player->mo->scale*3 + (player->mo->scale/2); // spawn horizontal bolts; for (i=0; i<7; i++) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); mo->angle = P_RandomRange(0, 359)*ANG1; mo->fuse = P_RandomRange(20, 50); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_KLIT1); } // spawn the radius thing: an = ANGLE_22h; for (i=0; i<15; i++) { sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT)); sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT)); mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK); mo-> angle = an*i; mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something. mo->scale = player->mo->scale*3; P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_KSPARK1); } } #undef THUNDERRADIUS static void K_DoHyudoroSteal(player_t *player) { INT32 i, numplayers = 0; INT32 playerswappable[MAXPLAYERS]; INT32 stealplayer = -1; // The player that's getting stolen from INT32 prandom = 0; boolean sink = P_RandomChance(FRACUNIT/64); for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE && player != &players[i] && !players[i].exiting && !players[i].spectator // Player in-game // Can steal from this player && (G_RaceGametype() //&& players[i].kartstuff[k_position] < player->kartstuff[k_position]) || (G_BattleGametype() && players[i].kartstuff[k_bumper] > 0)) // Has an item && (players[i].kartstuff[k_itemtype] && players[i].kartstuff[k_itemamount] && !players[i].kartstuff[k_itemheld] && !players[i].kartstuff[k_itemblink])) { playerswappable[numplayers] = i; numplayers++; } } prandom = P_RandomFixed(); S_StartSound(player->mo, sfx_s3k92); if (sink && numplayers > 0 && cv_kitchensink.value) // BEHOLD THE KITCHEN SINK { player->kartstuff[k_hyudorotimer] = hyudorotime; player->kartstuff[k_stealingtimer] = stealtime; player->kartstuff[k_itemtype] = KITEM_KITCHENSINK; player->kartstuff[k_itemamount] = 1; player->kartstuff[k_itemheld] = 0; return; } else if ((G_RaceGametype() && player->kartstuff[k_position] == 1) || numplayers == 0) // No-one can be stolen from? Oh well... { player->kartstuff[k_hyudorotimer] = hyudorotime; player->kartstuff[k_stealingtimer] = stealtime; return; } else if (numplayers == 1) // With just 2 players, we just need to set the other player to be the one to steal from { stealplayer = playerswappable[numplayers-1]; } else if (numplayers > 1) // We need to choose between the available candidates for the 2nd player { stealplayer = playerswappable[prandom%(numplayers-1)]; } if (stealplayer > -1) // Now here's where we do the stealing, has to be done here because we still know the player we're stealing from { player->kartstuff[k_hyudorotimer] = hyudorotime; player->kartstuff[k_stealingtimer] = stealtime; players[stealplayer].kartstuff[k_stolentimer] = stealtime; player->kartstuff[k_itemtype] = players[stealplayer].kartstuff[k_itemtype]; player->kartstuff[k_itemamount] = players[stealplayer].kartstuff[k_itemamount]; player->kartstuff[k_itemheld] = 0; players[stealplayer].kartstuff[k_itemtype] = KITEM_NONE; players[stealplayer].kartstuff[k_itemamount] = 0; players[stealplayer].kartstuff[k_itemheld] = 0; if (P_IsLocalPlayer(&players[stealplayer]) && !splitscreen) S_StartSound(NULL, sfx_s3k92); } } void K_DoSneaker(player_t *player, INT32 type) { fixed_t intendedboost; switch (gamespeed) { case 0: intendedboost = 53740+768; break; case 2: intendedboost = 17294+768; break; default: intendedboost = 32768; break; } if (!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3) { S_StartSound(player->mo, sfx_cdfm01); K_SpawnDashDustRelease(player); if (intendedboost > player->kartstuff[k_speedboost]) player->kartstuff[k_destboostcam] = FixedMul(FRACUNIT, FixedDiv((intendedboost - player->kartstuff[k_speedboost]), intendedboost)); } if (!player->kartstuff[k_sneakertimer]) { if (type == 2) { if (player->mo->hnext) { mobj_t *cur = player->mo->hnext; while (cur && !P_MobjWasRemoved(cur)) { if (!cur->tracer) { mobj_t *overlay = P_SpawnMobj(cur->x, cur->y, cur->z, MT_BOOSTFLAME); P_SetTarget(&overlay->target, cur); P_SetTarget(&cur->tracer, overlay); P_SetScale(overlay, (overlay->destscale = 3*cur->scale/4)); K_FlipFromObject(overlay, cur); } cur = cur->hnext; } } } else { mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BOOSTFLAME); P_SetTarget(&overlay->target, player->mo); P_SetScale(overlay, (overlay->destscale = player->mo->scale)); K_FlipFromObject(overlay, player->mo); } } player->kartstuff[k_sneakertimer] = sneakertime; // set angle for spun out players: player->kartstuff[k_boostangle] = (INT32)player->mo->angle; if (type != 0) { player->pflags |= PF_ATTACKDOWN; K_PlayBoostTaunt(player->mo); } } static void K_DoShrink(player_t *user) { INT32 i; S_StartSound(user->mo, sfx_kc46); // Sound the BANG! user->pflags |= PF_ATTACKDOWN; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator || !players[i].mo) continue; if (&players[i] == user) continue; if (players[i].kartstuff[k_position] < user->kartstuff[k_position]) { //P_FlashPal(&players[i], PAL_NUKE, 10); // Grow should get taken away. if (players[i].kartstuff[k_growshrinktimer] > 0) K_RemoveGrowShrink(&players[i]); // Don't hit while invulnerable! else if (!players[i].kartstuff[k_invincibilitytimer] && players[i].kartstuff[k_growshrinktimer] <= 0 && !players[i].kartstuff[k_hyudorotimer]) { // Start shrinking! K_DropItems(&players[i]); players[i].kartstuff[k_growshrinktimer] = -(20*TICRATE); if (players[i].mo && !P_MobjWasRemoved(players[i].mo)) { players[i].mo->scalespeed = mapobjectscale/TICRATE; players[i].mo->destscale = (6*mapobjectscale)/8; if (cv_kartdebugshrink.value && !modeattacking && !players[i].bot) players[i].mo->destscale = (6*players[i].mo->destscale)/8; S_StartSound(players[i].mo, sfx_kc59); } } } } } void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, UINT8 sound) { const fixed_t vscale = mapobjectscale + (mo->scale - mapobjectscale); if (mo->player && mo->player->spectator) return; if (mo->eflags & MFE_SPRUNG) return; #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< 72<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< 32<momz = P_MobjFlip(mo)*FixedMul(FINESINE(ANGLE_22h>>ANGLETOFINESHIFT), FixedMul(thrust, vscale)); } else mo->momz = FixedMul(vertispeed, vscale); if (mo->eflags & MFE_UNDERWATER) mo->momz = (117 * mo->momz) / 200; if (sound) S_StartSound(mo, (sound == 1 ? sfx_kc2f : sfx_kpogos)); } void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source) { mobj_t *cachenext; killnext: cachenext = banana->hnext; if (banana->health) { if (banana->eflags & MFE_VERTICALFLIP) banana->z -= banana->height; else banana->z += banana->height; S_StartSound(banana, banana->info->deathsound); P_KillMobj(banana, inflictor, source); P_SetObjectMomZ(banana, 8*FRACUNIT, false); if (inflictor) P_InstaThrust(banana, R_PointToAngle2(inflictor->x, inflictor->y, banana->x, banana->y)+ANGLE_90, 16*FRACUNIT); } if ((banana = cachenext)) goto killnext; } // Just for firing/dropping items. void K_UpdateHnextList(player_t *player, boolean clean) { mobj_t *work = player->mo, *nextwork; if (!work) return; nextwork = work->hnext; while ((work = nextwork) && !P_MobjWasRemoved(work)) { nextwork = work->hnext; if (!clean && (!work->movedir || work->movedir <= (UINT16)player->kartstuff[k_itemamount])) continue; P_RemoveMobj(work); } } // For getting hit! void K_DropHnextList(player_t *player) { mobj_t *work = player->mo, *nextwork, *dropwork; INT32 flip; mobjtype_t type; boolean orbit, ponground, dropall = true; if (!work || P_MobjWasRemoved(work)) return; flip = P_MobjFlip(player->mo); ponground = P_IsObjectOnGround(player->mo); if (player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD && player->kartstuff[k_itemamount]) { K_DoThunderShield(player); player->kartstuff[k_itemamount] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; player->kartstuff[k_curshield] = 0; } nextwork = work->hnext; while ((work = nextwork) && !P_MobjWasRemoved(work)) { nextwork = work->hnext; switch (work->type) { // Kart orbit items case MT_ORBINAUT_SHIELD: orbit = true; type = MT_ORBINAUT; break; case MT_JAWZ_SHIELD: orbit = true; type = MT_JAWZ_DUD; break; // Kart trailing items case MT_BANANA_SHIELD: orbit = false; type = MT_BANANA; break; case MT_SSMINE_SHIELD: orbit = false; dropall = false; type = MT_SSMINE; break; case MT_EGGMANITEM_SHIELD: orbit = false; type = MT_EGGMANITEM; break; // intentionally do nothing case MT_SINK_SHIELD: case MT_ROCKETSNEAKER: return; default: continue; } dropwork = P_SpawnMobj(work->x, work->y, work->z, type); P_SetTarget(&dropwork->target, player->mo); dropwork->angle = work->angle; dropwork->flags2 = work->flags2; dropwork->flags |= MF_NOCLIPTHING; dropwork->floorz = work->floorz; dropwork->ceilingz = work->ceilingz; if (ponground) { // floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn // This should set it for FOFs //P_TeleportMove(dropwork, dropwork->x, dropwork->y, dropwork->z); -- handled better by above floorz/ceilingz passing if (flip == 1) { if (dropwork->floorz > dropwork->target->z - dropwork->height) { dropwork->z = dropwork->floorz; } } else { if (dropwork->ceilingz < dropwork->target->z + dropwork->target->height + dropwork->height) { dropwork->z = dropwork->ceilingz - dropwork->height; } } } if (orbit) // splay out { dropwork->flags2 |= MF2_AMBUSH; dropwork->z += flip; dropwork->momx = player->mo->momx>>1; dropwork->momy = player->mo->momy>>1; dropwork->momz = 3*flip*mapobjectscale; if (dropwork->eflags & MFE_UNDERWATER) dropwork->momz = (117 * dropwork->momz) / 200; P_Thrust(dropwork, work->angle - ANGLE_90, 6*mapobjectscale); dropwork->movecount = 2; dropwork->movedir = work->angle - ANGLE_90; P_SetMobjState(dropwork, dropwork->info->deathstate); dropwork->tics = -1; if (type == MT_JAWZ_DUD) dropwork->z += 20*flip*dropwork->scale; else { dropwork->color = work->color; dropwork->angle -= ANGLE_90; } } else // plop on the ground { dropwork->flags &= ~MF_NOCLIPTHING; dropwork->threshold = 10; } P_RemoveMobj(work); } { // we need this here too because this is done in afterthink - pointers are cleaned up at the START of each tic... P_SetTarget(&player->mo->hnext, NULL); player->kartstuff[k_bananadrag] = 0; if (player->kartstuff[k_eggmanheld]) player->kartstuff[k_eggmanheld] = 0; else if (player->kartstuff[k_itemheld] && (dropall || (--player->kartstuff[k_itemamount] <= 0))) { player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; } } } // For getting EXTRA hit! void K_DropItems(player_t *player) { boolean thunderhack = (player->kartstuff[k_curshield] && player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD); if (thunderhack) player->kartstuff[k_itemtype] = KITEM_NONE; K_DropHnextList(player); if (player->mo && !P_MobjWasRemoved(player->mo) && player->kartstuff[k_itemamount]) { mobj_t *drop = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FLOATINGITEM); P_SetScale(drop, drop->scale>>4); drop->destscale = (3*drop->destscale)/2;; drop->angle = player->mo->angle + ANGLE_90; P_Thrust(drop, FixedAngle(P_RandomFixed()*180) + player->mo->angle + ANGLE_90, 16*mapobjectscale); drop->momz = P_MobjFlip(player->mo)*3*mapobjectscale; if (drop->eflags & MFE_UNDERWATER) drop->momz = (117 * drop->momz) / 200; drop->threshold = (thunderhack ? KITEM_THUNDERSHIELD : player->kartstuff[k_itemtype]); drop->movecount = player->kartstuff[k_itemamount]; drop->flags |= MF_NOCLIPTHING; } K_StripItems(player); } // When an item in the hnext chain dies. void K_RepairOrbitChain(mobj_t *orbit) { mobj_t *cachenext = orbit->hnext; // First, repair the chain if (orbit->hnext && orbit->hnext->health && !P_MobjWasRemoved(orbit->hnext)) { P_SetTarget(&orbit->hnext->hprev, orbit->hprev); P_SetTarget(&orbit->hnext, NULL); } if (orbit->hprev && orbit->hprev->health && !P_MobjWasRemoved(orbit->hprev)) { P_SetTarget(&orbit->hprev->hnext, cachenext); P_SetTarget(&orbit->hprev, NULL); } // Then recount to make sure item amount is correct if (orbit->target && orbit->target->player) { INT32 num = 0; mobj_t *cur = orbit->target->hnext; mobj_t *prev = NULL; while (cur && !P_MobjWasRemoved(cur)) { prev = cur; cur = cur->hnext; if (++num > orbit->target->player->kartstuff[k_itemamount]) P_RemoveMobj(prev); else prev->movedir = num; } if (orbit->target->player->kartstuff[k_itemamount] != num) orbit->target->player->kartstuff[k_itemamount] = num; } } // Move the hnext chain! static void K_MoveHeldObjects(player_t *player) { if (!player->mo) return; if (!player->mo->hnext) { player->kartstuff[k_bananadrag] = 0; if (player->kartstuff[k_eggmanheld]) player->kartstuff[k_eggmanheld] = 0; else if (player->kartstuff[k_itemheld]) { player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; } return; } if (P_MobjWasRemoved(player->mo->hnext)) { // we need this here too because this is done in afterthink - pointers are cleaned up at the START of each tic... P_SetTarget(&player->mo->hnext, NULL); player->kartstuff[k_bananadrag] = 0; if (player->kartstuff[k_eggmanheld]) player->kartstuff[k_eggmanheld] = 0; else if (player->kartstuff[k_itemheld]) { player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; } return; } switch (player->mo->hnext->type) { case MT_ORBINAUT_SHIELD: // Kart orbit items case MT_JAWZ_SHIELD: { mobj_t *cur = player->mo->hnext; fixed_t speed = ((8 - min(4, player->kartstuff[k_itemamount])) * cur->info->speed) / 7; player->kartstuff[k_bananadrag] = 0; // Just to make sure while (cur && !P_MobjWasRemoved(cur)) { const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); // mobj's distance from its Target, or Radius. fixed_t z; if (!cur->health) { cur = cur->hnext; continue; } cur->color = player->skincolor; cur->angle -= ANGLE_90; cur->angle += FixedAngle(speed); if (cur->extravalue1 < radius) cur->extravalue1 += P_AproxDistance(cur->extravalue1, radius) / 12; if (cur->extravalue1 > radius) cur->extravalue1 = radius; // If the player is on the ceiling, then flip your items as well. if (player && player->mo->eflags & MFE_VERTICALFLIP) cur->eflags |= MFE_VERTICALFLIP; else cur->eflags &= ~MFE_VERTICALFLIP; // Shrink your items if the player shrunk too. P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale))); if (P_MobjFlip(cur) > 0) z = player->mo->z; else z = player->mo->z + player->mo->height - cur->height; cur->flags |= MF_NOCLIPTHING; // temporarily make them noclip other objects so they can't hit anyone while in the player P_TeleportMove(cur, player->mo->x, player->mo->y, z); cur->momx = FixedMul(FINECOSINE(cur->angle>>ANGLETOFINESHIFT), cur->extravalue1); cur->momy = FixedMul(FINESINE(cur->angle>>ANGLETOFINESHIFT), cur->extravalue1); cur->flags &= ~MF_NOCLIPTHING; if (!P_TryMove(cur, player->mo->x + cur->momx, player->mo->y + cur->momy, true)) P_SlideMove(cur, true); if (P_IsObjectOnGround(player->mo)) { if (P_MobjFlip(cur) > 0) { if (cur->floorz > player->mo->z - cur->height) z = cur->floorz; } else { if (cur->ceilingz < player->mo->z + player->mo->height + cur->height) z = cur->ceilingz - cur->height; } } // Center it during the scale up animation z += (FixedMul(mobjinfo[cur->type].height, player->mo->scale - cur->scale)>>1) * P_MobjFlip(cur); cur->z = z; cur->momx = cur->momy = 0; cur->angle += ANGLE_90; cur = cur->hnext; } } break; case MT_BANANA_SHIELD: // Kart trailing items case MT_SSMINE_SHIELD: case MT_EGGMANITEM_SHIELD: case MT_SINK_SHIELD: { mobj_t *cur = player->mo->hnext; mobj_t *targ = player->mo; if (P_IsObjectOnGround(player->mo) && player->speed > 0) player->kartstuff[k_bananadrag]++; while (cur && !P_MobjWasRemoved(cur)) { const fixed_t radius = FixedHypot(targ->radius, targ->radius) + FixedHypot(cur->radius, cur->radius); angle_t ang; fixed_t targx, targy, targz; fixed_t speed, dist; cur->flags &= ~MF_NOCLIPTHING; if (!cur->health) { cur = cur->hnext; continue; } if (cur->extravalue1 < radius) cur->extravalue1 += FixedMul(P_AproxDistance(cur->extravalue1, radius), FRACUNIT/12); if (cur->extravalue1 > radius) cur->extravalue1 = radius; if (cur != player->mo->hnext) { targ = cur->hprev; dist = cur->extravalue1/4; } else dist = cur->extravalue1/2; if (!targ || P_MobjWasRemoved(targ)) continue; // Shrink your items if the player shrunk too. P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale))); ang = targ->angle; targx = targ->x + P_ReturnThrustX(cur, ang + ANGLE_180, dist); targy = targ->y + P_ReturnThrustY(cur, ang + ANGLE_180, dist); targz = targ->z; speed = FixedMul(R_PointToDist2(cur->x, cur->y, targx, targy), 3*FRACUNIT/4); if (P_IsObjectOnGround(targ)) targz = cur->floorz; cur->angle = R_PointToAngle2(cur->x, cur->y, targx, targy); /*if (P_IsObjectOnGround(player->mo) && player->speed > 0 && player->kartstuff[k_bananadrag] > TICRATE && P_RandomChance(min(FRACUNIT/2, FixedDiv(player->speed, K_GetKartSpeed(player, false))/2))) { if (leveltime & 1) targz += 8*(2*FRACUNIT)/7; else targz -= 8*(2*FRACUNIT)/7; }*/ if (speed > dist) P_InstaThrust(cur, cur->angle, speed-dist); P_SetObjectMomZ(cur, FixedMul(targz - cur->z, 7*FRACUNIT/8) - gravity, false); if (R_PointToDist2(cur->x, cur->y, targx, targy) > 768*FRACUNIT) P_TeleportMove(cur, targx, targy, cur->z); cur = cur->hnext; } } break; case MT_ROCKETSNEAKER: // Special rocket sneaker stuff { mobj_t *cur = player->mo->hnext; INT32 num = 0; while (cur && !P_MobjWasRemoved(cur)) { const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); boolean vibrate = ((leveltime & 1) && !cur->tracer); angle_t angoffset; fixed_t targx, targy, targz; cur->flags &= ~MF_NOCLIPTHING; if (player->kartstuff[k_rocketsneakertimer] <= TICRATE && (leveltime & 1)) cur->flags2 |= MF2_DONTDRAW; else cur->flags2 &= ~MF2_DONTDRAW; if (num & 1) P_SetMobjStateNF(cur, (vibrate ? S_ROCKETSNEAKER_LVIBRATE : S_ROCKETSNEAKER_L)); else P_SetMobjStateNF(cur, (vibrate ? S_ROCKETSNEAKER_RVIBRATE : S_ROCKETSNEAKER_R)); if (!player->kartstuff[k_rocketsneakertimer] || cur->extravalue2 || !cur->health) { num = (num+1) % 2; cur = cur->hnext; continue; } if (cur->extravalue1 < radius) cur->extravalue1 += FixedMul(P_AproxDistance(cur->extravalue1, radius), FRACUNIT/12); if (cur->extravalue1 > radius) cur->extravalue1 = radius; // Shrink your items if the player shrunk too. P_SetScale(cur, (cur->destscale = FixedMul(FixedDiv(cur->extravalue1, radius), player->mo->scale))); #if 1 { angle_t input = player->frameangle - cur->angle; boolean invert = (input > ANGLE_180); if (invert) input = InvAngle(input); input = FixedAngle(AngleFixed(input)/4); if (invert) input = InvAngle(input); cur->angle = cur->angle + input; } #else cur->angle = player->frameangle; #endif angoffset = ANGLE_90 + (ANGLE_180 * num); targx = player->mo->x + P_ReturnThrustX(cur, cur->angle + angoffset, cur->extravalue1); targy = player->mo->y + P_ReturnThrustY(cur, cur->angle + angoffset, cur->extravalue1); { // bobbing, copy pasted from my kimokawaiii entry const fixed_t pi = (22<mo->scale, 8 * FINESINE((((2*pi*(4*TICRATE)) * leveltime)>>ANGLETOFINESHIFT) & FINEMASK)); targz = (player->mo->z + (player->mo->height/2)) + sine; if (player->mo->eflags & MFE_VERTICALFLIP) targz += (player->mo->height/2 - 32*player->mo->scale)*6; } if (cur->tracer) { fixed_t diffx, diffy, diffz; diffx = targx - cur->x; diffy = targy - cur->y; diffz = targz - cur->z; P_TeleportMove(cur->tracer, cur->tracer->x + diffx + P_ReturnThrustX(cur, cur->angle + angoffset, 6*cur->scale), cur->tracer->y + diffy + P_ReturnThrustY(cur, cur->angle + angoffset, 6*cur->scale), cur->tracer->z + diffz); P_SetScale(cur->tracer, (cur->tracer->destscale = 3*cur->scale/4)); } P_TeleportMove(cur, targx, targy, targz); K_FlipFromObject(cur, player->mo); // Update graviflip in real time thanks. num = (num+1) % 2; cur = cur->hnext; } } break; default: break; } } player_t *K_FindJawzTarget(mobj_t *actor, player_t *source) { fixed_t best = -1; player_t *wtarg = NULL; INT32 i; for (i = 0; i < MAXPLAYERS; i++) { angle_t thisang; player_t *player; if (!playeringame[i]) continue; player = &players[i]; if (player->spectator) continue; // spectator if (!player->mo) continue; if (player->mo->health <= 0) continue; // dead // Don't target yourself, stupid. if (player == source) continue; // Don't home in on teammates. if (G_GametypeHasTeams() && source->ctfteam == player->ctfteam) continue; // Invisible, don't bother if (player->kartstuff[k_hyudorotimer]) continue; // Find the angle, see who's got the best. thisang = actor->angle - R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y); if (thisang > ANGLE_180) thisang = InvAngle(thisang); // Jawz only go after the person directly ahead of you in race... sort of literally now! if (G_RaceGametype()) { // Don't go for people who are behind you if (thisang > ANGLE_67h) continue; // Don't pay attention to people who aren't above your position if (player->kartstuff[k_position] >= source->kartstuff[k_position]) continue; if ((best == -1) || (player->kartstuff[k_position] > best)) { wtarg = player; best = player->kartstuff[k_position]; } } else { fixed_t thisdist; fixed_t thisavg; // Don't go for people who are behind you if (thisang > ANGLE_45) continue; // Don't pay attention to dead players if (player->kartstuff[k_bumper] <= 0) continue; // Z pos too high/low if (abs(player->mo->z - (actor->z + actor->momz)) > RING_DIST/8) continue; thisdist = P_AproxDistance(player->mo->x - (actor->x + actor->momx), player->mo->y - (actor->y + actor->momy)); if (thisdist > 2*RING_DIST) // Don't go for people who are too far away continue; thisavg = (AngleFixed(thisang) + thisdist) / 2; //CONS_Printf("got avg %d from player # %d\n", thisavg>>FRACBITS, i); if ((best == -1) || (thisavg < best)) { wtarg = player; best = thisavg; } } } return wtarg; } // Engine Sounds. static void K_UpdateEngineSounds(player_t *player, ticcmd_t *cmd) { const INT32 numsnds = 13; INT32 class, s, w; // engine class number UINT8 volume = 255; fixed_t volumedampen = 0; INT32 targetsnd = 0; INT32 i; s = (player->kartspeed-1)/3; w = (player->kartweight-1)/3; #define LOCKSTAT(stat) \ if (stat < 0) { stat = 0; } \ if (stat > 2) { stat = 2; } LOCKSTAT(s); LOCKSTAT(w); #undef LOCKSTAT class = s+(3*w); // Silence the engines if (leveltime < 8 || player->spectator || player->exiting) { player->kartstuff[k_enginesnd] = 0; // Reset sound number return; } #if 0 if ((leveltime % 8) != ((player-players) % 8)) // Per-player offset, to make engines sound distinct! #else if (leveltime % 8) // .25 seconds of wait time between engine sounds #endif return; if ((leveltime >= starttime-(2*TICRATE) && leveltime <= starttime) || (player->kartstuff[k_respawn] == 1)) // Startup boosts targetsnd = ((cmd->buttons & BT_ACCELERATE) ? 12 : 0); else targetsnd = (((6*cmd->forwardmove)/25) + ((player->speed / mapobjectscale)/5))/2; if (targetsnd < 0) targetsnd = 0; if (targetsnd > 12) targetsnd = 12; if (player->kartstuff[k_enginesnd] < targetsnd) player->kartstuff[k_enginesnd]++; if (player->kartstuff[k_enginesnd] > targetsnd) player->kartstuff[k_enginesnd]--; if (player->kartstuff[k_enginesnd] < 0) player->kartstuff[k_enginesnd] = 0; if (player->kartstuff[k_enginesnd] > 12) player->kartstuff[k_enginesnd] = 12; for (i = 0; i < MAXPLAYERS; i++) { UINT8 thisvol = 0; fixed_t dist; if (!playeringame[i] || !players[i].mo || players[i].spectator || players[i].exiting) continue; if (P_IsDisplayPlayer(&players[i])) { volumedampen += FRACUNIT; // We already know what this is gonna be, let's not waste our time. continue; } dist = P_AproxDistance(P_AproxDistance(player->mo->x-players[i].mo->x, player->mo->y-players[i].mo->y), player->mo->z-players[i].mo->z) / 2; dist = FixedDiv(dist, mapobjectscale); if (dist > 1536<>FRACBITS)) / (((1536<>(FRACBITS+4)); if (thisvol == 0) continue; volumedampen += (thisvol * 257); // 255 * 257 = FRACUNIT } if (volumedampen > FRACUNIT) volume = FixedDiv(volume<>FRACBITS; if (volume <= 0) // Might as well return; S_StartSoundAtVolume(player->mo, (sfx_krta00 + player->kartstuff[k_enginesnd]) + (class*numsnds), volume); } static void K_UpdateInvincibilitySounds(player_t *player) { INT32 sfxnum = sfx_None; if (player->mo->health > 0 && !P_IsLocalPlayer(player)) { if (cv_kartinvinsfx.value) { if (player->kartstuff[k_growshrinktimer] > 0) // Prioritize Grow sfxnum = sfx_alarmg; else if (player->kartstuff[k_invincibilitytimer] > 0) sfxnum = sfx_alarmi; } else { if (player->kartstuff[k_growshrinktimer] > 0) sfxnum = sfx_kgrow; else if (player->kartstuff[k_invincibilitytimer] > 0) sfxnum = sfx_kinvnc; } } if (sfxnum != sfx_None && !S_SoundPlaying(player->mo, sfxnum)) S_StartSound(player->mo, sfxnum); #define STOPTHIS(this) \ if (sfxnum != this && S_SoundPlaying(player->mo, this)) \ S_StopSoundByID(player->mo, this); STOPTHIS(sfx_alarmi); STOPTHIS(sfx_alarmg); STOPTHIS(sfx_kinvnc); STOPTHIS(sfx_kgrow); #undef STOPTHIS } void K_KartPlayerHUDUpdate(player_t *player) { if (player->kartstuff[k_lapanimation]) player->kartstuff[k_lapanimation]--; if (player->kartstuff[k_yougotem]) player->kartstuff[k_yougotem]--; 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; } /** \brief Decreases various kart timers and powers per frame. Called in P_PlayerThink in p_user.c \param player player object passed from P_PlayerThink \param cmd control input from player \return void */ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) { K_UpdateOffroad(player); K_UpdateEngineSounds(player, cmd); // Thanks, VAda! // update boost angle if not spun out if (!player->kartstuff[k_spinouttimer] && !player->kartstuff[k_wipeoutslow]) player->kartstuff[k_boostangle] = (INT32)player->mo->angle; K_GetKartBoostPower(player); // Speed lines if ((player->kartstuff[k_sneakertimer] || player->kartstuff[k_driftboost] || player->kartstuff[k_startboost]) && player->speed > 0) { mobj_t *fast = P_SpawnMobj(player->mo->x + (P_RandomRange(-36,36) * player->mo->scale), player->mo->y + (P_RandomRange(-36,36) * player->mo->scale), player->mo->z + (player->mo->height/2) + (P_RandomRange(-20,20) * player->mo->scale), MT_FASTLINE); fast->angle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); fast->momx = 3*player->mo->momx/4; fast->momy = 3*player->mo->momy/4; fast->momz = 3*player->mo->momz/4; K_MatchGenericExtraFlags(fast, player->mo); } if (player->playerstate == PST_DEAD || player->kartstuff[k_respawn] > 1) // Ensure these are set correctly here { player->mo->colorized = false; player->mo->color = player->skincolor; } else if (player->kartstuff[k_eggmanexplode]) // You're gonna diiiiie { const INT32 flashtime = 4<<(player->kartstuff[k_eggmanexplode]/TICRATE); if (player->kartstuff[k_eggmanexplode] == 1 || (player->kartstuff[k_eggmanexplode] % (flashtime/2) != 0)) { player->mo->colorized = false; player->mo->color = player->skincolor; } else if (player->kartstuff[k_eggmanexplode] % flashtime == 0) { player->mo->colorized = true; player->mo->color = SKINCOLOR_BLACK; } else { player->mo->colorized = true; player->mo->color = SKINCOLOR_CRIMSON; } } else if (player->kartstuff[k_invincibilitytimer]) // setting players to use the star colormap and spawning afterimages { mobj_t *ghost; player->mo->colorized = true; ghost = P_SpawnGhostMobj(player->mo); ghost->fuse = 4; ghost->frame |= FF_FULLBRIGHT; } else if (player->kartstuff[k_growshrinktimer]) // Ditto, for grow/shrink { if (player->kartstuff[k_growshrinktimer] % 5 == 0) { player->mo->colorized = true; player->mo->color = (player->kartstuff[k_growshrinktimer] < 0 ? SKINCOLOR_CREAMSICLE : SKINCOLOR_PERIWINKLE); } else { player->mo->colorized = false; player->mo->color = player->skincolor; } } else { player->mo->colorized = false; } if (player->kartstuff[k_dashpadcooldown]) // Twinkle Circuit inspired afterimages { mobj_t *ghost; ghost = P_SpawnGhostMobj(player->mo); ghost->fuse = player->kartstuff[k_dashpadcooldown]+1; ghost->momx = player->mo->momx / (player->kartstuff[k_dashpadcooldown]+1); ghost->momy = player->mo->momy / (player->kartstuff[k_dashpadcooldown]+1); ghost->momz = player->mo->momz / (player->kartstuff[k_dashpadcooldown]+1); player->kartstuff[k_dashpadcooldown]--; } // DKR style camera for boosting if (player->kartstuff[k_boostcam] != 0 || player->kartstuff[k_destboostcam] != 0) { if (player->kartstuff[k_boostcam] < player->kartstuff[k_destboostcam] && player->kartstuff[k_destboostcam] != 0) { player->kartstuff[k_boostcam] += FRACUNIT/(TICRATE/4); if (player->kartstuff[k_boostcam] >= player->kartstuff[k_destboostcam]) player->kartstuff[k_destboostcam] = 0; } else { player->kartstuff[k_boostcam] -= FRACUNIT/TICRATE; if (player->kartstuff[k_boostcam] < player->kartstuff[k_destboostcam]) player->kartstuff[k_boostcam] = player->kartstuff[k_destboostcam] = 0; } //CONS_Printf("cam: %d, dest: %d\n", player->kartstuff[k_boostcam], player->kartstuff[k_destboostcam]); } player->kartstuff[k_timeovercam] = 0; // Make ABSOLUTELY SURE that your flashing tics don't get set WHILE you're still in hit animations. if (player->kartstuff[k_spinouttimer] != 0 || player->kartstuff[k_wipeoutslow] != 0 || player->kartstuff[k_squishedtimer] != 0) { player->powers[pw_flashing] = K_GetKartFlashing(player); } else if (player->powers[pw_flashing] >= K_GetKartFlashing(player)) { player->powers[pw_flashing]--; } if (player->kartstuff[k_spinouttimer]) { if ((P_IsObjectOnGround(player->mo) || player->kartstuff[k_spinouttype] == 1) && (player->kartstuff[k_sneakertimer] == 0)) { player->kartstuff[k_spinouttimer]--; if (player->kartstuff[k_wipeoutslow] > 1) player->kartstuff[k_wipeoutslow]--; if (player->kartstuff[k_spinouttimer] == 0) player->kartstuff[k_spinouttype] = 0; // Reset type } } else { if (player->kartstuff[k_wipeoutslow] == 1) player->mo->friction = ORIG_FRICTION; player->kartstuff[k_wipeoutslow] = 0; if (!comeback) player->kartstuff[k_comebacktimer] = comebacktime; else if (player->kartstuff[k_comebacktimer]) { player->kartstuff[k_comebacktimer]--; if (P_IsLocalPlayer(player) && player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer] <= 0) comebackshowninfo = true; // client has already seen the message } } /*if (player->kartstuff[k_thunderanim]) player->kartstuff[k_thunderanim]--;*/ if (player->kartstuff[k_sneakertimer]) { player->kartstuff[k_sneakertimer]--; if (player->kartstuff[k_wipeoutslow] > 0 && player->kartstuff[k_wipeoutslow] < wipeoutslowtime+1) player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1; } if (player->kartstuff[k_floorboost]) player->kartstuff[k_floorboost]--; if (player->kartstuff[k_driftboost]) player->kartstuff[k_driftboost]--; if (player->kartstuff[k_startboost]) player->kartstuff[k_startboost]--; if (player->kartstuff[k_invincibilitytimer]) player->kartstuff[k_invincibilitytimer]--; if (!player->kartstuff[k_respawn] && player->kartstuff[k_growshrinktimer] != 0) { if (player->kartstuff[k_growshrinktimer] > 0) player->kartstuff[k_growshrinktimer]--; if (player->kartstuff[k_growshrinktimer] < 0) player->kartstuff[k_growshrinktimer]++; // Back to normal if (player->kartstuff[k_growshrinktimer] == 0) K_RemoveGrowShrink(player); } if (player->kartstuff[k_stealingtimer] == 0 && player->kartstuff[k_stolentimer] == 0 && player->kartstuff[k_rocketsneakertimer]) player->kartstuff[k_rocketsneakertimer]--; if (player->kartstuff[k_hyudorotimer]) player->kartstuff[k_hyudorotimer]--; if (player->kartstuff[k_sadtimer]) player->kartstuff[k_sadtimer]--; if (player->kartstuff[k_stealingtimer]) player->kartstuff[k_stealingtimer]--; if (player->kartstuff[k_stolentimer]) player->kartstuff[k_stolentimer]--; if (player->kartstuff[k_squishedtimer]) player->kartstuff[k_squishedtimer]--; if (player->kartstuff[k_justbumped]) player->kartstuff[k_justbumped]--; // This doesn't go in HUD update because it has potential gameplay ramifications if (player->kartstuff[k_itemblink] && player->kartstuff[k_itemblink]-- <= 0) { player->kartstuff[k_itemblinkmode] = 0; player->kartstuff[k_itemblink] = 0; } K_KartPlayerHUDUpdate(player); if (player->kartstuff[k_voices]) player->kartstuff[k_voices]--; if (player->kartstuff[k_tauntvoices]) player->kartstuff[k_tauntvoices]--; if (G_BattleGametype() && player->kartstuff[k_bumper] > 0) player->kartstuff[k_wanted]++; if (P_IsObjectOnGround(player->mo)) player->kartstuff[k_waterskip] = 0; if (player->kartstuff[k_instashield]) player->kartstuff[k_instashield]--; if (player->kartstuff[k_eggmanexplode]) { if (player->spectator || (G_BattleGametype() && !player->kartstuff[k_bumper])) player->kartstuff[k_eggmanexplode] = 0; else { player->kartstuff[k_eggmanexplode]--; if (player->kartstuff[k_eggmanexplode] <= 0) { mobj_t *eggsexplode; //player->powers[pw_flashing] = 0; eggsexplode = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SPBEXPLOSION); if (player->kartstuff[k_eggmanblame] >= 0 && player->kartstuff[k_eggmanblame] < MAXPLAYERS && playeringame[player->kartstuff[k_eggmanblame]] && !players[player->kartstuff[k_eggmanblame]].spectator && players[player->kartstuff[k_eggmanblame]].mo) P_SetTarget(&eggsexplode->target, players[player->kartstuff[k_eggmanblame]].mo); } } } // ??? /* if (player->kartstuff[k_jmp] > 1 && onground) { S_StartSound(player->mo, sfx_spring); P_DoJump(player, false); player->mo->momz *= player->kartstuff[k_jmp]; player->kartstuff[k_jmp] = 0; } */ if (player->kartstuff[k_comebacktimer]) player->kartstuff[k_comebackmode] = 0; if (P_IsObjectOnGround(player->mo) && player->kartstuff[k_pogospring]) { if (P_MobjFlip(player->mo)*player->mo->momz <= 0) player->kartstuff[k_pogospring] = 0; } if (cmd->buttons & BT_DRIFT) player->kartstuff[k_jmp] = 1; else player->kartstuff[k_jmp] = 0; // Respawn Checker if (player->kartstuff[k_respawn]) K_RespawnChecker(player); // Roulette Code K_KartItemRoulette(player, cmd); // Handle invincibility sfx K_UpdateInvincibilitySounds(player); // Also thanks, VAda! // Plays the music after the starting countdown. if (P_IsLocalPlayer(player) && leveltime == (starttime + (TICRATE/2))) { S_ChangeMusic(mapmusname, mapmusflags, true); S_ShowMusicCredit(); } } void K_KartPlayerAfterThink(player_t *player) { if (player->kartstuff[k_curshield] || player->kartstuff[k_invincibilitytimer] || (player->kartstuff[k_growshrinktimer] != 0 && player->kartstuff[k_growshrinktimer] % 5 == 4)) // 4 instead of 0 because this is afterthink! { player->mo->frame |= FF_FULLBRIGHT; } else { if (!