mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Move ring shooter to its own file
This commit is contained in:
parent
668d832ca1
commit
319cee4afa
7 changed files with 357 additions and 299 deletions
|
|
@ -506,7 +506,7 @@ struct player_t
|
|||
waypoint_t *currentwaypoint;
|
||||
waypoint_t *nextwaypoint;
|
||||
respawnvars_t respawn; // Respawn info
|
||||
tic_t airtime; // Keep track of how long you've been in the air
|
||||
tic_t airtime; // Used to track just air time, but has evolved over time into a general "karted" timer. Rename this variable?
|
||||
UINT8 startboost; // (0 to 125) - Boost you get from start of race or respawn drop dash
|
||||
|
||||
UINT16 flashing;
|
||||
|
|
|
|||
138
src/k_kart.c
138
src/k_kart.c
|
|
@ -11388,14 +11388,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
|
|||
player->pflags &= ~PF_AIRFAILSAFE;
|
||||
}
|
||||
|
||||
if (K_AllowRingShooter(player) == true)
|
||||
{
|
||||
if ((cmd->buttons & BT_RESPAWN)
|
||||
&& !(player->oldcmd.buttons & BT_RESPAWN))
|
||||
{
|
||||
K_SpawnRingShooter(player);
|
||||
}
|
||||
}
|
||||
Obj_RingShooterInput(player);
|
||||
}
|
||||
|
||||
void K_CheckSpectateStatus(void)
|
||||
|
|
@ -11783,132 +11776,3 @@ boolean K_Cooperative(void)
|
|||
}
|
||||
|
||||
//}
|
||||
|
||||
boolean K_AllowRingShooter(player_t *player)
|
||||
{
|
||||
const fixed_t minSpeed = 6 * player->mo->scale;
|
||||
|
||||
if (player->respawn.state != RESPAWNST_NONE
|
||||
&& player->respawn.init == true)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (player->drift == 0
|
||||
&& player->justbumped == 0
|
||||
&& player->spindashboost == 0
|
||||
&& player->nocontrol == 0
|
||||
&& player->fastfall == 0
|
||||
&& player->speed < minSpeed
|
||||
&& P_PlayerInPain(player) == false
|
||||
&& P_IsObjectOnGround(player->mo) == true)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// I've tried to reduce redundancy as much as I can,
|
||||
// but check P_UpdateRingShooterParts if you edit this
|
||||
void K_SpawnRingShooter(player_t *player)
|
||||
{
|
||||
const fixed_t scale = 2*FRACUNIT;
|
||||
mobjinfo_t *info = &mobjinfo[MT_RINGSHOOTER_PART];
|
||||
mobj_t *mo = player->mo;
|
||||
mobj_t *base = P_SpawnMobj(mo->x, mo->y, mo->z, MT_RINGSHOOTER);
|
||||
mobj_t *part, *refNipple;
|
||||
UINT32 frameNum;
|
||||
angle_t angle;
|
||||
vector2_t offset;
|
||||
SINT8 i;
|
||||
|
||||
K_FlipFromObject(base, mo);
|
||||
P_SetTarget(&base->target, mo);
|
||||
P_SetScale(base, base->destscale = FixedMul(base->destscale, scale));
|
||||
base->angle = mo->angle;
|
||||
base->scalespeed = FRACUNIT/2;
|
||||
base->extravalue1 = FRACUNIT; // horizontal scale
|
||||
base->extravalue2 = 0; // vertical scale
|
||||
|
||||
// the ring shooter object itself is invisible and acts as the thinker
|
||||
// each ring shooter uses three linked lists to keep track of its parts
|
||||
// the hprev chain stores the two NIPPLE BARS
|
||||
// the hnext chain stores the four sides of the box
|
||||
// the tracer chain stores the screen and the screen layers
|
||||
|
||||
// spawn the RING NIPPLES
|
||||
part = base;
|
||||
frameNum = 0;
|
||||
FV2_Load(&offset, -96*FRACUNIT, 160*FRACUNIT);
|
||||
FV2_Divide(&offset, scale);
|
||||
for (i = -1; i < 2; i += 2)
|
||||
{
|
||||
P_SetTarget(&part->hprev, P_SpawnMobjFromMobj(base,
|
||||
P_ReturnThrustX(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y),
|
||||
P_ReturnThrustY(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y),
|
||||
0, MT_RINGSHOOTER_PART));
|
||||
P_SetTarget(&part->hprev->hnext, part);
|
||||
part = part->hprev;
|
||||
P_SetTarget(&part->target, base);
|
||||
|
||||
part->angle = base->angle - i * ANGLE_45;
|
||||
P_SetMobjState(part, S_RINGSHOOTER_NIPPLES);
