RingRacers/src/objects/ring-shooter.c

771 lines
18 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) by Sally "TehRealSalt" Cochenour
// Copyright (C) by "Lach"
// Copyright (C) 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 ring-shooter.c
/// \brief DEZ "Ring Shooter" respawner object
#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 "../r_skins.h"
#include "../k_respawn.h"
#include "../lua_hook.h"
#define RS_FUSE_TIME (4*TICRATE)
#define RS_FUSE_BLINK (TICRATE >> 1)
#define RS_GRABBER_START (16 << FRACBITS)
#define RS_GRABBER_SLIDE (RS_GRABBER_START >> 4)
#define RS_GRABBER_EXTRA (18 << FRACBITS)
#define RS_KARTED_INC (3)
#define rs_base_scalespeed(o) ((o)->scalespeed)
#define rs_base_initstate(o) ((o)->threshold)
#define rs_base_xscale(o) ((o)->extravalue1)
#define rs_base_yscale(o) ((o)->extravalue2)
#define rs_base_playerid(o) ((o)->lastlook)
#define rs_base_karted(o) ((o)->movecount)
#define rs_base_grabberdist(o) ((o)->movefactor)
#define rs_base_canceled(o) ((o)->cvmem)
#define rs_base_playerface(o) ((o)->cusval)
#define rs_part_xoffset(o) ((o)->extravalue1)
#define rs_part_yoffset(o) ((o)->extravalue2)
static void RemoveRingShooterPointer(mobj_t *base)
{
player_t *player = NULL;
if (rs_base_playerid(base) < 0 || rs_base_playerid(base) >= MAXPLAYERS)
{
// No pointer set
return;
}
// NULL the player's pointer.
player = &players[ rs_base_playerid(base) ];
P_SetTarget(&player->ringShooter, NULL);
// Remove our player ID
rs_base_playerid(base) = -1;
}
static void ChangeRingShooterPointer(mobj_t *base, player_t *player)
{
// Remove existing pointer first.
RemoveRingShooterPointer(base);
if (player == NULL)
{
// Just remove it.
return;
}
// Set new player pointer.
P_SetTarget(&player->ringShooter, base);
// Set new player ID.
rs_base_playerid(base) = (player - players);
}
static void ScalePart(mobj_t *part, mobj_t *base)
{
part->spritexscale = rs_base_xscale(base);
part->spriteyscale = rs_base_yscale(base);
if (part->type == MT_TIREGRABBER)
{
part->spritexscale /= 2;
part->spriteyscale /= 2;
}
}
static void MovePart(mobj_t *part, mobj_t *base, mobj_t *refNipple)
{
P_MoveOrigin(
part,
refNipple->x + FixedMul(rs_part_xoffset(part), rs_base_xscale(base)),
refNipple->y + FixedMul(rs_part_yoffset(part), rs_base_xscale(base)),
part->z
);
}
static void ShowHidePart(mobj_t *part, mobj_t *base)
{
part->renderflags = (part->renderflags & ~RF_DONTDRAW) | (base->renderflags & RF_DONTDRAW);
}
static fixed_t GetTireDist(mobj_t *base)
{
return -(RS_GRABBER_EXTRA + rs_base_grabberdist(base));
}
static void MoveTire(mobj_t *part, mobj_t *base)
{
const fixed_t dis = FixedMul(GetTireDist(base), base->scale);
const fixed_t c = FINECOSINE(part->angle >> ANGLETOFINESHIFT);
const fixed_t s = FINESINE(part->angle >> ANGLETOFINESHIFT);
P_MoveOrigin(
part,
base->x + FixedMul(dis, c),
base->y + FixedMul(dis, s),
part->z
);
}
// I've tried to reduce redundancy as much as I can,
// but check K_SpawnRingShooter if you edit this
static void UpdateRingShooterParts(mobj_t *mo)
{
mobj_t *part, *refNipple;
part = mo;
while (!P_MobjWasRemoved(part->target))
{
part = part->target;
ScalePart(part, mo);
MoveTire(part, mo);
}
part = mo;
while (!P_MobjWasRemoved(part->hprev))
{
part = part->hprev;
