mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
406 lines
9.9 KiB
C
406 lines
9.9 KiB
C
// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2024 by James Robert Roman.
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// Copyright (C) 2024 by Kart Krew.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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#include "../k_battle.h"
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#include "../k_objects.h"
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#include "../k_specialstage.h"
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#include "../info.h"
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#include "../m_random.h"
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#include "../p_local.h"
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#include "../r_main.h"
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#include "../s_sound.h"
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#include "../tables.h"
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#include "../g_game.h"
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#define emerald_type(o) ((o)->extravalue1)
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#define emerald_anim_start(o) ((o)->movedir)
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#define emerald_revolution_time(o) ((o)->threshold)
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#define emerald_start_radius(o) ((o)->movecount)
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#define emerald_target_radius(o) ((o)->extravalue2)
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#define emerald_z_shift(o) ((o)->reactiontime)
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#define emerald_scale_rate(o) ((o)->movefactor)
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#define emerald_orbit(o) ((o)->target)
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#define emerald_award(o) ((o)->tracer)
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// Think of this like EMERALD_SPEED_UP / EMERALD_SPEED_UP_RATE
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#define EMERALD_SPEED_UP (1) // speed up by this much...
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#define EMERALD_SPEED_UP_RATE (1) // ...every N tics
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void Obj_SpawnEmeraldSparks(mobj_t *mobj)
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{
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if (leveltime % 3 != 0)
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{
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return;
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}
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mobj_t *sparkle = P_SpawnMobjFromMobj(
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mobj,
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P_RandomRange(PR_SPARKLE, -48, 48) * FRACUNIT,
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P_RandomRange(PR_SPARKLE, -48, 48) * FRACUNIT,
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P_RandomRange(PR_SPARKLE, 0, 64) * FRACUNIT,
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MT_EMERALDSPARK
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);
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sparkle->color = mobj->color;
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sparkle->momz += 8 * mobj->scale * P_MobjFlip(mobj);
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sparkle->sprzoff = mobj->sprzoff;
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}
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static INT32 get_elapsed(mobj_t *emerald)
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{
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return leveltime - min((tic_t)emerald_anim_start(emerald), leveltime);
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}
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static INT32 get_revolve_time(mobj_t *emerald)
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{
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return max(1, emerald_revolution_time(emerald));
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}
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static fixed_t get_suck_factor(mobj_t *emerald)
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{
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const INT32 suck_time = get_revolve_time(emerald) * 2;
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return (min(get_elapsed(emerald), suck_time) * FRACUNIT) / suck_time;
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}
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static fixed_t get_current_radius(mobj_t *emerald)
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{
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fixed_t s = emerald_start_radius(emerald);
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fixed_t t = emerald_target_radius(emerald);
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return s + FixedMul(t - s, get_suck_factor(emerald));
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}
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static fixed_t get_bob(mobj_t *emerald)
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{
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// With a fuse, the emerald experiences "speed up" and the
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// scale also shrinks. All of these these effects caused
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// the bob phase shift to look disproportioned.
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angle_t phase = emerald->fuse ? 0 : get_elapsed(emerald) * ((ANGLE_MAX / get_revolve_time(emerald)) / 2);
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return FixedMul(30 * mapobjectscale, FSIN(emerald->angle + phase));
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}
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static fixed_t center_of(mobj_t *mobj)
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{
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return mobj->z + (mobj->height / 2);
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}
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static fixed_t get_target_z(mobj_t *emerald)
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{
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fixed_t shift = FixedMul(emerald_z_shift(emerald), FRACUNIT - get_suck_factor(emerald));
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return center_of(emerald_orbit(emerald)) + get_bob(emerald) + shift;
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}
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static void speed_up(mobj_t *emerald)
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{
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// Revolution time shouldn't decrease below zero.
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if (emerald_revolution_time(emerald) <= EMERALD_SPEED_UP)
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{
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return;
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}
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if (get_elapsed(emerald) % EMERALD_SPEED_UP_RATE)
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{
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return;
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}
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// Decrease the fuse proportionally to the revolution time.