|
||||
part->frame += frameNum;
|
||||
part->flags |= MF_NOTHINK;
|
||||
part->old_spriteyscale = part->spriteyscale = 0;
|
||||
frameNum++;
|
||||
}
|
||||
refNipple = part; // keep the second ring nipple; its position will be referenced by the box
|
||||
|
||||
// spawn the box
|
||||
part = base;
|
||||
frameNum = 0;
|
||||
angle = base->angle + ANGLE_90;
|
||||
FV2_Load(&offset, offset.x - info->radius, offset.y - info->radius); // set the new origin to the centerpoint of the box
|
||||
FV2_Load(&offset,
|
||||
P_ReturnThrustX(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y),
|
||||
P_ReturnThrustY(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y)); // transform it relative to the base
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(base,
|
||||
offset.x + P_ReturnThrustX(NULL, angle, info->radius),
|
||||
offset.y + P_ReturnThrustY(NULL, angle, info->radius),
|
||||
0, MT_RINGSHOOTER_PART));
|
||||
P_SetTarget(&part->hnext->hprev, part);
|
||||
part = part->hnext;
|
||||
P_SetTarget(&part->target, base);
|
||||
|
||||
if (i == 2)
|
||||
frameNum++;
|
||||
frameNum ^= FF_HORIZONTALFLIP;
|
||||
angle -= ANGLE_90;
|
||||
part->angle = angle;
|
||||
part->frame += frameNum;
|
||||
part->extravalue1 = part->x - refNipple->x;
|
||||
part->extravalue2 = part->y - refNipple->y;
|
||||
part->flags |= MF_NOTHINK;
|
||||
part->old_spriteyscale = part->spriteyscale = 0;
|
||||
}
|
||||
|
||||
// spawn the screen
|
||||
part = P_SpawnMobjFromMobj(base, offset.x, offset.y, 0, MT_RINGSHOOTER_SCREEN);
|
||||
P_SetTarget(&base->tracer, part);
|
||||
P_SetTarget(&part->target, base);
|
||||
part->angle = base->angle - ANGLE_45;
|
||||
part->extravalue1 = part->x - refNipple->x;
|
||||
part->extravalue2 = part->y - refNipple->y;
|
||||
part->flags |= MF_NOTHINK;
|
||||
part->old_spriteyscale = part->spriteyscale = 0;
|
||||
|
||||
// spawn the screen numbers
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(part, 0, 0, 0, MT_OVERLAY));
|
||||
P_SetTarget(&part->tracer->target, part);
|
||||
part = part->tracer;
|
||||
part->angle = part->target->angle;
|
||||
P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i);
|
||||
part->renderflags |= RF_DONTDRAW;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -189,8 +189,6 @@ boolean K_IsSPBInGame(void);
|
|||
void K_KartEbrakeVisuals(player_t *p);
|
||||
void K_HandleDirectionalInfluence(player_t *player);
|
||||
fixed_t K_DefaultPlayerRadius(player_t *player);
|
||||
boolean K_AllowRingShooter(player_t *player);
|
||||
void K_SpawnRingShooter(player_t *player);
|
||||
|
||||
// sound stuff for lua
|
||||
void K_PlayAttackTaunt(mobj_t *source);
|
||||
|
|
|
|||
|
|
@ -106,6 +106,10 @@ void Obj_LoopEndpointCollide(mobj_t *special, mobj_t *toucher);
|
|||
void Obj_BeginDropTargetMorph(mobj_t *target, skincolornum_t color);
|
||||
boolean Obj_DropTargetMorphThink(mobj_t *morph);
|
||||
|
||||
/* Ring Shooter */
|
||||
void Obj_RingShooterThinker(mobj_t *mo);
|
||||
void Obj_RingShooterInput(player_t *player);
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -14,4 +14,5 @@ target_sources(SRB2SDL2 PRIVATE
|
|||
item-spot.c
|
||||
loops.c
|
||||
drop-target.c
|
||||
ring-shooter.c
|
||||
)
|
||||
|
|
|
|||
349
src/objects/ring-shooter.c
Normal file
349
src/objects/ring-shooter.c
Normal file
|
|
@ -0,0 +1,349 @@
|
|||
// DR. ROBOTNIK'S RING RACERS
|
||||
//-----------------------------------------------------------------------------
|
||||
// Copyright (C) by Sally "TehRealSalt" Cochenour
|
||||
// Copyright (C) by "Lach"
|
||||
// Copyright (C) by Kart Krew
|
||||
//
|
||||
// This program is free software distributed under the
|
||||
// terms of the GNU General Public License, version 2.