ScalePart(part, mo);
}
refNipple = part;
part = mo;
while (!P_MobjWasRemoved(part->hnext))
{
part = part->hnext;
MovePart(part, mo, refNipple);
ScalePart(part, mo);
}
part = mo->tracer;
part->z = mo->z + FixedMul(refNipple->height, rs_base_yscale(mo));
MovePart(part, mo, refNipple);
ScalePart(part, mo);
}
static void UpdateRingShooterPartsVisibility(mobj_t *mo)
{
mobj_t *part;
part = mo;
while (!P_MobjWasRemoved(part->target))
{
part = part->target;
ShowHidePart(part, mo);
}
part = mo;
while (!P_MobjWasRemoved(part->hprev))
{
part = part->hprev;
ShowHidePart(part, mo);
}
part = mo;
while (!P_MobjWasRemoved(part->hnext))
{
part = part->hnext;
ShowHidePart(part, mo);
}
part = mo->tracer;
ShowHidePart(part, mo);
}
static void RingShooterCountdown(mobj_t *mo)
{
mobj_t *part = mo->tracer;
if (mo->reactiontime < 0)
{
return;
}
if (--mo->reactiontime > 0)
{
return;
}
while (!P_MobjWasRemoved(part->tracer))
{
part = part->tracer;
part->frame--;
}
switch ((part->frame & FF_FRAMEMASK) - (part->state->frame & FF_FRAMEMASK))
{
case -1:
{
mo->reactiontime = -1;
if (rs_base_playerface(mo) >= 0 && rs_base_playerface(mo) < MAXPLAYERS)
{
if (playeringame[rs_base_playerface(mo)] == true)
{
player_t *player = &players[ rs_base_playerid(mo) ];
part->skin = &skins[player->skin];
}
}
P_SetMobjState(part, S_RINGSHOOTER_FACE);
break;
}
case 0:
{
mo->reactiontime = TICRATE;
S_StartSound(mo, mo->info->deathsound);
if (rs_base_playerid(mo) >= 0 && rs_base_playerid(mo) < MAXPLAYERS)
{
if (playeringame[rs_base_playerid(mo)] == true)
{
player_t *player = &players[ rs_base_playerid(mo) ];
Obj_PlayerUsedRingShooter(mo, player);
}
}
break;
}
default:
{
mo->reactiontime = TICRATE;
S_StartSound(mo, mo->info->painsound);
break;
}
}
}
static void RingShooterFlicker(mobj_t *mo)
{
UINT32 trans;
mobj_t *part = mo->tracer;
while (!P_MobjWasRemoved(part->tracer))
{
part = part->tracer;
}
part->renderflags ^= RF_DONTDRAW;
if (part->renderflags & RF_DONTDRAW)
{
trans = FF_TRANS50;
}
else
{
trans = 0;
}
part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans;
}
static void ActivateRingShooter(mobj_t *mo)
{
mobj_t *part = mo->tracer;
while (!P_MobjWasRemoved(part->tracer))
{
part = part->tracer;
part->renderflags &= ~RF_DONTDRAW;
part->frame += 4;
}
RingShooterCountdown(mo);
}
static boolean RingShooterInit(mobj_t *mo)
{
if (rs_base_initstate(mo) == -1)
{
return false;
}
switch (rs_base_initstate(mo))
{
case 0:
{
rs_base_yscale(mo) += rs_base_scalespeed(mo);
if (rs_base_yscale(mo) >= FRACUNIT)
{
//rs_base_xscale(mo) -= rs_base_scalespeed(mo);
rs_base_initstate(mo)++;
}
break;
}
case 1:
{
rs_base_scalespeed(mo) -= FRACUNIT/5;
rs_base_yscale(mo) += rs_base_scalespeed(mo);
rs_base_xscale(mo) -= rs_base_scalespeed(mo);
if (rs_base_yscale(mo) < 3*FRACUNIT/4)
{
rs_base_initstate(mo)++;
rs_base_scalespeed(mo) = FRACUNIT >> 2;
}
break;
}
case 2:
{
rs_base_yscale(mo) += rs_base_scalespeed(mo);
rs_base_xscale(mo) -= rs_base_scalespeed(mo);
if (rs_base_yscale(mo) >= FRACUNIT)
{
rs_base_initstate(mo)++;
rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT;
}
break;
}
case 3:
{
if (rs_base_canceled(mo) != 0)
{
rs_base_initstate(mo) = -1;
ActivateRingShooter(mo);
}
else
{
rs_base_grabberdist(mo) -= RS_GRABBER_SLIDE;
if (rs_base_grabberdist(mo) <= 0)
