RingRacers/src/k_battle.c
2022-05-23 13:38:53 -04:00

842 lines
18 KiB
C

/// \file k_battle.c
/// \brief SRB2Kart Battle Mode specific code
#include "k_battle.h"
#include "k_boss.h"
#include "k_kart.h"
#include "doomtype.h"
#include "doomdata.h"
#include "g_game.h"
#include "p_mobj.h"
#include "p_local.h"
#include "p_setup.h"
#include "p_slopes.h" // P_GetZAt
#include "r_main.h"
#include "r_defs.h" // MAXFFLOORS
#include "info.h"
#include "s_sound.h"
#include "m_random.h"
#include "r_sky.h" // skyflatnum
// Battle overtime info
struct battleovertime battleovertime;
// Capsules mode enabled for this map?
boolean battlecapsules = false;
// box respawning in battle mode
INT32 nummapboxes = 0;
INT32 numgotboxes = 0;
// Capsule counters
UINT8 maptargets = 0; // Capsules in map
UINT8 numtargets = 0; // Capsules busted
INT32 K_StartingBumperCount(void)
{
if (battlecapsules)
return 1; // always 1 hit in Break the Capsules
return cv_kartbumpers.value;
}
boolean K_IsPlayerWanted(player_t *player)
{
UINT8 i = 0, nump = 0, numfirst = 0;
for (; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
nump++;
if (players[i].position > 1)
continue;
numfirst++;
}
return ((numfirst < nump) && !player->spectator && (player->position == 1));
}
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;
if (encoremode)
pt->renderflags ^= RF_HORIZONTALFLIP;
}
void K_CheckBumpers(void)
{
UINT8 i;
UINT8 numingame = 0;
SINT8 winnernum = -1;
UINT32 winnerscoreadd = 0, maxroundscore = 0;
boolean nobumpers = false;
if (!(gametyperules & GTR_BUMPERS))
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].roundscore;
if (players[i].roundscore > maxroundscore)
{
maxroundscore = players[i].roundscore;
}
if (players[i].bumpers <= 0) // if you don't have any bumpers, you're probably not a winner
{
nobumpers = true;
continue;
}
else if (winnernum != -1) // TWO winners? that's dumb :V
return;
winnernum = i;
winnerscoreadd -= players[i].roundscore;
}
if (bossinfo.boss)
{
if (nobumpers)
{
for (i = 0; i < MAXPLAYERS; i++)
{
players[i].pflags |= PF_NOCONTEST;
P_DoPlayerExit(&players[i]);
}
}
return;
}
else if (numingame <= 1)
{
if (!battlecapsules)
{
// Reset map to turn on battle capsules
D_MapChange(gamemap, gametype, encoremode, true, 0, false, false);
}
else
{
if (nobumpers)
{
for (i = 0; i < MAXPLAYERS; i++)
{
players[i].pflags |= PF_NOCONTEST;
P_DoPlayerExit(&players[i]);
}
}
}
return;
}
if (winnernum > -1 && playeringame[winnernum])
{
if ((players[winnernum].roundscore+winnerscoreadd) == maxroundscore)
winnerscoreadd++; // break ties if luigi wins by doing nothing
players[winnernum].roundscore += 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_CheckEmeralds(player_t *player)
{
UINT8 i;
if (!ALLCHAOSEMERALDS(player->emeralds))
{
return;
}
player->roundscore++; // lol
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
{
continue;
}
if (&players[i] == player)
{
continue;
}
players[i].bumpers = 0;
}
K_CheckBumpers();
}
mobj_t *K_SpawnChaosEmerald(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT32 emeraldType)
{
boolean validEmerald = true;
mobj_t *emerald = P_SpawnMobj(x, y, z, MT_EMERALD);
mobj_t *overlay;
P_Thrust(emerald,
FixedAngle(P_RandomFixed() * 180) + angle,
24 * mapobjectscale);
emerald->momz = flip * 24 * mapobjectscale;
if (emerald->eflags & MFE_UNDERWATER)
emerald->momz = (117 * emerald->momz) / 200;
emerald->threshold = 10;
switch (emeraldType)
{
case EMERALD_CHAOS1:
emerald->color = SKINCOLOR_CHAOSEMERALD1;
break;
case EMERALD_CHAOS2:
emerald->color = SKINCOLOR_CHAOSEMERALD2;
break;
case EMERALD_CHAOS3:
emerald->color = SKINCOLOR_CHAOSEMERALD3;
break;
case EMERALD_CHAOS4:
emerald->color = SKINCOLOR_CHAOSEMERALD4;
break;
case EMERALD_CHAOS5:
emerald->color = SKINCOLOR_CHAOSEMERALD5;
break;
case EMERALD_CHAOS6:
emerald->color = SKINCOLOR_CHAOSEMERALD6;
break;
case EMERALD_CHAOS7:
emerald->color = SKINCOLOR_CHAOSEMERALD7;
break;
default:
CONS_Printf("Invalid emerald type %d\n", emeraldType);
validEmerald = false;
break;
}
if (validEmerald == true)
{
emerald->extravalue1 = emeraldType;
}
overlay = P_SpawnMobjFromMobj(emerald, 0, 0, 0, MT_OVERLAY);
P_SetTarget(&overlay->target, emerald);
P_SetMobjState(overlay, S_CHAOSEMERALD_UNDER);
