// DR. ROBOTNIK'S RING RACERS //----------------------------------------------------------------------------- // Copyright (C) 2024 by James Robert Roman. // Copyright (C) 2024 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. //----------------------------------------------------------------------------- #include "../k_battle.h" #include "../k_objects.h" #include "../k_specialstage.h" #include "../info.h" #include "../m_random.h" #include "../p_local.h" #include "../r_main.h" #include "../s_sound.h" #include "../tables.h" #include "../g_game.h" #define emerald_type(o) ((o)->extravalue1) #define emerald_anim_start(o) ((o)->movedir) #define emerald_revolution_time(o) ((o)->threshold) #define emerald_start_radius(o) ((o)->movecount) #define emerald_target_radius(o) ((o)->extravalue2) #define emerald_z_shift(o) ((o)->reactiontime) #define emerald_scale_rate(o) ((o)->movefactor) #define emerald_orbit(o) ((o)->target) #define emerald_award(o) ((o)->tracer) // Think of this like EMERALD_SPEED_UP / EMERALD_SPEED_UP_RATE #define EMERALD_SPEED_UP (1) // speed up by this much... #define EMERALD_SPEED_UP_RATE (1) // ...every N tics void Obj_SpawnEmeraldSparks(mobj_t *mobj) { if (leveltime % 3 != 0) { return; } mobj_t *sparkle = P_SpawnMobjFromMobj( mobj, P_RandomRange(PR_SPARKLE, -48, 48) * FRACUNIT, P_RandomRange(PR_SPARKLE, -48, 48) * FRACUNIT, P_RandomRange(PR_SPARKLE, 0, 64) * FRACUNIT, MT_EMERALDSPARK ); sparkle->color = mobj->color; sparkle->momz += 8 * mobj->scale * P_MobjFlip(mobj); sparkle->sprzoff = mobj->sprzoff; } static INT32 get_elapsed(mobj_t *emerald) { return leveltime - min((tic_t)emerald_anim_start(emerald), leveltime); } static INT32 get_revolve_time(mobj_t *emerald) { return max(1, emerald_revolution_time(emerald)); } static fixed_t get_suck_factor(mobj_t *emerald) { const INT32 suck_time = get_revolve_time(emerald) * 2; return (min(get_elapsed(emerald), suck_time) * FRACUNIT) / suck_time; } static fixed_t get_current_radius(mobj_t *emerald) { fixed_t s = emerald_start_radius(emerald); fixed_t t = emerald_target_radius(emerald); return s + FixedMul(t - s, get_suck_factor(emerald)); } static fixed_t get_bob(mobj_t *emerald) { // With a fuse, the emerald experiences "speed up" and the // scale also shrinks. All of these these effects caused // the bob phase shift to look disproportioned. angle_t phase = emerald->fuse ? 0 : get_elapsed(emerald) * ((ANGLE_MAX / get_revolve_time(emerald)) / 2); return FixedMul(30 * mapobjectscale, FSIN(emerald->angle + phase)); } static fixed_t center_of(mobj_t *mobj) { return mobj->z + (mobj->height / 2); } static fixed_t get_target_z(mobj_t *emerald) { fixed_t shift = FixedMul(emerald_z_shift(emerald), FRACUNIT - get_suck_factor(emerald)); return center_of(emerald_orbit(emerald)) + get_bob(emerald) + shift; } static void speed_up(mobj_t *emerald) { // Revolution time shouldn't decrease below zero. if (emerald_revolution_time(emerald) <= EMERALD_SPEED_UP) { return; } if (get_elapsed(emerald) % EMERALD_SPEED_UP_RATE) { return; } // Decrease the fuse proportionally to the revolution time. const fixed_t ratio = (emerald->fuse * FRACUNIT) / emerald_revolution_time(emerald); emerald_revolution_time(emerald) -= EMERALD_SPEED_UP; emerald->fuse = max(1, (emerald_revolution_time(emerald) * ratio) / FRACUNIT); } static void Obj_EmeraldOrbitPlayer(mobj_t *emerald) { fixed_t r = get_current_radius(emerald); fixed_t x = FixedMul(r, FCOS(emerald->angle)); fixed_t y = FixedMul(r, FSIN(emerald->angle)); // Multiplayer Sealed Stars can become unwinnable if someone deathpits with the emerald. Find a player to retarget! if ((gametyperules & GTR_CATCHER) && emerald_orbit(emerald)->player && (emerald_orbit(emerald)->player->pflags & PF_NOCONTEST)) { player_t *bestplayer = emerald_orbit(emerald)->player; for (int i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (players[i].spectator) continue; if (players[i].pflags & PF_NOCONTEST) continue; if (!(players[i].mo && !P_MobjWasRemoved(players[i].mo))) continue; if ((bestplayer->pflags & PF_NOCONTEST) || (players[i].distancetofinish < bestplayer->distancetofinish)) bestplayer = &players[i]; } if (!(bestplayer->pflags & PF_NOCONTEST)) { P_MoveOrigin(emerald, bestplayer->mo->x, bestplayer->mo->y, bestplayer->mo->z); Obj_BeginEmeraldOrbit(emerald, bestplayer->mo, 100 * mapobjectscale, 64, 0); return; } } P_MoveOrigin( emerald, emerald_orbit(emerald)->x + x, emerald_orbit(emerald)->y + y, get_target_z(emerald) ); emerald->angle += ANGLE_MAX / get_revolve_time(emerald); if (emerald->fuse > 0) { speed_up(emerald); P_InstaScale(emerald, emerald->fuse * emerald_scale_rate(emerald)); } } void Obj_EmeraldThink(mobj_t *emerald) { if (!P_MobjWasRemoved(emerald_orbit(emerald))) { switch (emerald_orbit(emerald)->type) { case MT_SPECIAL_UFO: Obj_UFOEmeraldThink(emerald); break; case MT_PLAYER: Obj_EmeraldOrbitPlayer(emerald); break; default: break; } return; } if (emerald->threshold > 0) { emerald->threshold--; } A_AttractChase(emerald); Obj_SpawnEmeraldSparks(emerald); K_BattleOvertimeKiller(emerald); } static mobj_t *spawn_glow(mobj_t *flare) { mobj_t *targ = flare->target; mobj_t *x = P_SpawnGhostMobj(targ); x->old_x = targ->old_x; x->old_y = targ->old_y; x->old_z = targ->old_z; x->fuse = 2; // this actually does last one tic x->extravalue1 = 1; x->extravalue2 = 0; x->renderflags = RF_ADD | RF_ALWAYSONTOP; // FIXME: linkdraw doesn't work consistently, so I drew it on top of everyting (and through walls) #if 0 P_SetTarget(&x->tracer, targ); x->flags2 |= MF2_LINKDRAW; x->dispoffset = 1000; #endif return x; } static mobj_t *spawn_glow_colorize(mobj_t *flare) { mobj_t *x = spawn_glow(flare); x->color = flare->color; x->colorized = true; return x; } void Obj_EmeraldFlareThink(mobj_t *flare) { const INT32 kExtraTics = 3; const INT32 flare_tics = states[S_EMERALDFLARE1].tics + kExtraTics; if (P_MobjWasRemoved(flare->target)) { P_RemoveMobj(flare); return; } // Target is assumed to be the emerald in orbit. When // emerald fuse runs out, it shall update player's emerald // flags. Time the flare animation so it ends with the // emerald fuse. if (!flare->fuse && flare->target->fuse > flare_tics) { return; } if (flare->state == &states[S_INVISIBLE]) { // In special stages, just follow the emerald. if (specialstageinfo.valid == false) { // Update target to player. We don't need