{
rs_base_initstate(mo) = -1;
rs_base_grabberdist(mo) = 0;
ActivateRingShooter(mo);
}
}
break;
}
default:
{
rs_base_initstate(mo) = 0; // fix invalid states
break;
}
}
UpdateRingShooterParts(mo);
return (rs_base_initstate(mo) != -1);
}
boolean Obj_RingShooterThinker(mobj_t *mo)
{
if (RingShooterInit(mo) == true)
{
return true;
}
if (mo->fuse > 0)
{
mo->fuse--;
if (mo->fuse == 0)
{
P_RemoveMobj(mo);
return false;
}
}
if (rs_base_canceled(mo) == 0)
{
rs_base_karted(mo) += RS_KARTED_INC;
if (P_MobjWasRemoved(mo->tracer) == false)
{
RingShooterCountdown(mo);
}
}
if (P_MobjWasRemoved(mo->tracer) == false)
{
RingShooterFlicker(mo);
}
if (mo->fuse < RS_FUSE_BLINK)
{
if (leveltime & 1)
{
mo->renderflags |= RF_DONTDRAW;
}
else
{
mo->renderflags &= ~RF_DONTDRAW;
}
UpdateRingShooterPartsVisibility(mo);
}
return true;
}
void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player)
{
// The original player should no longer have control over it,
// if they are using it via releasing.
RemoveRingShooterPointer(base);
// Respawn using the respawner's karted value.
if (rs_base_karted(base) > 0)
{
player->airtime += rs_base_karted(base);
}
player->respawn.fromRingShooter = true;
K_DoIngameRespawn(player);
// Now other players can run into it!
base->flags |= MF_SPECIAL;
if (base->fuse < RS_FUSE_TIME)
{
// Reset the fuse so everyone can conga line :B
base->fuse = RS_FUSE_TIME;
}
}
void Obj_RingShooterDelete(mobj_t *mo)
{
mobj_t *part;
RemoveRingShooterPointer(mo);
part = mo->target;
while (P_MobjWasRemoved(part) == false)
{
mobj_t *delete = part;
part = part->target;
P_RemoveMobj(delete);
}
part = mo->hprev;
while (P_MobjWasRemoved(part) == false)
{
mobj_t *delete = part;
part = part->hprev;
P_RemoveMobj(delete);
}
part = mo->hnext;
while (P_MobjWasRemoved(part) == false)
{
mobj_t *delete = part;
part = part->hnext;
P_RemoveMobj(delete);
}
part = mo->tracer;
if (P_MobjWasRemoved(part) == false)
{
P_RemoveMobj(part);
}
}
// I've tried to reduce redundancy as much as I can,
// but check P_UpdateRingShooterParts if you edit this
static void SpawnRingShooter(player_t *player)
{
const fixed_t scale = 2*FRACUNIT;
mobjinfo_t *info = &mobjinfo[MT_RINGSHOOTER_PART];
mobj_t *mo = player->mo;
mobj_t *base = P_SpawnMobj(mo->x, mo->y, mo->z, MT_RINGSHOOTER);
mobj_t *part, *refNipple;
UINT32 frameNum;
angle_t angle;
vector2_t offset;
SINT8 i;
rs_base_playerid(base) = -1;
rs_base_karted(base) = -(RS_KARTED_INC * TICRATE); // wait for "3"
rs_base_grabberdist(base) = RS_GRABBER_START;
K_FlipFromObject(base, mo);
P_SetScale(base, base->destscale = FixedMul(base->destscale, scale));
base->angle = mo->angle;
base->scalespeed = FRACUNIT/2;
base->extravalue1 = FRACUNIT; // horizontal scale
base->extravalue2 = 0; // vertical scale
base->fuse = RS_FUSE_TIME;
// the ring shooter object itself is invisible and acts as the thinker
// each ring shooter uses four linked lists to keep track of its parts
// the hprev chain stores the two NIPPLE BARS
// the hnext chain stores the four sides of the box
// the tracer chain stores the screen and the screen layers
// the target chain stores the tire grabbers
// spawn the RING NIPPLES
part = base;
frameNum = 0;
FV2_Load(&offset, -96*FRACUNIT, 160*FRACUNIT);