|
||||
// See the 'LICENSE' file for more details.
|
||||
//-----------------------------------------------------------------------------
|
||||
/// \file ring-shooter.c
|
||||
/// \brief DEZ "Ring Shooter" respawner object
|
||||
|
||||
#include "../doomdef.h"
|
||||
#include "../doomstat.h"
|
||||
#include "../info.h"
|
||||
#include "../k_kart.h"
|
||||
#include "../k_objects.h"
|
||||
#include "../m_random.h"
|
||||
#include "../p_local.h"
|
||||
#include "../r_main.h"
|
||||
#include "../s_sound.h"
|
||||
#include "../g_game.h"
|
||||
#include "../z_zone.h"
|
||||
#include "../k_waypoint.h"
|
||||
#include "../r_skins.h"
|
||||
#include "../k_respawn.h"
|
||||
|
||||
#define RS_FUSE_TIME (4*TICRATE)
|
||||
|
||||
static void ActivateRingShooter(mobj_t *mo)
|
||||
{
|
||||
mobj_t *part = mo->tracer;
|
||||
|
||||
while (!P_MobjWasRemoved(part->tracer))
|
||||
{
|
||||
part = part->tracer;
|
||||
part->renderflags &= ~RF_DONTDRAW;
|
||||
part->frame += 4;
|
||||
}
|
||||
}
|
||||
|
||||
#define scaleSpeed mo->scalespeed
|
||||
#define scaleState mo->threshold
|
||||
#define xScale mo->extravalue1
|
||||
#define yScale mo->extravalue2
|
||||
#define xOffset part->extravalue1
|
||||
#define yOffset part->extravalue2
|
||||
#define SCALEPART part->spritexscale = xScale; part->spriteyscale = yScale;
|
||||
#define MOVEPART P_MoveOrigin(part, refNipple->x + FixedMul(xOffset, xScale), refNipple->y + FixedMul(yOffset, xScale), part->z);
|
||||
|
||||
// I've tried to reduce redundancy as much as I can,
|
||||
// but check K_SpawnRingShooter if you edit this
|
||||
static void UpdateRingShooterParts(mobj_t *mo)
|
||||
{
|
||||
mobj_t *part, *refNipple;
|
||||
|
||||
part = mo;
|
||||
while (!P_MobjWasRemoved(part->hprev))
|
||||
{
|
||||
part = part->hprev;
|
||||
SCALEPART
|
||||
}
|
||||
refNipple = part;
|
||||
|
||||
part = mo;
|
||||
while (!P_MobjWasRemoved(part->hnext))
|
||||
{
|
||||
part = part->hnext;
|
||||
MOVEPART
|
||||
SCALEPART
|
||||
}
|
||||
|
||||
part = mo->tracer;
|
||||
part->z = mo->z + FixedMul(refNipple->height, yScale);
|
||||
MOVEPART
|
||||
SCALEPART
|
||||
}
|
||||
|
||||
static boolean RingShooterInit(mobj_t *mo)
|
||||
{
|
||||
if (scaleState == -1)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (scaleState)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
yScale += scaleSpeed;
|
||||
if (yScale >= FRACUNIT)
|
||||
{
|
||||
//xScale -= scaleSpeed;
|
||||
scaleState++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
{
|
||||
scaleSpeed -= FRACUNIT/5;
|
||||
yScale += scaleSpeed;
|
||||
xScale -= scaleSpeed;
|
||||
if (yScale < 3*FRACUNIT/4)
|
||||
{
|
||||
scaleState ++;
|
||||
scaleSpeed = FRACUNIT >> 2;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
yScale += scaleSpeed;
|
||||
xScale -= scaleSpeed;
|
||||
if (yScale >= FRACUNIT)
|
||||
{
|
||||
scaleState = -1;
|
||||
xScale = yScale = FRACUNIT;