(player->mo->state->frame & FF_FULLBRIGHT)) player->mo->frame &= ~FF_FULLBRIGHT; } // Move held objects (Bananas, Orbinaut, etc) K_MoveHeldObjects(player); // Jawz reticule (seeking) if (player->kartstuff[k_itemtype] == KITEM_JAWZ && player->kartstuff[k_itemheld]) { INT32 lasttarg = player->kartstuff[k_lastjawztarget]; player_t *targ; mobj_t *ret; if (player->kartstuff[k_jawztargetdelay] && playeringame[lasttarg] && !players[lasttarg].spectator) { targ = &players[lasttarg]; player->kartstuff[k_jawztargetdelay]--; } else targ = K_FindJawzTarget(player->mo, player); if (!targ || !targ->mo || P_MobjWasRemoved(targ->mo)) { player->kartstuff[k_lastjawztarget] = -1; player->kartstuff[k_jawztargetdelay] = 0; return; } ret = P_SpawnMobj(targ->mo->x, targ->mo->y, targ->mo->z, MT_PLAYERRETICULE); P_SetTarget(&ret->target, targ->mo); ret->frame |= ((leveltime % 10) / 2); ret->tics = 1; ret->color = player->skincolor; if (targ-players != lasttarg) { if (P_IsLocalPlayer(player) || P_IsLocalPlayer(targ)) S_StartSound(NULL, sfx_s3k89); else S_StartSound(targ->mo, sfx_s3k89); player->kartstuff[k_lastjawztarget] = targ-players; player->kartstuff[k_jawztargetdelay] = 5; } } else { player->kartstuff[k_lastjawztarget] = -1; player->kartstuff[k_jawztargetdelay] = 0; } } // Returns false if this player being placed here causes them to collide with any other player // Used in g_game.c for match etc. respawning // This does not check along the z because the z is not correctly set for the spawnee at this point boolean K_CheckPlayersRespawnColliding(INT32 playernum, fixed_t x, fixed_t y) { INT32 i; fixed_t p1radius = players[playernum].mo->radius; for (i = 0; i < MAXPLAYERS; i++) { if (playernum == i || !playeringame[i] || players[i].spectator || !players[i].mo || players[i].mo->health <= 0 || players[i].playerstate != PST_LIVE || (players[i].mo->flags & MF_NOCLIP) || (players[i].mo->flags & MF_NOCLIPTHING)) continue; if (abs(x - players[i].mo->x) < (p1radius + players[i].mo->radius) && abs(y - players[i].mo->y) < (p1radius + players[i].mo->radius)) { return false; } } return true; } // countersteer is how strong the controls are telling us we are turning // turndir is the direction the controls are telling us to turn, -1 if turning right and 1 if turning left static INT16 K_GetKartDriftValue(player_t *player, fixed_t countersteer) { INT16 basedrift, driftangle; fixed_t driftweight = player->kartweight*14; // 12 // If they aren't drifting or on the ground this doesn't apply if (player->kartstuff[k_drift] == 0 || !P_IsObjectOnGround(player->mo)) return 0; if (player->kartstuff[k_driftend] != 0) { return -266*player->kartstuff[k_drift]; // Drift has ended and we are tweaking their angle back a bit } //basedrift = 90*player->kartstuff[k_drift]; // 450 //basedrift = 93*player->kartstuff[k_drift] - driftweight*3*player->kartstuff[k_drift]/10; // 447 - 303 basedrift = 83*player->kartstuff[k_drift] - (driftweight - 14)*player->kartstuff[k_drift]/5; // 415 - 303 driftangle = abs((252 - driftweight)*player->kartstuff[k_drift]/5); return basedrift + FixedMul(driftangle, countersteer); } INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue) { fixed_t p_maxspeed = FixedMul(K_GetKartSpeed(player, false), 3*FRACUNIT); fixed_t adjustangle = FixedDiv((p_maxspeed>>16) - (player->speed>>16), (p_maxspeed>>16) + player->kartweight); if (player->spectator) return turnvalue; if (player->kartstuff[k_drift] != 0 && P_IsObjectOnGround(player->mo)) { // If we're drifting we have a completely different turning value if (player->kartstuff[k_driftend] == 0) { // 800 is the max set in g_game.c with angleturn fixed_t countersteer = FixedDiv(turnvalue*FRACUNIT, 800*FRACUNIT); turnvalue = K_GetKartDriftValue(player, countersteer); } else turnvalue = (INT16)(turnvalue + K_GetKartDriftValue(player, FRACUNIT)); return turnvalue; } turnvalue = FixedMul(turnvalue, adjustangle); // Weight has a small effect on turning if (player->kartstuff[k_invincibilitytimer] || player->kartstuff[k_sneakertimer] || player->kartstuff[k_growshrinktimer] > 0) turnvalue = FixedMul(turnvalue, FixedDiv(5*FRACUNIT, 4*FRACUNIT)); return turnvalue; } INT32 K_GetKartDriftSparkValue(player_t *player) { UINT8 kartspeed = (G_BattleGametype() && player->kartstuff[k_bumper] <= 0) ? 1 : player->kartspeed; return (26*4 + kartspeed*2 + (9 - player->kartweight))*8; } static void K_KartDrift(player_t *player, boolean onground) { fixed_t minspeed = (10 * player->mo->scale); INT32 dsone = K_GetKartDriftSparkValue(player); INT32 dstwo = dsone*2; INT32 dsthree = dstwo*2; // Drifting is actually straffing + automatic turning. // Holding the Jump button will enable drifting. // Drift Release (Moved here so you can't "chain" drifts) if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) // || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1)) && player->kartstuff[k_driftcharge] < dsone && onground) { player->kartstuff[k_driftcharge] = 0; } else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) // || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1)) && (player->kartstuff[k_driftcharge] >= dsone && player->kartstuff[k_driftcharge] < dstwo) && onground) { if (player->kartstuff[k_driftboost] < 20) player->kartstuff[k_driftboost] = 20; S_StartSound(player->mo, sfx_s23c); //K_SpawnDashDustRelease(player); player->kartstuff[k_driftcharge] = 0; } else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) // || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1)) && player->kartstuff[k_driftcharge] < dsthree && onground) { if (player->kartstuff[k_driftboost] < 50) player->kartstuff[k_driftboost] = 50; S_StartSound(player->mo, sfx_s23c); //K_SpawnDashDustRelease(player); player->kartstuff[k_driftcharge] = 0; } else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) // || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1)) && player->kartstuff[k_driftcharge] >= dsthree && onground) { if (player->kartstuff[k_driftboost] < 125) player->kartstuff[k_driftboost] = 125; S_StartSound(player->mo, sfx_s23c); //K_SpawnDashDustRelease(player); player->kartstuff[k_driftcharge] = 0; } // Drifting: left or right? if ((player->cmd.driftturn > 0) && player->speed > minspeed && player->kartstuff[k_jmp] == 1 && (player->kartstuff[k_drift] == 0 || player->kartstuff[k_driftend] == 1)) // && player->kartstuff[k_drift] != 1) { // Starting left drift player->kartstuff[k_drift] = 1; player->kartstuff[k_driftend] = player->kartstuff[k_driftcharge] = 0; } else if ((player->cmd.driftturn < 0) && player->speed > minspeed && player->kartstuff[k_jmp] == 1 && (player->kartstuff[k_drift] == 0 || player->kartstuff[k_driftend] == 1)) // && player->kartstuff[k_drift] != -1) { // Starting right drift player->kartstuff[k_drift] = -1; player->kartstuff[k_driftend] = 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 += abs(player->cmd.driftturn)/100; if (player->cmd.driftturn < 0) // Outward driftadditive -= abs(player->cmd.driftturn)/75; } else if (player->kartstuff[k_drift] <= -1) // Drifting to the right { player->kartstuff[k_drift]--; if (player->kartstuff[k_drift] < -5) player->kartstuff[k_drift] = -5; if (player->cmd.driftturn < 0) // Inward driftadditive += abs(player->cmd.driftturn)/100; if (player->cmd.driftturn > 0) // Outward driftadditive -= abs(player->cmd.driftturn)/75; } // Disable drift-sparks until you're going fast enough if (player->kartstuff[k_getsparks] == 0 || (player->kartstuff[k_offroad] && !player->kartstuff[k_invincibilitytimer] && !player->kartstuff[k_hyudorotimer] && !player->kartstuff[k_sneakertimer])) driftadditive = 0; if (player->speed > minspeed*2) player->kartstuff[k_getsparks] = 1; // This spawns the drift sparks if (player->kartstuff[k_driftcharge] + driftadditive >= dsone) K_SpawnDriftSparks(player); // Sound whenever you get a different tier of sparks if (P_IsLocalPlayer(player) // UGHGHGH... && ((player->kartstuff[k_driftcharge] < dsone && player->kartstuff[k_driftcharge]+driftadditive >= dsone) || (player->kartstuff[k_driftcharge] < dstwo && player->kartstuff[k_driftcharge]+driftadditive >= dstwo) || (player->kartstuff[k_driftcharge] < dsthree && player->kartstuff[k_driftcharge]+driftadditive >= dsthree))) { //S_StartSound(player->mo, sfx_s3ka2); S_StartSoundAtVolume(player->mo, sfx_s3ka2, 192); // Ugh... } player->kartstuff[k_driftcharge] += driftadditive; player->kartstuff[k_driftend] = 0; } // Stop drifting if (player->kartstuff[k_spinouttimer] > 0 || player->speed < minspeed) { player->kartstuff[k_drift] = player->kartstuff[k_driftcharge] = 0; player->kartstuff[k_aizdriftstrat] = player->kartstuff[k_brakedrift] = 0; player->kartstuff[k_getsparks] = 0; } if ((!player->kartstuff[k_sneakertimer]) || (!player->cmd.driftturn) || (!player->kartstuff[k_aizdriftstrat]) || (player->cmd.driftturn > 0) != (player->kartstuff[k_aizdriftstrat] > 0)) { if (!player->kartstuff[k_drift]) player->kartstuff[k_aizdriftstrat] = 0; else player->kartstuff[k_aizdriftstrat] = ((player->kartstuff[k_drift] > 0) ? 1 : -1); } else if (player->kartstuff[k_aizdriftstrat] && !player->kartstuff[k_drift]) K_SpawnAIZDust(player); if (player->kartstuff[k_drift] && ((player->cmd.buttons & BT_BRAKE) || !(player->cmd.buttons & BT_ACCELERATE)) && P_IsObjectOnGround(player->mo)) { if (!player->kartstuff[k_brakedrift]) K_SpawnBrakeDriftSparks(player); player->kartstuff[k_brakedrift] = 1; } else player->kartstuff[k_brakedrift] = 0; } // // K_KartUpdatePosition // void K_KartUpdatePosition(player_t *player) { fixed_t position = 1; fixed_t oldposition = player->kartstuff[k_position]; fixed_t i, ppcd, pncd, ipcd, incd; fixed_t pmo, imo; mobj_t *mo; if (player->spectator || !player->mo) return; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator || !players[i].mo) continue; if (G_RaceGametype()) { if ((((players[i].starpostnum) + (numstarposts + 1) * players[i].laps) > ((player->starpostnum) + (numstarposts + 1) * player->laps))) position++; else if (((players[i].starpostnum) + (numstarposts+1)*players[i].laps) == ((player->starpostnum) + (numstarposts+1)*player->laps)) { ppcd = pncd = ipcd = incd = 0; player->kartstuff[k_prevcheck] = players[i].kartstuff[k_prevcheck] = 0; player->kartstuff[k_nextcheck] = players[i].kartstuff[k_nextcheck] = 0; // This checks every thing on the map, and looks for MT_BOSS3WAYPOINT (the thing we're using for checkpoint wp's, for now) for (mo = waypointcap; mo != NULL; mo = mo->tracer) { pmo = P_AproxDistance(P_AproxDistance( mo->x - player->mo->x, mo->y - player->mo->y), mo->z - player->mo->z) / FRACUNIT; imo = P_AproxDistance(P_AproxDistance( mo->x - players[i].mo->x, mo->y - players[i].mo->y), mo->z - players[i].mo->z) / FRACUNIT; if (mo->health == player->starpostnum && (!mo->movecount || mo->movecount == player->laps+1)) { player->kartstuff[k_prevcheck] += pmo; ppcd++; } if (mo->health == (player->starpostnum + 1) && (!mo->movecount || mo->movecount == player->laps+1)) { player->kartstuff[k_nextcheck] += pmo; pncd++; } if (mo->health == players[i].starpostnum && (!mo->movecount || mo->movecount == players[i].laps+1)) { players[i].kartstuff[k_prevcheck] += imo; ipcd++; } if (mo->health == (players[i].starpostnum + 1) && (!mo->movecount || mo->movecount == players[i].laps+1)) { players[i].kartstuff[k_nextcheck] += imo; incd++; } } if (ppcd > 1) player->kartstuff[k_prevcheck] /= ppcd; if (pncd > 1) player->kartstuff[k_nextcheck] /= pncd; if (ipcd > 1) players[i].kartstuff[k_prevcheck] /= ipcd; if (incd > 1) players[i].kartstuff[k_nextcheck] /= incd; if ((players[i].kartstuff[k_nextcheck] > 0 || player->kartstuff[k_nextcheck] > 0) && !player->exiting) { if ((players[i].kartstuff[k_nextcheck] - players[i].kartstuff[k_prevcheck]) < (player->kartstuff[k_nextcheck] - player->kartstuff[k_prevcheck])) position++; } else if (!player->exiting) { if (players[i].kartstuff[k_prevcheck] > player->kartstuff[k_prevcheck]) position++; } else { if (players[i].starposttime < player->starposttime) position++; } } } else if (G_BattleGametype()) { if (player->exiting) // End of match standings { if (players[i].marescore > player->marescore) // Only score matters position++; } else { if (players[i].kartstuff[k_bumper] == player->kartstuff[k_bumper] && players[i].marescore > player->marescore) position++; else if (players[i].kartstuff[k_bumper] > player->kartstuff[k_bumper]) position++; } } } if (leveltime < starttime || oldposition == 0) oldposition = position; if (oldposition != position) // Changed places? player->kartstuff[k_positiondelay] = 10; // Position number growth player->kartstuff[k_position] = position; } // // K_StripItems // void K_StripItems(player_t *player) { player->kartstuff[k_itemtype] = KITEM_NONE; player->kartstuff[k_itemamount] = 0; player->kartstuff[k_itemheld] = 0; player->kartstuff[k_rocketsneakertimer] = 0; if (!player->kartstuff[k_itemroulette] || player->kartstuff[k_roulettetype] != 2) { player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; } player->kartstuff[k_eggmanheld] = 0; player->kartstuff[k_hyudorotimer] = 0; player->kartstuff[k_stealingtimer] = 0; player->kartstuff[k_stolentimer] = 0; player->kartstuff[k_curshield] = 0; //player->kartstuff[k_thunderanim] = 0; player->kartstuff[k_bananadrag] = 0; player->kartstuff[k_sadtimer] = 0; K_UpdateHnextList(player, true); } void K_StripOther(player_t *player) { player->kartstuff[k_itemroulette] = 0; player->kartstuff[k_roulettetype] = 0; player->kartstuff[k_invincibilitytimer] = 0; K_RemoveGrowShrink(player); if (player->kartstuff[k_eggmanexplode]) { player->kartstuff[k_eggmanexplode] = 0; player->kartstuff[k_eggmanblame] = -1; } } // // K_MoveKartPlayer // void K_MoveKartPlayer(player_t *player, boolean onground) { ticcmd_t *cmd = &player->cmd; boolean ATTACK_IS_DOWN = ((cmd->buttons & BT_ATTACK) && !(player->pflags & PF_ATTACKDOWN)); boolean HOLDING_ITEM = (player->kartstuff[k_itemheld] || player->kartstuff[k_eggmanheld]); boolean NO_HYUDORO = (player->kartstuff[k_stolentimer] == 0 && player->kartstuff[k_stealingtimer] == 0); K_KartUpdatePosition(player); if (!player->exiting) { if (player->kartstuff[k_oldposition] < player->kartstuff[k_position]) // But first, if you lost a place, { player->kartstuff[k_oldposition] = player->kartstuff[k_position]; // then the other player taunts. K_RegularVoiceTimers(player); // and you can't for a bit } else if (player->kartstuff[k_oldposition] > player->kartstuff[k_position]) // Otherwise, { K_PlayOvertakeSound(player->mo); // Say "YOU'RE TOO SLOW!" player->kartstuff[k_oldposition] = player->kartstuff[k_position]; // Restore the old position, } } if (player->kartstuff[k_positiondelay]) player->kartstuff[k_positiondelay]--; if ((player->pflags & PF_ATTACKDOWN) && !(cmd->buttons & BT_ATTACK)) player->pflags &= ~PF_ATTACKDOWN; else if (cmd->buttons & BT_ATTACK) player->pflags |= PF_ATTACKDOWN; if (player && player->mo && player->mo->health > 0 && !player->spectator && !(player->exiting || mapreset) && player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_squishedtimer] == 0 && player->kartstuff[k_respawn] == 0) { // First, the really specific, finicky items that function without the item being directly in your item slot. // Karma item dropping if (ATTACK_IS_DOWN && player->kartstuff[k_comebackmode] && !player->kartstuff[k_comebacktimer]) { mobj_t *newitem; if (player->kartstuff[k_comebackmode] == 1) { newitem = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RANDOMITEM); newitem->threshold = 69; // selected "randomly". } else { newitem = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EGGMANITEM); if (player->kartstuff[k_eggmanblame] >= 0 && player->kartstuff[k_eggmanblame] < MAXPLAYERS && playeringame[player->kartstuff[k_eggmanblame]] && !players[player->kartstuff[k_eggmanblame]].spectator && players[player->kartstuff[k_eggmanblame]].mo) P_SetTarget(&newitem->target, players[player->kartstuff[k_eggmanblame]].mo); player->kartstuff[k_eggmanblame] = -1; } newitem->flags2 = (player->mo->flags2 & MF2_OBJECTFLIP); newitem->fuse = 15*TICRATE; // selected randomly. player->kartstuff[k_comebackmode] = 0; player->kartstuff[k_comebacktimer] = comebacktime; S_StartSound(player->mo, sfx_s254); } // Eggman Monitor exploding else if (player->kartstuff[k_eggmanexplode]) { if (ATTACK_IS_DOWN && player->kartstuff[k_eggmanexplode] <= 3*TICRATE && player->kartstuff[k_eggmanexplode] > 1) player->kartstuff[k_eggmanexplode] = 1; } // Eggman Monitor throwing else if (ATTACK_IS_DOWN && player->kartstuff[k_eggmanheld]) { K_ThrowKartItem(player, false, MT_EGGMANITEM, -1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_eggmanheld] = 0; K_UpdateHnextList(player, true); } // Rocket Sneaker else if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO && player->kartstuff[k_rocketsneakertimer] > 1) { K_DoSneaker(player, 2); K_PlayBoostTaunt(player->mo); player->kartstuff[k_rocketsneakertimer] -= 2*TICRATE; if (player->kartstuff[k_rocketsneakertimer] < 1) player->kartstuff[k_rocketsneakertimer] = 1; } // Grow Canceling else if (player->kartstuff[k_growshrinktimer] > 0) { if (player->kartstuff[k_growcancel] >= 0) { if (cmd->buttons & BT_ATTACK) { player->kartstuff[k_growcancel]++; if (player->kartstuff[k_growcancel] > 26) K_RemoveGrowShrink(player); } else player->kartstuff[k_growcancel] = 0; } else { if ((cmd->buttons & BT_ATTACK) || (player->pflags & PF_ATTACKDOWN)) player->kartstuff[k_growcancel] = -1; else player->kartstuff[k_growcancel] = 0; } } else if (player->kartstuff[k_itemamount] <= 0) { player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0; } else { switch (player->kartstuff[k_itemtype]) { case KITEM_SNEAKER: if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO) { K_DoSneaker(player, 1); K_PlayBoostTaunt(player->mo); player->kartstuff[k_itemamount]--; } break; case KITEM_ROCKETSNEAKER: if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO && player->kartstuff[k_rocketsneakertimer] == 0) { INT32 moloop; mobj_t *mo = NULL; mobj_t *prev = player->mo; K_PlayBoostTaunt(player->mo); //player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s3k3a); //K_DoSneaker(player, 2); player->kartstuff[k_rocketsneakertimer] = (itemtime*3); player->kartstuff[k_itemamount]--; K_UpdateHnextList(player, true); for (moloop = 0; moloop < 2; moloop++) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ROCKETSNEAKER); K_MatchGenericExtraFlags(mo, player->mo); mo->flags |= MF_NOCLIPTHING; mo->angle = player->mo->angle; mo->threshold = 10; mo->movecount = moloop%2; mo->movedir = mo->lastlook = moloop+1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&mo->hprev, prev); P_SetTarget(&prev->hnext, mo); prev = mo; } } break; case KITEM_INVINCIBILITY: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) // Doesn't hold your item slot hostage normally, so you're free to waste it if you have multiple { if (!player->kartstuff[k_invincibilitytimer]) { mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_INVULNFLASH); P_SetTarget(&overlay->target, player->mo); overlay->destscale = player->mo->scale; P_SetScale(overlay, player->mo->scale); } player->kartstuff[k_invincibilitytimer] = itemtime+(2*TICRATE); // 10 seconds P_RestoreMusic(player); if (!P_IsLocalPlayer(player)) S_StartSound(player->mo, (cv_kartinvinsfx.value ? sfx_alarmi : sfx_kinvnc)); K_PlayPowerGloatSound(player->mo); player->kartstuff[k_itemamount]--; } break; case KITEM_BANANA: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { INT32 moloop; mobj_t *mo; mobj_t *prev = player->mo; //K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s254); for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BANANA_SHIELD); if (!mo) { player->kartstuff[k_itemamount] = moloop; break; } mo->flags |= MF_NOCLIPTHING; mo->threshold = 10; mo->movecount = player->kartstuff[k_itemamount]; mo->movedir = moloop+1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&mo->hprev, prev); P_SetTarget(&prev->hnext, mo); prev = mo; } } else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld]) // Banana x3 thrown { K_ThrowKartItem(player, false, MT_BANANA, -1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; K_UpdateHnextList(player, false); } break; case KITEM_EGGMAN: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { mobj_t *mo; player->kartstuff[k_itemamount]--; player->kartstuff[k_eggmanheld] = 1; S_StartSound(player->mo, sfx_s254); mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EGGMANITEM_SHIELD); if (mo) { mo->flags |= MF_NOCLIPTHING; mo->threshold = 10; mo->movecount = 1; mo->movedir = 1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&player->mo->hnext, mo); } } break; case KITEM_ORBINAUT: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { angle_t newangle; INT32 moloop; mobj_t *mo = NULL; mobj_t *prev = player->mo; //K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s3k3a); for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++) { newangle = (player->mo->angle + ANGLE_157h) + FixedAngle(((360 / player->kartstuff[k_itemamount]) * moloop) << FRACBITS) + ANGLE_90; mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ORBINAUT_SHIELD); if (!mo) { player->kartstuff[k_itemamount] = moloop; break; } mo->flags |= MF_NOCLIPTHING; mo->angle = newangle; mo->threshold = 10; mo->movecount = player->kartstuff[k_itemamount]; mo->movedir = mo->lastlook = moloop+1; mo->color = player->skincolor; P_SetTarget(&mo->target, player->mo); P_SetTarget(&mo->hprev, prev); P_SetTarget(&prev->hnext, mo); prev = mo; } } else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld]) // Orbinaut x3 thrown { K_ThrowKartItem(player, true, MT_ORBINAUT, 1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; K_UpdateHnextList(player, false); } break; case KITEM_JAWZ: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { angle_t newangle; INT32 moloop; mobj_t *mo = NULL; mobj_t *prev = player->mo; //K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s3k3a); for (moloop = 0; moloop < player->kartstuff[k_itemamount]; moloop++) { newangle = (player->mo->angle + ANGLE_157h) + FixedAngle(((360 / player->kartstuff[k_itemamount]) * moloop) << FRACBITS) + ANGLE_90; mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_JAWZ_SHIELD); if (!mo) { player->kartstuff[k_itemamount] = moloop; break; } mo->flags |= MF_NOCLIPTHING; mo->angle = newangle; mo->threshold = 10; mo->movecount = player->kartstuff[k_itemamount]; mo->movedir = mo->lastlook = moloop+1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&mo->hprev, prev); P_SetTarget(&prev->hnext, mo); prev = mo; } } else if (ATTACK_IS_DOWN && HOLDING_ITEM && player->kartstuff[k_itemheld]) // Jawz thrown { if (player->kartstuff[k_throwdir] == 1 || player->kartstuff[k_throwdir] == 0) K_ThrowKartItem(player, true, MT_JAWZ, 1, 0); else if (player->kartstuff[k_throwdir] == -1) // Throwing backward gives you a dud that doesn't home in K_ThrowKartItem(player, true, MT_JAWZ_DUD, -1, 0); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; K_UpdateHnextList(player, false); } break; case KITEM_MINE: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { mobj_t *mo; player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s254); mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SSMINE_SHIELD); if (mo) { mo->flags |= MF_NOCLIPTHING; mo->threshold = 10; mo->movecount = 1; mo->movedir = 1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&player->mo->hnext, mo); } } else if (ATTACK_IS_DOWN && player->kartstuff[k_itemheld]) { K_ThrowKartItem(player, false, MT_SSMINE, 1, 1); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; player->kartstuff[k_itemheld] = 0; K_UpdateHnextList(player, true); } break; case KITEM_BALLHOG: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { player->kartstuff[k_itemamount]--; K_ThrowKartItem(player, true, MT_BALLHOG, 1, 0); K_PlayAttackTaunt(player->mo); } break; case KITEM_SPB: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { player->kartstuff[k_itemamount]--; K_ThrowKartItem(player, true, MT_SPB, 1, 0); K_PlayAttackTaunt(player->mo); } break; case KITEM_GROW: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO && player->kartstuff[k_growshrinktimer] <= 0) // Grow holds the item box hostage { if (player->kartstuff[k_growshrinktimer] < 0) // If you're shrunk, then "grow" will just make you normal again. K_RemoveGrowShrink(player); else { K_PlayPowerGloatSound(player->mo); player->mo->scalespeed = mapobjectscale/TICRATE; player->mo->destscale = (3*mapobjectscale)/2; if (cv_kartdebugshrink.value && !modeattacking && !player->bot) player->mo->destscale = (6*player->mo->destscale)/8; player->kartstuff[k_growshrinktimer] = itemtime+(4*TICRATE); // 12 seconds P_RestoreMusic(player); if (!P_IsLocalPlayer(player)) S_StartSound(player->mo, (cv_kartinvinsfx.value ? sfx_alarmg : sfx_kgrow)); S_StartSound(player->mo, sfx_kc5a); } player->kartstuff[k_itemamount]--; } break; case KITEM_SHRINK: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { K_DoShrink(player); player->kartstuff[k_itemamount]--; K_PlayPowerGloatSound(player->mo); } break; case KITEM_THUNDERSHIELD: if (player->kartstuff[k_curshield] != 1) { mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THUNDERSHIELD); P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2)); P_SetTarget(&shield->target, player->mo); S_StartSound(shield, sfx_s3k41); player->kartstuff[k_curshield] = 1; } if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { K_DoThunderShield(player); player->kartstuff[k_itemamount]--; K_PlayAttackTaunt(player->mo); } break; case KITEM_HYUDORO: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { player->kartstuff[k_itemamount]--; K_DoHyudoroSteal(player); // yes. yes they do. } break; case KITEM_POGOSPRING: if (ATTACK_IS_DOWN && !HOLDING_ITEM && onground && NO_HYUDORO && !player->kartstuff[k_pogospring]) { K_PlayBoostTaunt(player->mo); K_DoPogoSpring(player->mo, 32<kartstuff[k_pogospring] = 1; player->kartstuff[k_itemamount]--; } break; case KITEM_KITCHENSINK: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO) { mobj_t *mo; player->kartstuff[k_itemheld] = 1; S_StartSound(player->mo, sfx_s254); mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SINK_SHIELD); if (mo) { mo->flags |= MF_NOCLIPTHING; mo->threshold = 10; mo->movecount = 1; mo->movedir = 1; P_SetTarget(&mo->target, player->mo); P_SetTarget(&player->mo->hnext, mo); } } else if (ATTACK_IS_DOWN && HOLDING_ITEM && player->kartstuff[k_itemheld]) // Sink thrown { K_ThrowKartItem(player, false, MT_SINK, 1, 2); K_PlayAttackTaunt(player->mo); player->kartstuff[k_itemamount]--; player->kartstuff[k_itemheld] = 0; K_UpdateHnextList(player, true); } break; case KITEM_SAD: if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO && !player->kartstuff[k_sadtimer]) { player->kartstuff[k_sadtimer] = stealtime; player->kartstuff[k_itemamount]--; } break; default: break; } } // No more! if (!player->kartstuff[k_itemamount]) { player->kartstuff[k_itemheld] = 0; player->kartstuff[k_itemtype] = KITEM_NONE; } if (player->kartstuff[k_itemtype] != KITEM_THUNDERSHIELD) player->kartstuff[k_curshield] = 0; if (player->kartstuff[k_growshrinktimer] <= 0) player->kartstuff[k_growcancel] = -1; if (player->kartstuff[k_itemtype] == KITEM_SPB || player->kartstuff[k_itemtype] == KITEM_SHRINK || player->kartstuff[k_growshrinktimer] < 0) indirectitemcooldown = 20*TICRATE; if (player->kartstuff[k_hyudorotimer] > 0) { if (splitscreen) { if (leveltime & 1) player->mo->flags2 |= MF2_DONTDRAW; else player->mo->flags2 &= ~MF2_DONTDRAW; if (player->kartstuff[k_hyudorotimer] >= (1*TICRATE/2) && player->kartstuff[k_hyudorotimer] <= hyudorotime-(1*TICRATE/2)) { if (player == &players[displayplayers[1]]) player->mo->eflags |= MFE_DRAWONLYFORP2; else if (player == &players[displayplayers[2]] && splitscreen > 1) player->mo->eflags |= MFE_DRAWONLYFORP3; else if (player == &players[displayplayers[3]] && splitscreen > 2) player->mo->eflags |= MFE_DRAWONLYFORP4; else if (player == &players[displayplayers[0]]) player->mo->eflags |= MFE_DRAWONLYFORP1; else player->mo->flags2 |= MF2_DONTDRAW; } else player->mo->eflags &= ~(MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4); } else { if (P_IsDisplayPlayer(player) || (!P_IsDisplayPlayer(player) && (player->kartstuff[k_hyudorotimer] < (1*TICRATE/2) || player->kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2)))) { if (leveltime & 1) player->mo->flags2 |= MF2_DONTDRAW; else player->mo->flags2 &= ~MF2_DONTDRAW; } else player->mo->flags2 |= MF2_DONTDRAW; } player->powers[pw_flashing] = player->kartstuff[k_hyudorotimer]; // We'll do this for now, let's people know about the invisible people through subtle hints } else if (player->kartstuff[k_hyudorotimer] == 0) { player->mo->flags2 &= ~MF2_DONTDRAW; player->mo->eflags &= ~(MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4); } if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0) // dead in match? you da bomb { K_DropItems(player); //K_StripItems(player); K_StripOther(player); player->mo->flags2 |= MF2_SHADOW; player->powers[pw_flashing] = player->kartstuff[k_comebacktimer]; } else if (G_RaceGametype() || player->kartstuff[k_bumper] > 0) { player->mo->flags2 &= ~MF2_SHADOW; } } if (onground) { // Friction if (!player->kartstuff[k_offroad]) { if (player->speed > 0 && cmd->forwardmove == 0 && player->mo->friction == 59392) player->mo->friction += 4608; } if (player->speed > 0 && cmd->forwardmove < 0) // change friction while braking no matter what, otherwise it's not any more effective than just letting go off accel player->mo->friction -= 2048; // Karma ice physics if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0) { player->mo->friction += 1228; if (player->mo->friction > FRACUNIT) player->mo->friction = FRACUNIT; if (player->mo->friction < 0) player->mo->friction = 0; player->mo->movefactor = FixedDiv(ORIG_FRICTION, player->mo->friction); if (player->mo->movefactor < FRACUNIT) player->mo->movefactor = 19*player->mo->movefactor - 18*FRACUNIT; else player->mo->movefactor = FRACUNIT; //player->mo->movefactor = ((player->mo->friction - 0xDB34)*(0xA))/0x80; if (player->mo->movefactor < 32) player->mo->movefactor = 32; } // Wipeout slowdown if (player->kartstuff[k_spinouttimer] && player->kartstuff[k_wipeoutslow]) { if (player->kartstuff[k_offroad]) player->mo->friction -= 4912; if (player->kartstuff[k_wipeoutslow] == 1) player->mo->friction -= 9824; } } K_KartDrift(player, onground); // Quick Turning // You can't turn your kart when you're not moving. // So now it's time to burn some rubber! if (player->speed < 2 && leveltime > starttime && cmd->buttons & BT_ACCELERATE && cmd->buttons & BT_BRAKE && cmd->driftturn != 0) { if (leveltime % 8 == 0) S_StartSound(player->mo, sfx_s224); } // Squishing // If a Grow player or a sector crushes you, get flattened instead of being killed. if (player->kartstuff[k_squishedtimer] <= 0) { player->mo->flags &= ~MF_NOCLIP; } else { player->mo->flags |= MF_NOCLIP; player->mo->momx = 0; player->mo->momy = 0; } // Play the starting countdown sounds if (player == &players[displayplayers[0]]) // Don't play louder in splitscreen { if ((leveltime == starttime-(3*TICRATE)) || (leveltime == starttime-(2*TICRATE)) || (leveltime == starttime-TICRATE)) S_StartSound(NULL, sfx_s3ka7); if (leveltime == starttime) { S_StartSound(NULL, sfx_s3kad); S_StopMusic(); // The GO! sound stops the level start ambience } } // Start charging once you're given the opportunity. if (leveltime >= starttime-(2*TICRATE) && leveltime <= starttime) { if (cmd->buttons & BT_ACCELERATE) { if (player->kartstuff[k_boostcharge] == 0) player->kartstuff[k_boostcharge] = cmd->latency; player->kartstuff[k_boostcharge]++; } else player->kartstuff[k_boostcharge] = 0; } // Increase your size while charging your engine. if (leveltime < starttime+10) { player->mo->scalespeed = mapobjectscale/12; player->mo->destscale = mapobjectscale + (player->kartstuff[k_boostcharge]*131); if (cv_kartdebugshrink.value && !modeattacking && !player->bot) player->mo->destscale = (6*player->mo->destscale)/8; } // Determine the outcome of your charge. if (leveltime > starttime && player->kartstuff[k_boostcharge]) { // Not even trying? if (player->kartstuff[k_boostcharge] < 35) { if (player->kartstuff[k_boostcharge] > 17) S_StartSound(player->mo, sfx_cdfm00); // chosen instead of a conventional skid because it's more engine-like } // Get an instant boost! else if (player->kartstuff[k_boostcharge] <= 50) { player->kartstuff[k_startboost] = (50-player->kartstuff[k_boostcharge])+20; if (player->kartstuff[k_boostcharge] <= 36) { player->kartstuff[k_startboost] = 0; K_DoSneaker(player, 0); player->kartstuff[k_sneakertimer] = 70; // PERFECT BOOST!! if (!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3) // Let everyone hear this one S_StartSound(player->mo, sfx_s25f); } else { K_SpawnDashDustRelease(player); // already handled for perfect boosts by K_DoSneaker if ((!player->kartstuff[k_floorboost] || player->kartstuff[k_floorboost] == 3) && P_IsLocalPlayer(player)) { if (player->kartstuff[k_boostcharge] <= 40) S_StartSound(player->mo, sfx_cdfm01); // You were almost there! else S_StartSound(player->mo, sfx_s23c); // Nope, better luck next time. } } } // You overcharged your engine? Those things are expensive!!! else if (player->kartstuff[k_boostcharge] > 50) { player->powers[pw_nocontrol] = 40; //S_StartSound(player->mo, sfx_kc34); S_StartSound(player->mo, sfx_s3k83); player->pflags |= PF_SKIDDOWN; // cheeky pflag reuse } player->kartstuff[k_boostcharge] = 0; } } void K_CalculateBattleWanted(void) { UINT8 numingame = 0, numplaying = 0, numwanted = 0; SINT8 bestbumperplayer = -1, bestbumper = -1; SINT8 camppos[MAXPLAYERS]; // who is the biggest camper UINT8 ties = 0, nextcamppos = 0; boolean setbumper = false; UINT8 i, j; if (!G_BattleGametype()) { for (i = 0; i < 4; i++) battlewanted[i] = -1; return; } wantedcalcdelay = wantedfrequency; for (i = 0; i < MAXPLAYERS; i++) camppos[i] = -1; // initialize for (i = 0; i < MAXPLAYERS; i++) { UINT8 position = 1; if (!playeringame[i] || players[i].spectator) // Not playing continue; if (players[i].exiting) // We're done, don't calculate. return; numplaying++; if (players[i].kartstuff[k_bumper] <= 0) // Not alive, so don't do anything else continue; numingame++; if (bestbumper == -1 || players[i].kartstuff[k_bumper] > bestbumper) { bestbumper = players[i].kartstuff[k_bumper]; bestbumperplayer = i; } else if (players[i].kartstuff[k_bumper] == bestbumper) bestbumperplayer = -1; // Tie, no one has best bumper. for (j = 0; j < MAXPLAYERS; j++) { if (!playeringame[j] || players[j].spectator) continue; if (players[j].kartstuff[k_bumper] <= 0) continue; if (j == i) continue; if (players[j].kartstuff[k_wanted] == players[i].kartstuff[k_wanted] && players[j].marescore > players[i].marescore) position++; else if (players[j].kartstuff[k_wanted] > players[i].kartstuff[k_wanted]) position++; } position--; // Make zero based while (camppos[position] != -1) // Port priority! position++; camppos[position] = i; } if (numplaying <= 2 || (numingame <= 2 && bestbumper == 1)) // In 1v1s then there's no need for WANTED. In bigger netgames, don't show anyone as WANTED when they're equally matched. numwanted = 0; else numwanted = min(4, 1 + ((numingame-2) / 4)); for (i = 0; i < 4; i++) { if (i+1 > numwanted) // Not enough players for this slot to be wanted! battlewanted[i] = -1; else if (bestbumperplayer != -1 && !setbumper) // If there's a player who has an untied bumper lead over everyone else, they are the first to be wanted. { battlewanted[i] = bestbumperplayer; setbumper = true; // Don't set twice } else { // Don't accidentally set the same player, if the bestbumperplayer is also a huge camper. while (bestbumperplayer != -1 && camppos[nextcamppos] != -1 && bestbumperplayer == camppos[nextcamppos]) nextcamppos++; // Do not add *any* more people if there's too many times that are tied with others. // This could theoretically happen very easily if people don't hit each other for a while after the start of a match. // (I will be sincerely impressed if more than 2 people tie after people start hitting each other though) if (camppos[nextcamppos] == -1 // Out of entries || ties >= (numwanted-i)) // Already counted ties { battlewanted[i] = -1; continue; } if (ties < (numwanted-i)) { ties = 0; // Reset for (j = 0; j < 2; j++) { if (camppos[nextcamppos+(j+1)] == -1) // Nothing beyond, cancel break; if (players[camppos[nextcamppos]].kartstuff[k_wanted] == players[camppos[nextcamppos+(j+1)]].kartstuff[k_wanted]) ties++; } } if (ties < (numwanted-i)) // Is it still low enough after counting? { battlewanted[i] = camppos[nextcamppos]; nextcamppos++; } else battlewanted[i] = -1; } } } void K_CheckBumpers(void) { UINT8 i; UINT8 numingame = 0; SINT8 winnernum = -1; INT32 winnerscoreadd = 0; if (!multiplayer) return; if (!G_BattleGametype()) return; if (gameaction == ga_completed) return; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) // not even in-game continue; if (players[i].exiting) // we're already exiting! stop! return; numingame++; winnerscoreadd += players[i].marescore; if (players[i].kartstuff[k_bumper] <= 0) // if you don't have any bumpers, you're probably not a winner continue; else if (winnernum > -1) // TWO winners? that's dumb :V return; winnernum = i; winnerscoreadd -= players[i].marescore; } if (numingame <= 1) return; if (winnernum > -1 && playeringame[winnernum]) { players[winnernum].marescore += winnerscoreadd; CONS_Printf(M_GetText("%s recieved %d point%s for winning!