overlay->color = emerald->color;
return emerald;
}
mobj_t *K_SpawnSphereBox(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 amount)
{
mobj_t *drop = P_SpawnMobj(x, y, z, MT_SPHEREBOX);
P_InitAngle(drop, angle);
P_Thrust(drop,
FixedAngle(P_RandomFixed() * 180) + angle,
P_RandomRange(4, 12) * mapobjectscale);
drop->momz = flip * 12 * mapobjectscale;
if (drop->eflags & MFE_UNDERWATER)
drop->momz = (117 * drop->momz) / 200;
drop->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
drop->extravalue1 = amount;
return drop;
}
void K_DropEmeraldsFromPlayer(player_t *player, UINT32 emeraldType)
{
UINT8 i;
SINT8 flip = P_MobjFlip(player->mo);
for (i = 0; i < 14; i++)
{
UINT32 emeraldFlag = (1 << i);
if ((player->emeralds & emeraldFlag) && (emeraldFlag & emeraldType))
{
mobj_t *emerald = K_SpawnChaosEmerald(player->mo->x, player->mo->y, player->mo->z, player->mo->angle - ANGLE_90, flip, emeraldFlag);
P_SetTarget(&emerald->target, player->mo);
player->emeralds &= ~emeraldFlag;
}
}
}
UINT8 K_NumEmeralds(player_t *player)
{
UINT8 i;
UINT8 num = 0;
for (i = 0; i < 14; i++)
{
UINT32 emeraldFlag = (1 << i);
if (player->emeralds & emeraldFlag)
{
num++;
}
}
return num;
}
void K_RunPaperItemSpawners(void)
{
const boolean overtime = (battleovertime.enabled >= 10*TICRATE);
tic_t interval = 8*TICRATE;
const boolean canmakeemeralds = true; //(!(battlecapsules || bossinfo.boss));
UINT32 emeraldsSpawned = 0;
UINT32 firstUnspawnedEmerald = 0;
thinker_t *th;
mobj_t *mo;
UINT8 pcount = 0;
INT16 i;
if (battlecapsules || bossinfo.boss)
{
// Gametype uses paper items, but this specific expression doesn't
return;
}
if (leveltime < starttime)
{
// Round hasn't started yet!
return;
}
if (overtime == true)
{
// Double frequency of items
interval /= 2;
}
if (((leveltime - starttime) % interval) != 0)
{
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
{
continue;
}
emeraldsSpawned |= players[i].emeralds;
if ((players[i].exiting > 0 || (players[i].pflags & PF_ELIMINATED))
|| ((gametyperules & GTR_BUMPERS) && players[i].bumpers <= 0))
{
continue;
}
pcount++;
}
if (overtime == true)
{
SINT8 flip = 1;
// Just find emeralds, no paper spots
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo = (mobj_t *)th;
if (mo->type == MT_EMERALD)
{
emeraldsSpawned |= mo->extravalue1;
}
}
if (canmakeemeralds)
{
for (i = 0; i < 7; i++)
{
UINT32 emeraldFlag = (1 << i);
if (!(emeraldsSpawned & emeraldFlag))
{
firstUnspawnedEmerald = emeraldFlag;
break;
}
}
}
if (firstUnspawnedEmerald != 0)
{
K_SpawnChaosEmerald(
battleovertime.x, battleovertime.y, battleovertime.z + (128 * mapobjectscale * flip),
FixedAngle(P_RandomRange(0, 359) * FRACUNIT), flip,
firstUnspawnedEmerald
);
}
else
{
K_CreatePaperItem(
battleovertime.x, battleovertime.y, battleovertime.z + (128 * mapobjectscale * flip),
FixedAngle(P_RandomRange(0, 359) * FRACUNIT), flip,
0, 0
);
if (gametyperules & GTR_SPHERES)
{
K_SpawnSphereBox(
battleovertime.x, battleovertime.y, battleovertime.z + (128 * mapobjectscale * flip),
FixedAngle(P_RandomRange(0, 359) * FRACUNIT), flip,
10
);
}
}
}
else
{
if (pcount > 0)
{
#define MAXITEM 64
mobj_t *spotList[MAXITEM];
UINT8 spotMap[MAXITEM];
UINT8 spotCount = 0, spotBackup = 0;
INT16 starti = 0;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo = (mobj_t *)th;
if (mo->type == MT_EMERALD)
{
emeraldsSpawned |= mo->extravalue1;
}
if (mo->type != MT_PAPERITEMSPOT)
continue;
if (spotCount >= MAXITEM)
continue;
spotList[spotCount] = mo;
spotMap[spotCount] = spotCount;
spotCount++;
}
if (spotCount <= 0)
{
return;
}
if (canmakeemeralds)
{
for (i = 0; i < 7; i++)
{
UINT32 emeraldFlag = (1 << i);
if (!(emeraldsSpawned & emeraldFlag))
{
firstUnspawnedEmerald = emeraldFlag;
starti = -1;
break;
}
}
}
//CONS_Printf("leveltime = %d ", leveltime);
spotBackup = spotCount;
for (i = starti; i < pcount; i++)
{
UINT8 r = 0, key = 0;
mobj_t *drop = NULL;
SINT8 flip = 1;
if (spotCount == 0)
{
// all are accessible again
spotCount = spotBackup;
}
if (spotCount == 1)
{
key = 0;
}
else
{
key = P_RandomKey(spotCount);
}
r = spotMap[key];
//CONS_Printf("[%d %d %d] ", i, key, r);
flip = P_MobjFlip(spotList[r]);
// When -1, we're spawning a Chaos Emerald.