|
||||
ActivateRingShooter(mo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UpdateRingShooterParts(mo);
|
||||
return scaleState != -1;
|
||||
}
|
||||
#undef scaleSpeed
|
||||
#undef scaleState
|
||||
#undef xScale
|
||||
#undef yScale
|
||||
#undef xOffset
|
||||
#undef yOffset
|
||||
#undef MOVEPART
|
||||
#undef SCALEPART
|
||||
|
||||
static void RingShooterCountdown(mobj_t *mo)
|
||||
{
|
||||
mobj_t *part = mo->tracer;
|
||||
|
||||
if (mo->reactiontime == -1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (--mo->reactiontime > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
while (!P_MobjWasRemoved(part->tracer))
|
||||
{
|
||||
part = part->tracer;
|
||||
part->frame--;
|
||||
}
|
||||
|
||||
switch ((part->frame & FF_FRAMEMASK) - (part->state->frame & FF_FRAMEMASK))
|
||||
{
|
||||
case -1:
|
||||
{
|
||||
mo->reactiontime = -1;
|
||||
part->skin = mo->skin;
|
||||
P_SetMobjState(part, S_RINGSHOOTER_FACE);
|
||||
break;
|
||||
}
|
||||
case 0:
|
||||
{
|
||||
mo->reactiontime = TICRATE;
|
||||
S_StartSound(mo, mo->info->deathsound);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
mo->reactiontime = TICRATE;
|
||||
S_StartSound(mo, mo->info->painsound);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void RingShooterFlicker(mobj_t *mo)
|
||||
{
|
||||
UINT32 trans;
|
||||
mobj_t *part = mo->tracer;
|
||||
|
||||
while (!P_MobjWasRemoved(part->tracer))
|
||||
{
|
||||
part = part->tracer;
|
||||
}
|
||||
|
||||
part->renderflags ^= RF_DONTDRAW;
|
||||
if (part->renderflags & RF_DONTDRAW)
|
||||
{
|
||||
trans = FF_TRANS50;
|
||||
}
|
||||
else
|
||||
{
|
||||
trans = 0;
|
||||
}
|
||||
part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans;
|
||||
}
|
||||
|
||||
void Obj_RingShooterThinker(mobj_t *mo)
|
||||
{
|
||||
if (P_MobjWasRemoved(mo->tracer) || RingShooterInit(mo))
|
||||
return;
|
||||
|
||||
RingShooterCountdown(mo);
|
||||
RingShooterFlicker(mo);
|
||||
}
|
||||
|
||||
static boolean AllowRingShooter(player_t *player)
|
||||
{
|
||||
const fixed_t minSpeed = 6 * player->mo->scale;
|
||||
|
||||
if (player->respawn.state != RESPAWNST_NONE
|
||||
&& player->respawn.init == true)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (player->drift == 0
|
||||
&& player->justbumped == 0
|
||||
&& player->spindashboost == 0
|
||||
&& player->nocontrol == 0
|
||||
&& player->fastfall == 0
|
||||
&& player->speed < minSpeed
|
||||
&& P_PlayerInPain(player) == false
|
||||
&& P_IsObjectOnGround(player->mo) == true)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// I've tried to reduce redundancy as much as I can,
|
||||
// but check P_UpdateRingShooterParts if you edit this
|
||||
static void SpawnRingShooter(player_t *player)
|
||||
{
|
||||
const fixed_t scale = 2*FRACUNIT;
|
||||
mobjinfo_t *info = &mobjinfo[MT_RINGSHOOTER_PART];
|
||||
mobj_t *mo = player->mo;
|
||||