to track // the emerald anymore. P_SetTarget(&flare->target, flare->target->target); if (P_MobjWasRemoved(flare->target)) { P_RemoveMobj(flare); return; } } P_SetMobjState(flare, S_EMERALDFLARE1); flare->fuse = flare_tics; } // Focus on center of player. P_SetOrigin(flare, flare->target->x, flare->target->y, center_of(flare->target)); if (leveltime & 1) { // Stacked for more exposure spawn_glow_colorize(flare); spawn_glow(flare); spawn_glow(flare); } } static void spawn_lens_flare(mobj_t *emerald) { mobj_t *flare = P_SpawnMobjFromMobj(emerald, 0, 0, 0, MT_EMERALDFLARE); P_SetTarget(&flare->target, emerald); P_InstaScale(flare, emerald_orbit(emerald)->scale); flare->color = emerald->color; flare->colorized = true; flare->renderflags |= RF_ALWAYSONTOP; // FIXME: linkdraw doesn't work consistently, so I drew it on top of everyting (and through walls) #if 0 P_SetTarget(&flare->tracer, emerald_orbit(emerald)); flare->flags2 |= MF2_LINKDRAW; flare->dispoffset = 1000; #endif } void Obj_BeginEmeraldOrbit(mobj_t *emerald, mobj_t *target, fixed_t radius, INT32 revolution_time, tic_t fuse) { P_SetTarget(&emerald_orbit(emerald), target); P_SetTarget(&emerald->punt_ref, target); if (P_MobjWasRemoved(emerald_award(emerald))) { P_SetTarget(&emerald_award(emerald), target); } emerald_anim_start(emerald) = leveltime; emerald_revolution_time(emerald) = revolution_time; emerald_start_radius(emerald) = R_PointToDist2(target->x, target->y, emerald->x, emerald->y); emerald_target_radius(emerald) = radius; emerald->fuse = fuse; if (fuse) { emerald_scale_rate(emerald) = emerald->scale / fuse; } emerald->angle = R_PointToAngle2(target->x, target->y, emerald->x, emerald->y); emerald_z_shift(emerald) = emerald->z - get_target_z(emerald); emerald->flags |= MF_NOGRAVITY | MF_NOCLIP | MF_NOCLIPTHING | MF_NOCLIPHEIGHT; emerald->shadowscale = 0; spawn_lens_flare(emerald); } static void give_player(mobj_t *emerald) { player_t *player = emerald_award(emerald)->player; if (!player) { return; } player->emeralds |= emerald_type(emerald); K_CheckEmeralds(player); S_StartSound(emerald_award(emerald), emerald->info->deathsound); } void Obj_GiveEmerald(mobj_t *emerald) { if (P_MobjWasRemoved(emerald_orbit(emerald)) || P_MobjWasRemoved(emerald_award(emerald))) { return; } // FIXME: emerald orbiting behavior should become its own object. For now, // though, enjoy these special conditions! switch (emerald_award(emerald)->type) { case MT_PLAYER: give_player(emerald); break; case MT_ITEMCAPSULE: // objects/hyudoro.c // DMG_INSTAKILL to kill it without respawning later P_KillMobj(emerald_award(emerald), emerald_orbit(emerald), emerald_orbit(emerald), DMG_INSTAKILL); S_StartSound(emerald_orbit(emerald), sfx_kc3e); if (emerald_orbit(emerald)->player) { // Unlock item for stacked Hyudoros emerald_orbit(emerald)->player->itemRoulette.reserved = 0; } break; default: break; } } void Obj_SetEmeraldAwardee(mobj_t *emerald, mobj_t *awardee) { P_SetTarget(&emerald_award(emerald), awardee); } boolean Obj_EmeraldCanHUDTrack(const mobj_t *emerald) { if (!P_MobjWasRemoved(emerald_award(emerald)) && emerald_award(emerald)->type == MT_ITEMCAPSULE) { return false; } return true; }