if (i == -1)
{
drop = K_SpawnChaosEmerald(
spotList[r]->x, spotList[r]->y, spotList[r]->z + (128 * mapobjectscale * flip),
FixedAngle(P_RandomRange(0, 359) * FRACUNIT), flip,
firstUnspawnedEmerald
);
}
else
{
if (gametyperules & GTR_SPHERES)
{
drop = K_SpawnSphereBox(
spotList[r]->x, spotList[r]->y, spotList[r]->z + (128 * mapobjectscale * flip),
FixedAngle(P_RandomRange(0, 359) * FRACUNIT), flip,
10
);
K_FlipFromObject(drop, spotList[r]);
}
drop = K_CreatePaperItem(
spotList[r]->x, spotList[r]->y, spotList[r]->z + (128 * mapobjectscale * flip),
FixedAngle(P_RandomRange(0, 359) * FRACUNIT), flip,
0, 0
);
}
K_FlipFromObject(drop, spotList[r]);
spotCount--;
if (key != spotCount)
{
// So the core theory of what's going on is that we keep every
// available option at the front of the array, so we don't have
// to skip over any gaps or do recursion to avoid doubles.
// But because spotCount can be reset in the case of a low
// quanitity of item spawnpoints in a map, we still need every
// entry in the array, even outside of the "visible" range.
// A series of swaps allows us to adhere to both constraints.
// -toast 22/03/22 (semipalindromic!)
spotMap[key] = spotMap[spotCount];
spotMap[spotCount] = r; // was set to spotMap[key] previously
}
}
//CONS_Printf("\n");
}
}
}
static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
{
UINT8 i, j;
for (i = 0; i <= r_splitscreen; i++)
{
player_t *player = &players[displayplayers[i]];
fixed_t zpos;
SINT8 flip;
if (player == NULL || player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
continue;
}
if (player->mo->eflags & MFE_VERTICALFLIP)
{
zpos = player->mo->z + player->mo->height;
}
else
{
zpos = player->mo->z;
}
flip = P_MobjFlip(player->mo);
for (j = 0; j < 3; j++)
{
mobj_t *mo = P_SpawnMobj(x, y, zpos, MT_OVERTIME_PARTICLE);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
mo->flags2 |= MF2_OBJECTFLIP;
mo->eflags |= MFE_VERTICALFLIP;
}
P_InitAngle(mo, R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90);
mo->renderflags |= (RF_DONTDRAW & ~(K_GetPlayerDontDrawFlag(player)));
P_SetScale(mo, scale);
switch (j)
{
case 0:
P_SetMobjState(mo, S_OVERTIME_BULB1);
if (leveltime & 1)
mo->frame += 1;
//P_SetScale(mo, mapobjectscale);
zpos += 35 * mo->scale * flip;
break;
case 1:
P_SetMobjState(mo, S_OVERTIME_LASER);
if (leveltime & 1)
mo->frame += 3;
else
mo->frame += (leveltime / 2) % 3;
//P_SetScale(mo, scale);
zpos += 346 * mo->scale * flip;
if (battleovertime.enabled < 10*TICRATE)
mo->renderflags |= RF_TRANS50;
break;
case 2:
P_SetMobjState(mo, S_OVERTIME_BULB2);
if (leveltime & 1)
mo->frame += 1;
//P_SetScale(mo, mapobjectscale);
break;
default:
I_Error("Bruh moment has occured\n");
return;
}
}
}
}
void K_RunBattleOvertime(void)
{
if (battleovertime.enabled < 10*TICRATE)
{
battleovertime.enabled++;
if (battleovertime.enabled == TICRATE)
S_StartSound(NULL, sfx_bhurry);
if (battleovertime.enabled == 10*TICRATE)
S_StartSound(NULL, sfx_kc40);
}
else if (battleovertime.radius > 0)
{
const fixed_t minradius = 768 * mapobjectscale;
if (battleovertime.radius > minradius)
battleovertime.radius -= 2*mapobjectscale;
else
battleovertime.radius = minradius;
}
if (battleovertime.radius > 0)
