Actual Ring Shooter functionality

This commit is contained in:
Sally Coolatta 2023-04-13 00:46:24 -04:00
parent 4e7b6f0cc3
commit 92b8e38f11
5 changed files with 248 additions and 149 deletions

View file

@ -24679,13 +24679,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_s3kad, // deathsound
0, // speed
16*FRACUNIT, // radius
16*FRACUNIT, // height
24*FRACUNIT, // radius
8*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},

View file

@ -109,7 +109,9 @@ boolean Obj_DropTargetMorphThink(mobj_t *morph);
/* Ring Shooter */
boolean Obj_RingShooterThinker(mobj_t *mo);
void Obj_RingShooterInput(player_t *player);
void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player);
void Obj_RingShooterDelete(mobj_t *mo);
void Obj_UpdateRingShooterFace(mobj_t *part);
#ifdef __cplusplus
} // extern "C"

View file

@ -28,6 +28,7 @@
#include "../lua_hook.h"
#define RS_FUSE_TIME (4*TICRATE)
#define RS_FUSE_BLINK (TICRATE >> 1)
#define RS_GRABBER_START (16 << FRACBITS)
#define RS_GRABBER_SLIDE (RS_GRABBER_START >> 4)
@ -36,7 +37,7 @@
#define RS_KARTED_INC (3)
#define rs_base_scalespeed(o) ((o)->scalespeed)
#define rs_base_scalestate(o) ((o)->threshold)
#define rs_base_initstate(o) ((o)->threshold)
#define rs_base_xscale(o) ((o)->extravalue1)
#define rs_base_yscale(o) ((o)->extravalue2)
@ -44,6 +45,7 @@
#define rs_base_karted(o) ((o)->movecount)
#define rs_base_grabberdist(o) ((o)->movefactor)
#define rs_base_canceled(o) ((o)->cvmem)
#define rs_base_playerface(o) ((o)->cusval)
#define rs_part_xoffset(o) ((o)->extravalue1)
#define rs_part_yoffset(o) ((o)->extravalue2)
@ -195,87 +197,11 @@ static void UpdateRingShooterPartsVisibility(mobj_t *mo)
ShowHidePart(part, mo);
}
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;
}
}
static boolean RingShooterInit(mobj_t *mo)
{
if (rs_base_scalestate(mo) == -1)
{
return false;
}
switch (rs_base_scalestate(mo))
{
case 0:
{
rs_base_yscale(mo) += rs_base_scalespeed(mo);
if (rs_base_yscale(mo) >= FRACUNIT)
{
//rs_base_xscale(mo) -= rs_base_scalespeed(mo);
rs_base_scalestate(mo)++;
}
break;
}
case 1:
{
rs_base_scalespeed(mo) -= FRACUNIT/5;
rs_base_yscale(mo) += rs_base_scalespeed(mo);
rs_base_xscale(mo) -= rs_base_scalespeed(mo);
if (rs_base_yscale(mo) < 3*FRACUNIT/4)
{
rs_base_scalestate(mo)++;
rs_base_scalespeed(mo) = FRACUNIT >> 2;
}
break;
}
case 2:
{
rs_base_yscale(mo) += rs_base_scalespeed(mo);
rs_base_xscale(mo) -= rs_base_scalespeed(mo);
if (rs_base_yscale(mo) >= FRACUNIT)
{
rs_base_scalestate(mo)++;
rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT;
}
break;
}
case 3:
{
rs_base_grabberdist(mo) -= RS_GRABBER_SLIDE;
if (rs_base_grabberdist(mo) <= 0)
{
rs_base_scalestate(mo) = -1;
rs_base_grabberdist(mo) = 0;
ActivateRingShooter(mo);
}
break;
}
default:
{
rs_base_scalestate(mo) = 0; // fix invalid states
break;
}
}
UpdateRingShooterParts(mo);
return (rs_base_scalestate(mo) != -1);
}
static void RingShooterCountdown(mobj_t *mo)
{
mobj_t *part = mo->tracer;
if (mo->reactiontime == -1)
if (mo->reactiontime < 0)
{
return;
}
@ -296,7 +222,16 @@ static void RingShooterCountdown(mobj_t *mo)
case -1:
{
mo->reactiontime = -1;
part->skin = mo->skin;
if (rs_base_playerface(mo) >= 0 && rs_base_playerface(mo) < MAXPLAYERS)
{
if (playeringame[rs_base_playerface(mo)] == true)
{
player_t *player = &players[ rs_base_playerid(mo) ];
part->skin = &skins[player->skin];
}
}
P_SetMobjState(part, S_RINGSHOOTER_FACE);
break;
}
@ -304,6 +239,15 @@ static void RingShooterCountdown(mobj_t *mo)
{
mo->reactiontime = TICRATE;
S_StartSound(mo, mo->info->deathsound);
if (rs_base_playerid(mo) >= 0 && rs_base_playerid(mo) < MAXPLAYERS)
{
if (playeringame[rs_base_playerid(mo)] == true)
{
player_t *player = &players[ rs_base_playerid(mo) ];
Obj_PlayerUsedRingShooter(mo, player);
}
}
break;
}
default:
@ -337,6 +281,92 @@ static void RingShooterFlicker(mobj_t *mo)
part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans;
}
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;
}
RingShooterCountdown(mo);
}
static boolean RingShooterInit(mobj_t *mo)
{
if (rs_base_initstate(mo) == -1)
{
return false;
}
switch (rs_base_initstate(mo))
{
case 0:
{
rs_base_yscale(mo) += rs_base_scalespeed(mo);
if (rs_base_yscale(mo) >= FRACUNIT)
{
//rs_base_xscale(mo) -= rs_base_scalespeed(mo);
rs_base_initstate(mo)++;
}
break;
}
case 1:
{
rs_base_scalespeed(mo) -= FRACUNIT/5;
rs_base_yscale(mo) += rs_base_scalespeed(mo);
rs_base_xscale(mo) -= rs_base_scalespeed(mo);
if (rs_base_yscale(mo) < 3*FRACUNIT/4)
{
rs_base_initstate(mo)++;
rs_base_scalespeed(mo) = FRACUNIT >> 2;
}
break;
}
case 2:
{
rs_base_yscale(mo) += rs_base_scalespeed(mo);
rs_base_xscale(mo) -= rs_base_scalespeed(mo);
if (rs_base_yscale(mo) >= FRACUNIT)
{
rs_base_initstate(mo)++;
rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT;
}
