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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Small duel: Draw centered in 4P, offset in 2P
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parent
a1324d18ac
commit
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1 changed files with 134 additions and 108 deletions
242
src/k_hud.cpp
242
src/k_hud.cpp
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@ -3312,6 +3312,25 @@ INT32 K_GetTransFlagFromFixed(fixed_t value)
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}
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}
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// We want to draw teams and duel HUD in a player context,
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// but also precisely control how often it's drawn, even if
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// some players have no view.
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static UINT8 K_FirstActiveDisplayPlayer(player_t *player)
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{
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UINT8 i;
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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{
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player_t *pl = &players[displayplayers[i]];
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if (!pl->spectator && !camera[i].freecam)
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break;
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}
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if (player == &players[displayplayers[i]])
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return true;
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return false;
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}
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// Cannot allocate these arrays with MAXSPLITSCREENPLAYERS directly.
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// Are you trying 8P Virtua Racing splitscreen? Change me!
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static tic_t duel_lastleveltime[4];
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@ -3324,6 +3343,9 @@ static void K_drawKartDuelScores(void)
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if (!K_InRaceDuel())
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return;
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if (!K_FirstActiveDisplayPlayer(stplyr))
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return;
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using srb2::Draw;
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player_t *foe = K_DuelOpponent(stplyr);
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@ -3360,6 +3382,9 @@ static void K_drawKartDuelScores(void)
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INT32 margx = 0;
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INT32 margy = 0;
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boolean redraw = false; // Draw a duplicate?
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boolean redrawn = false;
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if (use4p)
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{
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basex = BASEVIDWIDTH/2 - 40;
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@ -3367,19 +3392,12 @@ static void K_drawKartDuelScores(void)
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flags = V_SNAPTOTOP|V_HUDTRANS|V_SLIDEIN;
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redraw = true;
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if (r_splitscreen == 1)
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{
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basex = BASEVIDWIDTH - 80;
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if (vn == 0)
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{
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basey = 0;
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}
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else
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{
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basey = BASEVIDHEIGHT - 40;
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flags &= ~V_SNAPTOTOP;
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flags |= V_SNAPTOBOTTOM;
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}
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basey = 0;
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}
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barx = 40;
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@ -3401,6 +3419,8 @@ static void K_drawKartDuelScores(void)
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margy = -40;
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}
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redraw:
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Draw::Font scorefont = use4p ? Draw::Font::kZVote : Draw::Font::kThinTimer;
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Draw::Align scorealign = use4p ? Draw::Align::kCenter : Draw::Align::kLeft;
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@ -3559,110 +3579,119 @@ static void K_drawKartDuelScores(void)
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// CONS_Printf("=== RAWMARGIN %d\n", rawmargin);
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if (rawmargin == 0)
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return;
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rawmargin--; // Start at 0, idiot
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// We're invoking the RNG to get a slightly chaotic symbol distribution,
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// but we're a HUD hook, so we need to keep the results of the call consistent.
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P_SetRandSeed(PR_NUISANCE, 69 + rawmargin);
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INT32 highsymbol = rawmargin/boostspersymbol + 1; // Highest symbol that should appear.
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INT32 symbolsperupgrade = 5; // What is each symbol worth relative to each other? Like, 5 Stars = 1 Moon, etc.
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// Okay, so we would LOVE to do this in a way that isn't a big clusterfuck, like just
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// doing rawmargin^3 and then subtracting powers of 5 out of that. Unfortunately, UINT64
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// is too small for the values that feel intuitively right here, so we have to do some of
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// the math on a limited set of symbols, then shift up. This is the concept of "symbol
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// headroom" that's in use here.
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//
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// (Note that Puyo~n uses a super inconsistent symbol table, probably to avoid this problem,
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// but we're assholes and want things to feel logically consistent I guess?
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// I dunno. I sort of feel like I should have just directly used the Puyo~n garbage table and
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// avoided most of this, LOL)
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INT32 symbolheadroom = 5; // Maximum # symbols we can "step down".
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INT32 frac = rawmargin % boostspersymbol; // Used in intermediate calculations.
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INT32 minsymbol = std::max(1, highsymbol - symbolheadroom); // The lowest symbol that should appear.
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INT32 symbolheadroominuse = highsymbol - minsymbol; // The # of symbols we are stepping down.
