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tabs, thank you vscode for not reading the room
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1 changed files with 119 additions and 119 deletions
238
src/k_director.c
238
src/k_director.c
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@ -37,164 +37,164 @@ INT32 gap[MAXPLAYERS] = {0}; // gap between a given position and their closest p
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INT32 boredom[MAXPLAYERS] = {0}; // how long has a given position had no credible attackers?
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fixed_t K_GetFinishGap(INT32 leader, INT32 follower) {
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fixed_t dista = players[follower].distancetofinish;
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fixed_t distb = players[leader].distancetofinish;
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if (players[follower].position < players[leader].position) {
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return distb-dista;
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} else {
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return dista-distb;
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}
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fixed_t dista = players[follower].distancetofinish;
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fixed_t distb = players[leader].distancetofinish;
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if (players[follower].position < players[leader].position) {
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return distb-dista;
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} else {
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return dista-distb;
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}
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}
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void K_UpdateDirectorPositions(void) {
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INT32 playernum;
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INT32 playernum;
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memset(sortedplayers, -1, sizeof(sortedplayers));
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memset(sortedplayers, -1, sizeof(sortedplayers));
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for (playernum = 0; playernum < MAXPLAYERS; ++playernum) {
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if (playeringame[playernum])
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sortedplayers[players[playernum].position-1] = playernum;
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}
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sortedplayers[players[playernum].position-1] = playernum;
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}
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memset(gap, INT32_MAX, sizeof(gap));
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for (playernum = 0; playernum < MAXPLAYERS-1; ++playernum) {
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if (sortedplayers[playernum] == -1 || sortedplayers[playernum+1] == -1)
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break;
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gap[playernum] = P_ScaleFromMap(K_GetFinishGap(sortedplayers[playernum], sortedplayers[playernum+1]), FRACUNIT);
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if (gap[playernum] >= BREAKAWAYDIST)
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boredom[playernum] = min(BOREDOMTIME*2, boredom[playernum]+1);
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else if (boredom[playernum] > 0)
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boredom[playernum]--;
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}
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memset(gap, INT32_MAX, sizeof(gap));
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for (playernum = 0; playernum < MAXPLAYERS-1; ++playernum) {
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if (sortedplayers[playernum] == -1 || sortedplayers[playernum+1] == -1)
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break;
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gap[playernum] = P_ScaleFromMap(K_GetFinishGap(sortedplayers[playernum], sortedplayers[playernum+1]), FRACUNIT);
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if (gap[playernum] >= BREAKAWAYDIST)
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boredom[playernum] = min(BOREDOMTIME*2, boredom[playernum]+1);
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else if (boredom[playernum] > 0)
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boredom[playernum]--;
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}
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maxdist = P_ScaleFromMap(players[sortedplayers[0]].distancetofinish, FRACUNIT);
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maxdist = P_ScaleFromMap(players[sortedplayers[0]].distancetofinish, FRACUNIT);
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}
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boolean K_CanSwitchDirector(void) {
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INT32 *displayplayerp = &displayplayers[0];
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if (players[*displayplayerp].trickpanel > 0)
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return false;
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if (cooldown < SWITCHTIME)
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return false;
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return true;
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INT32 *displayplayerp = &displayplayers[0];
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if (players[*displayplayerp].trickpanel > 0)
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return false;
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if (cooldown < SWITCHTIME)
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return false;
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return true;
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}
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void K_DirectorSwitch(INT32 player, boolean force) {
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if (P_IsDisplayPlayer(&players[player]))
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return;
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if (players[player].exiting)
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return;
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if (!force && !K_CanSwitchDirector())
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return;
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G_ResetView(1, player, true);
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cooldown = 0;
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if (P_IsDisplayPlayer(&players[player]))
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return;
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if (players[player].exiting)
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return;
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if (!force && !K_CanSwitchDirector())
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return;
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G_ResetView(1, player, true);
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cooldown = 0;
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}
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void K_DirectorForceSwitch(INT32 player, INT32 time) {
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if (players[player].exiting)