break;
}
case 3:
{
if (rs_base_canceled(mo) != 0)
{
rs_base_initstate(mo) = -1;
ActivateRingShooter(mo);
}
else
{
rs_base_grabberdist(mo) -= RS_GRABBER_SLIDE;
if (rs_base_grabberdist(mo) <= 0)
{
rs_base_initstate(mo) = -1;
rs_base_grabberdist(mo) = 0;
ActivateRingShooter(mo);
}
}
break;
}
default:
{
rs_base_initstate(mo) = 0; // fix invalid states
break;
}
}
UpdateRingShooterParts(mo);
return (rs_base_initstate(mo) != -1);
}
boolean Obj_RingShooterThinker(mobj_t *mo)
{
if (RingShooterInit(mo) == true)
@ -355,18 +385,22 @@ boolean Obj_RingShooterThinker(mobj_t *mo)
}
}
if (rs_base_canceled(mo) != 0)
if (rs_base_canceled(mo) == 0)
{
rs_base_karted(mo) += RS_KARTED_INC;
if (P_MobjWasRemoved(mo->tracer) == false)
{
RingShooterCountdown(mo);
RingShooterFlicker(mo);
}
}
if (mo->fuse < TICRATE)
if (P_MobjWasRemoved(mo->tracer) == false)
{
RingShooterFlicker(mo);
}
if (mo->fuse < RS_FUSE_BLINK)
{
if (leveltime & 1)
{
@ -383,6 +417,29 @@ boolean Obj_RingShooterThinker(mobj_t *mo)
return true;
}
void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player)
{
// The original player should no longer have control over it,
// if they are using it via releasing.
RemoveRingShooterPointer(base);
// Respawn using the respawner's karted value.
if (rs_base_karted(base) > 0)
{
player->airtime += rs_base_karted(base);
}
K_DoIngameRespawn(player);
// Now other players can run into it!
base->flags |= MF_SPECIAL;
if (base->fuse < RS_FUSE_TIME)
{
// Reset the fuse so everyone can conga line :B
base->fuse = RS_FUSE_TIME;
}
}
void Obj_RingShooterDelete(mobj_t *mo)
{
mobj_t *part;
@ -420,31 +477,6 @@ void Obj_RingShooterDelete(mobj_t *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)
@ -553,6 +585,8 @@ static void SpawnRingShooter(player_t *player)
part->renderflags |= RF_DONTDRAW;
}
P_SetTarget(&part->hprev, base);
// spawn the grabbers
part = base;
angle = base->angle + ANGLE_45;
@ -579,6 +613,36 @@ static void SpawnRingShooter(player_t *player)
}
ChangeRingShooterPointer(base, player);
rs_base_playerface(base) = (player - players);
}
static boolean AllowRingShooter(player_t *player)
{
const fixed_t minSpeed = 6 * player->mo->scale;
if ((gametyperules & GTR_CIRCUIT) && leveltime < starttime)
{
return false;
}
if (player->respawn.state != RESPAWNST_NONE)
{
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;
}
void Obj_RingShooterInput(player_t *player)
@ -596,22 +660,85 @@ void Obj_RingShooterInput(player_t *player)
if (rs_base_canceled(base) != 0)
{
if (base->fuse < TICRATE)
if (base->fuse < RS_FUSE_BLINK)
{
base->renderflags &= ~RF_DONTDRAW;
UpdateRingShooterPartsVisibility(base);
}
base->fuse = RS_FUSE_TIME;
if (base->fuse < RS_FUSE_TIME)
{
base->fuse = RS_FUSE_TIME;
}
}
}
else if (P_MobjWasRemoved(base) == false)
{
if (rs_base_scalestate(base) != -1)
if (rs_base_initstate(base) != -1)
{
// We released during the intro animation.
// Cancel it entirely.
// Cancel it entirely, prevent another one being created for a bit.
rs_base_canceled(base) = 1;
if (base->fuse > RS_FUSE_BLINK)
{
base->fuse = RS_FUSE_BLINK;
}
}
else if (rs_base_canceled(base) == 0)
{
// We released during the countdown.
// We activate with the current karted timer on the ring shooter.
Obj_PlayerUsedRingShooter(base, player);
}
}
}
void Obj_UpdateRingShooterFace(mobj_t *part)
{
mobj_t *const base = part->hprev;
player_t *player = NULL;
if (P_MobjWasRemoved(base) == true)
{
return;
}
if (rs_base_playerface(base) < 0 || rs_base_playerface(base) >= MAXPLAYERS)
{
return;
}
if (playeringame[ rs_base_playerface(base) ] == false)
{
return;
}
player = &players[ rs_base_playerface(base) ];
// it's a good idea to set the actor's skin *before* it uses this action,
// but just in case, if it doesn't have the player's skin, set its skin then call the state again to get the correct sprite
if (part->skin != &skins[player->skin])
{
part->skin = &skins[player->skin];
P_SetMobjState(part, (statenum_t)(part->state - states));
return;
}
// okay, now steal the player's color nyehehehe
part->color = player->skincolor;
// set the frame to the WANTED pic
part->frame = (part->frame & ~FF_FRAMEMASK) | FACE_WANTED;
// we're going to assume the character's WANTED icon is 32 x 32
// let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22
// (TODO: maybe get the dimensions/offsets from the patches themselves?)
part->spritexscale = FixedDiv(26*FRACUNIT, 32*FRACUNIT);
part->spriteyscale = FixedDiv(22*FRACUNIT, 32*FRACUNIT);
// a normal WANTED icon should have (0, 0) offsets
// so let's offset it such that it will match the position of the screen's sprite
part->spritexoffset = 16*FRACUNIT; // 32 / 2
part->spriteyoffset = 28*FRACUNIT + FixedDiv(11*FRACUNIT, part->spriteyscale); // 32 - 4 (generic monster bottom) + 11 (vertical offset of screen sprite from the bottom)
}

