Let Director operate on separate splitscreens

This commit is contained in:
James R 2023-10-03 20:18:54 -07:00
parent 412b37a8de
commit 49898abfeb
5 changed files with 281 additions and 240 deletions

View file

@ -253,13 +253,13 @@ class TiccmdBuilder
if (M_MenuButtonPressed(pid, MBT_A)) if (M_MenuButtonPressed(pid, MBT_A))
{ {
G_AdjustView(ssplayer, 1, true); G_AdjustView(ssplayer, 1, true);
K_ToggleDirector(false); K_ToggleDirector(forplayer(), false);
} }
if (M_MenuButtonPressed(pid, MBT_X)) if (M_MenuButtonPressed(pid, MBT_X))
{ {
G_AdjustView(ssplayer, -1, true); G_AdjustView(ssplayer, -1, true);
K_ToggleDirector(false); K_ToggleDirector(forplayer(), false);
} }
if (player()->spectator == true) if (player()->spectator == true)
@ -272,7 +272,7 @@ class TiccmdBuilder
if (M_MenuButtonPressed(pid, MBT_R)) if (M_MenuButtonPressed(pid, MBT_R))
{ {
K_ToggleDirector(true); K_ToggleDirector(forplayer(), true);
} }
} }

View file

@ -4,54 +4,30 @@
/// \brief SRB2kart automatic spectator camera. /// \brief SRB2kart automatic spectator camera.
#include <algorithm> #include <algorithm>
#include <array>
#include "cxxutil.hpp"
#include "k_kart.h" #include "k_kart.h"
#include "k_respawn.h" #include "k_respawn.h"
#include "doomdef.h" #include "doomdef.h"
#include "doomstat.h"
#include "g_game.h" #include "g_game.h"
#include "v_video.h" #include "v_video.h"
#include "k_director.h" #include "k_director.h"
#include "d_netcmd.h" #include "d_netcmd.h"
#include "p_local.h" #include "p_local.h"
#include "g_party.h" #include "g_party.h"
#include "command.h"
#define SWITCHTIME TICRATE * 5 // cooldown between unforced switches extern "C" consvar_t cv_devmode_screen;
#define BOREDOMTIME 3 * TICRATE / 2 // how long until players considered far apart?
#define TRANSFERTIME TICRATE // how long to delay reaction shots?
#define BREAKAWAYDIST 4000 // how *far* until players considered far apart?
#define WALKBACKDIST 600 // how close should a trailing player be before we switch?
#define PINCHDIST 30000 // how close should the leader be to be considered "end of race"?
struct directorinfo #define SWITCHTIME TICRATE * 5 // cooldown between unforced switches
{ #define BOREDOMTIME 3 * TICRATE / 2 // how long until players considered far apart?
boolean active; // is view point switching enabled? #define TRANSFERTIME TICRATE // how long to delay reaction shots?
tic_t cooldown; // how long has it been since we last switched? #define BREAKAWAYDIST 4000 // how *far* until players considered far apart?
tic_t freeze; // when nonzero, fixed switch pending, freeze logic! #define WALKBACKDIST 600 // how close should a trailing player be before we switch?
INT32 attacker; // who to switch to when freeze delay elapses #define PINCHDIST 30000 // how close should the leader be to be considered "end of race"?
INT32 maxdist; // how far is the closest player from finishing?
INT32 sortedplayers[MAXPLAYERS]; // position-1 goes in, player index comes out.
INT32 gap[MAXPLAYERS]; // gap between a given position and their closest pursuer
INT32 boredom[MAXPLAYERS]; // how long has a given position had no credible attackers?
} directorinfo;
void K_InitDirector(void)
{
INT32 playernum;
directorinfo.active = false;
directorinfo.cooldown = SWITCHTIME;
directorinfo.freeze = 0;
directorinfo.attacker = 0;
directorinfo.maxdist = 0;
for (playernum = 0; playernum < MAXPLAYERS; playernum++)
{
directorinfo.sortedplayers[playernum] = -1;
directorinfo.gap[playernum] = INT32_MAX;
directorinfo.boredom[playernum] = 0;
}
}
static fixed_t K_GetFinishGap(INT32 leader, INT32 follower) static fixed_t K_GetFinishGap(INT32 leader, INT32 follower)
{ {
@ -68,116 +44,257 @@ static fixed_t K_GetFinishGap(INT32 leader, INT32 follower)
} }
} }
static void K_UpdateDirectorPositions(void) struct DirectorInfo
{ {
INT32 playernum; UINT8 viewnum; // which screen does this director apply to?
INT32 position; boolean active = false; // is view point switching enabled?
player_t* target; tic_t cooldown = SWITCHTIME; // how long has it been since we last switched?