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INT32 minscore = std::pow(symbolsperupgrade, symbolheadroominuse+1);
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INT32 maxscore = std::pow(symbolsperupgrade, symbolheadroominuse+2) - 1;
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// CONS_Printf("min %d max %d\n", minscore, maxscore);
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// We show the player successive combos with the same leading symbol, but we
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// waht them to feel intuitively like they're increasing each time.
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// Maxscore and minscore have been mapped to the correct power-of-N, so any
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// point we pick between them will lead with the correct symbol once we adjust
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// for symbol headroom. Pick a point that's appropriate for how "far" into the
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// current symbol we are.
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fixed_t lobound = FRACUNIT * frac / boostspersymbol;
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fixed_t hibound = FRACUNIT * (frac+1) / boostspersymbol;
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fixed_t roll = P_RandomRange(PR_NUISANCE, lobound, hibound);
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INT32 margin = Easing_Linear(roll, minscore, maxscore); // The score we're trying to draw a garbage stack for.
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INT32 margindigits[5];
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memset(margindigits, -1, sizeof(margindigits));
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INT32 nummargindigits = 0;
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// CONS_Printf("margin %d min %d max %d roll %d shiu %d ms %d\n", margin, minscore, maxscore, roll, symbolheadroominuse, minsymbol);
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if (rawmargin/boostspersymbol >= (MARGINLEVELS-1))
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if (rawmargin != 0)
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{
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// Capped out. Show 5 Chaos.
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nummargindigits = 5;
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for(UINT8 i = 0; i < nummargindigits; i++)
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rawmargin--; // Start at 0, idiot
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// We're invoking the RNG to get a slightly chaotic symbol distribution,
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// but we're a HUD hook, so we need to keep the results of the call consistent.
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P_SetRandSeed(PR_NUISANCE, 69 + rawmargin);
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INT32 highsymbol = rawmargin/boostspersymbol + 1; // Highest symbol that should appear.
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INT32 symbolsperupgrade = 5; // What is each symbol worth relative to each other? Like, 5 Stars = 1 Moon, etc.
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// Okay, so we would LOVE to do this in a way that isn't a big clusterfuck, like just
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// doing rawmargin^3 and then subtracting powers of 5 out of that. Unfortunately, UINT64
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// is too small for the values that feel intuitively right here, so we have to do some of
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// the math on a limited set of symbols, then shift up. This is the concept of "symbol
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// headroom" that's in use here.
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//
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// (Note that Puyo~n uses a super inconsistent symbol table, probably to avoid this problem,
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// but we're assholes and want things to feel logically consistent I guess?
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// I dunno. I sort of feel like I should have just directly used the Puyo~n garbage table and
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// avoided most of this, LOL)
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INT32 symbolheadroom = 5; // Maximum # symbols we can "step down".
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INT32 frac = rawmargin % boostspersymbol; // Used in intermediate calculations.
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INT32 minsymbol = std::max(1, highsymbol - symbolheadroom); // The lowest symbol that should appear.
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INT32 symbolheadroominuse = highsymbol - minsymbol; // The # of symbols we are stepping down.
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INT32 minscore = std::pow(symbolsperupgrade, symbolheadroominuse+1);
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INT32 maxscore = std::pow(symbolsperupgrade, symbolheadroominuse+2) - 1;
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// CONS_Printf("min %d max %d\n", minscore, maxscore);
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// We show the player successive combos with the same leading symbol, but we
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// waht them to feel intuitively like they're increasing each time.
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// Maxscore and minscore have been mapped to the correct power-of-N, so any
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// point we pick between them will lead with the correct symbol once we adjust
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// for symbol headroom. Pick a point that's appropriate for how "far" into the
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// current symbol we are.
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fixed_t lobound = FRACUNIT * frac / boostspersymbol;
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fixed_t hibound = FRACUNIT * (frac+1) / boostspersymbol;
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fixed_t roll = P_RandomRange(PR_NUISANCE, lobound, hibound);
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INT32 margin = Easing_Linear(roll, minscore, maxscore); // The score we're trying to draw a garbage stack for.
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INT32 margindigits[5];
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memset(margindigits, -1, sizeof(margindigits));
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INT32 nummargindigits = 0;
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// CONS_Printf("margin %d min %d max %d roll %d shiu %d ms %d\n", margin, minscore, maxscore, roll, symbolheadroominuse, minsymbol);
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if (rawmargin/boostspersymbol >= (MARGINLEVELS-1))
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{
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margindigits[i] = MARGINLEVELS-1;
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}
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}
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else
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{
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// Subtract powers of N from our chosen score to create a decent-enough-looking
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// garbage stack, then queue up the right patches to be drawn, shifting all the math
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// up by "minsymbol"—remember, once maxsymbol goes above symbolheadroom, we are doing
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// a low-precision version of the math that ignores low enough symbols.