\n"), player_names[winnernum], winnerscoreadd, (winnerscoreadd == 1 ? "" : "s")); } for (i = 0; i < MAXPLAYERS; i++) // This can't go in the earlier loop because winning adds points K_KartUpdatePosition(&players[i]); for (i = 0; i < MAXPLAYERS; i++) // and it can't be merged with this loop because it needs to be all updated before exiting... multi-loops suck... P_DoPlayerExit(&players[i]); } void K_CheckSpectateStatus(void) { UINT8 respawnlist[MAXPLAYERS]; UINT8 i, j, numingame = 0, numjoiners = 0; // Maintain spectate wait timer for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (players[i].spectator && (players[i].pflags & PF_WANTSTOJOIN)) players[i].kartstuff[k_spectatewait]++; else players[i].kartstuff[k_spectatewait] = 0; } // No one's allowed to join if (!cv_allowteamchange.value) return; // Get the number of players in game, and the players to be de-spectated. for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (!players[i].spectator) { numingame++; if (cv_ingamecap.value && numingame >= cv_ingamecap.value) // DON'T allow if you've hit the in-game player cap return; if (gamestate != GS_LEVEL) // Allow if you're not in a level continue; if (players[i].exiting) // DON'T allow if anyone's exiting return; if (numingame < 2 || leveltime < starttime || mapreset) // Allow if the match hasn't started yet continue; if (leveltime > (starttime + 20*TICRATE)) // DON'T allow if the match is 20 seconds in return; if (G_RaceGametype() && players[i].laps) // DON'T allow if the race is at 2 laps return; continue; } else if (!(players[i].pflags & PF_WANTSTOJOIN)) continue; respawnlist[numjoiners++] = i; } // literally zero point in going any further if nobody is joining if (!numjoiners) return; // Organize by spectate wait timer if (cv_ingamecap.value) { UINT8 oldrespawnlist[MAXPLAYERS]; memcpy(oldrespawnlist, respawnlist, numjoiners); for (i = 0; i < numjoiners; i++) { UINT8 pos = 0; INT32 ispecwait = players[oldrespawnlist[i]].kartstuff[k_spectatewait]; for (j = 0; j < numjoiners; j++) { INT32 jspecwait = players[oldrespawnlist[j]].kartstuff[k_spectatewait]; if (j == i) continue; if (jspecwait > ispecwait) pos++; else if (jspecwait == ispecwait && j < i) pos++; } respawnlist[pos] = oldrespawnlist[i]; } } // Finally, we can de-spectate everyone! for (i = 0; i < numjoiners; i++) { if (cv_ingamecap.value && numingame+i >= cv_ingamecap.value) // Hit the in-game player cap while adding people? break; P_SpectatorJoinGame(&players[respawnlist[i]]); } // Reset the match if you're in an empty server if (!mapreset && gamestate == GS_LEVEL && leveltime >= starttime && (numingame < 2 && numingame+i >= 2)) // use previous i value { S_ChangeMusicInternal("chalng", false); // COME ON mapreset = 3*TICRATE; // Even though only the server uses this for game logic, set for everyone for HUD } } //} //{ SRB2kart HUD Code #define NUMPOSNUMS 10 #define NUMPOSFRAMES 7 // White, three blues, three reds #define NUMWINFRAMES 6 // Red, yellow, green, cyan, blue, purple //{ Patch Definitions static patch_t *kp_nodraw; static patch_t *kp_timesticker; static patch_t *kp_timestickerwide; static patch_t *kp_lapsticker; static patch_t *kp_lapstickerwide; static patch_t *kp_lapstickernarrow; static patch_t *kp_splitlapflag; static patch_t *kp_bumpersticker; static patch_t *kp_bumperstickerwide; static patch_t *kp_karmasticker; static patch_t *kp_splitkarmabomb; static patch_t *kp_timeoutsticker; static patch_t *kp_startcountdown[16]; static patch_t *kp_racefinish[6]; static patch_t *kp_positionnum[NUMPOSNUMS][NUMPOSFRAMES]; static patch_t *kp_winnernum[NUMPOSFRAMES]; static patch_t *kp_facenum[MAXPLAYERS+1]; static patch_t *kp_facehighlight[8]; static patch_t *kp_rankbumper; static patch_t *kp_tinybumper[2]; static patch_t *kp_ranknobumpers; static patch_t *kp_battlewin; static patch_t *kp_battlecool; static patch_t *kp_battlelose; static patch_t *kp_battlewait; static patch_t *kp_battleinfo; static patch_t *kp_wanted; static patch_t *kp_wantedsplit; static patch_t *kp_wantedreticle; static patch_t *kp_itembg[4]; static patch_t *kp_itemtimer[2]; static patch_t *kp_itemmulsticker[2]; static patch_t *kp_itemx; static patch_t *kp_sneaker[2]; static patch_t *kp_rocketsneaker[2]; static patch_t *kp_invincibility[13]; static patch_t *kp_banana[2]; static patch_t *kp_eggman[2]; static patch_t *kp_orbinaut[5]; static patch_t *kp_jawz[2]; static patch_t *kp_mine[2]; static patch_t *kp_ballhog[2]; static patch_t *kp_selfpropelledbomb[2]; static patch_t *kp_grow[2]; static patch_t *kp_shrink[2]; static patch_t *kp_thundershield[2]; static patch_t *kp_hyudoro[2]; static patch_t *kp_pogospring[2]; static patch_t *kp_kitchensink[2]; static patch_t *kp_sadface[2]; static patch_t *kp_check[6]; static patch_t *kp_eggnum[4]; static patch_t *kp_fpview[3]; static patch_t *kp_inputwheel[5]; static patch_t *kp_challenger[25]; static patch_t *kp_lapanim_lap[7]; static patch_t *kp_lapanim_final[11]; static patch_t *kp_lapanim_number[10][3]; static patch_t *kp_lapanim_emblem[2]; static patch_t *kp_lapanim_hand[3]; static patch_t *kp_yougotem; void K_LoadKartHUDGraphics(void) { INT32 i, j; char buffer[9]; // Null Stuff kp_nodraw = W_CachePatchName("K_TRNULL", PU_HUDGFX); // Stickers kp_timesticker = W_CachePatchName("K_STTIME", PU_HUDGFX); kp_timestickerwide = W_CachePatchName("K_STTIMW", PU_HUDGFX); kp_lapsticker = W_CachePatchName("K_STLAPS", PU_HUDGFX); kp_lapstickerwide = W_CachePatchName("K_STLAPW", PU_HUDGFX); kp_lapstickernarrow = W_CachePatchName("K_STLAPN", PU_HUDGFX); kp_splitlapflag = W_CachePatchName("K_SPTLAP", PU_HUDGFX); kp_bumpersticker = W_CachePatchName("K_STBALN", PU_HUDGFX); kp_bumperstickerwide = W_CachePatchName("K_STBALW", PU_HUDGFX); kp_karmasticker = W_CachePatchName("K_STKARM", PU_HUDGFX); kp_splitkarmabomb = W_CachePatchName("K_SPTKRM", PU_HUDGFX); kp_timeoutsticker = W_CachePatchName("K_STTOUT", PU_HUDGFX); // Starting countdown kp_startcountdown[0] = W_CachePatchName("K_CNT3A", PU_HUDGFX); kp_startcountdown[1] = W_CachePatchName("K_CNT2A", PU_HUDGFX); kp_startcountdown[2] = W_CachePatchName("K_CNT1A", PU_HUDGFX); kp_startcountdown[3] = W_CachePatchName("K_CNTGOA", PU_HUDGFX); kp_startcountdown[4] = W_CachePatchName("K_CNT3B", PU_HUDGFX); kp_startcountdown[5] = W_CachePatchName("K_CNT2B", PU_HUDGFX); kp_startcountdown[6] = W_CachePatchName("K_CNT1B", PU_HUDGFX); kp_startcountdown[7] = W_CachePatchName("K_CNTGOB", PU_HUDGFX); // Splitscreen kp_startcountdown[8] = W_CachePatchName("K_SMC3A", PU_HUDGFX); kp_startcountdown[9] = W_CachePatchName("K_SMC2A", PU_HUDGFX); kp_startcountdown[10] = W_CachePatchName("K_SMC1A", PU_HUDGFX); kp_startcountdown[11] = W_CachePatchName("K_SMCGOA", PU_HUDGFX); kp_startcountdown[12] = W_CachePatchName("K_SMC3B", PU_HUDGFX); kp_startcountdown[13] = W_CachePatchName("K_SMC2B", PU_HUDGFX); kp_startcountdown[14] = W_CachePatchName("K_SMC1B", PU_HUDGFX); kp_startcountdown[15] = W_CachePatchName("K_SMCGOB", PU_HUDGFX); // Finish kp_racefinish[0] = W_CachePatchName("K_FINA", PU_HUDGFX); kp_racefinish[1] = W_CachePatchName("K_FINB", PU_HUDGFX); // Splitscreen kp_racefinish[2] = W_CachePatchName("K_SMFINA", PU_HUDGFX); kp_racefinish[3] = W_CachePatchName("K_SMFINB", PU_HUDGFX); // 2P splitscreen kp_racefinish[4] = W_CachePatchName("K_2PFINA", PU_HUDGFX); kp_racefinish[5] = W_CachePatchName("K_2PFINB", PU_HUDGFX); // Position numbers sprintf(buffer, "K_POSNxx"); for (i = 0; i < NUMPOSNUMS; i++) { buffer[6] = '0'+i; for (j = 0; j < NUMPOSFRAMES; j++) { //sprintf(buffer, "K_POSN%d%d", i, j); buffer[7] = '0'+j; kp_positionnum[i][j] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } } sprintf(buffer, "K_POSNWx"); for (i = 0; i < NUMWINFRAMES; i++) { buffer[7] = '0'+i; kp_winnernum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } sprintf(buffer, "OPPRNKxx"); for (i = 0; i <= MAXPLAYERS; i++) { buffer[6] = '0'+(i/10); buffer[7] = '0'+(i%10); kp_facenum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } sprintf(buffer, "K_CHILIx"); for (i = 0; i < 8; i++) { buffer[7] = '0'+(i+1); kp_facehighlight[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } // Extra ranking icons kp_rankbumper = W_CachePatchName("K_BLNICO", PU_HUDGFX); kp_tinybumper[0] = W_CachePatchName("K_BLNA", PU_HUDGFX); kp_tinybumper[1] = W_CachePatchName("K_BLNB", PU_HUDGFX); kp_ranknobumpers = W_CachePatchName("K_NOBLNS", PU_HUDGFX); // Battle graphics kp_battlewin = W_CachePatchName("K_BWIN", PU_HUDGFX); kp_battlecool = W_CachePatchName("K_BCOOL", PU_HUDGFX); kp_battlelose = W_CachePatchName("K_BLOSE", PU_HUDGFX); kp_battlewait = W_CachePatchName("K_BWAIT", PU_HUDGFX); kp_battleinfo = W_CachePatchName("K_BINFO", PU_HUDGFX); kp_wanted = W_CachePatchName("K_WANTED", PU_HUDGFX); kp_wantedsplit = W_CachePatchName("4PWANTED", PU_HUDGFX); kp_wantedreticle = W_CachePatchName("MMAPWANT", PU_HUDGFX); // Kart Item Windows kp_itembg[0] = W_CachePatchName("K_ITBG", PU_HUDGFX); kp_itembg[1] = W_CachePatchName("K_ITBGD", PU_HUDGFX); kp_itemtimer[0] = W_CachePatchName("K_ITIMER", PU_HUDGFX); kp_itemmulsticker[0] = W_CachePatchName("K_ITMUL", PU_HUDGFX); kp_itemx = W_CachePatchName("K_ITX", PU_HUDGFX); kp_sneaker[0] = W_CachePatchName("K_ITSHOE", PU_HUDGFX); kp_rocketsneaker[0] = W_CachePatchName("K_ITRSHE", PU_HUDGFX); sprintf(buffer, "K_ITINVx"); for (i = 0; i < 7; i++) { buffer[7] = '1'+i; kp_invincibility[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } kp_banana[0] = W_CachePatchName("K_ITBANA", PU_HUDGFX); kp_eggman[0] = W_CachePatchName("K_ITEGGM", PU_HUDGFX); sprintf(buffer, "K_ITORBx"); for (i = 0; i < 4; i++) { buffer[7] = '1'+i; kp_orbinaut[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } kp_jawz[0] = W_CachePatchName("K_ITJAWZ", PU_HUDGFX); kp_mine[0] = W_CachePatchName("K_ITMINE", PU_HUDGFX); kp_ballhog[0] = W_CachePatchName("K_ITBHOG", PU_HUDGFX); kp_selfpropelledbomb[0] = W_CachePatchName("K_ITSPB", PU_HUDGFX); kp_grow[0] = W_CachePatchName("K_ITGROW", PU_HUDGFX); kp_shrink[0] = W_CachePatchName("K_ITSHRK", PU_HUDGFX); kp_thundershield[0] = W_CachePatchName("K_ITTHNS", PU_HUDGFX); kp_hyudoro[0] = W_CachePatchName("K_ITHYUD", PU_HUDGFX); kp_pogospring[0] = W_CachePatchName("K_ITPOGO", PU_HUDGFX); kp_kitchensink[0] = W_CachePatchName("K_ITSINK", PU_HUDGFX); kp_sadface[0] = W_CachePatchName("K_ITSAD", PU_HUDGFX); // Splitscreen kp_itembg[2] = W_CachePatchName("K_ISBG", PU_HUDGFX); kp_itembg[3] = W_CachePatchName("K_ISBGD", PU_HUDGFX); kp_itemtimer[1] = W_CachePatchName("K_ISIMER", PU_HUDGFX); kp_itemmulsticker[1] = W_CachePatchName("K_ISMUL", PU_HUDGFX); kp_sneaker[1] = W_CachePatchName("K_ISSHOE", PU_HUDGFX); kp_rocketsneaker[1] = W_CachePatchName("K_ISRSHE", PU_HUDGFX); sprintf(buffer, "K_ISINVx"); for (i = 0; i < 6; i++) { buffer[7] = '1'+i; kp_invincibility[i+7] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } kp_banana[1] = W_CachePatchName("K_ISBANA", PU_HUDGFX); kp_eggman[1] = W_CachePatchName("K_ISEGGM", PU_HUDGFX); kp_orbinaut[4] = W_CachePatchName("K_ISORBN", PU_HUDGFX); kp_jawz[1] = W_CachePatchName("K_ISJAWZ", PU_HUDGFX); kp_mine[1] = W_CachePatchName("K_ISMINE", PU_HUDGFX); kp_ballhog[1] = W_CachePatchName("K_ISBHOG", PU_HUDGFX); kp_selfpropelledbomb[1] = W_CachePatchName("K_ISSPB", PU_HUDGFX); kp_grow[1] = W_CachePatchName("K_ISGROW", PU_HUDGFX); kp_shrink[1] = W_CachePatchName("K_ISSHRK", PU_HUDGFX); kp_thundershield[1] = W_CachePatchName("K_ISTHNS", PU_HUDGFX); kp_hyudoro[1] = W_CachePatchName("K_ISHYUD", PU_HUDGFX); kp_pogospring[1] = W_CachePatchName("K_ISPOGO", PU_HUDGFX); kp_kitchensink[1] = W_CachePatchName("K_ISSINK", PU_HUDGFX); kp_sadface[1] = W_CachePatchName("K_ISSAD", PU_HUDGFX); // CHECK indicators sprintf(buffer, "K_CHECKx"); for (i = 0; i < 6; i++) { buffer[7] = '1'+i; kp_check[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } // Eggman warning numbers sprintf(buffer, "K_EGGNx"); for (i = 0; i < 4; i++) { buffer[6] = '0'+i; kp_eggnum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } // First person mode kp_fpview[0] = W_CachePatchName("VIEWA0", PU_HUDGFX); kp_fpview[1] = W_CachePatchName("VIEWB0D0", PU_HUDGFX); kp_fpview[2] = W_CachePatchName("VIEWC0E0", PU_HUDGFX); // Input UI Wheel sprintf(buffer, "K_WHEELx"); for (i = 0; i < 5; i++) { buffer[7] = '0'+i; kp_inputwheel[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } // HERE COMES A NEW CHALLENGER sprintf(buffer, "K_CHALxx"); for (i = 0; i < 25; i++) { buffer[6] = '0'+((i+1)/10); buffer[7] = '0'+((i+1)%10); kp_challenger[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } // Lap start animation sprintf(buffer, "K_LAP0x"); for (i = 0; i < 7; i++) { buffer[6] = '0'+(i+1); kp_lapanim_lap[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } sprintf(buffer, "K_LAPFxx"); for (i = 0; i < 11; i++) { buffer[6] = '0'+((i+1)/10); buffer[7] = '0'+((i+1)%10); kp_lapanim_final[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } sprintf(buffer, "K_LAPNxx"); for (i = 0; i < 10; i++) { buffer[6] = '0'+i; for (j = 0; j < 3; j++) { buffer[7] = '0'+(j+1); kp_lapanim_number[i][j] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } } sprintf(buffer, "K_LAPE0x"); for (i = 0; i < 2; i++) { buffer[7] = '0'+(i+1); kp_lapanim_emblem[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } sprintf(buffer, "K_LAPH0x"); for (i = 0; i < 3; i++) { buffer[7] = '0'+(i+1); kp_lapanim_hand[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } kp_yougotem = (patch_t *) W_CachePatchName("YOUGOTEM", PU_HUDGFX); } // For the item toggle menu const char *K_GetItemPatch(UINT8 item, boolean tiny) { switch (item) { case KITEM_SNEAKER: case KRITEM_TRIPLESNEAKER: return (tiny ? "K_ISSHOE" : "K_ITSHOE"); case KITEM_ROCKETSNEAKER: return (tiny ? "K_ISRSHE" : "K_ITRSHE"); case KITEM_INVINCIBILITY: return (tiny ? "K_ISINV1" : "K_ITINV1"); case KITEM_BANANA: case KRITEM_TRIPLEBANANA: case KRITEM_TENFOLDBANANA: return (tiny ? "K_ISBANA" : "K_ITBANA"); case KITEM_EGGMAN: return (tiny ? "K_ISEGGM" : "K_ITEGGM"); case KITEM_ORBINAUT: return (tiny ? "K_ISORBN" : "K_ITORB1"); case KITEM_JAWZ: case KRITEM_DUALJAWZ: return (tiny ? "K_ISJAWZ" : "K_ITJAWZ"); case KITEM_MINE: return (tiny ? "K_ISMINE" : "K_ITMINE"); case KITEM_BALLHOG: return (tiny ? "K_ISBHOG" : "K_ITBHOG"); case KITEM_SPB: return (tiny ? "K_ISSPB" : "K_ITSPB"); case KITEM_GROW: return (tiny ? "K_ISGROW" : "K_ITGROW"); case KITEM_SHRINK: return (tiny ? "K_ISSHRK" : "K_ITSHRK"); case KITEM_THUNDERSHIELD: return (tiny ? "K_ISTHNS" : "K_ITTHNS"); case KITEM_HYUDORO: return (tiny ? "K_ISHYUD" : "K_ITHYUD"); case KITEM_POGOSPRING: return (tiny ? "K_ISPOGO" : "K_ITPOGO"); case KITEM_KITCHENSINK: return (tiny ? "K_ISSINK" : "K_ITSINK"); case KRITEM_TRIPLEORBINAUT: return (tiny ? "K_ISORBN" : "K_ITORB3"); case KRITEM_QUADORBINAUT: return (tiny ? "K_ISORBN" : "K_ITORB4"); default: return (tiny ? "K_ISSAD" : "K_ITSAD"); } } //} INT32 ITEM_X, ITEM_Y; // Item Window INT32 TIME_X, TIME_Y; // Time Sticker INT32 LAPS_X, LAPS_Y; // Lap Sticker INT32 SPDM_X, SPDM_Y; // Speedometer INT32 POSI_X, POSI_Y; // Position Number INT32 FACE_X, FACE_Y; // Top-four Faces INT32 STCD_X, STCD_Y; // Starting countdown INT32 CHEK_Y; // CHECK graphic INT32 MINI_X, MINI_Y; // Minimap INT32 WANT_X, WANT_Y; // Battle WANTED poster // This is for the P2 and P4 side of splitscreen. Then we'll flip P1's and P2's to the bottom with V_SPLITSCREEN. INT32 ITEM2_X, ITEM2_Y; INT32 LAPS2_X, LAPS2_Y; INT32 POSI2_X, POSI2_Y; static void K_initKartHUD(void) { /* BASEVIDWIDTH = 320 BASEVIDHEIGHT = 200 Item window graphic is 41 x 33 Time Sticker graphic is 116 x 11 Time Font is a solid block of (8 x [12) x 14], equal to 96 x 14 Therefore, timestamp is 116 x 14 altogether Lap Sticker is 80 x 11 Lap flag is 22 x 20 Lap Font is a solid block of (3 x [12) x 14], equal to 36 x 14 Therefore, lapstamp is 80 x 20 altogether Position numbers are 43 x 53 Faces are 32 x 32 Faces draw downscaled at 16 x 16 Therefore, the allocated space for them is 16 x 67 altogether ---- ORIGINAL CZ64 SPLITSCREEN: Item window: if (!splitscreen) { ICONX = 139; ICONY = 20; } else { ICONX = BASEVIDWIDTH-315; ICONY = 60; } Time: 236, STRINGY( 12) Lap: BASEVIDWIDTH-304, STRINGY(BASEVIDHEIGHT-189) */ // Single Screen (defaults) // Item Window ITEM_X = 5; // 5 ITEM_Y = 5; // 5 // Level Timer TIME_X = BASEVIDWIDTH - 148; // 172 TIME_Y = 9; // 9 // Level Laps LAPS_X = 9; // 9 LAPS_Y = BASEVIDHEIGHT - 29; // 171 // Speedometer SPDM_X = 9; // 9 SPDM_Y = BASEVIDHEIGHT - 45; // 155 // Position Number POSI_X = BASEVIDWIDTH - 9; // 268 POSI_Y = BASEVIDHEIGHT - 9; // 138 // Top-Four Faces FACE_X = 9; // 9 FACE_Y = 92; // 92 // Starting countdown STCD_X = BASEVIDWIDTH/2; // 9 STCD_Y = BASEVIDHEIGHT/2; // 92 // CHECK graphic CHEK_Y = BASEVIDHEIGHT; // 200 // Minimap MINI_X = BASEVIDWIDTH - 50; // 270 MINI_Y = (BASEVIDHEIGHT/2)-16; // 84 // Battle WANTED poster WANT_X = BASEVIDWIDTH - 55; // 270 WANT_Y = BASEVIDHEIGHT- 71; // 176 if (splitscreen) // Splitscreen { ITEM_X = 5; ITEM_Y = 3; LAPS_Y = (BASEVIDHEIGHT/2)-24; POSI_Y = (BASEVIDHEIGHT/2)- 2; STCD_Y = BASEVIDHEIGHT/4; MINI_Y = (BASEVIDHEIGHT/2); if (splitscreen > 1) // 3P/4P Small Splitscreen { // 1P (top left) ITEM_X = -9; ITEM_Y = -8; LAPS_X = 3; LAPS_Y = (BASEVIDHEIGHT/2)-13; POSI_X = 24; POSI_Y = (BASEVIDHEIGHT/2)- 16; // 2P (top right) ITEM2_X = BASEVIDWIDTH-39; ITEM2_Y = -8; LAPS2_X = BASEVIDWIDTH-40; LAPS2_Y = (BASEVIDHEIGHT/2)-13; POSI2_X = BASEVIDWIDTH -4; POSI2_Y = (BASEVIDHEIGHT/2)- 16; // Reminder that 3P and 4P are just 1P and 2P splitscreen'd to the bottom. STCD_X = BASEVIDWIDTH/4; MINI_X = (3*BASEVIDWIDTH/4); MINI_Y = (3*BASEVIDHEIGHT/4); if (splitscreen > 2) // 4P-only { MINI_X = (BASEVIDWIDTH/2); MINI_Y = (BASEVIDHEIGHT/2); } } } if (timeinmap > 113) hudtrans = cv_translucenthud.value; else if (timeinmap > 105) hudtrans = ((((INT32)timeinmap) - 105)*cv_translucenthud.value)/(113-105); else hudtrans = 0; } INT32 K_calcSplitFlags(INT32 snapflags) { INT32 splitflags = 0; if (splitscreen == 0) return snapflags; if (stplyr != &players[displayplayers[0]]) { if (splitscreen == 1 && stplyr == &players[displayplayers[1]]) { splitflags |= V_SPLITSCREEN; } else if (splitscreen > 1) { if (stplyr == &players[displayplayers[2]] || (splitscreen == 3 && stplyr == &players[displayplayers[3]])) splitflags |= V_SPLITSCREEN; if (stplyr == &players[displayplayers[1]] || (splitscreen == 3 && stplyr == &players[displayplayers[3]])) splitflags |= V_HORZSCREEN; } } if (splitflags & V_SPLITSCREEN) snapflags &= ~V_SNAPTOTOP; else snapflags &= ~V_SNAPTOBOTTOM; if (splitscreen > 1) { if (splitflags & V_HORZSCREEN) snapflags &= ~V_SNAPTOLEFT; else snapflags &= ~V_SNAPTORIGHT; } return (splitflags|snapflags); } static void K_drawKartItem(void) { // ITEM_X = BASEVIDWIDTH-50; // 270 // ITEM_Y = 24; // 24 // Why write V_DrawScaledPatch calls over and over when they're all the same? // Set to 'no item' just in case. const UINT8 offset = ((splitscreen > 1) ? 1 : 0); patch_t *localpatch = kp_nodraw; patch_t *localbg = ((offset) ? kp_itembg[2] : kp_itembg[0]); patch_t *localinv = ((offset) ? kp_invincibility[((leveltime % (6*3)) / 3) + 7] : kp_invincibility[(leveltime % (7*3)) / 3]); INT32 fx = 0, fy = 0, fflags = 0; // final coords for hud and flags... //INT32 splitflags = K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTOLEFT); const INT32 numberdisplaymin = ((!offset && stplyr->kartstuff[k_itemtype] == KITEM_ORBINAUT) ? 5 : 2); INT32 itembar = 0; INT32 maxl = 0; // itembar's normal highest value const INT32 barlength = (splitscreen > 1 ? 12 : 26); UINT8 localcolor = SKINCOLOR_NONE; SINT8 colormode = TC_RAINBOW; UINT8 *colmap = NULL; boolean flipamount = false; // Used for 3P/4P splitscreen to flip item amount stuff if (stplyr->kartstuff[k_itemroulette]) { if (stplyr->skincolor) localcolor = stplyr->skincolor; switch((stplyr->kartstuff[k_itemroulette] % (14*3)) / 3) { // Each case is handled in threes, to give three frames of in-game time to see the item on the roulette case 0: // Sneaker localpatch = kp_sneaker[offset]; //localcolor = SKINCOLOR_RASPBERRY; break; case 1: // Banana localpatch = kp_banana[offset]; //localcolor = SKINCOLOR_YELLOW; break; case 2: // Orbinaut localpatch = kp_orbinaut[3+offset]; //localcolor = SKINCOLOR_STEEL; break; case 3: // Mine localpatch = kp_mine[offset]; //localcolor = SKINCOLOR_JET; break; case 4: // Grow localpatch = kp_grow[offset]; //localcolor = SKINCOLOR_TEAL; break; case 5: // Hyudoro localpatch = kp_hyudoro[offset]; //localcolor = SKINCOLOR_STEEL; break; case 6: // Rocket Sneaker localpatch = kp_rocketsneaker[offset]; //localcolor = SKINCOLOR_TANGERINE; break; case 7: // Jawz localpatch = kp_jawz[offset]; //localcolor = SKINCOLOR_JAWZ; break; case 8: // Self-Propelled Bomb localpatch = kp_selfpropelledbomb[offset]; //localcolor = SKINCOLOR_JET; break; case 9: // Shrink localpatch = kp_shrink[offset]; //localcolor = SKINCOLOR_ORANGE; break; case 10: // Invincibility localpatch = localinv; //localcolor = SKINCOLOR_GREY; break; case 11: // Eggman Monitor localpatch = kp_eggman[offset]; //localcolor = SKINCOLOR_ROSE; break; case 12: // Ballhog localpatch = kp_ballhog[offset]; //localcolor = SKINCOLOR_LILAC; break; case 13: // Thunder Shield localpatch = kp_thundershield[offset]; //localcolor = SKINCOLOR_CYAN; break; /*case 14: // Pogo Spring localpatch = kp_pogospring[offset]; localcolor = SKINCOLOR_TANGERINE; break; case 15: // Kitchen Sink localpatch = kp_kitchensink[offset]; localcolor = SKINCOLOR_STEEL; break;*/ default: break; } } else { // I'm doing this a little weird and drawing mostly in reverse order // The only actual reason is to make sneakers line up this way in the code below // This shouldn't have any actual baring over how it functions // Hyudoro is first, because we're drawing it on top of the player's current item if (stplyr->kartstuff[k_stolentimer] > 0) { if (leveltime & 2) localpatch = kp_hyudoro[offset]; else localpatch = kp_nodraw; } else if ((stplyr->kartstuff[k_stealingtimer] > 0) && (leveltime & 2)) { localpatch = kp_hyudoro[offset]; } else if (stplyr->kartstuff[k_eggmanexplode] > 1) { if (leveltime & 1) localpatch = kp_eggman[offset]; else localpatch = kp_nodraw; } else if (stplyr->kartstuff[k_rocketsneakertimer] > 1) { itembar = stplyr->kartstuff[k_rocketsneakertimer]; maxl = (itemtime*3) - barlength; if (leveltime & 1) localpatch = kp_rocketsneaker[offset]; else localpatch = kp_nodraw; } else if (stplyr->kartstuff[k_growshrinktimer] > 0) { if (stplyr->kartstuff[k_growcancel] > 0) { itembar = stplyr->kartstuff[k_growcancel]; maxl = 26; } if (leveltime & 1) localpatch = kp_grow[offset]; else localpatch = kp_nodraw; } else if (stplyr->kartstuff[k_sadtimer] > 0) { if (leveltime & 2) localpatch = kp_sadface[offset]; else localpatch = kp_nodraw; } else { if (stplyr->kartstuff[k_itemamount] <= 0) return; switch(stplyr->kartstuff[k_itemtype]) { case KITEM_SNEAKER: localpatch = kp_sneaker[offset]; break; case KITEM_ROCKETSNEAKER: localpatch = kp_rocketsneaker[offset]; break; case KITEM_INVINCIBILITY: localpatch = localinv; localbg = kp_itembg[offset+1]; break; case KITEM_BANANA: localpatch = kp_banana[offset]; break; case KITEM_EGGMAN: localpatch = kp_eggman[offset]; break; case KITEM_ORBINAUT: localpatch = kp_orbinaut[(offset ? 4 : min(stplyr->kartstuff[k_itemamount]-1, 3))]; break; case KITEM_JAWZ: localpatch = kp_jawz[offset]; break; case KITEM_MINE: localpatch = kp_mine[offset]; break; case KITEM_BALLHOG: localpatch = kp_ballhog[offset]; break; case KITEM_SPB: localpatch = kp_selfpropelledbomb[offset]; localbg = kp_itembg[offset+1]; break; case KITEM_GROW: localpatch = kp_grow[offset]; break; case KITEM_SHRINK: localpatch = kp_shrink[offset]; break; case KITEM_THUNDERSHIELD: localpatch = kp_thundershield[offset]; localbg = kp_itembg[offset+1]; break; case KITEM_HYUDORO: localpatch = kp_hyudoro[offset]; break; case KITEM_POGOSPRING: localpatch = kp_pogospring[offset]; break; case KITEM_KITCHENSINK: localpatch = kp_kitchensink[offset]; break; case KITEM_SAD: localpatch = kp_sadface[offset]; break; default: return; } if (stplyr->kartstuff[k_itemheld] && !(leveltime & 1)) localpatch = kp_nodraw; } if (stplyr->kartstuff[k_itemblink] && (leveltime & 1)) { colormode = TC_BLINK; switch (stplyr->kartstuff[k_itemblinkmode]) { case 2: localcolor = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))); break; case 1: localcolor = SKINCOLOR_RED; break; default: localcolor = SKINCOLOR_WHITE; break; } } } // pain and suffering defined below if (splitscreen < 2) // don't change shit for THIS splitscreen. { fx = ITEM_X; fy = ITEM_Y; fflags = K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTOLEFT); } else // now we're having a fun game. { if (stplyr == &players[displayplayers[0]] || stplyr == &players[displayplayers[2]]) // If we are P1 or P3... { fx = ITEM_X; fy = ITEM_Y; fflags = V_SNAPTOLEFT|((stplyr == &players[displayplayers[2]]) ? V_SPLITSCREEN : V_SNAPTOTOP); // flip P3 to the bottom. } else // else, that means we're P2 or P4. { fx = ITEM2_X; fy = ITEM2_Y; fflags = V_SNAPTORIGHT|((stplyr == &players[displayplayers[3]]) ? V_SPLITSCREEN : V_SNAPTOTOP); // flip P4 to the bottom flipamount = true; } } if (localcolor != SKINCOLOR_NONE) colmap = R_GetTranslationColormap(colormode, localcolor, GTC_CACHE); V_DrawScaledPatch(fx, fy, V_HUDTRANS|fflags, localbg); // Then, the numbers: if (stplyr->kartstuff[k_itemamount] >= numberdisplaymin && !stplyr->kartstuff[k_itemroulette]) { V_DrawScaledPatch(fx + (flipamount ? 48 : 0), fy, V_HUDTRANS|fflags|(flipamount ? V_FLIP : 0), kp_itemmulsticker[offset]); // flip this graphic for p2 and p4 in split and shift it. V_DrawFixedPatch(fx<kartstuff[k_itemamount])); else V_DrawString(fx+24, fy+31, V_ALLOWLOWERCASE|V_HUDTRANS|fflags, va("x%d", stplyr->kartstuff[k_itemamount])); else { V_DrawScaledPatch(fy+28, fy+41, V_HUDTRANS|fflags, kp_itemx); V_DrawKartString(fx+38, fy+36, V_HUDTRANS|fflags, va("%d", stplyr->kartstuff[k_itemamount])); } } else V_DrawFixedPatch(fx< 2) { V_DrawFill(fx+x+length, fy+y+1, 1, height, 12|fflags); // the right one if (height == 2) V_DrawFill(fx+x+2, fy+y+2, length-2, 1, 8|fflags); // the dulled underside V_DrawFill(fx+x+2, fy+y+1, length-2, 1, 120|fflags); // the shine } } // Quick Eggman numbers if (stplyr->kartstuff[k_eggmanexplode] > 1 /*&& stplyr->kartstuff[k_eggmanexplode] <= 3*TICRATE*/) V_DrawScaledPatch(fx+17, fy+13-offset, V_HUDTRANS|fflags, kp_eggnum[min(3, G_TicsToSeconds(stplyr->kartstuff[k_eggmanexplode]))]); } void K_drawKartTimestamp(tic_t drawtime, INT32 TX, INT32 TY, INT16 emblemmap, UINT8 mode) { // TIME_X = BASEVIDWIDTH-124; // 196 // TIME_Y = 6; // 6 tic_t worktime; INT32 splitflags = 0; if (!mode) { splitflags = V_HUDTRANS|K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTORIGHT); if (cv_timelimit.value && timelimitintics > 0) { if (drawtime >= timelimitintics) drawtime = 0; else drawtime = timelimitintics - drawtime; } } V_DrawScaledPatch(TX, TY, splitflags, ((mode == 2) ? kp_lapstickerwide : kp_timestickerwide)); TX += 33; worktime = drawtime/(60*TICRATE); if (mode && !drawtime) V_DrawKartString(TX, TY+3, splitflags, va("--'--\"--")); else if (worktime < 100) // 99:99:99 only { // zero minute if (worktime < 10) { V_DrawKartString(TX, TY+3, splitflags, va("0")); // minutes time 0 __ __ V_DrawKartString(TX+12, TY+3, splitflags, va("%d", worktime)); } // minutes time 0 __ __ else V_DrawKartString(TX, TY+3, splitflags, va("%d", worktime)); // apostrophe location _'__ __ V_DrawKartString(TX+24, TY+3, splitflags, va("'")); worktime = (drawtime/TICRATE % 60); // zero second _ 0_ __ if (worktime < 10) { V_DrawKartString(TX+36, TY+3, splitflags, va("0")); // seconds time _ _0 __ V_DrawKartString(TX+48, TY+3, splitflags, va("%d", worktime)); } // zero second _ 00 __ else V_DrawKartString(TX+36, TY+3, splitflags, va("%d", worktime)); // quotation mark location _ __"__ V_DrawKartString(TX+60, TY+3, splitflags, va("\"")); worktime = G_TicsToCentiseconds(drawtime); // zero tick _ __ 0_ if (worktime < 10) { V_DrawKartString(TX+72, TY+3, splitflags, va("0")); // tics _ __ _0 V_DrawKartString(TX+84, TY+3, splitflags, va("%d", worktime)); } // zero tick _ __ 00 else V_DrawKartString(TX+72, TY+3, splitflags, va("%d", worktime)); } else if ((drawtime/TICRATE) & 1) V_DrawKartString(TX, TY+3, splitflags, va("99'59\"99")); if (emblemmap && (modeattacking || (mode == 1)) && !demo.playback) // emblem time! { INT32 workx = TX + 96, worky = TY+18; SINT8 curemb = 0; patch_t *emblempic[3] = {NULL, NULL, NULL}; UINT8 *emblemcol[3] = {NULL, NULL, NULL}; emblem_t *emblem = M_GetLevelEmblems(emblemmap); while (emblem) { char targettext[9]; switch (emblem->type) { case ET_TIME: { static boolean canplaysound = true; tic_t timetoreach = emblem->var; if (emblem->collected) { emblempic[curemb] = W_CachePatchName(M_GetEmblemPatch(emblem), PU_CACHE); emblemcol[curemb] = R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_CACHE); if (++curemb == 3) break; goto bademblem; } snprintf(targettext, 9, "%i'%02i\"%02i", G_TicsToMinutes(timetoreach, false), G_TicsToSeconds(timetoreach), G_TicsToCentiseconds(timetoreach)); if (!mode) { if (stplyr->realtime > timetoreach) { splitflags = (splitflags &~ V_HUDTRANS)|V_HUDTRANSHALF; if (canplaysound) { S_StartSound(NULL, sfx_s3k72); //sfx_s26d); -- you STOLE fizzy lifting drinks canplaysound = false; } } else if (!canplaysound) canplaysound = true; } targettext[8] = 0; } break; default: goto bademblem; } V_DrawRightAlignedString(workx, worky, splitflags, targettext); workx -= 67; V_DrawSmallScaledPatch(workx + 4, worky, splitflags, W_CachePatchName("NEEDIT", PU_CACHE)); break; bademblem: emblem = M_GetLevelEmblems(-1); } if (!mode) splitflags = (splitflags &~ V_HUDTRANSHALF)|V_HUDTRANS; while (curemb--) { workx -= 12; V_DrawSmallMappedPatch(workx + 4, worky, splitflags, emblempic[curemb], emblemcol[curemb]); } } } static void K_DrawKartPositionNum(INT32 num) { // POSI_X = BASEVIDWIDTH - 51; // 269 // POSI_Y = BASEVIDHEIGHT- 64; // 136 boolean win = (stplyr->exiting && num == 1); //INT32 X = POSI_X; INT32 W = SHORT(kp_positionnum[0][0]->width); fixed_t scale = FRACUNIT; patch_t *localpatch = kp_positionnum[0][0]; //INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTORIGHT); INT32 fx = 0, fy = 0, fflags = 0; boolean flipdraw = false; // flip the order we draw it in for MORE splitscreen bs. fun. boolean flipvdraw = false; // used only for 2p splitscreen so overtaking doesn't make 1P's position fly off the screen. boolean overtake = false; if (stplyr->kartstuff[k_positiondelay] || stplyr->exiting) { scale *= 2; overtake = true; // this is used for splitscreen stuff in conjunction with flipdraw. } if (splitscreen) scale /= 2; W = FixedMul(W<>FRACBITS; // pain and suffering defined below if (!splitscreen) { fx = POSI_X; fy = BASEVIDHEIGHT - 8; fflags = V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (splitscreen == 1) // for this splitscreen, we'll use case by case because it's a bit different. { fx = POSI_X; if (stplyr == &players[displayplayers[0]]) // for player 1: display this at the top right, above the minimap. { fy = 30; fflags = V_SNAPTOTOP|V_SNAPTORIGHT; if (overtake) flipvdraw = true; // make sure overtaking doesn't explode us } else // if we're not p1, that means we're p2. display this at the bottom right, below the minimap. { fy = BASEVIDHEIGHT - 8; fflags = V_SNAPTOBOTTOM|V_SNAPTORIGHT; } } else { if (stplyr == &players[displayplayers[0]] || stplyr == &players[displayplayers[2]]) // If we are P1 or P3... { fx = POSI_X; fy = POSI_Y; fflags = V_SNAPTOLEFT|((stplyr == &players[displayplayers[2]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P3 to the bottom. flipdraw = true; if (num && num >= 10) fx += W; // this seems dumb, but we need to do this in order for positions above 10 going off screen. } else // else, that means we're P2 or P4. { fx = POSI2_X; fy = POSI2_Y; fflags = V_SNAPTORIGHT|((stplyr == &players[displayplayers[3]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P4 to the bottom } } // Special case for 0 if (!num) { V_DrawFixedPatch(fx<= 0); // This function does not draw negative numbers // Draw the number while (num) { if (win) // 1st place winner? You get rainbows!! localpatch = kp_winnernum[(leveltime % (NUMWINFRAMES*3)) / 3]; else if (stplyr->laps+1 >= cv_numlaps.value || stplyr->exiting) // Check for the final lap, or won { // Alternate frame every three frames switch (leveltime % 9) { case 1: case 2: case 3: if (K_IsPlayerLosing(stplyr)) localpatch = kp_positionnum[num % 10][4]; else localpatch = kp_positionnum[num % 10][1]; break; case 4: case 5: case 6: if (K_IsPlayerLosing(stplyr)) localpatch = kp_positionnum[num % 10][5]; else localpatch = kp_positionnum[num % 10][2]; break; case 7: case 8: case 9: if (K_IsPlayerLosing(stplyr)) localpatch = kp_positionnum[num % 10][6]; else localpatch = kp_positionnum[num % 10][3]; break; default: localpatch = kp_positionnum[num % 10][0]; break; } } else localpatch = kp_positionnum[num % 10][0]; V_DrawFixedPatch((fx<width)*scale/2) : 0), (fy<height)*scale/2) : 0), scale, V_HUDTRANSHALF|fflags, localpatch, NULL); // ^ if we overtake as p1 or p3 in splitscren, we shift it so that it doesn't go off screen. // ^ if we overtake as p1 in 2p splits, shift vertically so that this doesn't happen either. fx -= W; num /= 10; } } static boolean K_drawKartPositionFaces(void) { // FACE_X = 15; // 15 // FACE_Y = 72; // 72 INT32 Y = FACE_Y+9; // +9 to offset where it's being drawn if there are more than one INT32 i, j, ranklines, strank = -1; boolean completed[MAXPLAYERS]; INT32 rankplayer[MAXPLAYERS]; INT32 bumperx, numplayersingame = 0; UINT8 *colormap; ranklines = 0; memset(completed, 0, sizeof (completed)); memset(rankplayer, 0, sizeof (rankplayer)); for (i = 0; i < MAXPLAYERS; i++) { rankplayer[i] = -1; if (!playeringame[i] || players[i].spectator || !players[i].mo) continue; numplayersingame++; } if (numplayersingame <= 1) return true; #ifdef HAVE_BLUA if (!LUA_HudEnabled(hud_minirankings)) return false; // Don't proceed but still return true for free play above if HUD is disabled. #endif for (j = 0; j < numplayersingame; j++) { UINT8 lowestposition = MAXPLAYERS+1; for (i = 0; i < MAXPLAYERS; i++) { if (completed[i] || !playeringame[i] || players[i].spectator || !players[i].mo) continue; if (players[i].kartstuff[k_position] >= lowestposition) continue; rankplayer[ranklines] = i; lowestposition = players[i].kartstuff[k_position]; } i = rankplayer[ranklines]; completed[i] = true; if (players+i == stplyr) strank = ranklines; //if (ranklines == 5) //break; // Only draw the top 5 players -- we do this a different way now... ranklines++; } if (ranklines < 5) Y -= (9*ranklines); else Y -= (9*5); if (G_BattleGametype() || strank <= 2) // too close to the top, or playing battle, or a spectator? would have had (strank == -1) called out, but already caught by (strank <= 2) { i = 0; if (ranklines > 5) // could be both... ranklines = 5; } else if (strank+3 > ranklines) // too close to the bottom? { i = ranklines - 5; if (i < 0) i = 0; } else { i = strank-2; ranklines = strank+3; } for (; i < ranklines; i++) { if (!playeringame[rankplayer[i]]) continue; if (players[rankplayer[i]].spectator) continue; if (!players[rankplayer[i]].mo) continue; bumperx = FACE_X+19; if (players[rankplayer[i]].mo->color) { colormap = R_GetTranslationColormap(players[rankplayer[i]].skin, players[rankplayer[i]].mo->color, GTC_CACHE); if (players[rankplayer[i]].mo->colorized) colormap = R_GetTranslationColormap(TC_RAINBOW, players[rankplayer[i]].mo->color, GTC_CACHE); else colormap = R_GetTranslationColormap(players[rankplayer[i]].skin, players[rankplayer[i]].mo->color, GTC_CACHE); V_DrawMappedPatch(FACE_X, Y, V_HUDTRANS|V_SNAPTOLEFT, facerankprefix[players[rankplayer[i]].skin], colormap); #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_battlebumpers)) { #endif if (G_BattleGametype() && players[rankplayer[i]].kartstuff[k_bumper] > 0) { V_DrawMappedPatch(bumperx-2, Y, V_HUDTRANS|V_SNAPTOLEFT, kp_tinybumper[0], colormap); for (j = 1; j < players[rankplayer[i]].kartstuff[k_bumper]; j++) { bumperx += 5; V_DrawMappedPatch(bumperx, Y, V_HUDTRANS|V_SNAPTOLEFT, kp_tinybumper[1], colormap); } } #ifdef