RingRacers/src/objects/frost-thrower.cpp
2024-04-05 10:26:52 -04:00

425 lines
9.4 KiB
C++

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
// Original Lua script by Lat
// Hardcoded by jartha
#include <algorithm>
#include <cstdlib>
#include "../math/fixed.hpp"
#include "../math/vec.hpp"
#include "../mobj.hpp"
#include "../d_player.h"
#include "../doomdef.h"
#include "../doomstat.h"
#include "../k_bot.h" // FIXME
#include "../k_kart.h"
#include "../k_objects.h"
#include "../m_random.h"
#include "../sounds.h"
#include "../tables.h"
using srb2::Mobj;
using srb2::math::Fixed;
using srb2::math::Vec2;
namespace
{
Vec2<Fixed> angle_vector(angle_t x)
{
return Vec2<Fixed> {FCOS(x), FSIN(x)};
}
struct IceCube : Mobj
{
static constexpr int kRadius = 33;
void extravalue1() = delete;
angle_t angle_offset() const { return mobj_t::extravalue1; }
void angle_offset(angle_t n) { mobj_t::extravalue1 = n; }
static void spawn_cube(Mobj* source)
{
angle_t offset = 0;
for (int i = 0; i < 4; ++i)
{
spawn_side(source, offset);
offset += ANGLE_90;
}
}
bool valid() const { return Mobj::valid() && Mobj::valid(owner()) && player() && player()->icecube.frozen; }
player_t* player() const { return owner()->player; }
bool think()
{
if (!valid())
{
remove();
return false;
}
angle_t facing = player()->drawangle + angle_offset();
scale(owner()->scale());
move_origin({owner()->pos2d() + (vector(facing) * scale()), owner()->z});
frame = state()->frame + player()->icecube.wiggle;
angle = facing + ANGLE_90;
return true;
}
private:
static Vec2<Fixed> vector(angle_t x) { return angle_vector(x) * kRadius; }
static IceCube* spawn_side(Mobj* source, angle_t offset)
{
angle_t facing = source->angle + offset;
IceCube* cube = source->spawn_from<IceCube>({vector(facing) * source->scale(), 0}, MT_GGZICECUBE);
cube->angle_offset(offset);
cube->angle = facing + ANGLE_90;
cube->owner(source);
return cube;
}
};
struct Frost : Mobj
{
void extravalue1() = delete;
bool skip_invincible_checks() const { return mobj_t::extravalue1; }
void skip_invincible_checks(bool n) { mobj_t::extravalue1 = n; }
static Frost* spawn(Mobj* source, const Mobj::PosArg& p)
{
Frost* frost = source->spawn_from<Frost>(p, MT_GGZICEDUST);
auto rng = [] { return P_RandomRange(PR_FROSTTHROWERS, -2, 2) * (4 * mapobjectscale); };
frost->momx = rng();
frost->momy = rng();
frost->scale_between(mapobjectscale / 2, mapobjectscale * 2, mapobjectscale / 6);
return frost;
}
void collide(Mobj* mo) const
{
player_t* p = mo->player;
icecubevars_t& vars = p->icecube;
if (vars.hitat < leveltime && leveltime - vars.hitat < TICRATE)
{
// avoid spamming instashield
return;
}
vars.hitat = leveltime;
if (!skip_invincible_checks())
{
if (p->flashing || p->growshrinktimer > 0 || p->invincibilitytimer || p->hyudorotimer)
{
K_DoInstashield(p);
return;
}
}
if (vars.frozen)
{
return;
}
vars.frozen = true;
vars.wiggle = 0;
vars.frozenat = leveltime;
vars.shaketimer = 0;
IceCube::spawn_cube(mo);
}
};
struct FreezeThruster : Mobj
{
static constexpr tic_t kFlashRate = TICRATE*3/2;
void extravalue1() = delete;
bool frosting() const { return mobj_t::extravalue1; }
void frosting(bool n) { mobj_t::extravalue1 = n; }
void extravalue2() = delete;
tic_t default_timer() const { return mobj_t::extravalue2; }
void default_timer(tic_t n) { mobj_t::extravalue2 = n; }
void threshold() = delete;
tic_t timer() const { return mobj_t::threshold; }
void timer(tic_t n) { mobj_t::threshold = n; }
void thing_args() = delete;
bool double_speed() const { return mobj_t::thing_args[0]; }
bool skip_invincible_checks() const { return mobj_t::thing_args[1]; }
bool default_frosting() const { return !mobj_t::thing_args[2]; }
void init()
{
// FIXME: this should use a thing arg, not angle!