tic_t freeze = 0; // when nonzero, fixed switch pending, freeze logic!
INT32 attacker = 0; // who to switch to when freeze delay elapses
INT32 maxdist = 0; // how far is the closest player from finishing?
memset(directorinfo.sortedplayers, -1, sizeof(directorinfo.sortedplayers)); struct PlayerStat
for (playernum = 0; playernum < MAXPLAYERS; playernum++)
{ {
target = &players[playernum]; INT32 sorted = -1; // position-1 goes in, player index comes out.
INT32 gap = INT32_MAX; // gap between a given position and their closest pursuer
INT32 boredom = 0; // how long has a given position had no credible attackers?
}
playerstat[MAXPLAYERS];
if (playeringame[playernum] && !target->spectator && target->position > 0) DirectorInfo(UINT8 viewnum_) : viewnum(viewnum_) {}
INT32 viewplayernum() const { return displayplayers[viewnum]; }
player_t* viewplayer() const { return &players[viewplayernum()]; }
void update()
{
INT32 targetposition;
update_positions();
if (cooldown > 0) {
cooldown--;
}
// handle pending forced switches
if (freeze > 0)
{ {
directorinfo.sortedplayers[target->position - 1] = playernum; if (!(--freeze))
change(attacker, true);
return;
}
// if there's only one player left in the list, just switch to that player
if (playerstat[0].sorted != -1 && playerstat[1].sorted == -1)
{
change(playerstat[0].sorted, false);
return;
}
// aaight, time to walk through the standings to find the first interesting pair
// NB: targetposition/PlayerStat::sorted is 0-indexed, aiming at the "back half" of a given pair by default.
// we adjust for this when comparing to player->position or when looking at the leading player, Don't Freak Out
for (targetposition = 1; targetposition < MAXPLAYERS; targetposition++)
{
INT32 target;
// you are out of players, try again
if (playerstat[targetposition].sorted == -1)
{
break;
}
// pair too far apart? try the next one
if (playerstat[targetposition - 1].boredom >= BOREDOMTIME)
{
continue;
}
// pair finished? try the next one
if (players[playerstat[targetposition].sorted].exiting)
{
continue;
}
// don't risk switching away from forward pairs at race end, might miss something!
if (maxdist > PINCHDIST)
{
// if the "next" player is close enough, they should be able to see everyone fine!
// walk back through the standings to find a vantage that gets everyone in frame.
// (also creates a pretty cool effect w/ overtakes at speed)
while (targetposition < MAXPLAYERS && playerstat[targetposition].gap < WALKBACKDIST)
{
targetposition++;
}
}
target = playerstat[targetposition].sorted;
// stop here since we're already viewing this player
if (viewplayernum() == target)
{
break;
}
// if this is a splitscreen player, try next pair
if (P_IsDisplayPlayer(&players[target]))
{
continue;
}
// if we're certain the back half of the pair is actually in this position, try to switch
if (!players[target].positiondelay)
{
change(target, false);
}
// even if we're not certain, if we're certain we're watching the WRONG player, try to switch
if (viewplayer()->position != targetposition+1 && !viewplayer()->positiondelay)
{
change(target, false);
}
break;
} }
} }
for (position = 0; position < MAXPLAYERS - 1; position++) void force_switch(INT32 player, INT32 time)
{ {
directorinfo.gap[position] = INT32_MAX; if (players[player].exiting)
if (directorinfo.sortedplayers[position] == -1 || directorinfo.sortedplayers[position + 1] == -1)
{ {
continue; return;
} }
directorinfo.gap[position] = P_ScaleFromMap(K_GetFinishGap(directorinfo.sortedplayers[position], directorinfo.sortedplayers[position + 1]), FRACUNIT); attacker = player;
freeze = time;
if (directorinfo.gap[position] >= BREAKAWAYDIST)
{
directorinfo.boredom[position] = std::min(BOREDOMTIME * 2, directorinfo.boredom[position] + 1);
}
else if (directorinfo.boredom[position] > 0)
{
directorinfo.boredom[position]--;
}
} }
directorinfo.maxdist = P_ScaleFromMap(players[directorinfo.sortedplayers[0]].distancetofinish, FRACUNIT); private:
void update_positions()
{
INT32 playernum;
INT32 position;
player_t* target;
for (PlayerStat& stat : playerstat)
{
