RingRacers/src/k_hitlag.c
2024-05-01 17:27:42 -07:00

312 lines
8.5 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Sally "TehRealSalt" Cochenour
// 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.
//-----------------------------------------------------------------------------
/// \file k_hitlag.c
/// \brief Hitlag functions
#include "k_hitlag.h"
#include "doomdef.h"
#include "doomstat.h"
#include "k_battle.h"
#include "k_kart.h"
#include "m_random.h"
#include "p_local.h"
#include "r_main.h"
#include "s_sound.h"
#include "m_easing.h"
/*--------------------------------------------------
void K_AddHitLag(mobj_t *mo, INT32 tics, boolean fromDamage)
See header file for description.
--------------------------------------------------*/
void K_AddHitLag(mobj_t *mo, INT32 tics, boolean fromDamage)
{
if (mo == NULL || P_MobjWasRemoved(mo) || (mo->flags & MF_NOHITLAGFORME && mo->type != MT_PLAYER))
{
return;
}
mo->hitlag += tics;
mo->hitlag = min(mo->hitlag, MAXHITLAGTICS);
if (mo->player != NULL)
{
// Reset each time. We want to explicitly set this for bananas afterwards,
// so make sure an old value doesn't possibly linger.
mo->player->flipDI = false;
}
if (fromDamage == true)
{
// Dunno if this should flat-out &~ the flag out too.
// Decided it probably just just keep it since it's "adding" hitlag.
mo->eflags |= MFE_DAMAGEHITLAG;
}
}
/*--------------------------------------------------
static void K_SpawnSingleHitLagSpark(
mobj_t *parent,
vector3_t *offset, fixed_t scale,
UINT8 tics, UINT8 pause,
skincolornum_t color)
Spawns a set of damage hitlag spark papersprites.
Input Arguments:-
parent - Object that the hitlag was added to.
offset - Offset from the parent to spawn the spark.
scale - The scale of the spark.
tics - Which hitlag state to use.
pause - How long to wait before it displays.
color - The color of the damage source.
Return:-
N/A
--------------------------------------------------*/
void K_SpawnSingleHitLagSpark(
mobj_t *parent,
vector3_t *offset, fixed_t scale,
UINT8 tics, UINT8 pause,
skincolornum_t color)
{
INT32 i;
if (tics == 0)
{
return;
}
for (i = 0; i < 2; i++)
{
mobj_t *spark = P_SpawnMobj(
parent->x + offset->x,
parent->y + offset->y,
parent->z + offset->z,
MT_HITLAG
);
P_SetMobjState(spark, spark->info->spawnstate + (tics - 1));
P_SetTarget(&spark->target, parent);
spark->destscale = scale;
P_SetScale(spark, scale);
if (parent->eflags & MFE_VERTICALFLIP)
{
spark->eflags |= MFE_VERTICALFLIP;
spark->flags2 |= MF2_OBJECTFLIP;
spark->z = parent->z + parent->height - offset->z;
}
spark->angle = R_PointToAngle2(
parent->x, parent->y,
spark->x, spark->y
);
if (i & 1)
{
spark->angle += ANGLE_90;
}
if (pause > 0)
{
spark->hitlag = pause+1; // A little dumb, but hitlag is decremented on the same tic we spawn, so naively setting is off-by-one.
// spark->renderflags |= RF_DONTDRAW; // "Re-visible" behavior in P_MobjThinker, under a type check. (Currently unused.)
}
if (color != SKINCOLOR_NONE)
{
spark->color = color;
spark->colorized = true;
}
K_ReduceVFXForEveryone(spark);
}
}
/*--------------------------------------------------
static void K_PlayHitLagSFX(mobj_t *victim, UINT8 tics)
Plays a damage sound for a player.
Input Arguments:-
victim - Object getting damaged.
tics - How long the hitlag was.
Return:-
N/A
--------------------------------------------------*/
static void K_PlayHitLagSFX(mobj_t *victim, UINT8 tics)
{
sfxenum_t soundID = sfx_dmga1;
if (P_Random(PR_DECORATION) & 1) // might want to use this set for some other scenario, instead of randomized?
{
soundID = sfx_dmgb1;
}
soundID += Easing_Linear(
min(FRACUNIT, FRACUNIT*tics/MAXHITLAGTICS),
0,
NUM_HITLAG_SOUNDS-1
);
S_StartSound(victim, soundID);
}
/*--------------------------------------------------
static void K_SpawnHitLagEFX(mobj_t *victim, mobj_t *inflictor, mobj_t *source, UINT8 tics)
Spawns several hitlag sparks for damage.
Input Arguments:-
victim - Object getting damaged.
inflictor - Object touching the victim. May be NULL.
source - Object that inflictor came from. May be NULL or same as inflictor.
tics - How long the hitlag was.