FV2_Divide(&offset, scale);
for (i = -1; i < 2; i += 2)
{
P_SetTarget(&part->hprev, P_SpawnMobjFromMobj(base,
P_ReturnThrustX(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y),
P_ReturnThrustY(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y),
0, MT_RINGSHOOTER_PART));
P_SetTarget(&part->hprev->hnext, part);
part = part->hprev;
P_SetTarget(&part->target, base);
part->angle = base->angle - i * ANGLE_45;
P_SetMobjState(part, S_RINGSHOOTER_NIPPLES);
part->frame += frameNum;
part->flags |= MF_NOTHINK;
part->old_spriteyscale = part->spriteyscale = 0;
frameNum++;
}
refNipple = part; // keep the second ring nipple; its position will be referenced by the box
// spawn the box
part = base;
frameNum = 0;
angle = base->angle + ANGLE_90;
FV2_Load(&offset, offset.x - info->radius, offset.y - info->radius); // set the new origin to the centerpoint of the box
FV2_Load(&offset,
P_ReturnThrustX(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y),
P_ReturnThrustY(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y)); // transform it relative to the base
for (i = 0; i < 4; i++)
{
P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(base,
offset.x + P_ReturnThrustX(NULL, angle, info->radius),
offset.y + P_ReturnThrustY(NULL, angle, info->radius),
0, MT_RINGSHOOTER_PART));
P_SetTarget(&part->hnext->hprev, part);
part = part->hnext;
P_SetTarget(&part->target, base);
if (i == 2)
frameNum++;
frameNum ^= FF_HORIZONTALFLIP;
angle -= ANGLE_90;
part->angle = angle;
part->frame += frameNum;
part->extravalue1 = part->x - refNipple->x;
part->extravalue2 = part->y - refNipple->y;
part->flags |= MF_NOTHINK;
part->old_spriteyscale = part->spriteyscale = 0;
}
// spawn the screen
part = P_SpawnMobjFromMobj(base, offset.x, offset.y, 0, MT_RINGSHOOTER_SCREEN);
P_SetTarget(&base->tracer, part);
P_SetTarget(&part->target, base);
part->angle = base->angle - ANGLE_45;
part->extravalue1 = part->x - refNipple->x;
part->extravalue2 = part->y - refNipple->y;
part->flags |= MF_NOTHINK;
part->old_spriteyscale = part->spriteyscale = 0;
// spawn the screen numbers
for (i = 0; i < 2; i++)
{
P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(part, 0, 0, 0, MT_OVERLAY));
P_SetTarget(&part->tracer->target, part);
part = part->tracer;
part->angle = part->target->angle;
P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i);
part->renderflags |= RF_DONTDRAW;
}
P_SetTarget(&part->hprev, base);
// spawn the grabbers
part = base;
angle = base->angle + ANGLE_45;
for (i = 0; i < 4; i++)
{
const fixed_t dis = GetTireDist(base);
P_SetTarget(
&part->target,
P_SpawnMobjFromMobj(
base,
P_ReturnThrustX(NULL, angle, dis),
P_ReturnThrustY(NULL, angle, dis),
0,
MT_TIREGRABBER
)
);
part = part->target;
P_SetTarget(&part->tracer, base);
angle -= ANGLE_90;
part->angle = angle;
part->extravalue1 = part->extravalue2 = 0;
part->old_spriteyscale = part->spriteyscale = 0;
}
ChangeRingShooterPointer(base, player);
rs_base_playerface(base) = (player - players);
}
static boolean AllowRingShooter(player_t *player)
{
const fixed_t minSpeed = 6 * player->mo->scale;
if ((gametyperules & GTR_CIRCUIT) && leveltime < starttime)
{
return false;
}
if (player->respawn.state != RESPAWNST_NONE)
{
return false;
}
if (player->drift == 0
&& player->justbumped == 0
&& player->spindashboost == 0
&& player->nocontrol == 0
&& player->fastfall == 0
&& player->speed < minSpeed
&& P_PlayerInPain(player) == false
&& P_IsObjectOnGround(player->mo) == true)
{
return true;
}
return false;
}
boolean Obj_PlayerRingShooterFreeze(player_t *const player)
{
mobj_t *const base = player->ringShooter;
if (AllowRingShooter(player) == true
&& (player->cmd.buttons & BT_RESPAWN) == BT_RESPAWN
&& P_MobjWasRemoved(base) == false)
{
return (rs_base_canceled(base) == 0);
}
return false;
}
void Obj_RingShooterInput(player_t *player)
{
mobj_t *const base = player->ringShooter;
if (AllowRingShooter(player) == true
&& (player->cmd.buttons & BT_RESPAWN) == BT_RESPAWN)
{
if (P_MobjWasRemoved(base) == true)
{
SpawnRingShooter(player);
return;
}
if (rs_base_canceled(base) == 0)
{
player->mo->momx = player->mo->momy = 0;
P_SetPlayerAngle(player, base->angle);
P_MoveOrigin(
player->mo,
base->x, base->y,
base->z // TODO: reverse gravity
);
if (base->fuse < RS_FUSE_BLINK)
{
base->renderflags &= ~RF_DONTDRAW;
UpdateRingShooterPartsVisibility(base);
}
if (base->fuse < RS_FUSE_TIME)
{
base->fuse = RS_FUSE_TIME;
}
}
}
else if (P_MobjWasRemoved(base) == false)
{
if (rs_base_initstate(base) != -1)
{
// We released during the intro animation.
// Cancel it entirely, prevent another one being created for a bit.
rs_base_canceled(base) = 1;
if (base->fuse > RS_FUSE_BLINK)
{
base->fuse = RS_FUSE_BLINK;
}
}
else if (rs_base_canceled(base) == 0)
{
// We released during the countdown.
// We activate with the current karted timer on the ring shooter.
Obj_PlayerUsedRingShooter(base, player);
}
}
}
void Obj_UpdateRingShooterFace(mobj_t *part)
{
mobj_t *const base = part->hprev;
player_t *player = NULL;
if (P_MobjWasRemoved(base) == true)
{
return;
}
if (rs_base_playerface(base) < 0 || rs_base_playerface(base) >= MAXPLAYERS)
{
return;
}
if (playeringame[ rs_base_playerface(base) ] == false)
{
return;
}
player = &players[ rs_base_playerface(base) ];
// it's a good idea to set the actor's skin *before* it uses this action,
// but just in case, if it doesn't have the player's skin, set its skin then call the state again to get the correct sprite
if (part->skin != &skins[player->skin])
{
part->skin = &skins[player->skin];
P_SetMobjState(part, (statenum_t)(part->state - states));
return;
}
// okay, now steal the player's color nyehehehe
part->color = player->skincolor;
// set the frame to the WANTED pic
part->frame = (part->frame & ~FF_FRAMEMASK) | FACE_WANTED;
// set the threshold overlay flags
part->threshold = (OV_DONTXYSCALE|OV_DONTSCREENOFFSET);
// we're going to assume the character's WANTED icon is 32 x 32
// let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22
// (TODO: maybe get the dimensions/offsets from the patches themselves?)
part->spritexscale = FixedDiv(26*FRACUNIT, 32*FRACUNIT);
part->spriteyscale = FixedDiv(22*FRACUNIT, 32*FRACUNIT);
// a normal WANTED icon should have (0, 0) offsets
// so let's offset it such that it will match the position of the screen's sprite
part->spritexoffset = 16*FRACUNIT; // 32 / 2
part->spriteyoffset = 28*FRACUNIT + FixedDiv(11*FRACUNIT, part->spriteyscale); // 32 - 4 (generic monster bottom) + 11 (vertical offset of screen sprite from the bottom)
}