mobj_t *base = P_SpawnMobj(mo->x, mo->y, mo->z, MT_RINGSHOOTER);
|
||||
mobj_t *part, *refNipple;
|
||||
UINT32 frameNum;
|
||||
angle_t angle;
|
||||
vector2_t offset;
|
||||
SINT8 i;
|
||||
|
||||
K_FlipFromObject(base, mo);
|
||||
P_SetTarget(&base->target, mo);
|
||||
P_SetScale(base, base->destscale = FixedMul(base->destscale, scale));
|
||||
base->angle = mo->angle;
|
||||
base->scalespeed = FRACUNIT/2;
|
||||
base->extravalue1 = FRACUNIT; // horizontal scale
|
||||
base->extravalue2 = 0; // vertical scale
|
||||
base->fuse = RS_FUSE_TIME;
|
||||
|
||||
// the ring shooter object itself is invisible and acts as the thinker
|
||||
// each ring shooter uses three linked lists to keep track of its parts
|
||||
// the hprev chain stores the two NIPPLE BARS
|
||||
// the hnext chain stores the four sides of the box
|
||||
// the tracer chain stores the screen and the screen layers
|
||||
|
||||
// spawn the RING NIPPLES
|
||||
part = base;
|
||||
frameNum = 0;
|
||||
FV2_Load(&offset, -96*FRACUNIT, 160*FRACUNIT);
|
||||
FV2_Divide(&offset, scale);
|
||||
for (i = -1; i < 2; i += 2)
|
||||
{
|
||||
P_SetTarget(&part->hprev, P_SpawnMobjFromMobj(base,
|
||||
P_ReturnThrustX(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y),
|
||||
P_ReturnThrustY(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y),
|
||||
0, MT_RINGSHOOTER_PART));
|
||||
P_SetTarget(&part->hprev->hnext, part);
|
||||
part = part->hprev;
|
||||
P_SetTarget(&part->target, base);
|
||||
|
||||
part->angle = base->angle - i * ANGLE_45;
|
||||
P_SetMobjState(part, S_RINGSHOOTER_NIPPLES);
|
||||
part->frame += frameNum;
|
||||
part->flags |= MF_NOTHINK;
|
||||
part->old_spriteyscale = part->spriteyscale = 0;
|
||||
frameNum++;
|
||||
}
|
||||
refNipple = part; // keep the second ring nipple; its position will be referenced by the box
|
||||
|
||||
// spawn the box
|
||||
part = base;
|
||||
frameNum = 0;
|
||||
angle = base->angle + ANGLE_90;
|
||||
FV2_Load(&offset, offset.x - info->radius, offset.y - info->radius); // set the new origin to the centerpoint of the box
|
||||
FV2_Load(&offset,
|
||||
P_ReturnThrustX(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y),
|
||||
P_ReturnThrustY(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y)); // transform it relative to the base
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(base,
|
||||
offset.x + P_ReturnThrustX(NULL, angle, info->radius),
|
||||
offset.y + P_ReturnThrustY(NULL, angle, info->radius),
|
||||
0, MT_RINGSHOOTER_PART));
|
||||
P_SetTarget(&part->hnext->hprev, part);
|
||||
part = part->hnext;
|
||||
P_SetTarget(&part->target, base);
|
||||
|
||||
if (i == 2)
|
||||
frameNum++;
|
||||
frameNum ^= FF_HORIZONTALFLIP;
|
||||
angle -= ANGLE_90;
|
||||
part->angle = angle;
|
||||
part->frame += frameNum;
|
||||
part->extravalue1 = part->x - refNipple->x;
|
||||
part->extravalue2 = part->y - refNipple->y;
|
||||
part->flags |= MF_NOTHINK;
