From cc331d90da1ddd223de1145c16ae4824af7d279b Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Sun, 25 Sep 2022 09:55:49 -0400 Subject: [PATCH] Add orbinaut.c + new backwards behavior --- src/k_collide.c | 98 ----------- src/k_collide.h | 2 - src/k_kart.c | 124 ++++---------- src/k_kart.h | 2 + src/k_objects.h | 6 + src/objects/Sourcefile | 1 + src/objects/orbinaut.c | 377 +++++++++++++++++++++++++++++++++++++++++ src/p_map.c | 4 +- src/p_mobj.c | 72 +------- 9 files changed, 420 insertions(+), 266 deletions(-) create mode 100644 src/objects/orbinaut.c diff --git a/src/k_collide.c b/src/k_collide.c index a373af5c2..a95f77dc3 100644 --- a/src/k_collide.c +++ b/src/k_collide.c @@ -37,104 +37,6 @@ angle_t K_GetCollideAngle(mobj_t *t1, mobj_t *t2) return R_PointToAngle2(0, 0, momux, momuy); } -boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2) -{ - boolean damageitem = false; - boolean sprung = false; - - if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0)) - return true; - - if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && ((t1->threshold > 0 && t2->type == MT_PLAYER) || (t2->type != MT_PLAYER && t2->threshold > 0))) - return true; - - if (t1->health <= 0 || t2->health <= 0) - return true; - - if ((t1->type == MT_ORBINAUT_SHIELD || t1->type == MT_JAWZ_SHIELD) && t1->lastlook - && (t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD) && t2->lastlook - && (t1->target == t2->target)) // Don't hit each other if you have the same target - return true; - - if (t2->player) - { - if ((t2->player->flashing > 0 && t2->hitlag == 0) - && !(t1->type == MT_ORBINAUT || t1->type == MT_JAWZ || t1->type == MT_JAWZ_DUD)) - return true; - - if (t2->player->hyudorotimer) - return true; // no interaction - - if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD) - { - // Melt item - S_StartSound(t2, sfx_s3k43); - } - else - { - // Player Damage - P_DamageMobj(t2, t1, t1->target, 1, DMG_WIPEOUT|DMG_WOMBO); - K_KartBouncing(t2, t1); - S_StartSound(t2, sfx_s3k7b); - } - - damageitem = true; - } - else if (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD - || t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD - || t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD - || t2->type == MT_BALLHOG) - { - // Other Item Damage - angle_t bounceangle = K_GetCollideAngle(t1, t2); - - S_StartSound(t2, t2->info->deathsound); - P_KillMobj(t2, t1, t1, DMG_NORMAL); - - P_SetObjectMomZ(t2, 8*FRACUNIT, false); - P_InstaThrust(t2, bounceangle, 16*FRACUNIT); - - P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH); - - damageitem = true; - } - else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE) - { - damageitem = true; - // Bomb death - P_KillMobj(t2, t1, t1, DMG_NORMAL); - } - else if (t2->flags & MF_SPRING && (t1->type != MT_ORBINAUT_SHIELD && t1->type != MT_JAWZ_SHIELD)) - { - // Let thrown items hit springs! - sprung = P_DoSpring(t2, t1); - } - else if (t2->flags & MF_SHOOTABLE) - { - // Shootable damage - P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL); - damageitem = true; - } - - if (damageitem) - { - // This Item Damage - angle_t bounceangle = K_GetCollideAngle(t2, t1); - S_StartSound(t1, t1->info->deathsound); - P_KillMobj(t1, t2, t2, DMG_NORMAL); - - P_SetObjectMomZ(t1, 8*FRACUNIT, false); - P_InstaThrust(t1, bounceangle, 16*FRACUNIT); - } - - if (sprung) - { - return false; - } - - return true; -} - boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2) { boolean damageitem = false; diff --git a/src/k_collide.h b/src/k_collide.h index cf1ee5dc7..a498241ca 100644 --- a/src/k_collide.h +++ b/src/k_collide.h @@ -6,8 +6,6 @@ angle_t K_GetCollideAngle(mobj_t *t1, mobj_t *t2); -boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2); - boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2); boolean K_EggItemCollide(mobj_t *t1, mobj_t *t2); diff --git a/src/k_kart.c b/src/k_kart.c index ad93fdb75..54309a9c4 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -4674,7 +4674,7 @@ fixed_t K_ItemScaleForPlayer(player_t *player) } } -static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, INT32 flags2, fixed_t speed) +static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, INT32 flags2, fixed_t speed, SINT8 dir) { mobj_t *th; fixed_t x, y, z; @@ -4688,20 +4688,20 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I if (source->player->itemscale == ITEMSCALE_SHRINK) { // Nerf the base item speed a bit. - finalspeed = FixedMul(finalspeed, SHRINK_PHYSICS_SCALE); + speed = finalspeed = FixedMul(speed, SHRINK_PHYSICS_SCALE); } if (source->player->speed > topspeed) { - angle_t input = source->angle - an; - boolean invert = (input > ANGLE_180); - if (invert) - input = InvAngle(input); + angle_t delta = AngleDelta(source->angle, an); - finalspeed = max(speed, FixedMul(speed, FixedMul( - FixedDiv(source->player->speed, topspeed), // Multiply speed to be proportional to your own, boosted maxspeed. - (((180<player->speed, topspeed), // Multiply speed to be proportional to your own, boosted maxspeed. + FixedDiv((ANGLE_180 - delta), ANGLE_180) // multiply speed based on angle diff... i.e: don't do this for firing backward :V + ) + )); } finalscale = K_ItemScaleForPlayer(source->player); @@ -4763,11 +4763,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I switch (type) { case MT_ORBINAUT: - if (source && source->player) - th->color = source->player->skincolor; - else - th->color = SKINCOLOR_GREY; - th->movefactor = finalspeed; + Obj_OrbinautThrown(th, finalspeed, dir); break; case MT_JAWZ: if (source && source->player) @@ -4784,10 +4780,10 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I } else th->cvmem = SKINCOLOR_KETCHUP; - /* FALLTHRU */ - case MT_JAWZ_DUD: + S_StartSound(th, th->info->activesound); - /* FALLTHRU */ + th->movefactor = finalspeed; + break; case MT_SPB: th->movefactor = finalspeed; break; @@ -5626,12 +5622,12 @@ mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t mapthing, if (dir == -1 && mapthing != MT_SPB) { // Shoot backward - mo = K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + angleOffset, 0, PROJSPEED/8); + mo = K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + angleOffset, 0, PROJSPEED / 8, dir); } else { // Shoot forward - mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + angleOffset, 0, PROJSPEED); + mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + angleOffset, 0, PROJSPEED, dir); } if (mapthing == MT_DROPTARGET && mo) @@ -6402,6 +6398,12 @@ void K_DropHnextList(player_t *player, boolean keepshields) dropwork->health = work->health; // will never be set to 0 as long as above guard exists dropwork->hitlag = work->hitlag; + if (orbit == true) + { + // Projectile item; set fuse + dropwork->fuse = RR_PROJECTILE_FUSE; + } + // Copy interp data dropwork->old_angle = work->old_angle; dropwork->old_x = work->old_x; @@ -6851,8 +6853,11 @@ static void K_MoveHeldObjects(player_t *player) if (!player->mo->hnext) { player->bananadrag = 0; + if (player->pflags & PF_EGGMANOUT) + { player->pflags &= ~PF_EGGMANOUT; + } else if (player->pflags & PF_ITEMOUT) { player->itemamount = 0; @@ -6867,14 +6872,18 @@ static void K_MoveHeldObjects(player_t *player) // 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->bananadrag = 0; + if (player->pflags & PF_EGGMANOUT) + { player->pflags &= ~PF_EGGMANOUT; + } else if (player->pflags & PF_ITEMOUT) { player->itemamount = 0; K_UnsetItemOut(player); player->itemtype = KITEM_NONE; } + return; } @@ -6885,80 +6894,9 @@ static void K_MoveHeldObjects(player_t *player) case MT_ORBINAUT_SHIELD: // Kart orbit items case MT_JAWZ_SHIELD: { - mobj_t *cur = player->mo->hnext; - fixed_t speed = ((8 - min(4, player->itemamount)) * cur->info->speed) / 7; - - player->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), finalscale))); - - 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_MoveOrigin(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); - - 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, finalscale - cur->scale)>>1) * P_MobjFlip(cur); - - cur->z = z; - cur->momx = cur->momy = 0; - cur->angle += ANGLE_90; - - cur = cur->hnext; - } + Obj_OrbinautMoveHeld(player); + break; } - break; case MT_BANANA_SHIELD: // Kart trailing items case MT_SSMINE_SHIELD: case MT_DROPTARGET_SHIELD: diff --git a/src/k_kart.h b/src/k_kart.h index b120f0b6c..e501781a2 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -28,6 +28,8 @@ Make sure this matches the actual number of states #define GROW_PHYSICS_SCALE (3*FRACUNIT/2) #define SHRINK_PHYSICS_SCALE (3*FRACUNIT/4) +#define RR_PROJECTILE_FUSE (8*TICRATE) + #define STUMBLE_STEEP_VAL ANG60 #define STUMBLE_STEEP_VAL_AIR (ANG30 + ANG10) diff --git a/src/k_objects.h b/src/k_objects.h index d39da4247..fb674b304 100644 --- a/src/k_objects.h +++ b/src/k_objects.h @@ -29,4 +29,10 @@ void Obj_SPBTouch(mobj_t *spb, mobj_t *toucher); void Obj_MantaRingThink(mobj_t *manta); mobj_t *Obj_MantaRingCreate(mobj_t *spb, mobj_t *owner, mobj_t *chase); +/* Orbinaut */ +void Obj_OrbinautThink(mobj_t *th); +boolean Obj_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2); +void Obj_OrbinautThrown(mobj_t *th, fixed_t finalSpeed, SINT8 dir); +void Obj_OrbinautMoveHeld(player_t *player); + #endif/*k_objects_H*/ diff --git a/src/objects/Sourcefile b/src/objects/Sourcefile index 84e263f29..05555d906 100644 --- a/src/objects/Sourcefile +++ b/src/objects/Sourcefile @@ -3,3 +3,4 @@ shrink.c item-debris.c spb.c manta-ring.c +orbinaut.c diff --git a/src/objects/orbinaut.c b/src/objects/orbinaut.c new file mode 100644 index 000000000..16798aea3 --- /dev/null +++ b/src/objects/orbinaut.c @@ -0,0 +1,377 @@ +// DR. ROBOTNIK'S RING RACERS +//----------------------------------------------------------------------------- +// Copyright (C) 2022 by Sally "TehRealSalt" Cochenour +// Copyright (C) 2022 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 orbinaut.c +/// \brief Orbinaut item code. + +#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 "../k_respawn.h" +#include "../k_collide.h" + +#define ORBINAUT_MAXTURN (ANGLE_67h) +#define ORBINAUT_TURNLERP (16) + +#define orbinaut_speed(o) ((o)->movefactor) +#define orbinaut_selfdelay(o) ((o)->threshold) +#define orbinaut_dropped(o) ((o)->flags2 & MF2_AMBUSH) +#define orbinaut_droptime(o) ((o)->movecount) + +#define orbinaut_turn(o) ((o)->extravalue1) + +#define orbinaut_owner(o) ((o)->target) +#define orbinaut_center(o) ((o)->tracer) + +#define orbinaut_shield_dist(o) ((o)->extravalue1) + +void Obj_OrbinautThink(mobj_t *th) +{ + boolean grounded = P_IsObjectOnGround(th); + mobj_t *ghost = NULL; + + if (th->fuse <= TICRATE) + { + th->renderflags ^= RF_DONTDRAW; + } + + if (orbinaut_dropped(th)) + { + if (grounded && (th->flags & MF_NOCLIPTHING)) + { + th->momx = 1; + th->momy = 0; + th->frame = 3; + S_StartSound(th, th->info->activesound); + th->flags &= ~MF_NOCLIPTHING; + } + else if (orbinaut_droptime(th)) + { + orbinaut_droptime(th)--; + } + else if (th->frame < 3) + { + orbinaut_droptime(th) = 2; + th->frame++; + } + + return; + } + + ghost = P_SpawnGhostMobj(th); + ghost->colorized = true; // already has color! + + th->angle = K_MomentumAngle(th); + if (orbinaut_turn(th) != 0) + { + th->angle += orbinaut_turn(th); + + if (abs(orbinaut_turn(th)) < ORBINAUT_MAXTURN) + { + if (orbinaut_turn(th) < 0) + { + orbinaut_turn(th) -= ORBINAUT_MAXTURN / ORBINAUT_TURNLERP; + } + else + { + orbinaut_turn(th) += ORBINAUT_MAXTURN / ORBINAUT_TURNLERP; + } + } + } + + if (grounded == true) + { + fixed_t finalspeed = orbinaut_speed(th); + const fixed_t currentspeed = R_PointToDist2(0, 0, th->momx, th->momy); + fixed_t thrustamount = 0; + fixed_t frictionsafety = (th->friction == 0) ? 