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return;
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attacker = player;
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freeze = time;
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if (players[player].exiting)
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return;
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attacker = player;
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freeze = time;
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}
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void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source) {
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if (!P_IsDisplayPlayer(player))
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return;
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if (inflictor && inflictor->player)
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K_DirectorForceSwitch(inflictor->player-players, TRANSFERTIME);
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if (source && source->player)
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K_DirectorForceSwitch(source->player-players, TRANSFERTIME);
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if (!P_IsDisplayPlayer(player))
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return;
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if (inflictor && inflictor->player)
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K_DirectorForceSwitch(inflictor->player-players, TRANSFERTIME);
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if (source && source->player)
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K_DirectorForceSwitch(source->player-players, TRANSFERTIME);
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}
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void K_DrawDirectorDebugger(void) {
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INT32 playernum;
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INT32 leader;
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INT32 follower;
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INT32 ytxt;
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INT32 playernum;
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INT32 leader;
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INT32 follower;
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INT32 ytxt;
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if (!cv_kartdebugdirector.value)
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return;
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if (!cv_kartdebugdirector.value)
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return;
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V_DrawThinString(10, 0, V_70TRANS, va("PLACE"));
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V_DrawThinString(40, 0, V_70TRANS, va("CONF?"));
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V_DrawThinString(80, 0, V_70TRANS, va("GAP"));
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V_DrawThinString(120, 0, V_70TRANS, va("BORED"));
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V_DrawThinString(150, 0, V_70TRANS, va("COOLDOWN: %d", cooldown));
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V_DrawThinString(230, 0, V_70TRANS, va("MAXDIST: %d", maxdist));
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V_DrawThinString(10, 0, V_70TRANS, va("PLACE"));
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V_DrawThinString(40, 0, V_70TRANS, va("CONF?"));
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V_DrawThinString(80, 0, V_70TRANS, va("GAP"));
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V_DrawThinString(120, 0, V_70TRANS, va("BORED"));
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V_DrawThinString(150, 0, V_70TRANS, va("COOLDOWN: %d", cooldown));
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V_DrawThinString(230, 0, V_70TRANS, va("MAXDIST: %d", maxdist));
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for (playernum = 0; playernum < MAXPLAYERS-1; ++playernum) {
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ytxt = 10*playernum+10;
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leader = sortedplayers[playernum];
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follower = sortedplayers[playernum+1];
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if (leader == -1 || follower == -1)
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break;
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for (playernum = 0; playernum < MAXPLAYERS-1; ++playernum) {
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ytxt = 10*playernum+10;
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leader = sortedplayers[playernum];
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follower = sortedplayers[playernum+1];
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if (leader == -1 || follower == -1)
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break;
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V_DrawThinString(10, ytxt, V_70TRANS, va("%d", playernum));
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V_DrawThinString(20, ytxt, V_70TRANS, va("%d", playernum+1));
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if (players[leader].positiondelay)
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V_DrawThinString(40, ytxt, V_70TRANS, va("NG"));
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V_DrawThinString(80, ytxt, V_70TRANS, va("%d", gap[playernum]));
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if (boredom[playernum] >= BOREDOMTIME)
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V_DrawThinString(120, ytxt, V_70TRANS, va("BORED"));
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else
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V_DrawThinString(120, ytxt, V_70TRANS, va("%d", boredom[playernum]));
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V_DrawThinString(150, ytxt, V_70TRANS, va("%s", player_names[leader]));
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V_DrawThinString(230, ytxt, V_70TRANS, va("%s", player_names[follower]));
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}
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V_DrawThinString(10, ytxt, V_70TRANS, va("%d", playernum));
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V_DrawThinString(20, ytxt, V_70TRANS, va("%d", playernum+1));
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if (players[leader].positiondelay)
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V_DrawThinString(40, ytxt, V_70TRANS, va("NG"));
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V_DrawThinString(80, ytxt, V_70TRANS, va("%d", gap[playernum]));
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if (boredom[playernum] >= BOREDOMTIME)
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V_DrawThinString(120, ytxt, V_70TRANS, va("BORED"));
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else
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V_DrawThinString(120, ytxt, V_70TRANS, va("%d", boredom[playernum]));
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V_DrawThinString(150, ytxt, V_70TRANS, va("%s", player_names[leader]));
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V_DrawThinString(230, ytxt, V_70TRANS, va("%s", player_names[follower]));
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}
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}
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void K_UpdateDirector(void) {
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INT32 *displayplayerp = &displayplayers[0];