|
||||
part->old_spriteyscale = part->spriteyscale = 0;
|
||||
}
|
||||
|
||||
// spawn the screen
|
||||
part = P_SpawnMobjFromMobj(base, offset.x, offset.y, 0, MT_RINGSHOOTER_SCREEN);
|
||||
P_SetTarget(&base->tracer, part);
|
||||
P_SetTarget(&part->target, base);
|
||||
part->angle = base->angle - ANGLE_45;
|
||||
part->extravalue1 = part->x - refNipple->x;
|
||||
part->extravalue2 = part->y - refNipple->y;
|
||||
part->flags |= MF_NOTHINK;
|
||||
part->old_spriteyscale = part->spriteyscale = 0;
|
||||
|
||||
// spawn the screen numbers
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(part, 0, 0, 0, MT_OVERLAY));
|
||||
P_SetTarget(&part->tracer->target, part);
|
||||
part = part->tracer;
|
||||
part->angle = part->target->angle;
|
||||
P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i);
|
||||
part->renderflags |= RF_DONTDRAW;
|
||||
}
|
||||
}
|
||||
|
||||
void Obj_RingShooterInput(player_t *player)
|
||||
{
|
||||
if (AllowRingShooter(player) == true
|
||||
&& (player->cmd.buttons & BT_RESPAWN) == BT_RESPAWN
|
||||
&& (player->oldcmd.buttons & BT_RESPAWN) == 0)
|
||||
{
|
||||
SpawnRingShooter(player);
|
||||
}
|
||||
}
|
||||
160
src/p_mobj.c
160
src/p_mobj.c
|
|
@ -4550,164 +4550,6 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj)
|
|||
#undef ANG_CAPSULE
|
||||
#undef ROTATIONSPEED
|
||||
|
||||
// ------------
|
||||
// RING SHOOTER
|
||||
// ------------
|
||||
|
||||
static void P_ActivateRingShooter(mobj_t *mo)
|
||||
{
|
||||
mobj_t *part = mo->tracer;
|
||||
|
||||
while (!P_MobjWasRemoved(part->tracer))
|
||||
{
|
||||
part = part->tracer;
|
||||
part->renderflags &= ~RF_DONTDRAW;
|
||||
part->frame += 4;
|
||||
}
|
||||
}
|
||||
|
||||
#define scaleSpeed mo->scalespeed
|
||||
#define scaleState mo->threshold
|
||||
#define xScale mo->extravalue1
|
||||
#define yScale mo->extravalue2
|
||||
#define xOffset part->extravalue1
|
||||
#define yOffset part->extravalue2
|
||||
#define SCALEPART part->spritexscale = xScale; part->spriteyscale = yScale;
|
||||
#define MOVEPART P_MoveOrigin(part, refNipple->x + FixedMul(xOffset, xScale), refNipple->y + FixedMul(yOffset, xScale), part->z);
|
||||
|
||||
// I've tried to reduce redundancy as much as I can,
|
||||
// but check K_SpawnRingShooter if you edit this
|
||||
static void P_UpdateRingShooterParts(mobj_t *mo)
|
||||
{
|
||||
mobj_t *part, *refNipple;
|
||||
|
||||
part = mo;
|
||||
while (!P_MobjWasRemoved(part->hprev))
|
||||
{
|
||||
part = part->hprev;
|
||||
SCALEPART
|
||||
}
|
||||
refNipple = part;
|
||||
|
||||
part = mo;
|
||||
while (!P_MobjWasRemoved(part->hnext))
|
||||
{
|
||||
part = part->hnext;
|
||||
MOVEPART
|
||||
SCALEPART
|
||||
}
|
||||
|
||||
part = mo->tracer;
|
||||
part->z = mo->z + FixedMul(refNipple->height, yScale);
|
||||
MOVEPART
|
||||
SCALEPART
|
||||
}
|
||||
|
||||
static boolean P_RingShooterInit(mobj_t *mo)
|
||||
{