stat.sorted = -1;
}
for (playernum = 0; playernum < MAXPLAYERS; playernum++)
{
target = &players[playernum];
if (playeringame[playernum] && !target->spectator && target->position > 0)
{
playerstat[target->position - 1].sorted = playernum;
}
}
for (position = 0; position < MAXPLAYERS - 1; position++)
{
playerstat[position].gap = INT32_MAX;
if (playerstat[position].sorted == -1 || playerstat[position + 1].sorted == -1)
{
continue;
}
playerstat[position].gap = P_ScaleFromMap(
K_GetFinishGap(playerstat[position].sorted, playerstat[position + 1].sorted),
FRACUNIT
);
if (playerstat[position].gap >= BREAKAWAYDIST)
{
playerstat[position].boredom = std::min(BOREDOMTIME * 2, playerstat[position].boredom + 1);
}
else if (playerstat[position].boredom > 0)
{
playerstat[position].boredom--;
}
}
maxdist = P_ScaleFromMap(players[playerstat[0].sorted].distancetofinish, FRACUNIT);
}
bool can_change() const
{
if (viewplayer()->trickpanel > 0)
{
return false;
}
if (cooldown > 0)
{
return false;
}
return true;
}
void change(INT32 player, boolean force)
{
if (!active)
{
return;
}
if (players[player].exiting)
{
return;
}
if (!force && !can_change())
{
return;
}
G_ResetView(1 + viewnum, player, true);
cooldown = SWITCHTIME;
}
};
struct DirectorInfoManager
{
DirectorInfo& operator [](UINT8 viewnum)
{
SRB2_ASSERT(viewnum < MAXSPLITSCREENPLAYERS);
return info_[viewnum];
}
auto begin() { return info_.begin(); }
auto end() { return std::next(begin(), r_splitscreen + 1); }
private:
static_assert(MAXSPLITSCREENPLAYERS == 4);
std::array<DirectorInfo, MAXSPLITSCREENPLAYERS> info_{0, 1, 2, 3};
} }
g_directorinfo;
static boolean K_CanSwitchDirector(void) void K_InitDirector(void)
{ {
INT32 *displayplayerp = &displayplayers[0]; g_directorinfo = {};
if (players[*displayplayerp].trickpanel > 0)
{
return false;
}
if (directorinfo.cooldown > 0)
{
return false;
}
return true;
}
static void K_DirectorSwitch(INT32 player, boolean force)
{
if (!directorinfo.active)
{
return;
}
if (P_IsDisplayPlayer(&players[player]))
{
return;
}
if (players[player].exiting)
{
return;
}
if (!force && !K_CanSwitchDirector())
{
return;
}
G_ResetView(1, player, true);
directorinfo.cooldown = SWITCHTIME;
}
static void K_DirectorForceSwitch(INT32 player, INT32 time)
{
if (players[player].exiting)
{
return;
}
directorinfo.attacker = player;
directorinfo.freeze = time;
} }
void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source) void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source)
{ {
if (!P_IsDisplayPlayer(player)) for (DirectorInfo& directorinfo : g_directorinfo)
{ {
return; if (directorinfo.viewplayer() != player)
} {
continue;
}
if (inflictor && inflictor->player) if (inflictor && inflictor->player)
{ {
K_DirectorForceSwitch(inflictor->player - players, TRANSFERTIME); directorinfo.force_switch(inflictor->player - players, TRANSFERTIME);
} }
else if (source && source->player) else if (source && source->player)
{ {
K_DirectorForceSwitch(source->player - players, TRANSFERTIME); directorinfo.force_switch(source->player - players, TRANSFERTIME);
}
} }
} }
@ -193,6 +310,8 @@ void K_DrawDirectorDebugger(void)
return; return;
} }
DirectorInfo& directorinfo = g_directorinfo[cv_devmode_screen.value];
V_DrawThinString(10, 0, V_70TRANS, va("PLACE")); V_DrawThinString(10, 0, V_70TRANS, va("PLACE"));
V_DrawThinString(40, 0, V_70TRANS, va("CONF?")); V_DrawThinString(40, 0, V_70TRANS, va("CONF?"));
V_DrawThinString(80, 0, V_70TRANS, va("GAP")); V_DrawThinString(80, 0, V_70TRANS, va("GAP"));
@ -203,8 +322,8 @@ void K_DrawDirectorDebugger(void)
for (position = 0; position < MAXPLAYERS - 1; position++) for (position = 0; position < MAXPLAYERS - 1; position++)
{ {
ytxt = 10 * (position + 1); ytxt = 10 * (position + 1);
leader = directorinfo.sortedplayers[position]; leader = directorinfo.playerstat[position].sorted;
follower = directorinfo.sortedplayers[position + 1]; follower = directorinfo.playerstat[position + 1].sorted;
if (leader == -1 || follower == -1) if (leader == -1 || follower == -1)
break; break;
@ -217,15 +336,15 @@ void K_DrawDirectorDebugger(void)