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while (margin > 0)
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{
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INT32 significant_margin = 0;
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for (UINT8 i = symbolheadroominuse+1; i >= 0; i--)
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// Capped out. Show 5 Chaos.
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nummargindigits = 5;
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for(UINT8 i = 0; i < nummargindigits; i++)
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{
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INT32 test = std::pow(symbolsperupgrade, i);
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// CONS_Printf("testing %d (%d)\n", i, test);
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if (margin >= test)
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{
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significant_margin = i;
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break;
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}
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margindigits[i] = MARGINLEVELS-1;
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}
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}
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else
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{
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// Subtract powers of N from our chosen score to create a decent-enough-looking
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// garbage stack, then queue up the right patches to be drawn, shifting all the math
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// up by "minsymbol"—remember, once maxsymbol goes above symbolheadroom, we are doing
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// a low-precision version of the math that ignores low enough symbols.
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while (margin > 0)
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{
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INT32 significant_margin = 0;
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for (UINT8 i = symbolheadroominuse+1; i >= 0; i--)
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{
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INT32 test = std::pow(symbolsperupgrade, i);
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// CONS_Printf("testing %d (%d)\n", i, test);
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if (margin >= test)
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{
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significant_margin = i;
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break;
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}
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}
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INT32 index = significant_margin;
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INT32 index = significant_margin;
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margindigits[nummargindigits] = index + minsymbol - 1;
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// CONS_Printf("digit %d %d\n", nummargindigits, margindigits[nummargindigits]);
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margindigits[nummargindigits] = index + minsymbol - 1;
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// CONS_Printf("digit %d %d\n", nummargindigits, margindigits[nummargindigits]);
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nummargindigits++;
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nummargindigits++;
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// CONS_Printf("margin was %d ", margin);
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margin -= std::pow(symbolsperupgrade, index);
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// CONS_Printf("is %d\n", margin);
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// CONS_Printf("margin was %d ", margin);
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margin -= std::pow(symbolsperupgrade, index);
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// CONS_Printf("is %d\n", margin);
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if (nummargindigits >= 3 + frac)
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break;
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if (nummargindigits >= 3 + frac)
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break;
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}
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}
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INT32 marginspacing = std::min(6, duel_marginanim[vn]);
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INT32 marginx = ((nummargindigits-1) * marginspacing)/2;
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for (INT32 i = nummargindigits - 1; i >= 0; i--)
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{
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// CONS_Printf("draw %d - %d\n", i, margindigits[i]);
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V_DrawScaledPatch(basex + margx + marginx, basey + margy, flags, kp_duel_margin[margindigits[i]]);
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marginx -= marginspacing;
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}
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}
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INT32 marginspacing = std::min(6, duel_marginanim[vn]);
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INT32 marginx = ((nummargindigits-1) * marginspacing)/2;
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for (INT32 i = nummargindigits - 1; i >= 0; i--)
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if (redraw && !redrawn)
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{
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// CONS_Printf("draw %d - %d\n", i, margindigits[i]);
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V_DrawScaledPatch(basex + margx + marginx, basey + margy, flags, kp_duel_margin[margindigits[i]]);
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marginx -= marginspacing;
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basey = BASEVIDHEIGHT - 40;
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flags &= ~V_SNAPTOTOP;
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flags |= V_SNAPTOBOTTOM;
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redrawn = true;
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goto redraw;
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}
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}
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@ -3675,9 +3704,10 @@ static tic_t teams_lastleveltime = 0;
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void K_drawKartTeamScores(boolean fromintermission, INT32 interoffset)
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{
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if (G_GametypeHasTeams() == false)
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{
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return;
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}
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if (!K_FirstActiveDisplayPlayer(stplyr))
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return;
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if (TEAM__MAX != 3)
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return; // "maybe someday" - the magic conch
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@ -7825,11 +7855,7 @@ void K_drawKartHUD(void)
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K_DrawKartPositionNum(stplyr->position);
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}
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if (R_GetViewNumber() == 0)
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{
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K_drawKartTeamScores(false, 0);
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}
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K_drawKartTeamScores(false, 0);
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K_drawKartDuelScores();
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}
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