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const fixed_t ratio = (emerald->fuse * FRACUNIT) / emerald_revolution_time(emerald);
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emerald_revolution_time(emerald) -= EMERALD_SPEED_UP;
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emerald->fuse = max(1, (emerald_revolution_time(emerald) * ratio) / FRACUNIT);
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}
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static void Obj_EmeraldOrbitPlayer(mobj_t *emerald)
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{
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fixed_t r = get_current_radius(emerald);
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fixed_t x = FixedMul(r, FCOS(emerald->angle));
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fixed_t y = FixedMul(r, FSIN(emerald->angle));
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// Multiplayer Sealed Stars can become unwinnable if someone deathpits with the emerald. Find a player to retarget!
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if ((gametyperules & GTR_CATCHER) && emerald_orbit(emerald)->player && (emerald_orbit(emerald)->player->pflags & PF_NOCONTEST))
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{
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player_t *bestplayer = emerald_orbit(emerald)->player;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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if (players[i].spectator)
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continue;
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if (players[i].pflags & PF_NOCONTEST)
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continue;
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if (!(players[i].mo && !P_MobjWasRemoved(players[i].mo)))
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continue;
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if ((bestplayer->pflags & PF_NOCONTEST) || (players[i].distancetofinish < bestplayer->distancetofinish))
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bestplayer = &players[i];
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}
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if (!(bestplayer->pflags & PF_NOCONTEST))
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{
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P_MoveOrigin(emerald, bestplayer->mo->x, bestplayer->mo->y, bestplayer->mo->z);
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Obj_BeginEmeraldOrbit(emerald, bestplayer->mo, 100 * mapobjectscale, 64, 0);
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return;
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}
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}
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P_MoveOrigin(
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emerald,
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emerald_orbit(emerald)->x + x,
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emerald_orbit(emerald)->y + y,
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get_target_z(emerald)
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);
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emerald->angle += ANGLE_MAX / get_revolve_time(emerald);
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if (emerald->fuse > 0)
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{
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speed_up(emerald);
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P_InstaScale(emerald, emerald->fuse * emerald_scale_rate(emerald));
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}
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}
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void Obj_EmeraldThink(mobj_t *emerald)
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{
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if (!P_MobjWasRemoved(emerald_orbit(emerald)))
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{
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switch (emerald_orbit(emerald)->type)
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{
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case MT_SPECIAL_UFO:
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Obj_UFOEmeraldThink(emerald);
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break;
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case MT_PLAYER:
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Obj_EmeraldOrbitPlayer(emerald);
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break;
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default:
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break;
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}
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return;
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}
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if (emerald->threshold > 0)
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{
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emerald->threshold--;
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}
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A_AttractChase(emerald);
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Obj_SpawnEmeraldSparks(emerald);
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K_BattleOvertimeKiller(emerald);
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}
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static mobj_t *spawn_glow(mobj_t *flare)
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{
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mobj_t *targ = flare->target;
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mobj_t *x = P_SpawnGhostMobj(targ);
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x->old_x = targ->old_x;
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x->old_y = targ->old_y;
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x->old_z = targ->old_z;
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x->fuse = 2; // this actually does last one tic
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x->extravalue1 = 1;
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x->extravalue2 = 0;
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x->renderflags = RF_ADD | RF_ALWAYSONTOP;
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// FIXME: linkdraw doesn't work consistently, so I drew it on top of everyting (and through walls)
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#if 0
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P_SetTarget(&x->tracer, targ);
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x->flags2 |= MF2_LINKDRAW;
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x->dispoffset = 1000;
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#endif
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return x;
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}
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static mobj_t *spawn_glow_colorize(mobj_t *flare)
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{
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mobj_t *x = spawn_glow(flare);
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x->color = flare->color;
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x->colorized = true;
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return x;
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}
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void Obj_EmeraldFlareThink(mobj_t *flare)
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{
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const INT32 kExtraTics = 3;
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const INT32 flare_tics = states[S_EMERALDFLARE1].tics + kExtraTics;
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if (P_MobjWasRemoved(flare->target))
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{
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P_RemoveMobj(flare);
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return;
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}
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// Target is assumed to be the emerald in orbit. When
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// emerald fuse runs out, it shall update player's emerald
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// flags. Time the flare animation so it ends with the
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// emerald fuse.
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if (!flare->fuse && flare->target->fuse > flare_tics)
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{
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return;
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}
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if (flare->state == &states[S_INVISIBLE])
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{
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// In special stages, just follow the emerald.
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if (specialstageinfo.valid == false)
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{
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// Update target to player. We don't need to track
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// the emerald anymore.