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@ -13816,44 +13816,10 @@ A_SpawnItemDebrisCloud (mobj_t *actor)
// vars do nothing
void A_RingShooterFace(mobj_t *actor)
{
player_t *player;
mobj_t *mo = actor;
if (LUA_CallAction(A_RINGSHOOTERFACE, actor))
return;
// get the player, if possible
while ((mo->player == NULL) && !P_MobjWasRemoved(mo->target))
mo = mo->target;
player = mo->player;
if (!player) // something changed my target, abort
return;
// it's a good idea to set the actor's skin *before* it uses this action,
// but just in case, if it doesn't have the player's skin, set its skin then call the state again to get the correct sprite
if (actor->skin != &skins[player->skin])
{
actor->skin = &skins[player->skin];
P_SetMobjState(actor, (statenum_t)(actor->state-states));
return;
}
// okay, now steal the player's color nyehehehe
actor->color = player->skincolor;
// set the frame to the WANTED pic
actor->frame = (actor->frame & ~FF_FRAMEMASK) | FACE_WANTED;
// we're going to assume the character's WANTED icon is 32 x 32
// let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22
// (TODO: maybe get the dimensions/offsets from the patches themselves?)
actor->spritexscale = FixedDiv(26*FRACUNIT, 32*FRACUNIT);
actor->spriteyscale = FixedDiv(22*FRACUNIT, 32*FRACUNIT);
// a normal WANTED icon should have (0, 0) offsets
// so let's offset it such that it will match the position of the screen's sprite
actor->spritexoffset = 16*FRACUNIT; // 32 / 2
actor->spriteyoffset = 28*FRACUNIT + FixedDiv(11*FRACUNIT, actor->spriteyscale); // 32 - 4 (generic monster bottom) + 11 (vertical offset of screen sprite from the bottom)
Obj_UpdateRingShooterFace(actor);
}

View file

@ -580,6 +580,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
Obj_LoopEndpointCollide(special, toucher);
return;
case MT_RINGSHOOTER:
Obj_PlayerUsedRingShooter(special, player);
return;
default: // SOC or script pickup
P_SetTarget(&special->target, toucher);
break;