HAVE_BLUA } // A new level of stupidity: checking if lua is enabled to close a bracket. :Fascinating: #endif } if (i == strank) V_DrawScaledPatch(FACE_X, Y, V_HUDTRANS|V_SNAPTOLEFT, kp_facehighlight[(leveltime / 4) % 8]); if (G_BattleGametype() && players[rankplayer[i]].kartstuff[k_bumper] <= 0) V_DrawScaledPatch(FACE_X-4, Y-3, V_HUDTRANS|V_SNAPTOLEFT, kp_ranknobumpers); else { INT32 pos = players[rankplayer[i]].kartstuff[k_position]; if (pos < 0 || pos > MAXPLAYERS) pos = 0; // Draws the little number over the face V_DrawScaledPatch(FACE_X-5, Y+10, V_HUDTRANS|V_SNAPTOLEFT, kp_facenum[pos]); } Y += 18; } return false; } // // HU_DrawTabRankings -- moved here to take advantage of kart stuff! // void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer, INT32 hilicol) { INT32 i, rightoffset = 240; const UINT8 *colormap; INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2; //this function is designed for 9 or less score lines only //I_Assert(scorelines <= 9); -- not today bitch, kart fixed it up V_DrawFill(1-duptweak, 26, dupadjust-2, 1, 0); // Draw a horizontal line because it looks nice! if (scorelines > 8) { V_DrawFill(160, 26, 1, 147, 0); // Draw a vertical line to separate the two sides. V_DrawFill(1-duptweak, 173, dupadjust-2, 1, 0); // And a horizontal line near the bottom. rightoffset = (BASEVIDWIDTH/2) - 4 - x; } for (i = 0; i < scorelines; i++) { char strtime[MAXPLAYERNAME+1]; if (players[tab[i].num].spectator || !players[tab[i].num].mo) continue; //ignore them. if (netgame // don't draw it offline && tab[i].num != serverplayer) HU_drawPing(x + ((i < 8) ? -17 : rightoffset + 11), y-4, playerpingtable[tab[i].num], 0); STRBUFCPY(strtime, tab[i].name); if (scorelines > 8) V_DrawThinString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime); else V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime); if (players[tab[i].num].mo->color) { colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE); if (players[tab[i].num].mo->colorized) colormap = R_GetTranslationColormap(TC_RAINBOW, players[tab[i].num].mo->color, GTC_CACHE); else colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE); V_DrawMappedPatch(x, y-4, 0, facerankprefix[players[tab[i].num].skin], colormap); /*if (G_BattleGametype() && players[tab[i].num].kartstuff[k_bumper] > 0) -- not enough space for this { INT32 bumperx = x+19; V_DrawMappedPatch(bumperx-2, y-4, 0, kp_tinybumper[0], colormap); for (j = 1; j < players[tab[i].num].kartstuff[k_bumper]; j++) { bumperx += 5; V_DrawMappedPatch(bumperx, y-4, 0, kp_tinybumper[1], colormap); } }*/ } if (tab[i].num == whiteplayer) V_DrawScaledPatch(x, y-4, 0, kp_facehighlight[(leveltime / 4) % 8]); if (G_BattleGametype() && players[tab[i].num].kartstuff[k_bumper] <= 0) V_DrawScaledPatch(x-4, y-7, 0, kp_ranknobumpers); else { INT32 pos = players[tab[i].num].kartstuff[k_position]; if (pos < 0 || pos > MAXPLAYERS) pos = 0; // Draws the little number over the face V_DrawScaledPatch(x-5, y+6, 0, kp_facenum[pos]); } if (G_RaceGametype()) { #define timestring(time) va("%i'%02i\"%02i", G_TicsToMinutes(time, true), G_TicsToSeconds(time), G_TicsToCentiseconds(time)) if (scorelines > 8) { if (players[tab[i].num].exiting) V_DrawRightAlignedThinString(x+rightoffset, y-1, hilicol|V_6WIDTHSPACE, timestring(players[tab[i].num].realtime)); else if (players[tab[i].num].pflags & PF_TIMEOVER) V_DrawRightAlignedThinString(x+rightoffset, y-1, V_6WIDTHSPACE, "NO CONTEST."); else if (circuitmap) V_DrawRightAlignedThinString(x+rightoffset, y-1, V_6WIDTHSPACE, va("Lap %d", tab[i].count)); } else { if (players[tab[i].num].exiting) V_DrawRightAlignedString(x+rightoffset, y, hilicol, timestring(players[tab[i].num].realtime)); else if (players[tab[i].num].pflags & PF_TIMEOVER) V_DrawRightAlignedThinString(x+rightoffset, y-1, 0, "NO CONTEST."); else if (circuitmap) V_DrawRightAlignedString(x+rightoffset, y, 0, va("Lap %d", tab[i].count)); } #undef timestring } else V_DrawRightAlignedString(x+rightoffset, y, 0, va("%u", tab[i].count)); y += 18; if (i == 7) { y = 33; x = (BASEVIDWIDTH/2) + 4; } } } static void K_drawKartLaps(void) { INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT); INT32 fx = 0, fy = 0, fflags = 0; // stuff for 3p / 4p splitscreen. boolean flipstring = false; // used for 3p or 4p INT32 stringw = 0; // used with the above if (splitscreen > 1) { // pain and suffering defined below if (splitscreen < 2) // don't change shit for THIS splitscreen. { fx = LAPS_X; fy = LAPS_Y; fflags = splitflags; } else { if (stplyr == &players[displayplayers[0]] || stplyr == &players[displayplayers[2]]) // If we are P1 or P3... { fx = LAPS_X; fy = LAPS_Y; fflags = V_SNAPTOLEFT|((stplyr == &players[displayplayers[2]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P3 to the bottom. } else // else, that means we're P2 or P4. { fx = LAPS2_X; fy = LAPS2_Y; fflags = V_SNAPTORIGHT|((stplyr == &players[displayplayers[3]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P4 to the bottom flipstring = true; // make the string right aligned and other shit } } if (stplyr->exiting) // draw stuff as god intended. { V_DrawScaledPatch(fx, fy, V_HUDTRANS|fflags, kp_splitlapflag); V_DrawString(fx+13, fy+1, V_HUDTRANS|fflags, "FIN"); } else // take flipstring into account here since we may have more laps than just 10 if (flipstring) { stringw = V_StringWidth(va("%d/%d", stplyr->laps+1, cv_numlaps.value), 0); V_DrawScaledPatch(BASEVIDWIDTH-stringw-16, fy, V_HUDTRANS|fflags, kp_splitlapflag); V_DrawRightAlignedString(BASEVIDWIDTH-3, fy+1, V_HUDTRANS|fflags, va("%d/%d", stplyr->laps+1, cv_numlaps.value)); } else // draw stuff NORMALLY. { V_DrawScaledPatch(fx, fy, V_HUDTRANS|fflags, kp_splitlapflag); V_DrawString(fx+13, fy+1, V_HUDTRANS|fflags, va("%d/%d", stplyr->laps+1, cv_numlaps.value)); } } else { V_DrawScaledPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_lapsticker); if (stplyr->exiting) V_DrawKartString(LAPS_X+33, LAPS_Y+3, V_HUDTRANS|splitflags, "FIN"); else V_DrawKartString(LAPS_X+33, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/%d", stplyr->laps+1, cv_numlaps.value)); } } static void K_drawKartSpeedometer(void) { fixed_t convSpeed; INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT); if (cv_kartspeedometer.value == 1) // Kilometers { convSpeed = FixedDiv(FixedMul(stplyr->speed, 142371), mapobjectscale)/FRACUNIT; // 2.172409058 V_DrawKartString(SPDM_X, SPDM_Y, V_HUDTRANS|splitflags, va("%3d km/h", convSpeed)); } else if (cv_kartspeedometer.value == 2) // Miles { convSpeed = FixedDiv(FixedMul(stplyr->speed, 88465), mapobjectscale)/FRACUNIT; // 1.349868774 V_DrawKartString(SPDM_X, SPDM_Y, V_HUDTRANS|splitflags, va("%3d mph", convSpeed)); } else if (cv_kartspeedometer.value == 3) // Fracunits { convSpeed = FixedDiv(stplyr->speed, mapobjectscale)/FRACUNIT; V_DrawKartString(SPDM_X, SPDM_Y, V_HUDTRANS|splitflags, va("%3d fu/t", convSpeed)); } } static void K_drawKartBumpersOrKarma(void) { UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, stplyr->skincolor, GTC_CACHE); INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT); INT32 fx = 0, fy = 0, fflags = 0; boolean flipstring = false; // same as laps, used for splitscreen INT32 stringw = 0; // used with the above if (splitscreen > 1) { // we will reuse lap coords here since it's essentially the same shit. if (stplyr == &players[displayplayers[0]] || stplyr == &players[displayplayers[2]]) // If we are P1 or P3... { fx = LAPS_X; fy = LAPS_Y; fflags = V_SNAPTOLEFT|((stplyr == &players[displayplayers[2]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P3 to the bottom. } else // else, that means we're P2 or P4. { fx = LAPS2_X; fy = LAPS2_Y; fflags = V_SNAPTORIGHT|((stplyr == &players[displayplayers[3]]) ? V_SPLITSCREEN|V_SNAPTOBOTTOM : 0); // flip P4 to the bottom flipstring = true; } if (stplyr->kartstuff[k_bumper] <= 0) { V_DrawMappedPatch(fx, fy-1, V_HUDTRANS|fflags, kp_splitkarmabomb, colormap); V_DrawString(fx+13, fy+1, V_HUDTRANS|fflags, va("%d/2", stplyr->kartstuff[k_comebackpoints])); } else // the above doesn't need to account for weird stuff since the max amount of karma necessary is always 2 ^^^^ { if (flipstring) // for p2 and p4, assume we can have more than 10 bumpers. It's retarded but who knows. { stringw = V_StringWidth(va("%d/%d", stplyr->kartstuff[k_bumper], cv_kartbumpers.value), 0); V_DrawMappedPatch(BASEVIDWIDTH-stringw-16, fy-1, V_HUDTRANS|fflags, kp_rankbumper, colormap); V_DrawRightAlignedString(BASEVIDWIDTH-3, fy+1, V_HUDTRANS|fflags, va("%d/%d", stplyr->kartstuff[k_bumper], cv_kartbumpers.value)); } else // draw bumpers normally. { V_DrawMappedPatch(fx, fy-1, V_HUDTRANS|fflags, kp_rankbumper, colormap); V_DrawString(fx+13, fy+1, V_HUDTRANS|fflags, va("%d/%d", stplyr->kartstuff[k_bumper], cv_kartbumpers.value)); } } } else { if (stplyr->kartstuff[k_bumper] <= 0) { V_DrawMappedPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_karmasticker, colormap); V_DrawKartString(LAPS_X+47, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/2", stplyr->kartstuff[k_comebackpoints])); } else { if (stplyr->kartstuff[k_bumper] > 9 && cv_kartbumpers.value > 9) V_DrawMappedPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_bumperstickerwide, colormap); else V_DrawMappedPatch(LAPS_X, LAPS_Y, V_HUDTRANS|splitflags, kp_bumpersticker, colormap); V_DrawKartString(LAPS_X+47, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/%d", stplyr->kartstuff[k_bumper], cv_kartbumpers.value)); } } } static fixed_t K_FindCheckX(fixed_t px, fixed_t py, angle_t ang, fixed_t mx, fixed_t my) { fixed_t dist, x; fixed_t range = RING_DIST/3; angle_t diff; range *= gamespeed+1; dist = abs(R_PointToDist2(px, py, mx, my)); if (dist > range) return -320; diff = R_PointToAngle2(px, py, mx, my) - ang; if (diff < ANGLE_90 || diff > ANGLE_270) return -320; else x = (FixedMul(FINETANGENT(((diff+ANGLE_90)>>ANGLETOFINESHIFT) & 4095), 160<>FRACBITS; if (encoremode) x = 320-x; if (splitscreen > 1) x /= 2; return x; } static void K_drawKartWanted(void) { UINT8 i, numwanted = 0; UINT8 *colormap = NULL; INT32 basex = 0, basey = 0; if (stplyr != &players[displayplayers[0]]) return; for (i = 0; i < 4; i++) { if (battlewanted[i] == -1) break; numwanted++; } if (numwanted <= 0) return; // set X/Y coords depending on splitscreen. if (splitscreen < 3) // 1P and 2P use the same code. { basex = WANT_X; basey = WANT_Y; if (splitscreen == 2) { basey += 16; // slight adjust for 3P basex -= 6; } } else if (splitscreen == 3) // 4P splitscreen... { basex = BASEVIDWIDTH/2 - (SHORT(kp_wantedsplit->width)/2); // center on screen basey = BASEVIDHEIGHT - 55; //basey2 = 4; } if (battlewanted[0] != -1) colormap = R_GetTranslationColormap(0, players[battlewanted[0]].skincolor, GTC_CACHE); V_DrawFixedPatch(basex< 1 ? kp_wantedsplit : kp_wanted), colormap); /*if (basey2) V_DrawFixedPatch(basex< 1 ? 13 : 8), y = basey+(splitscreen > 1 ? 16 : 21); fixed_t scale = FRACUNIT/2; player_t *p = &players[battlewanted[i]]; if (battlewanted[i] == -1) break; if (numwanted == 1) scale = FRACUNIT; else { if (i & 1) x += 16; if (i > 1) y += 16; } if (players[battlewanted[i]].skincolor) { colormap = R_GetTranslationColormap(TC_RAINBOW, p->skincolor, GTC_CACHE); V_DrawFixedPatch(x<skin] : facerankprefix[p->skin]), colormap); /*if (basey2) // again with 4p stuff V_DrawFixedPatch(x<skin] : facerankprefix[p->skin]), colormap);*/ } } } static void K_drawKartPlayerCheck(void) { INT32 i; UINT8 *colormap; INT32 x; INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM); if (!stplyr->mo || stplyr->spectator) return; if (stplyr->awayviewtics) return; if (camspin[0]) return; for (i = 0; i < MAXPLAYERS; i++) { UINT8 pnum = 0; if (&players[i] == stplyr) continue; if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if ((players[i].kartstuff[k_invincibilitytimer] <= 0) && (leveltime & 2)) pnum++; // white frames if (players[i].kartstuff[k_itemtype] == KITEM_GROW || players[i].kartstuff[k_growshrinktimer] > 0) pnum += 4; else if (players[i].kartstuff[k_itemtype] == KITEM_INVINCIBILITY || players[i].kartstuff[k_invincibilitytimer]) pnum += 2; x = K_FindCheckX(stplyr->mo->x, stplyr->mo->y, stplyr->mo->angle, players[i].mo->x, players[i].mo->y); if (x <= 320 && x >= 0) { if (x < 14) x = 14; else if (x > 306) x = 306; colormap = R_GetTranslationColormap(TC_DEFAULT, players[i].mo->color, GTC_CACHE); V_DrawMappedPatch(x, CHEK_Y, V_HUDTRANS|splitflags, kp_check[pnum], colormap); } } } static void K_drawKartMinimapHead(mobj_t *mo, INT32 x, INT32 y, INT32 flags, patch_t *AutomapPic) { // amnum xpos & ypos are the icon's speed around the HUD. // The number being divided by is for how fast it moves. // The higher the number, the slower it moves. // am xpos & ypos are the icon's starting position. Withouht // it, they wouldn't 'spawn' on the top-right side of the HUD. UINT8 skin = 0; fixed_t amnumxpos, amnumypos; INT32 amxpos, amypos; node_t *bsp = &nodes[numnodes-1]; fixed_t maxx, minx, maxy, miny; fixed_t mapwidth, mapheight; fixed_t xoffset, yoffset; fixed_t xscale, yscale, zoom; if (mo->skin) skin = ((skin_t*)mo->skin)-skins; maxx = maxy = INT32_MAX; minx = miny = INT32_MIN; minx = bsp->bbox[0][BOXLEFT]; maxx = bsp->bbox[0][BOXRIGHT]; miny = bsp->bbox[0][BOXBOTTOM]; maxy = bsp->bbox[0][BOXTOP]; if (bsp->bbox[1][BOXLEFT] < minx) minx = bsp->bbox[1][BOXLEFT]; if (bsp->bbox[1][BOXRIGHT] > maxx) maxx = bsp->bbox[1][BOXRIGHT]; if (bsp->bbox[1][BOXBOTTOM] < miny) miny = bsp->bbox[1][BOXBOTTOM]; if (bsp->bbox[1][BOXTOP] > maxy) maxy = bsp->bbox[1][BOXTOP]; // You might be wondering why these are being bitshift here // it's because mapwidth and height would otherwise overflow for maps larger than half the size possible... // map boundaries and sizes will ALWAYS be whole numbers thankfully // later calculations take into consideration that these are actually not in terms of FRACUNIT though minx >>= FRACBITS; maxx >>= FRACBITS; miny >>= FRACBITS; maxy >>= FRACBITS; mapwidth = maxx - minx; mapheight = maxy - miny; // These should always be small enough to be bitshift back right now xoffset = (minx + mapwidth/2)<width, mapwidth); yscale = FixedDiv(AutomapPic->height, mapheight); zoom = FixedMul(min(xscale, yscale), FRACUNIT-FRACUNIT/20); amnumxpos = (FixedMul(mo->x, zoom) - FixedMul(xoffset, zoom)); amnumypos = -(FixedMul(mo->y, zoom) - FixedMul(yoffset, zoom)); if (encoremode) amnumxpos = -amnumxpos; amxpos = amnumxpos + ((x + AutomapPic->width/2 - (facemmapprefix[skin]->width/2))<height/2 - (facemmapprefix[skin]->height/2))<width/2 + (facemmapprefix[skin]->width/2))<color) // 'default' color V_DrawSciencePatch(amxpos, amypos, flags, facemmapprefix[skin], FRACUNIT); else { UINT8 *colormap; if (mo->colorized) colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, GTC_CACHE); else colormap = R_GetTranslationColormap(skin, mo->color, GTC_CACHE); V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, facemmapprefix[skin], colormap); if (mo->player && ((G_RaceGametype() && mo->player->kartstuff[k_position] == spbplace) || (G_BattleGametype() && K_IsPlayerWanted(mo->player)))) { V_DrawFixedPatch(amxpos - (4<width/2); y = MINI_Y - (AutomapPic->height/2); if (timeinmap > 105) { minimaptrans = cv_kartminimap.value; if (timeinmap <= 113) minimaptrans = ((((INT32)timeinmap) - 105)*minimaptrans)/(113-105); if (!minimaptrans) return; } else return; minimaptrans = ((10-minimaptrans)<width), y, splitflags|V_FLIP, AutomapPic); else V_DrawScaledPatch(x, y, splitflags, AutomapPic); if (!(splitscreen == 2)) { splitflags &= ~minimaptrans; splitflags |= V_HUDTRANSHALF; } // let offsets transfer to the heads, too! if (encoremode) x += SHORT(AutomapPic->leftoffset); else x -= SHORT(AutomapPic->leftoffset); y -= SHORT(AutomapPic->topoffset); // initialize for (i = 0; i < 4; i++) localplayers[i] = -1; // Player's tiny icons on the Automap. (drawn opposite direction so player 1 is drawn last in splitscreen) if (ghosts) { demoghost *g = ghosts; while (g) { K_drawKartMinimapHead(g->mo, x, y, splitflags, AutomapPic); g = g->next; } if (!stplyr->mo || stplyr->spectator) // do we need the latter..? return; localplayers[numlocalplayers] = stplyr-players; numlocalplayers++; } else { for (i = MAXPLAYERS-1; i >= 0; i--) { if (!playeringame[i]) continue; if (!players[i].mo || players[i].spectator) continue; if (i != displayplayers[0] || splitscreen) { if (G_BattleGametype() && players[i].kartstuff[k_bumper] <= 0) continue; if (players[i].kartstuff[k_hyudorotimer] > 0) { if (!((players[i].kartstuff[k_hyudorotimer] < 1*TICRATE/2 || players[i].kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2)) && !