1 : th->friction; + + if (th->health <= 5) + { + INT32 i; + for (i = 5; i >= th->health; i--) + { + finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4); + } + } + + if (currentspeed >= finalspeed) + { + // Thrust as if you were at top speed, slow down naturally + thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed; + } + else + { + const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed; + // Thrust to immediately get to top speed + thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety); + } + + P_Thrust(th, th->angle, thrustamount); + } + + if (P_MobjTouchingSectorSpecial(th, 3, 1, true)) + { + K_DoPogoSpring(th, 0, 1); + } + + if (orbinaut_selfdelay(th) > 0) + { + orbinaut_selfdelay(th)--; + } + + if (leveltime % 6 == 0) + { + S_StartSound(th, th->info->activesound); + } +} + +boolean Obj_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2) +{ + boolean damageitem = false; + boolean sprung = false; + + if ((orbinaut_selfdelay(t1) > 0 && t2->hitlag > 0) + || (orbinaut_selfdelay(t2) > 0 && t1->hitlag > 0)) + { + return true; + } + + if (t1->health <= 0 || t2->health <= 0) + { + return true; + } + + if ((orbinaut_owner(t1) == t2) + || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (orbinaut_owner(t1) == t2->target))) + { + if ((orbinaut_selfdelay(t1) > 0 && t2->type == MT_PLAYER) + || (orbinaut_selfdelay(t2) > 0 && t2->type != MT_PLAYER)) + { + return true; + } + } + + if ((t1->type == MT_ORBINAUT_SHIELD || t1->type == MT_JAWZ_SHIELD) && t1->lastlook + && (t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD) && t2->lastlook + && (orbinaut_owner(t1) == t2->target)) // Don't hit each other if you have the same target + { + return true; + } + + if (t2->player) + { + if ((t2->player->flashing > 0 && t2->hitlag == 0) + && !(t1->type == MT_ORBINAUT || t1->type == MT_JAWZ || t1->type == MT_JAWZ_DUD)) + return true; + + if (t2->player->hyudorotimer) + return true; // no interaction + + if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD) + { + // Melt item + S_StartSound(t2, sfx_s3k43); + } + else + { + // Player Damage + P_DamageMobj(t2, t1, t1->target, 1, DMG_WIPEOUT|DMG_WOMBO); + K_KartBouncing(t2, t1); + S_StartSound(t2, sfx_s3k7b); + } + + damageitem = true; + } + else if (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD + || t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD + || t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD + || t2->type == MT_BALLHOG) + { + // Other Item Damage + angle_t bounceangle = K_GetCollideAngle(t1, t2); + + S_StartSound(t2, t2->info->deathsound); + P_KillMobj(t2, t1, t1, DMG_NORMAL); + + P_SetObjectMomZ(t2, 8*FRACUNIT, false); + P_InstaThrust(t2, bounceangle, 16*FRACUNIT); + + P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH); + + damageitem = true; + } + else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE) + { + damageitem = true; + // Bomb death + P_KillMobj(t2, t1, t1, DMG_NORMAL); + } + else if (t2->flags & MF_SPRING && (t1->type != MT_ORBINAUT_SHIELD && t1->type != MT_JAWZ_SHIELD)) + { + // Let thrown items hit springs! + sprung = P_DoSpring(t2, t1); + } + else if (t2->flags & MF_SHOOTABLE) + { + // Shootable damage + P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL); + damageitem = true; + } + + if (damageitem) + { + // This Item Damage + angle_t bounceangle = K_GetCollideAngle(t2, t1); + S_StartSound(t1, t1->info->deathsound); + P_KillMobj(t1, t2, t2, DMG_NORMAL); + + P_SetObjectMomZ(t1, 8*FRACUNIT, false); + P_InstaThrust(t1, bounceangle, 16*FRACUNIT); + } + + if (sprung) + { + return false; + } + + return true; +} + +void Obj_OrbinautThrown(mobj_t *th, fixed_t finalSpeed, SINT8 dir) +{ + if (orbinaut_owner(th) != NULL && P_MobjWasRemoved(orbinaut_owner(th)) == false + && orbinaut_owner(th)->player != NULL) + { + th->color = orbinaut_owner(th)->player->skincolor; + } + else + { + th->color = SKINCOLOR_GREY; + } + + th->fuse = RR_PROJECTILE_FUSE; + orbinaut_speed(th) = finalSpeed; + + if (dir == -1) + { + // Thrown backwards, init orbiting in place + orbinaut_turn(th) = ORBINAUT_MAXTURN / ORBINAUT_TURNLERP; + + th->angle -= ANGLE_45; + th->momx = FixedMul(finalSpeed, FINECOSINE(th->angle >> ANGLETOFINESHIFT)); + th->momy = FixedMul(finalSpeed, FINESINE(th->angle >> ANGLETOFINESHIFT)); + } +} + +void Obj_OrbinautMoveHeld(player_t *player) +{ + fixed_t finalscale = K_ItemScaleForPlayer(player); + mobj_t *cur = player->mo->hnext; + fixed_t speed = ((8 - min(4, player->itemamount)) * cur->info->speed) / 