Return:-
N/A
--------------------------------------------------*/
static void K_SpawnHitLagEFX(mobj_t *victim, mobj_t *inflictor, mobj_t *source, UINT8 tics)
{
vector3_t offset = { 0, 0, 0 };
fixed_t newScale = FRACUNIT;
UINT8 startTics = 0, endTics = 0;
skincolornum_t color = SKINCOLOR_NONE;
I_Assert(P_MobjWasRemoved(victim) == false);
K_PlayHitLagSFX(victim, tics);
P_StartQuakeFromMobj(tics, tics * 2 * mapobjectscale, 1536 * mapobjectscale, victim);
if (P_MobjWasRemoved(inflictor) == false)
{
offset.x = (inflictor->x - victim->x) / 2;
offset.y = (inflictor->y - victim->y) / 2;
offset.z = (P_GetMobjHead(inflictor) - P_GetMobjHead(victim)) / 2;
newScale = (3 * (victim->destscale + inflictor->destscale) / 2);
}
else
{
offset.z = victim->height;
newScale = 3 * victim->destscale;
}
if ((gametyperules & GTR_BUMPERS) && battleprisons == false)
{
newScale = 3 * newScale / 4;
}
if (P_MobjWasRemoved(source) == false)
{
color = (source->player != NULL) ? source->player->skincolor : source->color;
}
// CONS_Printf("== HITLAG VFX START: endTics %d tics %d ==\n", endTics, tics);
while (endTics < tics)
{
UINT8 particle = max(1, FixedMul((tics * FRACUNIT) + (FRACUNIT/2), FRACUNIT*2/3) / FRACUNIT);
// CONS_Printf("trying particle %d\n", particle);
if (particle > NUM_HITLAG_STATES)
{
particle = NUM_HITLAG_STATES;
// CONS_Printf("* corrected to %d (states - %d)\n", particle, NUM_HITLAG_STATES);
}
UINT8 ticsLeft = tics - endTics;
// CONS_Printf("? ticsleft %d\n", ticsLeft);
if (particle > ticsLeft)
{
particle = ticsLeft;
// CONS_Printf("* corrected to %d (ticsleft - %d)\n", particle, ticsLeft);
}
// CONS_Printf("spawning, startTics %d\n", startTics);
K_SpawnSingleHitLagSpark(victim, &offset, newScale, particle, startTics, color);
startTics += max(1, FixedMul((particle * FRACUNIT) + (FRACUNIT/2), FRACUNIT/3) / FRACUNIT);
endTics += particle;
offset.x += P_RandomRange(PR_DECORATION, -45, 45) * newScale;
offset.y += P_RandomRange(PR_DECORATION, -45, 45) * newScale;
offset.z += P_RandomRange(PR_DECORATION, -45, 45) * newScale;
newScale = (newScale * 2) / 3;
// CONS_Printf("next: startTics %d, endTics %d, tics %d, newScale %d\n", startTics, endTics, tics, newScale);
}
}
/*--------------------------------------------------
void K_SetHitLagForObjects(mobj_t *victim, mobj_t *inflictor, mobj_t *source, INT32 tics, boolean fromDamage)
See header file for description.
--------------------------------------------------*/
void K_SetHitLagForObjects(mobj_t *victim, mobj_t *inflictor, mobj_t *source, INT32 tics, boolean fromDamage)
{
INT32 finalTics = tics;
if (tics <= 0)
{
return;
}
if (P_MobjWasRemoved(inflictor) == false && inflictor->type == MT_BUBBLESHIELD)
{
// Bubble blow-up: hitlag is based on player's speed
inflictor = source;
}
if (P_MobjWasRemoved(victim) == false && P_MobjWasRemoved(inflictor) == false)
{
const fixed_t speedTicFactor = (mapobjectscale * 8);
const INT32 angleTicFactor = ANGLE_22h;
const fixed_t victimSpeed = FixedHypot(FixedHypot(victim->momx, victim->momy), victim->momz);
const fixed_t inflictorSpeed = FixedHypot(FixedHypot(inflictor->momx, inflictor->momy), inflictor->momz);
const fixed_t speedDiff = abs(inflictorSpeed - victimSpeed);
const fixed_t scaleDiff = abs(inflictor->scale - victim->scale);
angle_t victimAngle = K_MomentumAngle(victim);
angle_t inflictorAngle = K_MomentumAngle(inflictor);
INT32 angleDiff = 0;
if (victimSpeed > 0 && inflictorSpeed > 0)
{
// If either object is completely not moving, their speed doesn't matter.
angleDiff = AngleDelta(victimAngle, inflictorAngle);
}
// Add extra "damage" based on what was happening to the objects on impact.
finalTics += (FixedMul(speedDiff, FRACUNIT + scaleDiff) / speedTicFactor) + (angleDiff / angleTicFactor);
// This shouldn't happen anymore, but just in case something funky happens.
if (finalTics < tics)
{
finalTics = tics;
}
}
K_AddHitLag(victim, finalTics, fromDamage);
K_AddHitLag(inflictor, finalTics, false); // Don't use the damage property.
if (P_MobjWasRemoved(victim) == false && fromDamage == true)
{
K_SpawnHitLagEFX(victim, inflictor, source, finalTics);
}
}