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P_SetTarget(&flare->target, flare->target->target);
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if (P_MobjWasRemoved(flare->target))
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{
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P_RemoveMobj(flare);
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return;
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}
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}
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P_SetMobjState(flare, S_EMERALDFLARE1);
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flare->fuse = flare_tics;
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}
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// Focus on center of player.
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P_SetOrigin(flare, flare->target->x, flare->target->y, center_of(flare->target));
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if (leveltime & 1)
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{
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// Stacked for more exposure
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spawn_glow_colorize(flare);
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spawn_glow(flare);
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spawn_glow(flare);
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}
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}
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static void spawn_lens_flare(mobj_t *emerald)
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{
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mobj_t *flare = P_SpawnMobjFromMobj(emerald, 0, 0, 0, MT_EMERALDFLARE);
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P_SetTarget(&flare->target, emerald);
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P_InstaScale(flare, emerald_orbit(emerald)->scale);
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flare->color = emerald->color;
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flare->colorized = true;
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flare->renderflags |= RF_ALWAYSONTOP;
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// FIXME: linkdraw doesn't work consistently, so I drew it on top of everyting (and through walls)
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#if 0
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P_SetTarget(&flare->tracer, emerald_orbit(emerald));
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flare->flags2 |= MF2_LINKDRAW;
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flare->dispoffset = 1000;
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#endif
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}
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void Obj_BeginEmeraldOrbit(mobj_t *emerald, mobj_t *target, fixed_t radius, INT32 revolution_time, tic_t fuse)
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{
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P_SetTarget(&emerald_orbit(emerald), target);
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P_SetTarget(&emerald->punt_ref, target);
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if (P_MobjWasRemoved(emerald_award(emerald)))
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{
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P_SetTarget(&emerald_award(emerald), target);
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}
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emerald_anim_start(emerald) = leveltime;
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emerald_revolution_time(emerald) = revolution_time;
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emerald_start_radius(emerald) = R_PointToDist2(target->x, target->y, emerald->x, emerald->y);
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emerald_target_radius(emerald) = radius;
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emerald->fuse = fuse;
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if (fuse)
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{
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emerald_scale_rate(emerald) = emerald->scale / fuse;
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}
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emerald->angle = R_PointToAngle2(target->x, target->y, emerald->x, emerald->y);
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emerald_z_shift(emerald) = emerald->z - get_target_z(emerald);
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emerald->flags |= MF_NOGRAVITY | MF_NOCLIP | MF_NOCLIPTHING | MF_NOCLIPHEIGHT;
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emerald->shadowscale = 0;
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spawn_lens_flare(emerald);
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}
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static void give_player(mobj_t *emerald)
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{
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player_t *player = emerald_award(emerald)->player;
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if (!player)
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{
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return;
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}
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player->emeralds |= emerald_type(emerald);
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K_CheckEmeralds(player);
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S_StartSound(emerald_award(emerald), emerald->info->deathsound);
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}
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void Obj_GiveEmerald(mobj_t *emerald)
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{
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if (P_MobjWasRemoved(emerald_orbit(emerald)) || P_MobjWasRemoved(emerald_award(emerald)))
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{
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return;
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}
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// FIXME: emerald orbiting behavior should become its own object. For now,
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// though, enjoy these special conditions!
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switch (emerald_award(emerald)->type)
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{
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case MT_PLAYER:
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give_player(emerald);
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break;
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case MT_ITEMCAPSULE: // objects/hyudoro.c
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// DMG_INSTAKILL to kill it without respawning later
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P_KillMobj(emerald_award(emerald), emerald_orbit(emerald), emerald_orbit(emerald), DMG_INSTAKILL);
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S_StartSound(emerald_orbit(emerald), sfx_kc3e);
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if (emerald_orbit(emerald)->player)
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{
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// Unlock item for stacked Hyudoros
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emerald_orbit(emerald)->player->itemRoulette.reserved = 0;
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}
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break;
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default:
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break;
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}
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}
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void Obj_SetEmeraldAwardee(mobj_t *emerald, mobj_t *awardee)
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{
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P_SetTarget(&emerald_award(emerald), awardee);
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}
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boolean Obj_EmeraldCanHUDTrack(const mobj_t *emerald)
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{
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if (!P_MobjWasRemoved(emerald_award(emerald)) && emerald_award(emerald)->type == MT_ITEMCAPSULE)
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{
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return false;
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}
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return true;
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}
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