{
const INT32 orbs = 32;
const angle_t angoff = ANGLE_MAX / orbs;
const UINT8 spriteSpacing = 128;
fixed_t circumference = FixedMul(M_PI_FIXED, battleovertime.radius * 2);
fixed_t scale = max(circumference / spriteSpacing / orbs, mapobjectscale);
fixed_t size = FixedMul(mobjinfo[MT_OVERTIME_PARTICLE].radius, scale);
fixed_t posOffset = max(battleovertime.radius - size, 0);
INT32 i;
for (i = 0; i < orbs; i++)
{
angle_t ang = (i * angoff) + FixedAngle((leveltime * FRACUNIT) / 4);
fixed_t x = battleovertime.x + P_ReturnThrustX(NULL, ang, posOffset);
fixed_t y = battleovertime.y + P_ReturnThrustY(NULL, ang, posOffset);
K_SpawnOvertimeLaser(x, y, scale);
}
}
}
void K_SetupMovingCapsule(mapthing_t *mt, mobj_t *mobj)
{
UINT8 sequence = mt->args[0] - 1;
fixed_t speed = (FRACUNIT >> 3) * mt->args[1];
boolean backandforth = (mt->options & MTF_AMBUSH);
boolean reverse = (mt->options & MTF_OBJECTSPECIAL);
mobj_t *mo2;
mobj_t *target = NULL;
thinker_t *th;
// TODO: This and the movement stuff in the thinker should both be using
// 2.2's new optimized functions for doing things with tube waypoints
// Find the inital target
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold == sequence)
{
if (reverse) // Use the highest waypoint number as first
{
if (mo2->health != 0)
{
if (target == NULL)
target = mo2;
else if (mo2->health > target->health)
target = mo2;
}
}
else // Use the lowest waypoint number as first
{
if (mo2->health == 0)
target = mo2;
}
}
}
if (!target)
{
CONS_Alert(CONS_WARNING, "No target waypoint found for moving capsule (seq: #%d)\n", sequence);
return;
}
P_SetTarget(&mobj->target, target);
mobj->lastlook = sequence;
mobj->movecount = target->health;
mobj->movefactor = speed;
if (backandforth) {
mobj->flags2 |= MF2_AMBUSH;
} else {
mobj->flags2 &= ~MF2_AMBUSH;
}
if (reverse) {
mobj->cvmem = -1;
} else {
mobj->cvmem = 1;
}
}
void K_SpawnPlayerBattleBumpers(player_t *p)
{
if (!p->mo || p->bumpers <= 0)
return;
{
INT32 i;
angle_t diff = FixedAngle(360*FRACUNIT/p->bumpers);
angle_t newangle = p->mo->angle;
mobj_t *bump;
for (i = 0; i < p->bumpers; i++)
{
bump = P_SpawnMobjFromMobj(p->mo,
P_ReturnThrustX(p->mo, newangle + ANGLE_180, 64*FRACUNIT),
P_ReturnThrustY(p->mo, newangle + ANGLE_180, 64*FRACUNIT),
0, MT_BATTLEBUMPER);
bump->threshold = i;
P_SetTarget(&bump->target, p->mo);
bump->angle = newangle;
bump->color = p->mo->color;
if (p->mo->renderflags & RF_DONTDRAW)
bump->renderflags |= RF_DONTDRAW;
else
bump->renderflags &= ~RF_DONTDRAW;
newangle += diff;
}
}
}
void K_BattleInit(void)
{
size_t i;
if ((gametyperules & GTR_CAPSULES) && !battlecapsules && !bossinfo.boss)
{
mapthing_t *mt;
if (modeattacking != ATTACKING_CAPSULES)
{
UINT8 n = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
n++;
}
if (n > 1)
goto aftercapsules;
}
mt = mapthings;
for (i = 0; i < nummapthings; i++, mt++)
{
if (mt->type == mobjinfo[MT_BATTLECAPSULE].doomednum)
P_SpawnMapThing(mt);
}
battlecapsules = true;
}
aftercapsules:
if (gametyperules & GTR_BUMPERS)
{
INT32 maxbumpers = K_StartingBumperCount();
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
players[i].bumpers = maxbumpers;
K_SpawnPlayerBattleBumpers(players+i);
}
}
}