RingRacers/src/objects/emerald.c
James R 7d7cc04da2 Player glows with additive exposure while emerald collection lens flare plays
For ease of programming, the emerald itself glows in
Sealed Stars.
2023-08-19 03:42:31 -07:00

318 lines
7.2 KiB
C

#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"
#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)
// 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->target) + 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));
P_MoveOrigin(
emerald,
emerald->target->x + x,
emerald->target->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->target))
{
switch (emerald->target->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->target->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->target);
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->target, 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);
}
void Obj_GiveEmerald(mobj_t *emerald)
{
if (P_MobjWasRemoved(emerald->target))
{
return;
}
player_t *player = emerald->target->player;
if (!player)
{
return;
}
player->emeralds |= emerald_type(emerald);
K_CheckEmeralds(player);
S_StartSound(emerald->target, emerald->info->deathsound);
}