V_DrawThinString(40, ytxt, V_70TRANS, va("NG")); V_DrawThinString(40, ytxt, V_70TRANS, va("NG"));
} }
V_DrawThinString(80, ytxt, V_70TRANS, va("%d", directorinfo.gap[position])); V_DrawThinString(80, ytxt, V_70TRANS, va("%d", directorinfo.playerstat[position].gap));
if (directorinfo.boredom[position] >= BOREDOMTIME) if (directorinfo.playerstat[position].boredom >= BOREDOMTIME)
{ {
V_DrawThinString(120, ytxt, V_70TRANS, va("BORED")); V_DrawThinString(120, ytxt, V_70TRANS, va("BORED"));
} }
else else
{ {
V_DrawThinString(120, ytxt, V_70TRANS, va("%d", directorinfo.boredom[position])); V_DrawThinString(120, ytxt, V_70TRANS, va("%d", directorinfo.playerstat[position].boredom));
} }
V_DrawThinString(150, ytxt, V_70TRANS, va("%s", player_names[leader])); V_DrawThinString(150, ytxt, V_70TRANS, va("%s", player_names[leader]));
@ -235,100 +354,16 @@ void K_DrawDirectorDebugger(void)
void K_UpdateDirector(void) void K_UpdateDirector(void)
{ {
INT32 *displayplayerp = &displayplayers[0]; for (DirectorInfo& directorinfo : g_directorinfo)
INT32 targetposition;
K_UpdateDirectorPositions();
if (directorinfo.cooldown > 0) {
directorinfo.cooldown--;
}
// handle pending forced switches
if (directorinfo.freeze > 0)
{ {
if (!(--directorinfo.freeze)) directorinfo.update();
K_DirectorSwitch(directorinfo.attacker, true);
return;
}
// if there's only one player left in the list, just switch to that player
if (directorinfo.sortedplayers[0] != -1 && directorinfo.sortedplayers[1] == -1)
{
K_DirectorSwitch(directorinfo.sortedplayers[0], false);
return;
}
// aaight, time to walk through the standings to find the first interesting pair
// NB: targetposition/sortedplayers is 0-indexed, aiming at the "back half" of a given pair by default.
// we adjust for this when comparing to player->position or when looking at the leading player, Don't Freak Out
for (targetposition = 1; targetposition < MAXPLAYERS; targetposition++)
{
INT32 target;
// you are out of players, try again
if (directorinfo.sortedplayers[targetposition] == -1)
{
break;
}
// pair too far apart? try the next one
if (directorinfo.boredom[targetposition - 1] >= BOREDOMTIME)
{
continue;
}
// pair finished? try the next one
if (players[directorinfo.sortedplayers[targetposition]].exiting)
{
continue;
}
// don't risk switching away from forward pairs at race end, might miss something!
if (directorinfo.maxdist > PINCHDIST)
{
// if the "next" player is close enough, they should be able to see everyone fine!
// walk back through the standings to find a vantage that gets everyone in frame.
// (also creates a pretty cool effect w/ overtakes at speed)
while (targetposition < MAXPLAYERS && directorinfo.gap[targetposition] < WALKBACKDIST)
{
targetposition++;
}
}
target = directorinfo.sortedplayers[targetposition];
// stop here since we're already viewing this player
if (*displayplayerp == target)
{
break;
}
// if this is a splitscreen player, try next pair
if (P_IsDisplayPlayer(&players[target]))
{
continue;
}
// if we're certain the back half of the pair is actually in this position, try to switch
if (!players[target].positiondelay)
{
K_DirectorSwitch(target, false);
}
// even if we're not certain, if we're certain we're watching the WRONG player, try to switch
if (players[*displayplayerp].position != targetposition+1 && !players[*displayplayerp].positiondelay)
{
K_DirectorSwitch(target, false);
}
break;
} }
} }
void K_ToggleDirector(boolean active) void K_ToggleDirector(UINT8 viewnum, boolean active)
{ {
DirectorInfo& directorinfo = g_directorinfo[viewnum];
if (directorinfo.active != active) if (directorinfo.active != active)
{ {
directorinfo.cooldown = 0; // switch immediately directorinfo.cooldown = 0; // switch immediately
@ -339,8 +374,7 @@ void K_ToggleDirector(boolean active)
boolean K_DirectorIsEnabled(UINT8 viewnum) boolean K_DirectorIsEnabled(UINT8 viewnum)
{ {
(void)viewnum; return g_directorinfo[viewnum].active;
return directorinfo.active;
} }
boolean K_DirectorIsAvailable(UINT8 viewnum) boolean K_DirectorIsAvailable(UINT8 viewnum)