|
||||
if (scaleState == -1)
|
||||
return false;
|
||||
|
||||
switch (scaleState) {
|
||||
case 0:
|
||||
yScale += scaleSpeed;
|
||||
if (yScale >= FRACUNIT)
|
||||
{
|
||||
//xScale -= scaleSpeed;
|
||||
scaleState++;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
scaleSpeed -= FRACUNIT/5;
|
||||
yScale += scaleSpeed;
|
||||
xScale -= scaleSpeed;
|
||||
if (yScale < 3*FRACUNIT/4)
|
||||
{
|
||||
scaleState ++;
|
||||
scaleSpeed = FRACUNIT >> 2;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
yScale += scaleSpeed;
|
||||
xScale -= scaleSpeed;
|
||||
if (yScale >= FRACUNIT)
|
||||
{
|
||||
scaleState = -1;
|
||||
xScale = yScale = FRACUNIT;
|
||||
P_ActivateRingShooter(mo);
|
||||
}
|
||||
}
|
||||
|
||||
P_UpdateRingShooterParts(mo);
|
||||
return scaleState != -1;
|
||||
}
|
||||
#undef scaleSpeed
|
||||
#undef scaleState
|
||||
#undef xScale
|
||||
#undef yScale
|
||||
#undef xOffset
|
||||
#undef yOffset
|
||||
#undef MOVEPART
|
||||
#undef SCALEPART
|
||||
|
||||
static void P_RingShooterCountdown(mobj_t *mo)
|
||||
{
|
||||
mobj_t *part = mo->tracer;
|
||||
|
||||
if (mo->reactiontime == -1)
|
||||
return;
|
||||
|
||||
if (--mo->reactiontime > 0)
|
||||
return;
|
||||
|
||||
while (!P_MobjWasRemoved(part->tracer))
|
||||
{
|
||||
part = part->tracer;
|
||||
part->frame--;
|
||||
}
|
||||
|
||||
switch ((part->frame & FF_FRAMEMASK) - (part->state->frame & FF_FRAMEMASK)) {
|
||||
case -1:
|
||||
mo->reactiontime = -1;
|
||||
part->skin = mo->skin;
|
||||
P_SetMobjState(part, S_RINGSHOOTER_FACE);
|
||||
break;
|
||||
case 0:
|
||||
mo->reactiontime = TICRATE;
|
||||
S_StartSound(mo, mo->info->deathsound);
|
||||
break;
|
||||
default:
|
||||
mo->reactiontime = TICRATE;
|
||||
S_StartSound(mo, mo->info->painsound);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void P_RingShooterFlicker(mobj_t *mo)
|
||||
{
|
||||
UINT32 trans;
|
||||
mobj_t *part = mo->tracer;
|
||||
|
||||
while (!P_MobjWasRemoved(part->tracer))
|
||||
part = part->tracer;
|
||||
|
||||
part->renderflags ^= RF_DONTDRAW;
|
||||
if (part->renderflags & RF_DONTDRAW)
|
||||
trans = FF_TRANS50;
|
||||
else
|
||||
trans = 0;
|
||||
part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans;
|
||||
}
|
||||
|
||||
static void P_RingShooterThinker(mobj_t *mo)
|
||||
{
|
||||
if (P_MobjWasRemoved(mo->tracer) || P_RingShooterInit(mo))
|
||||
return;
|
||||
|
||||
P_RingShooterCountdown(mo);
|
||||
P_RingShooterFlicker(mo);
|
||||
}
|
||||
|
||||
//
|
||||
// P_BossTargetPlayer
|
||||
// If closest is true, find the closest player.
|
||||
|
|
@ -6800,7 +6642,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
|
|||
}
|
||||
break;
|
||||
case MT_RINGSHOOTER:
|
||||
P_RingShooterThinker(mobj);
|
||||
Obj_RingShooterThinker(mobj);
|
||||
break;
|
||||
case MT_SPINDASHWIND:
|
||||
case MT_DRIFTELECTRICSPARK:
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue