RingRacers/src/objects/mega-barrier.cpp
James R 063d7946a3 mobj.hpp: add srb2::Mobj class, abstraction around mobj_t
API is still a work in progress and is not yet
comprehensive.
2023-11-22 19:04:30 -08:00

130 lines
3.3 KiB
C++

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2023 by James Robert Roman
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
#include <cstddef>
#include "../mobj.hpp"
#include "../doomdef.h"
#include "../d_player.h"
#include "../g_game.h"
#include "../info.h"
#include "../k_kart.h"
#include "../k_objects.h"
#include "../k_powerup.h"
#include "../m_fixed.h"
#include "../p_local.h"
#include "../p_mobj.h"
#include "../r_defs.h"
#define barrier_player(o) ((o)->extravalue1)
using srb2::Mobj;
namespace
{
struct Barrier;
struct Player : player_t
{
struct Powerups : powerupvars_t
{
Barrier* barrier() const { return reinterpret_cast<Barrier*>(powerupvars_t::barrier); }
void barrier(Barrier* n) { P_SetTarget(&this->powerupvars_t::barrier, reinterpret_cast<mobj_t*>(n)); }
};
static bool valid(std::size_t i) { return i < MAXPLAYERS && playeringame[i]; }
static Player* at(std::size_t i) { return static_cast<Player*>(&players[i]); }
std::size_t num() const { return this - Player::at(0); }
Mobj* mobj() const { return static_cast<Mobj*>(mo); }
Powerups& powerups() { return static_cast<Powerups&>(player_t::powerup); }
const Powerups& powerups() const { return static_cast<const Powerups&>(player_t::powerup); }
};
struct Barrier : Mobj
{
static constexpr angle_t kSpinSpeed = ANGLE_22h;
static constexpr angle_t kSpinGap = 20*ANG1;
static Barrier* spawn(Player* player, statenum_t state, int idx)
{
Barrier* child = player->mobj()->spawn_from<Barrier>(MT_MEGABARRIER);
child->angle = player->mobj()->angle + (idx * kSpinGap);
child->player(player);
child->renderflags |= RF_DONTDRAW;
child->state(state);
return child;
}
static void spawn_chain(Player* player)
{
player->powerups().barrier(spawn(player, S_MEGABARRIER1, 0));
spawn(player, S_MEGABARRIER2, 1);
spawn(player, S_MEGABARRIER2, 2);
spawn(player, S_MEGABARRIER2, 3);
spawn(player, S_MEGABARRIER2, 4);
spawn(player, S_MEGABARRIER3, 5);
}
int playernum() const { return barrier_player(this); }
Player* player() const { return Player::at(playernum()); }
void player(player_t* n) { barrier_player(this) = n - players; }
bool valid() const { return Mobj::valid(this) && Player::valid(playernum()) && Mobj::valid(player()->mobj()); }
bool think()
{
if (!valid() || !K_PowerUpRemaining(player(), POWERUP_BARRIER))
{
remove();
return false;
}
Mobj* source = player()->mobj();
color = source->color;
scale(8 * source->scale() / 9);
move_origin(source->center());
angle += kSpinSpeed;
eflags = (eflags & ~MFE_VERTICALFLIP) | (source->eflags & MFE_VERTICALFLIP);
if (K_PlayerGuard(player()))
{
renderflags &= ~RF_DONTDRAW;
renderflags ^= RF_ADD | RF_TRANS90;
}
else
{
renderflags |= RF_DONTDRAW;
}
return true;
}
};
}; // namespace
void Obj_SpawnMegaBarrier(player_t* p)
{
Player* player = static_cast<Player*>(p);
if (!Mobj::valid(player->powerups().barrier()))
{
Barrier::spawn_chain(player);
}
}
boolean Obj_MegaBarrierThink(mobj_t* mobj)
{
return static_cast<Barrier*>(mobj)->think();
}