View file

@ -14,7 +14,7 @@ void K_InitDirector(void);
void K_UpdateDirector(void); void K_UpdateDirector(void);
void K_DrawDirectorDebugger(void); void K_DrawDirectorDebugger(void);
void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source); void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source);
void K_ToggleDirector(boolean active); void K_ToggleDirector(UINT8 viewnum, boolean active);
boolean K_DirectorIsEnabled(UINT8 viewnum); boolean K_DirectorIsEnabled(UINT8 viewnum);
boolean K_DirectorIsAvailable(UINT8 viewnum); boolean K_DirectorIsAvailable(UINT8 viewnum);

View file

@ -50,6 +50,7 @@
#include "k_director.h" #include "k_director.h"
#include "m_easing.h" #include "m_easing.h"
#include "k_podium.h" #include "k_podium.h"
#include "g_party.h"
actioncache_t actioncachehead; actioncache_t actioncachehead;
@ -12217,22 +12218,29 @@ void P_SpawnPlayer(INT32 playernum)
} }
} }
// Spectating when there is literally any other player in boolean director = p->spectator && pcount > 0;
// the level enables director cam. Or if the first player
// enters the game, spectate them.
// TODO: how do we support splitscreen?
if (playernum == consoleplayer || pcount == 1)
{
K_ToggleDirector(players[consoleplayer].spectator && pcount > 0);
}
// TODO: handle splitscreen if (G_IsPartyLocal(playernum))
// Spectators can switch to freecam. This should be
// disabled when they enter the race, or when the level
// changes.
if (playernum == consoleplayer && !demo.playback)
{ {
demo.freecam = false; // Spectating when there is literally any other
// player in the level enables director cam.
K_ToggleDirector(G_PartyPosition(playernum), director);
// Spectators can switch to freecam. This should be
// disabled when they enter the race, or when the level
// changes.
if (!demo.playback)
{
demo.freecam = false;
}
}
else if (pcount == 1)
{
// If the first player enters the game, view them.
for (i = 0; i <= r_splitscreen; ++i)
{
K_ToggleDirector(i, director);
}
} }
} }

View file

@ -2802,11 +2802,10 @@ static void P_DeathThink(player_t *player)
} }
} }
// TODO: support splitscreen
// Spectate another player after 2 seconds // Spectate another player after 2 seconds
if (player == &players[consoleplayer] && playerGone == true && (gametyperules & GTR_BUMPERS) && player->deadtimer == 2*TICRATE) if (G_IsPartyLocal(player - players) && playerGone == true && (gametyperules & GTR_BUMPERS) && player->deadtimer == 2*TICRATE)
{ {
K_ToggleDirector(true); K_ToggleDirector(G_PartyPosition(player - players), true);
} }
// Keep time rolling // Keep time rolling