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INT32 targetposition;
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INT32 *displayplayerp = &displayplayers[0];
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INT32 targetposition;
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if (!cv_director.value)
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return;
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if (!cv_director.value)
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return;
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K_UpdateDirectorPositions();
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cooldown++;
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K_UpdateDirectorPositions();
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cooldown++;
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// handle pending forced switches
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if (freeze > 0) {
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if (freeze == 1)
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K_DirectorSwitch(attacker, true);
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freeze--;
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return;
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}
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// handle pending forced switches
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if (freeze > 0) {
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if (freeze == 1)
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K_DirectorSwitch(attacker, true);
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freeze--;
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return;
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}
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// aaight, time to walk through the standings to find the first interesting pair
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for(targetposition = 0; targetposition < MAXPLAYERS-1; targetposition++) {
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INT32 target;
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// aaight, time to walk through the standings to find the first interesting pair
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for(targetposition = 0; targetposition < MAXPLAYERS-1; targetposition++) {
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INT32 target;
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// you are out of players, try again
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if (sortedplayers[targetposition+1] == -1)
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break;
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// you are out of players, try again
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if (sortedplayers[targetposition+1] == -1)
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break;
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// pair too far apart? try the next one
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if (boredom[targetposition] >= BOREDOMTIME)
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continue;
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// pair too far apart? try the next one
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if (boredom[targetposition] >= BOREDOMTIME)
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continue;
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// pair finished? try the next one
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if (players[sortedplayers[targetposition+1]].exiting)
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continue;
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// pair finished? try the next one
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if (players[sortedplayers[targetposition+1]].exiting)
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continue;
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// don't risk switching away from forward pairs at race end, might miss something!
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if (maxdist > PINCHDIST) {
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// if the "next" player is close enough, they should be able to see everyone fine!
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// walk back through the standings to find a vantage that gets everyone in frame.
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// (also creates a pretty cool effect w/ overtakes at speed)
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while (targetposition < MAXPLAYERS && gap[targetposition+1] < WALKBACKDIST) {
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targetposition++;
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}
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}
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// don't risk switching away from forward pairs at race end, might miss something!
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if (maxdist > PINCHDIST) {
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// if the "next" player is close enough, they should be able to see everyone fine!
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// walk back through the standings to find a vantage that gets everyone in frame.
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// (also creates a pretty cool effect w/ overtakes at speed)
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while (targetposition < MAXPLAYERS && gap[targetposition+1] < WALKBACKDIST) {
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targetposition++;
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}
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}
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target = sortedplayers[targetposition+1];
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target = sortedplayers[targetposition+1];
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// if we're certain the back half of the pair is actually in this position, try to switch
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if (*displayplayerp != target && !players[target].positiondelay)
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K_DirectorSwitch(target, false);
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// even if we're not certain, if we're certain we're watching the WRONG player, try to switch
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if (players[*displayplayerp].position != targetposition && !players[target].positiondelay)
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K_DirectorSwitch(target, false);
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// if we're certain the back half of the pair is actually in this position, try to switch
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if (*displayplayerp != target && !players[target].positiondelay)
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K_DirectorSwitch(target, false);
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// even if we're not certain, if we're certain we're watching the WRONG player, try to switch
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if (players[*displayplayerp].position != targetposition && !players[target].positiondelay)
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K_DirectorSwitch(target, false);
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break;
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}
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break;
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}
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}
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