if (spawnpoint)
{
// Object Angle = Tics Between Activations
default_timer(spawnpoint->angle);
}
frosting(default_timer() ? default_frosting() : true);
timer(default_timer());
}
void think()
{
if (timer())
{
timer(timer() - 1);
if (timer() < 1)
{
frosting(!frosting());
timer(default_timer());
}
}
// flash before turning on
if (!frosting() && timer() < kFlashRate && (leveltime % 4) < 2)
{
colorized = true;
color = SKINCOLOR_RED;
}
else
{
colorized = false;
}
spew();
}
private:
void spew()
{
if (!frosting())
{
return;
}
// Object Height = Frostthrower Speed
fixed_t mz = is_flipped() ? floorz + 1 : ceilingz;
fixed_t frostspeed = std::abs(z - mz) / 10;
if (double_speed())
{
frostspeed *= 2;
}
if (leveltime % 3 == 0)
{
Frost* frost = Frost::spawn(this, {});
if (is_flipped())
{
frost->momz = -frostspeed;
}
else
{
frost->momz = frostspeed;
frost->flags2 |= MF2_OBJECTFLIP;
}
frost->skip_invincible_checks(skip_invincible_checks());
}
voice_loop(sfx_s3k7f);
}
};
struct SidewaysFreezeThruster : Mobj
{
static constexpr int kBaseRadius = 12;
bool skip_invincible_checks() const { return mobj_t::thing_args[0]; }
void init()
{
scale(scale()*3/2);
const Vec2<Fixed> base_vector = vector(angle) * kBaseRadius;
angle_t an = angle + ANGLE_90;
z += flip(24 * mapobjectscale);
auto spawn_piece = [&](const Mobj::PosArg& p, angle_t angle, int frame)
{
Mobj* part = spawn_from<Mobj>(p, MT_THRUSTERPART);
part->angle = angle;
part->frame += frame;
return part;
};
spawn_piece({}, an, 0); // base
spawn_piece({vector(angle) * 24, 0}, an, 1); // cannon
Vec2<Fixed> h_vector = angle_vector(an);
// spawn the pipes:
auto spawn_pipe = [&](int i)
{
angle_t v_an = ANGLE_45 + (ANGLE_90 * i);
Vec2<Fixed> v_vector = vector(v_an) * 32;
spawn_piece({h_vector * v_vector.y, v_vector.x}, angle, 2);
};
// This is unrolled because when it was a for loop,
// it ran infinitely, but only under MinGW.
