RingRacers/src/objects/orbinaut.c
Sally Coolatta 81cefa2697 Gachabom initial pass
They simply use Kitchen Sink's item icon and Orbinaut's sprites.

The forward toss behavior needs fine-tuning to use more MT_BANANA style behavior.
2022-11-28 02:41:42 -05:00

393 lines
9.2 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2022 by Sally "TehRealSalt" Cochenour
// Copyright (C) 2022 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.
//-----------------------------------------------------------------------------
/// \file orbinaut.c
/// \brief Orbinaut item code.
#include "../doomdef.h"
#include "../doomstat.h"
#include "../info.h"
#include "../k_kart.h"
#include "../k_objects.h"
#include "../m_random.h"
#include "../p_local.h"
#include "../r_main.h"
#include "../s_sound.h"
#include "../g_game.h"
#include "../z_zone.h"
#include "../k_waypoint.h"
#include "../k_respawn.h"
#include "../k_collide.h"
#define ORBINAUT_MAXTURN (ANGLE_67h)
#define ORBINAUT_TURNLERP (16)
#define orbinaut_speed(o) ((o)->movefactor)
#define orbinaut_selfdelay(o) ((o)->threshold)
#define orbinaut_dropped(o) ((o)->flags2 & MF2_AMBUSH)
#define orbinaut_droptime(o) ((o)->movecount)
#define orbinaut_turn(o) ((o)->extravalue1)
#define orbinaut_owner(o) ((o)->target)
#define orbinaut_shield_dist(o) ((o)->extravalue1)
void Obj_OrbinautThink(mobj_t *th)
{
boolean grounded = P_IsObjectOnGround(th);
mobj_t *ghost = NULL;
if (th->fuse > 0 && th->fuse <= TICRATE)
{
th->renderflags ^= RF_DONTDRAW;
}
if (orbinaut_dropped(th))
{
if (grounded && (th->flags & MF_NOCLIPTHING))
{
th->momx = 1;
th->momy = 0;
th->frame = 3;
S_StartSound(th, th->info->activesound);
th->flags &= ~MF_NOCLIPTHING;
}
else if (orbinaut_droptime(th))
{
orbinaut_droptime(th)--;
}
else if (th->frame < 3)
{
orbinaut_droptime(th) = 2;
th->frame++;
}
return;
}
ghost = P_SpawnGhostMobj(th);
ghost->colorized = true; // already has color!
th->angle = K_MomentumAngle(th);
if (orbinaut_turn(th) != 0)
{
th->angle += orbinaut_turn(th);
if (abs(orbinaut_turn(th)) < ORBINAUT_MAXTURN)
{
if (orbinaut_turn(th) < 0)
{
orbinaut_turn(th) -= ORBINAUT_MAXTURN / ORBINAUT_TURNLERP;
}
else
{
orbinaut_turn(th) += ORBINAUT_MAXTURN / ORBINAUT_TURNLERP;
}
}
}
if (grounded == true)
{
fixed_t finalspeed = orbinaut_speed(th);
const fixed_t currentspeed = R_PointToDist2(0, 0, th->momx, th->momy);
fixed_t thrustamount = 0;
fixed_t frictionsafety = (th->friction == 0) ? 1 : th->friction;
if (th->health <= 5)
{
INT32 i;
for (i = 5; i >= th->health; i--)
{
finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4);
}
}
if (currentspeed >= finalspeed)
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
}
P_Thrust(th, th->angle, thrustamount);
}
/* todo: UDMFify
if (P_MobjTouchingSectorSpecialFlag(th, ?))
{
K_DoPogoSpring(th, 0, 1);
}
*/
if (orbinaut_selfdelay(th) > 0)
{
orbinaut_selfdelay(th)--;
}
if (leveltime % 6 == 0)
{
S_StartSound(th, th->info->activesound);
}
}
boolean Obj_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
{
boolean damageitem = false;
boolean tumbleitem = false;
boolean sprung = false;
if ((orbinaut_selfdelay(t1) > 0 && t2->hitlag > 0)
|| (orbinaut_selfdelay(t2) > 0 && t1->hitlag > 0))
{
return true;
}
if (t1->health <= 0 || t2->health <= 0)
{
return true;
}
if ((orbinaut_owner(t1) == t2)
|| (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (orbinaut_owner(t1) == t2->target)))
{
if ((orbinaut_selfdelay(t1) > 0 && t2->type == MT_PLAYER)
|| (orbinaut_selfdelay(t2) > 0 && t2->type != MT_PLAYER))
{
return true;
}
}
if ((t1->type == MT_ORBINAUT_SHIELD || t1->type == MT_JAWZ_SHIELD) && t1->lastlook
&& (t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD) && t2->lastlook
&& (orbinaut_owner(t1) == t2->target)) // Don't hit each other if you have the same target
{
return true;
}
if (t1->type == MT_GARDENTOP)
{
tumbleitem = true;
}
if (t2->player)
{
if ((t2->player->flashing > 0 && t2->hitlag == 0)
&& !(t1->type == MT_ORBINAUT || t1->type == MT_JAWZ || t1->type == MT_GACHABOM))
return true;
if (t2->player->hyudorotimer)
return true; // no interaction
if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
{
// Melt item
S_StartSound(t2, sfx_s3k43);
}
else
{
// Player Damage
P_DamageMobj(t2, t1, t1->target, 1, DMG_WOMBO |
(tumbleitem ? DMG_TUMBLE : DMG_WIPEOUT));
K_KartBouncing(t2, t1);
S_StartSound(t2, sfx_s3k7b);
}
damageitem = true;
}
else if (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ
|| t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD
|| t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
|| t2->type == MT_BALLHOG || t2->type == MT_GACHABOM)
{
// Other Item Damage
angle_t bounceangle = K_GetCollideAngle(t1, t2);
S_StartSound(t2, t2->info->deathsound);
P_KillMobj(t2, t1, t1, DMG_NORMAL);
P_SetObjectMomZ(t2, 24*FRACUNIT, false);
P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH);
damageitem = true;
}
else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE)
{
damageitem = true;
// Bomb death
P_KillMobj(t2, t1, t1, DMG_NORMAL);
}
else if (t2->flags & MF_SPRING && (t1->type != MT_ORBINAUT_SHIELD && t1->type != MT_JAWZ_SHIELD))
{
// Let thrown items hit springs!
