RingRacers/src/objects/emerald.c

406 lines
9.9 KiB
C

// 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;
}