// Tested: gcc.exe (Rev2, Built by MSYS2 project) 13.2.0 (32-bit version)
spawn_pipe(0);
spawn_pipe(1);
spawn_pipe(2);
spawn_pipe(3);
// spawn the icons:
Vec2<Fixed> v = vector(an) * 32;
spawn_piece({base_vector + v, 0}, angle, 3);
spawn_piece({base_vector - v, 0}, angle, 3);
}
void think()
{
if (leveltime % 2 == 0)
{
spew();
spew();
}
}
private:
Vec2<Fixed> vector(angle_t angle) const { return angle_vector(angle) * scale(); }
void spew()
{
Frost* frost = Frost::spawn(this, {vector(angle) * kBaseRadius, 0});
auto rng = [](int x, int y) { return P_RandomRange(PR_FROSTTHROWERS, x, y); };
frost->angle = angle + (rng(-8, 8) * ANG1);
frost->instathrust(frost->angle, mapobjectscale * 64);
frost->momz = rng(-5, 5) * mapobjectscale;
frost->scale_between(mapobjectscale * 3 / 4, mapobjectscale * 2, mapobjectscale / 6);
frost->skip_invincible_checks(skip_invincible_checks());
}
};
struct Shatter : Mobj
{
static Shatter* spawn(Mobj* source)
{
auto rng = [source](int x, int y) { return P_RandomRange(PR_DECORATION, x, y) * source->scale(); };
Shatter* part = source->spawn_from<Shatter>({rng(-64, 64), rng(-64, 64), rng(0, 64)}, MT_GGZICESHATTER);
part->state(P_RandomRange(PR_DECORATION, 0, 1) ? S_GGZPARTICLE11 : S_GGZPARTICLE21);
part->fuse = TICRATE * 4;
return part;
}
};
}; // namespace
void Obj_FreezeThrusterInit(mobj_t* mo)
{
static_cast<FreezeThruster*>(mo)->init();
}
void Obj_FreezeThrusterThink(mobj_t* mo)
{
static_cast<FreezeThruster*>(mo)->think();
}
void Obj_IceDustCollide(mobj_t* t1, mobj_t* t2)
{
static_cast<Frost*>(t1)->collide(static_cast<Mobj*>(t2));
}
boolean Obj_IceCubeThink(mobj_t* mo)
{
return static_cast<IceCube*>(mo)->think();
}
void Obj_IceCubeInput(player_t* player)
{
// Must be mashing some buttons
auto press = [player](buttoncode_t bt) { return (player->cmd.buttons & ~player->oldcmd.buttons) & bt; };
if (!(press(BT_ACCELERATE) || press(BT_ATTACK) || press(BT_DRIFT)))
{
return;
}
if (leveltime - std::min(player->icecube.frozenat, leveltime) < TICRATE*2/3)
{
return;
}
Mobj* mo = static_cast<Mobj*>(player->mo);
player->icecube.wiggle++;
player->icecube.shaketimer = 10;
mo->voice(sfx_s3k94);
auto rng = [mo](int x, int y) { return P_RandomRange(PR_DECORATION, x, y) * mo->scale(); };
for (int i = 0; i < 6; ++i)
{
Shatter* part = Shatter::spawn(mo);
part->scale_between(mo->scale() * 3, 1);
part->momx = mo->momx + rng(-14, 14);
part->momy = mo->momy + rng(-14, 14);
part->momz = mo->momz + rng(0, 14);
}
if (player->icecube.wiggle > 4)
{
Obj_IceCubeBurst(player);
player->flashing = (TICRATE * 3) - 1;
}
}
void Obj_IceCubeBurst(player_t* player)
{
Mobj* mo = static_cast<Mobj*>(player->mo);
auto rng = [mo](int x, int y) { return P_RandomRange(PR_DECORATION, x, y) * mo->scale(); };
for (int i = 0; i < 20; ++i)
{
Shatter* part = Shatter::spawn(mo);
part->scale_between(mo->scale() * 5, 1);
part->momx = (mo->momx * 2) + rng(-64, 64);
part->momy = (mo->momy * 2) + rng(-64, 64);
part->momz = (mo->momz * 2) + rng(0, 20);
}
player->icecube.frozen = false;
mo->voice(sfx_glgz1);
}
void Obj_SidewaysFreezeThrusterInit(mobj_t* mo)
{
static_cast<SidewaysFreezeThruster*>(mo)->init();
}
void Obj_SidewaysFreezeThrusterThink(mobj_t* mo)
{
static_cast<SidewaysFreezeThruster*>(mo)->think();
}