(leveltime & 1))) continue; } } if (P_IsDisplayPlayer(&players[i])) { // Draw display players on top of everything else localplayers[numlocalplayers] = i; numlocalplayers++; continue; } K_drawKartMinimapHead(players[i].mo, x, y, splitflags, AutomapPic); } } // draw our local players here, opaque. splitflags &= ~V_HUDTRANSHALF; splitflags |= V_HUDTRANS; for (i = 0; i < numlocalplayers; i++) { if (i == -1) continue; // this doesn't interest us K_drawKartMinimapHead(players[localplayers[i]].mo, x, y, splitflags, AutomapPic); } } static void K_drawKartStartCountdown(void) { INT32 pnum = 0, splitflags = K_calcSplitFlags(0); // 3 if (leveltime >= starttime-(2*TICRATE)) // 2 pnum++; if (leveltime >= starttime-TICRATE) // 1 pnum++; if (leveltime >= starttime) // GO! pnum++; if ((leveltime % (2*5)) / 5) // blink pnum += 4; if (splitscreen) // splitscreen pnum += 8; V_DrawScaledPatch(STCD_X - (SHORT(kp_startcountdown[pnum]->width)/2), STCD_Y - (SHORT(kp_startcountdown[pnum]->height)/2), splitflags, kp_startcountdown[pnum]); } static void K_drawKartFinish(void) { INT32 pnum = 0, splitflags = K_calcSplitFlags(0); if (!stplyr->kartstuff[k_cardanimation] || stplyr->kartstuff[k_cardanimation] >= 2*TICRATE) return; if ((stplyr->kartstuff[k_cardanimation] % (2*5)) / 5) // blink pnum = 1; if (splitscreen > 1) // 3/4p, stationary FIN { pnum += 2; V_DrawScaledPatch(STCD_X - (SHORT(kp_racefinish[pnum]->width)/2), STCD_Y - (SHORT(kp_racefinish[pnum]->height)/2), splitflags, kp_racefinish[pnum]); return; } //else -- 1/2p, scrolling FINISH { INT32 x, xval; if (splitscreen) // wide splitscreen pnum += 4; x = ((vid.width<width)<kartstuff[k_cardanimation])*(xval > x ? xval : x))/TICRATE; if (splitscreen && stplyr == &players[displayplayers[1]]) x = -x; V_DrawFixedPatch(x + (STCD_X<>1), (STCD_Y<height)<<(FRACBITS-1)), FRACUNIT, 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; boolean drawcomebacktimer = true; // lazy hack because it's cleaner in the long run. #ifdef HAVE_BLUA if (!LUA_HudEnabled(hud_battlecomebacktimer)) drawcomebacktimer = false; #endif if (splitscreen) { if ((splitscreen == 1 && stplyr == &players[displayplayers[1]]) || (splitscreen > 1 && (stplyr == &players[displayplayers[2]] || (stplyr == &players[displayplayers[3]] && splitscreen > 2)))) { y = 232-(stplyr->kartstuff[k_cardanimation]/2); splitflags = V_SNAPTOBOTTOM; } else y = -32+(stplyr->kartstuff[k_cardanimation]/2); if (splitscreen > 1) { scale /= 2; if (stplyr == &players[displayplayers[1]] || (stplyr == &players[displayplayers[3]] && splitscreen > 2)) x = 3*BASEVIDWIDTH/4; else x = BASEVIDWIDTH/4; } else { if (stplyr->exiting) { if (stplyr == &players[displayplayers[1]]) x = BASEVIDWIDTH-96; else x = 96; } else scale /= 2; } } if (stplyr->exiting) { if (stplyr == &players[displayplayers[0]]) V_DrawFadeScreen(0xFF00, 16); if (stplyr->exiting < 6*TICRATE && !stplyr->spectator) { if (stplyr->kartstuff[k_position] == 1) V_DrawFixedPatch(x<kartstuff[k_bumper] <= 0 && stplyr->kartstuff[k_comebacktimer] && comeback && !stplyr->spectator && drawcomebacktimer) { UINT16 t = stplyr->kartstuff[k_comebacktimer]/(10*TICRATE); INT32 txoff, adjust = (splitscreen > 1) ? 4 : 6; // normal string is 8, kart string is 12, half of that for ease INT32 ty = (BASEVIDHEIGHT/2)+66; txoff = adjust; while (t) { txoff += adjust; t /= 10; } if (splitscreen) { if (splitscreen > 1) ty = (BASEVIDHEIGHT/4)+33; if ((splitscreen == 1 && stplyr == &players[displayplayers[1]]) || (stplyr == &players[displayplayers[2]] && splitscreen > 1) || (stplyr == &players[displayplayers[3]] && splitscreen > 2)) ty += (BASEVIDHEIGHT/2); } else V_DrawFadeScreen(0xFF00, 16); if (!comebackshowninfo) V_DrawFixedPatch(x< 1) V_DrawString(x-txoff, ty, 0, va("%d", stplyr->kartstuff[k_comebacktimer]/TICRATE)); else { V_DrawFixedPatch(x<kartstuff[k_comebacktimer]/TICRATE)); } } if (netgame && !stplyr->spectator && timeinmap > 113) // FREE PLAY? { UINT8 i; // check to see if there's anyone else at all for (i = 0; i < MAXPLAYERS; i++) { if (i == displayplayers[0]) continue; if (playeringame[i] && !stplyr->spectator) return; } #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_freeplay)) #endif K_drawKartFreePlay(leveltime); } } static void K_drawKartFirstPerson(void) { static INT32 pnum[4], turn[4], drift[4]; INT32 pn = 0, tn = 0, dr = 0; INT32 target = 0, splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM); INT32 x = BASEVIDWIDTH/2, y = BASEVIDHEIGHT; fixed_t scale; UINT8 *colmap = NULL; ticcmd_t *cmd = &stplyr->cmd; if (stplyr->spectator || !stplyr->mo || (stplyr->mo->flags2 & MF2_DONTDRAW)) return; if (stplyr == &players[displayplayers[1]] && splitscreen) { pn = pnum[1]; tn = turn[1]; dr = drift[1]; } else if (stplyr == &players[displayplayers[2]] && splitscreen > 1) { pn = pnum[2]; tn = turn[2]; dr = drift[2]; } else if (stplyr == &players[displayplayers[3]] && splitscreen > 2) { pn = pnum[3]; tn = turn[3]; dr = drift[3]; } else { pn = pnum[0]; tn = turn[0]; dr = drift[0]; } if (splitscreen) { y >>= 1; if (splitscreen > 1) x >>= 1; } { if (stplyr->speed < (20*stplyr->mo->scale) && (leveltime & 1) && !splitscreen) y++; // the following isn't EXPLICITLY right, it just gets the result we want, but i'm too lazy to look up the right way to do it if (stplyr->mo->flags2 & MF2_SHADOW) splitflags |= FF_TRANS80; else if (stplyr->mo->frame & FF_TRANSMASK) splitflags |= (stplyr->mo->frame & FF_TRANSMASK); } if (cmd->driftturn > 400) // strong left turn target = 2; else if (cmd->driftturn < -400) // strong right turn target = -2; else if (cmd->driftturn > 0) // weak left turn target = 1; else if (cmd->driftturn < 0) // weak right turn target = -1; else // forward target = 0; if (encoremode) target = -target; if (pn < target) pn++; else if (pn > target) pn--; if (pn < 0) splitflags |= V_FLIP; // right turn target = abs(pn); if (target > 2) target = 2; x <<= FRACBITS; y <<= FRACBITS; if (tn != cmd->driftturn/50) tn -= (tn - (cmd->driftturn/50))/8; if (dr != stplyr->kartstuff[k_drift]*16) dr -= (dr - (stplyr->kartstuff[k_drift]*16))/8; if (splitscreen == 1) { scale = (2*FRACUNIT)/3; y += FRACUNIT/(vid.dupx < vid.dupy ? vid.dupx : vid.dupy); // correct a one-pixel gap on the screen view (not the basevid view) } else if (splitscreen) scale = FRACUNIT/2; else scale = FRACUNIT; if (stplyr->mo) { INT32 dsone = K_GetKartDriftSparkValue(stplyr); INT32 dstwo = dsone*2; INT32 dsthree = dstwo*2; #ifndef DONTLIKETOASTERSFPTWEAKS { const angle_t ang = R_PointToAngle2(0, 0, stplyr->rmomx, stplyr->rmomy) - stplyr->frameangle; // yes, the following is correct. no, you do not need to swap the x and y. fixed_t xoffs = -P_ReturnThrustY(stplyr->mo, ang, (BASEVIDWIDTH<<(FRACBITS-2))/2); fixed_t yoffs = -(P_ReturnThrustX(stplyr->mo, ang, 4*FRACUNIT) - 4*FRACUNIT); if (splitscreen) xoffs = FixedMul(xoffs, scale); xoffs -= (tn)*scale; xoffs -= (dr)*scale; if (stplyr->frameangle == stplyr->mo->angle) { const fixed_t mag = FixedDiv(stplyr->speed, 10*stplyr->mo->scale); if (mag < FRACUNIT) { xoffs = FixedMul(xoffs, mag); if (!splitscreen) yoffs = FixedMul(yoffs, mag); } } if (stplyr->mo->momz > 0) // TO-DO: Draw more of the kart so we can remove this if! yoffs += stplyr->mo->momz/3; if (encoremode) x -= xoffs; else x += xoffs; if (!splitscreen) y += yoffs; } // drift sparks! if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsthree)) colmap = R_GetTranslationColormap(TC_RAINBOW, (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))), GTC_CACHE); else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dstwo)) colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_KETCHUP, GTC_CACHE); else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsone)) colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_SAPPHIRE, GTC_CACHE); else #endif // invincibility/grow/shrink! if (stplyr->mo->colorized && stplyr->mo->color) colmap = R_GetTranslationColormap(TC_RAINBOW, stplyr->mo->color, GTC_CACHE); } V_DrawFixedPatch(x, y, scale, splitflags, kp_fpview[target], colmap); if (stplyr == &players[displayplayers[1]] && splitscreen) { pnum[1] = pn; turn[1] = tn; drift[1] = dr; } else if (stplyr == &players[displayplayers[2]] && splitscreen > 1) { pnum[2] = pn; turn[2] = tn; drift[2] = dr; } else if (stplyr == &players[displayplayers[3]] && splitscreen > 2) { pnum[3] = pn; turn[3] = tn; drift[3] = dr; } else { pnum[0] = pn; turn[0] = tn; drift[0] = dr; } } // doesn't need to ever support 4p static void K_drawInput(void) { static INT32 pn = 0; INT32 target = 0, splitflags = (V_SNAPTOBOTTOM|V_SNAPTORIGHT); INT32 x = BASEVIDWIDTH - 32, y = BASEVIDHEIGHT-24, offs, col; const INT32 accent1 = splitflags|colortranslations[stplyr->skincolor][5]; const INT32 accent2 = splitflags|colortranslations[stplyr->skincolor][9]; ticcmd_t *cmd = &stplyr->cmd; if (timeinmap <= 105) return; if (timeinmap < 113) { INT32 count = ((INT32)(timeinmap) - 105); offs = 64; while (count-- > 0) offs >>= 1; x += offs; } #define BUTTW 8 #define BUTTH 11 #define drawbutt(xoffs, butt, symb)\ if (stplyr->cmd.buttons & butt)\ {\ offs = 2;\ col = accent1;\ }\ else\ {\ offs = 0;\ col = accent2;\ V_DrawFill(x+(xoffs), y+BUTTH, BUTTW-1, 2, splitflags|31);\ }\ V_DrawFill(x+(xoffs), y+offs, BUTTW-1, BUTTH, col);\ V_DrawFixedPatch((x+1+(xoffs))<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<skincolor, GTC_CACHE); V_DrawFixedPatch(x<kartstuff[k_lapanimation]; UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, stplyr->skincolor, GTC_CACHE); V_DrawFixedPatch((BASEVIDWIDTH/2 + (32*max(0, stplyr->kartstuff[k_lapanimation]-76)))*FRACUNIT, (48 - (32*max(0, progress-76)))*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, (modeattacking ? kp_lapanim_emblem[1] : kp_lapanim_emblem[0]), colormap); if (stplyr->kartstuff[k_laphand] >= 1 && stplyr->kartstuff[k_laphand] <= 3) { V_DrawFixedPatch((BASEVIDWIDTH/2 + (32*max(0, stplyr->kartstuff[k_lapanimation]-76)))*FRACUNIT, (48 - (32*max(0, progress-76)) + 4 - abs((signed)((leveltime % 8) - 4)))*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, kp_lapanim_hand[stplyr->kartstuff[k_laphand]-1], NULL); } if (stplyr->laps == (UINT8)(cv_numlaps.value - 1)) { V_DrawFixedPatch((62 - (32*max(0, progress-76)))*FRACUNIT, // 27 30*FRACUNIT, // 24 FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, kp_lapanim_final[min(progress/2, 10)], NULL); if (progress/2-12 >= 0) { V_DrawFixedPatch((188 + (32*max(0, progress-76)))*FRACUNIT, // 194 30*FRACUNIT, // 24 FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, kp_lapanim_lap[min(progress/2-12, 6)], NULL); } } else { V_DrawFixedPatch((82 - (32*max(0, progress-76)))*FRACUNIT, // 61 30*FRACUNIT, // 24 FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, kp_lapanim_lap[min(progress/2, 6)], NULL); if (progress/2-8 >= 0) { V_DrawFixedPatch((188 + (32*max(0, progress-76)))*FRACUNIT, // 194 30*FRACUNIT, // 24 FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, kp_lapanim_number[(((UINT32)stplyr->laps+1) / 10)][min(progress/2-8, 2)], NULL); if (progress/2-10 >= 0) { V_DrawFixedPatch((208 + (32*max(0, progress-76)))*FRACUNIT, // 221 30*FRACUNIT, // 24 FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, kp_lapanim_number[(((UINT32)stplyr->laps+1) % 10)][min(progress/2-10, 2)], NULL); } } } } void K_drawKartFreePlay(UINT32 flashtime) { // no splitscreen support because it's not FREE PLAY if you have more than one player in-game if ((flashtime % TICRATE) < TICRATE/2) return; V_DrawKartString((BASEVIDWIDTH - (LAPS_X+1)) - (12*9), // mirror the laps thingy LAPS_Y+3, V_SNAPTOBOTTOM|V_SNAPTORIGHT, "FREE PLAY"); } static void K_drawDistributionDebugger(void) { patch_t *items[NUMKARTRESULTS] = { kp_sadface[1], kp_sneaker[1], kp_rocketsneaker[1], kp_invincibility[7], kp_banana[1], kp_eggman[1], kp_orbinaut[4], kp_jawz[1], kp_mine[1], kp_ballhog[1], kp_selfpropelledbomb[1], kp_grow[1], kp_shrink[1], kp_thundershield[1], kp_hyudoro[1], kp_pogospring[1], kp_kitchensink[1], kp_sneaker[1], kp_banana[1], kp_banana[1], kp_orbinaut[4], kp_orbinaut[4], kp_jawz[1] }; INT32 useodds = 0; INT32 pingame = 0, bestbumper = 0; INT32 i; INT32 x = -9, y = -9; boolean dontforcespb = false; boolean spbrush = false; if (stplyr != &players[displayplayers[0]]) // only for p1 return; // The only code duplication from the Kart, just to avoid the actual item function from calculating pingame twice for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; pingame++; if (players[i].exiting) dontforcespb = true; if (players[i].kartstuff[k_bumper] > bestbumper) bestbumper = players[i].kartstuff[k_bumper]; } if (G_RaceGametype()) spbrush = (spbplace != -1 && stplyr->kartstuff[k_position] == spbplace+1); useodds = K_FindUseodds(stplyr, 0, pingame, bestbumper, spbrush, dontforcespb); for (i = 1; i < NUMKARTRESULTS; i++) { const INT32 itemodds = K_KartGetItemOdds(useodds, i, 0, spbrush); if (itemodds <= 0) continue; V_DrawScaledPatch(x, y, V_HUDTRANS|V_SNAPTOTOP, items[i]); V_DrawThinString(x+11, y+31, V_HUDTRANS|V_SNAPTOTOP, va("%d", itemodds)); // Display amount for multi-items if (i >= NUMKARTITEMS) { INT32 amount; switch (i) { case KRITEM_TENFOLDBANANA: amount = 10; break; case KRITEM_QUADORBINAUT: amount = 4; break; case KRITEM_DUALJAWZ: amount = 2; break; default: amount = 3; break; } V_DrawString(x+24, y+31, V_ALLOWLOWERCASE|V_HUDTRANS|V_SNAPTOTOP, va("x%d", amount)); } x += 32; if (x >= 297) { x = -9; y += 32; } } V_DrawString(0, 0, V_HUDTRANS|V_SNAPTOTOP, va("USEODDS %d", useodds)); } static void K_drawCheckpointDebugger(void) { if (stplyr != &players[displayplayers[0]]) // only for p1 return; if (stplyr->starpostnum >= (numstarposts - (numstarposts/2))) V_DrawString(8, 184, 0, va("Checkpoint: %d / %d (Can finish)", stplyr->starpostnum, numstarposts)); else V_DrawString(8, 184, 0, va("Checkpoint: %d / %d (Skip: %d)", stplyr->starpostnum, numstarposts, ((numstarposts/2) + stplyr->starpostnum))); V_DrawString(8, 192, 0, va("Waypoint dist: Prev %d, Next %d", stplyr->kartstuff[k_prevcheck], stplyr->kartstuff[k_nextcheck])); } void K_drawKartHUD(void) { boolean isfreeplay = false; boolean battlefullscreen = false; boolean freecam = demo.freecam; //disable some hud elements w/ freecam UINT8 i; // Define the X and Y for each drawn object // This is handled by console/menu values K_initKartHUD(); // Draw that fun first person HUD! Drawn ASAP so it looks more "real". for (i = 0; i <= splitscreen; i++) { if (stplyr == &players[displayplayers[i]] && !camera[i].chase && !freecam) K_drawKartFirstPerson(); } // Draw full screen stuff that turns off the rest of the HUD if (mapreset && stplyr == &players[displayplayers[0]]) { K_drawChallengerScreen(); return; } battlefullscreen = ((G_BattleGametype()) && (stplyr->exiting || (stplyr->kartstuff[k_bumper] <= 0 && stplyr->kartstuff[k_comebacktimer] && comeback && stplyr->playerstate == PST_LIVE))); if (!demo.title && (!battlefullscreen || splitscreen)) { // Draw the CHECK indicator before the other items, so it's overlapped by everything else #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_check)) // delete lua when? #endif if (cv_kartcheck.value && !splitscreen && !players[displayplayers[0]].exiting && !freecam) K_drawKartPlayerCheck(); // Draw WANTED status if (G_BattleGametype()) { #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_wanted)) #endif K_drawKartWanted(); } if (cv_kartminimap.value) { #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_minimap)) #endif K_drawKartMinimap(); } } if (battlefullscreen && !freecam) { #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_battlefullscreen)) #endif K_drawBattleFullscreen(); return; } // Draw the item window #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_item) && !freecam) #endif K_drawKartItem(); // If not splitscreen, draw... if (!splitscreen && !demo.title) { // Draw the timestamp #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_time)) #endif K_drawKartTimestamp(stplyr->realtime, TIME_X, TIME_Y, gamemap, 0); if (!modeattacking) { // The top-four faces on the left /*#ifdef HAVE_BLUA if (LUA_HudEnabled(hud_minirankings)) #endif*/ isfreeplay = K_drawKartPositionFaces(); } } if (!stplyr->spectator && !demo.freecam) // Bottom of the screen elements, don't need in spectate mode { if (demo.title) // Draw title logo instead in demo.titles { INT32 x = BASEVIDWIDTH - 32, y = 128, offs; if (splitscreen == 3) { x = BASEVIDWIDTH/2 + 10; y = BASEVIDHEIGHT/2 - 30; } if (timeinmap < 113) { INT32 count = ((INT32)(timeinmap) - 104); offs = 256; while (count-- > 0) offs >>= 1; x += offs; } V_DrawTinyScaledPatch(x-54, y, 0, W_CachePatchName("TTKBANNR", PU_CACHE)); V_DrawTinyScaledPatch(x-54, y+25, 0, W_CachePatchName("TTKART", PU_CACHE)); } else if (G_RaceGametype()) // Race-only elements { // Draw the lap counter #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_gametypeinfo)) #endif K_drawKartLaps(); if (!splitscreen) { // Draw the speedometer // TODO: Make a better speedometer. #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_speedometer)) #endif K_drawKartSpeedometer(); } if (isfreeplay) ; else if (!modeattacking) { // Draw the numerical position #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_position)) #endif K_DrawKartPositionNum(stplyr->kartstuff[k_position]); } else //if (!(demo.playback && hu_showscores)) { // Draw the input UI #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_position)) #endif K_drawInput(); } } else if (G_BattleGametype()) // Battle-only { // Draw the hits left! #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_gametypeinfo)) #endif K_drawKartBumpersOrKarma(); } } // Draw the countdowns after everything else. if (leveltime >= starttime-(3*TICRATE) && leveltime < starttime+TICRATE) K_drawKartStartCountdown(); else if (racecountdown && (!splitscreen || !stplyr->exiting)) { char *countstr = va("%d", racecountdown/TICRATE); if (splitscreen > 1) V_DrawCenteredString(BASEVIDWIDTH/4, LAPS_Y+1, K_calcSplitFlags(0), countstr); else { INT32 karlen = strlen(countstr)*6; // half of 12 V_DrawKartString((BASEVIDWIDTH/2)-karlen, LAPS_Y+3, K_calcSplitFlags(0), countstr); } } // Race overlays if (G_RaceGametype() && !freecam) { if (stplyr->exiting) K_drawKartFinish(); else if (stplyr->kartstuff[k_lapanimation] && !splitscreen) K_drawLapStartAnim(); } if (modeattacking || freecam) // everything after here is MP and debug only return; if (G_BattleGametype() && !splitscreen && (stplyr->kartstuff[k_yougotem] % 2)) // * YOU GOT EM * V_DrawScaledPatch(BASEVIDWIDTH/2 - (SHORT(kp_yougotem->width)/2), 32, V_HUDTRANS, kp_yougotem); // Draw FREE PLAY. if (isfreeplay && !stplyr->spectator && timeinmap > 113) { #ifdef HAVE_BLUA if (LUA_HudEnabled(hud_freeplay)) #endif K_drawKartFreePlay(leveltime); } if (cv_kartdebugdistribution.value) K_drawDistributionDebugger(); if (cv_kartdebugcheckpoint.value) K_drawCheckpointDebugger(); if (cv_kartdebugnodes.value) { UINT8 p; for (p = 0; p < MAXPLAYERS; p++) V_DrawString(8, 64+(8*p), V_YELLOWMAP, va("%d - %d (%dl)", p, playernode[p], players[p].cmd.latency)); } if (cv_kartdebugcolorize.value && stplyr->mo && stplyr->mo->skin) { INT32 x = 0, y = 0; UINT8 c; for (c = 1; c < MAXSKINCOLORS; c++) { UINT8 *cm = R_GetTranslationColormap(TC_RAINBOW, c, GTC_CACHE); V_DrawFixedPatch(x<>1, 0, facewantprefix[stplyr->skin], cm); x += 16; if (x > BASEVIDWIDTH-16) { x = 0; y += 16; } } } } //}