sprung = P_DoSpring(t2, t1);
}
else if (t2->flags & MF_SHOOTABLE)
{
// Shootable damage
P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
damageitem = true;
}
if (t1->type == MT_GARDENTOP)
{
damageitem = false;
}
if (damageitem)
{
// This Item Damage
angle_t bounceangle = K_GetCollideAngle(t2, t1);
S_StartSound(t1, t1->info->deathsound);
P_KillMobj(t1, t2, t2, DMG_NORMAL);
P_SetObjectMomZ(t1, 24*FRACUNIT, false);
P_InstaThrust(t1, bounceangle, 16*FRACUNIT);
}
if (sprung)
{
return false;
}
return true;
}
void Obj_OrbinautThrown(mobj_t *th, fixed_t finalSpeed, SINT8 dir)
{
if (orbinaut_owner(th) != NULL && P_MobjWasRemoved(orbinaut_owner(th)) == false
&& orbinaut_owner(th)->player != NULL)
{
th->color = orbinaut_owner(th)->player->skincolor;
}
else
{
th->color = SKINCOLOR_GREY;
}
th->fuse = RR_PROJECTILE_FUSE;
orbinaut_speed(th) = finalSpeed;
if (dir == -1)
{
// Thrown backwards, init orbiting in place
orbinaut_turn(th) = ORBINAUT_MAXTURN / ORBINAUT_TURNLERP;
th->angle -= ANGLE_45;
th->momx = FixedMul(finalSpeed, FINECOSINE(th->angle >> ANGLETOFINESHIFT));
th->momy = FixedMul(finalSpeed, FINESINE(th->angle >> ANGLETOFINESHIFT));
}
}
void Obj_OrbinautJawzMoveHeld(player_t *player)
{
fixed_t finalscale = K_ItemScaleForPlayer(player);
fixed_t speed = 0;
mobj_t *cur = NULL;
player->bananadrag = 0; // Just to make sure
cur = player->mo->hnext;
speed = ((8 - min(4, player->itemamount)) * cur->info->speed) / 7;
while (cur != NULL && P_MobjWasRemoved(cur) == false)
{
const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); // mobj's distance from its Target, or Radius.
fixed_t z;
if (!cur->health)
{
cur = cur->hnext;
continue;
}
cur->color = player->skincolor;
cur->angle -= ANGLE_90;
cur->angle += FixedAngle(speed) / 3;
if (orbinaut_shield_dist(cur) < radius)
{
orbinaut_shield_dist(cur) += P_AproxDistance(orbinaut_shield_dist(cur), radius) / 12;
}
if (orbinaut_shield_dist(cur) > radius)
{
orbinaut_shield_dist(cur) = radius;
}
// If the player is on the ceiling, then flip your items as well.
if (player && player->mo->eflags & MFE_VERTICALFLIP)
{
cur->eflags |= MFE_VERTICALFLIP;
}
else
{
cur->eflags &= ~MFE_VERTICALFLIP;
}
// Shrink your items if the player shrunk too.
cur->destscale = FixedMul(FixedDiv(orbinaut_shield_dist(cur), radius), finalscale);
P_SetScale(cur, cur->destscale);
if (P_MobjFlip(cur) > 0)
{
z = player->mo->z;
}
else
{
z = player->mo->z + player->mo->height - cur->height;
}
cur->flags |= MF_NOCLIPTHING; // temporarily make them noclip other objects so they can't hit anyone while in the player
P_MoveOrigin(cur, player->mo->x, player->mo->y, z);
cur->momx = FixedMul(FINECOSINE(cur->angle >> ANGLETOFINESHIFT), orbinaut_shield_dist(cur));
cur->momy = FixedMul(FINESINE(cur->angle >> ANGLETOFINESHIFT), orbinaut_shield_dist(cur));
cur->flags &= ~MF_NOCLIPTHING;
if (!P_TryMove(cur, player->mo->x + cur->momx, player->mo->y + cur->momy, true, NULL))
{
P_SlideMove(cur, NULL);
}
if (P_IsObjectOnGround(player->mo))
{
if (P_MobjFlip(cur) > 0)
{
if (cur->floorz > player->mo->z - cur->height)
{
z = cur->floorz;
}
}
else
{
if (cur->ceilingz < player->mo->z + player->mo->height + cur->height)
{
z = cur->ceilingz - cur->height;
}
}
}
// Center it during the scale up animation
z += (FixedMul(cur->info->height, finalscale - cur->scale) >> 1) * P_MobjFlip(cur);
cur->z = z;
cur->momx = cur->momy = 0;
cur->angle += ANGLE_90;
cur = cur->hnext;
}
}