7; + + player->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 (orbinaut_shield_dist(cur) < radius) + { + orbinaut_shield_dist(cur) += P_AproxDistance(orbinaut_shield_dist(cur), radius) / 12; + } + + if (orbinaut_shield_dist(cur) > radius) + { + orbinaut_shield_dist(cur) = 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. + cur->destscale = FixedMul(FixedDiv(orbinaut_shield_dist(cur), radius), finalscale); + P_SetScale(cur, cur->destscale); + + 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_MoveOrigin(cur, player->mo->x, player->mo->y, z); + cur->momx = FixedMul(FINECOSINE(cur->angle >> ANGLETOFINESHIFT), orbinaut_shield_dist(cur)); + cur->momy = FixedMul(FINESINE(cur->angle >> ANGLETOFINESHIFT), orbinaut_shield_dist(cur)); + cur->flags &= ~MF_NOCLIPTHING; + + if (!P_TryMove(cur, player->mo->x + cur->momx, player->mo->y + cur->momy, true)) + { + P_SlideMove(cur); + } + + 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(cur->info->height, finalscale - cur->scale) >> 1) * P_MobjFlip(cur); + + cur->z = z; + cur->momx = cur->momy = 0; + cur->angle += ANGLE_90; + + cur = cur->hnext; + } +} diff --git a/src/p_map.c b/src/p_map.c index 619f8698a..e5882d47f 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -940,7 +940,7 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing) if (tmthing->z + tmthing->height < thing->z) return BMIT_CONTINUE; // underneath - return K_OrbinautJawzCollide(tmthing, thing) ? BMIT_CONTINUE : BMIT_ABORT; + return Obj_OrbinautJawzCollide(tmthing, thing) ? BMIT_CONTINUE : BMIT_ABORT; } else if (thing->type == MT_ORBINAUT || thing->type == MT_JAWZ || thing->type == MT_JAWZ_DUD || thing->type == MT_ORBINAUT_SHIELD || thing->type == MT_JAWZ_SHIELD) @@ -951,7 +951,7 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing) if (tmthing->z + tmthing->height < thing->z) return BMIT_CONTINUE; // underneath - return K_OrbinautJawzCollide(thing, tmthing) ? BMIT_CONTINUE : BMIT_ABORT; + return Obj_OrbinautJawzCollide(thing, tmthing) ? BMIT_CONTINUE : BMIT_ABORT; } if (tmthing->type == MT_BANANA || tmthing->type == MT_BANANA_SHIELD || tmthing->type == MT_BALLHOG) diff --git a/src/p_mobj.c b/src/p_mobj.c index 034d9c6e0..e39ab6aaa 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -6712,77 +6712,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj) break; case MT_ORBINAUT: { - boolean grounded = P_IsObjectOnGround(mobj); - - if (mobj->flags2 & MF2_AMBUSH) - { - if (grounded && (mobj->flags & MF_NOCLIPTHING)) - { - mobj->momx = 1; - mobj->momy = 0; - mobj->frame = 3; - S_StartSound(mobj, mobj->info->activesound); - mobj->flags &= ~MF_NOCLIPTHING; - } - else if (mobj->movecount) - mobj->movecount--; - else if (mobj->frame < 3) - { - mobj->movecount = 2; - mobj->frame++; - } - } - else - { - mobj_t *ghost = P_SpawnGhostMobj(mobj); - ghost->colorized = true; // already has color! - - mobj->angle = K_MomentumAngle(mobj); - - if (P_IsObjectOnGround(mobj)) - { - fixed_t finalspeed = mobj->movefactor; - const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy); - fixed_t thrustamount = 0; - fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction; - - if (!grounded) - { - // No friction in the air - frictionsafety = FRACUNIT; - } - - if (mobj->health <= 5) - { - INT32 i; - for (i = 5; i >= mobj->health; i--) - finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4); - } - - if (currentspeed >= finalspeed) - { - // Thrust as if you were at top speed, slow down naturally - thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed; - } - else - { - const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed; - // Thrust to immediately get to top speed - thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety); - } - - P_Thrust(mobj, mobj->angle, thrustamount); - } - - if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true)) - K_DoPogoSpring(mobj, 0, 1); - - if (mobj->threshold > 0) - mobj->threshold--; - - if (leveltime % 6 == 0) - S_StartSound(mobj, mobj->info->activesound); - } + Obj_OrbinautThink(mobj); break; } case MT_JAWZ: