mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'waypoint-fixes' into 'master'
Big Waypoint Change See merge request KartKrew/Kart!784
This commit is contained in:
commit
db621c4538
7 changed files with 596 additions and 671 deletions
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@ -418,6 +418,7 @@ typedef struct player_s
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UINT8 oldposition; // Used for taunting when you pass someone
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UINT8 positiondelay; // Used for position number, so it can grow when passing
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UINT32 distancetofinish;
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waypoint_t *currentwaypoint;
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waypoint_t *nextwaypoint;
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respawnvars_t respawn; // Respawn info
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tic_t airtime; // Keep track of how long you've been in the air
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@ -4663,7 +4663,8 @@ static void K_DrawWaypointDebugger(void)
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if (stplyr != &players[displayplayers[0]]) // only for p1
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return;
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V_DrawString(8, 166, 0, va("'Best' Waypoint ID: %d", K_GetWaypointID(stplyr->nextwaypoint)));
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V_DrawString(8, 156, 0, va("Current Waypoint ID: %d", K_GetWaypointID(stplyr->currentwaypoint)));
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V_DrawString(8, 166, 0, va("Next Waypoint ID: %d", K_GetWaypointID(stplyr->nextwaypoint)));
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V_DrawString(8, 176, 0, va("Finishline Distance: %d", stplyr->distancetofinish));
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if (numstarposts > 0)
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270
src/k_kart.c
270
src/k_kart.c
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@ -8889,6 +8889,7 @@ void K_KartPlayerAfterThink(player_t *player)
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--------------------------------------------------*/
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static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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{
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waypoint_t *finishline = K_GetFinishLineWaypoint();
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waypoint_t *bestwaypoint = NULL;
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if ((player != NULL) && (player->mo != NULL) && (P_MobjWasRemoved(player->mo) == false))
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@ -8896,7 +8897,8 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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waypoint_t *waypoint = K_GetBestWaypointForMobj(player->mo);
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boolean updaterespawn = false;
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bestwaypoint = waypoint;
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// Our current waypoint.
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player->currentwaypoint = bestwaypoint = waypoint;
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// check the waypoint's location in relation to the player
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// If it's generally in front, it's fine, otherwise, use the best next/previous waypoint.
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@ -8904,13 +8906,12 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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// Otherwise it breaks the distance calculations.
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if (waypoint != NULL)
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{
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boolean finishlinehack = false;
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angle_t playerangle = player->mo->angle;
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angle_t momangle = K_MomentumAngle(player->mo);
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angle_t angletowaypoint =
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R_PointToAngle2(player->mo->x, player->mo->y, waypoint->mobj->x, waypoint->mobj->y);
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angle_t angledelta = ANGLE_MAX;
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angle_t momdelta = ANGLE_MAX;
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angle_t angledelta = ANGLE_180;
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angle_t momdelta = ANGLE_180;
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angledelta = playerangle - angletowaypoint;
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if (angledelta > ANGLE_180)
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@ -8924,36 +8925,17 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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momdelta = InvAngle(momdelta);
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}
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if (bestwaypoint == K_GetFinishLineWaypoint())
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{
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waypoint_t *nextwaypoint = waypoint->nextwaypoints[0];
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angle_t angletonextwaypoint =
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R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y, nextwaypoint->mobj->x, nextwaypoint->mobj->y);
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// facing towards the finishline
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if (AngleDelta(angletonextwaypoint, angletowaypoint) <= ANGLE_90)
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{
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finishlinehack = true;
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}
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}
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// We're using a lot of angle calculations here, because only using facing angle or only using momentum angle both have downsides.
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// nextwaypoints will be picked if you're facing OR moving forward.
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// prevwaypoints will be picked if you're facing AND moving backward.
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if ((angledelta > ANGLE_45 || momdelta > ANGLE_45)
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&& (finishlinehack == false))
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#if 0
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if (angledelta > ANGLE_45 || momdelta > ANGLE_45)
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#endif
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{
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angle_t nextbestdelta = angledelta;
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angle_t nextbestmomdelta = momdelta;
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angle_t nextbestdelta = ANGLE_90;
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angle_t nextbestmomdelta = ANGLE_90;
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size_t i = 0U;
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if (K_PlayerUsesBotMovement(player))
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{
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// Try to force bots to use a next waypoint
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nextbestdelta = ANGLE_MAX;
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nextbestmomdelta = ANGLE_MAX;
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}
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if ((waypoint->nextwaypoints != NULL) && (waypoint->numnextwaypoints > 0U))
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{
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for (i = 0U; i < waypoint->numnextwaypoints; i++)
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@ -8995,10 +8977,19 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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if (angledelta < nextbestdelta || momdelta < nextbestmomdelta)
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{
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if (P_TraceBlockingLines(player->mo, waypoint->nextwaypoints[i]->mobj) == false)
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// Wanted to use a next waypoint, so remove WRONG WAY flag.
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// Done here instead of when set, because of finish line
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// hacks meaning we might not actually use this one, but
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// we still want to acknowledge we're facing the right way.
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player->pflags &= ~PF_WRONGWAY;
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if (waypoint->nextwaypoints[i] != finishline) // Allow finish line.
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{
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// Save sight checks when all of the other checks pass, so we only do it if we have to
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continue;
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if (P_TraceWaypointTraversal(player->mo, waypoint->nextwaypoints[i]->mobj) == false)
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{
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// Save sight checks when all of the other checks pass, so we only do it if we have to
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continue;
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}
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}
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bestwaypoint = waypoint->nextwaypoints[i];
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@ -9012,8 +9003,6 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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nextbestmomdelta = momdelta;
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}
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// Remove wrong way flag if we're using nextwaypoints
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player->pflags &= ~PF_WRONGWAY;
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updaterespawn = true;
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}
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}
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@ -9047,7 +9036,7 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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if (angledelta < nextbestdelta && momdelta < nextbestmomdelta)
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{
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if (P_TraceBlockingLines(player->mo, waypoint->prevwaypoints[i]->mobj) == false)
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if (P_TraceWaypointTraversal(player->mo, waypoint->prevwaypoints[i]->mobj) == false)
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{
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// Save sight checks when all of the other checks pass, so we only do it if we have to
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continue;
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@ -9087,69 +9076,6 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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return bestwaypoint;
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}
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#if 0
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static boolean K_PlayerCloserToNextWaypoints(waypoint_t *const waypoint, player_t *const player)
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{
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boolean nextiscloser = true;
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if ((waypoint != NULL) && (player != NULL) && (player->mo != NULL))
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{
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size_t i = 0U;
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waypoint_t *currentwpcheck = NULL;
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angle_t angletoplayer = ANGLE_MAX;
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angle_t currentanglecheck = ANGLE_MAX;
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angle_t bestangle = ANGLE_MAX;
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angletoplayer = R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y,
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player->mo->x, player->mo->y);
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for (i = 0U; i < waypoint->numnextwaypoints; i++)
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{
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currentwpcheck = waypoint->nextwaypoints[i];
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currentanglecheck = R_PointToAngle2(
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waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y);
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// Get delta angle
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currentanglecheck = currentanglecheck - angletoplayer;
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if (currentanglecheck > ANGLE_180)
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{
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currentanglecheck = InvAngle(currentanglecheck);
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}
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if (currentanglecheck < bestangle)
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{
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bestangle = currentanglecheck;
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}
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}
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for (i = 0U; i < waypoint->numprevwaypoints; i++)
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{
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currentwpcheck = waypoint->prevwaypoints[i];
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currentanglecheck = R_PointToAngle2(
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waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y);
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// Get delta angle
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currentanglecheck = currentanglecheck - angletoplayer;
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if (currentanglecheck > ANGLE_180)
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{
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currentanglecheck = InvAngle(currentanglecheck);
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}
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if (currentanglecheck < bestangle)
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{
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bestangle = currentanglecheck;
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nextiscloser = false;
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break;
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}
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}
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}
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return nextiscloser;
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}
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#endif
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/*--------------------------------------------------
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void K_UpdateDistanceFromFinishLine(player_t *const player)
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@ -9191,7 +9117,7 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
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// Player has finished, we don't need to calculate this
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player->distancetofinish = 0U;
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}
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else if ((player->nextwaypoint != NULL) && (finishline != NULL))
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else if ((player->currentwaypoint != NULL) && (player->nextwaypoint != NULL) && (finishline != NULL))
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{
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const boolean useshortcuts = false;
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const boolean huntbackwards = false;
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@ -9205,17 +9131,139 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
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// Using shortcuts won't find a path, so distance won't be updated until the player gets back on track
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if (pathfindsuccess == true)
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{
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// Add euclidean distance to the next waypoint to the distancetofinish
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UINT32 adddist;
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fixed_t disttowaypoint =
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const boolean pathBackwardsReverse = ((player->pflags & PF_WRONGWAY) == 0);
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boolean pathBackwardsSuccess = false;
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path_t pathBackwards = {0};
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fixed_t disttonext = 0;
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UINT32 traveldist = 0;
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UINT32 adddist = 0;
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disttonext =
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P_AproxDistance(
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(player->mo->x >> FRACBITS) - (player->nextwaypoint->mobj->x >> FRACBITS),
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(player->mo->y >> FRACBITS) - (player->nextwaypoint->mobj->y >> FRACBITS));
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disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
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disttonext = P_AproxDistance(disttonext, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
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adddist = (UINT32)disttowaypoint;
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traveldist = ((UINT32)disttonext) * 2;
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pathBackwardsSuccess =
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K_PathfindThruCircuit(player->nextwaypoint, traveldist, &pathBackwards, false, pathBackwardsReverse);
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player->distancetofinish = pathtofinish.totaldist + adddist;
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if (pathBackwardsSuccess == true)
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{
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if (pathBackwards.numnodes > 1)
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{
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// Find the closest segment, and add the distance to reach it.
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vector3_t point;
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size_t i;
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vector3_t best;
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fixed_t bestPoint = INT32_MAX;
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fixed_t bestDist = INT32_MAX;
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UINT32 bestGScore = UINT32_MAX;
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point.x = player->mo->x;
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point.y = player->mo->y;
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point.z = player->mo->z;
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best.x = point.x;
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best.y = point.y;
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best.z = point.z;
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for (i = 1; i < pathBackwards.numnodes; i++)
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{
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vector3_t line[2];
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vector3_t result;
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waypoint_t *pwp = (waypoint_t *)pathBackwards.array[i - 1].nodedata;
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waypoint_t *wp = (waypoint_t *)pathBackwards.array[i].nodedata;
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fixed_t pDist = 0;
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UINT32 g = pathBackwards.array[i - 1].gscore;
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line[0].x = pwp->mobj->x;
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line[0].y = pwp->mobj->y;
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line[0].z = pwp->mobj->z;
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line[1].x = wp->mobj->x;
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line[1].y = wp->mobj->y;
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line[1].z = wp->mobj->z;
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P_ClosestPointOnLine3D(&point, line, &result);
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pDist = P_AproxDistance(point.x - result.x, point.y - result.y);
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pDist = P_AproxDistance(pDist, point.z - result.z);
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if (pDist < bestPoint)
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{
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FV3_Copy(&best, &result);
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bestPoint = pDist;
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bestDist =
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P_AproxDistance(
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(result.x >> FRACBITS) - (line[0].x >> FRACBITS),
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(result.y >> FRACBITS) - (line[0].y >> FRACBITS));
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bestDist = P_AproxDistance(bestDist, (result.z >> FRACBITS) - (line[0].z >> FRACBITS));
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bestGScore = g + ((UINT32)bestDist);
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}
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}
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#if 0
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if (cv_kartdebugwaypoints.value)
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{
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mobj_t *debugmobj = P_SpawnMobj(best.x, best.y, best.z, MT_SPARK);
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P_SetMobjState(debugmobj, S_WAYPOINTORB);
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debugmobj->frame &= ~FF_TRANSMASK;
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debugmobj->frame |= FF_FULLBRIGHT; //FF_TRANS20
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debugmobj->tics = 1;
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debugmobj->color = SKINCOLOR_BANANA;
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}
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#endif
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adddist = bestGScore;
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}
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/*
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else
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{
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// Only one point to work with, so just add your euclidean distance to that.
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waypoint_t *wp = (waypoint_t *)pathBackwards.array[0].nodedata;
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fixed_t disttowaypoint =
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P_AproxDistance(
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(player->mo->x >> FRACBITS) - (wp->mobj->x >> FRACBITS),
|
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(player->mo->y >> FRACBITS) - (wp->mobj->y >> FRACBITS));
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disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (wp->mobj->z >> FRACBITS));
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adddist = (UINT32)disttowaypoint;
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}
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*/
|
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}
|
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/*
|
||||
else
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{
|
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// Fallback to adding euclidean distance to the next waypoint to the distancetofinish
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adddist = (UINT32)disttonext;
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}
|
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*/
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if (pathBackwardsReverse == false)
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{
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if (pathtofinish.totaldist > adddist)
|
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{
|
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player->distancetofinish = pathtofinish.totaldist - adddist;
|
||||
}
|
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else
|
||||
{
|
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player->distancetofinish = 0;
|
||||
}
|
||||
}
|
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else
|
||||
{
|
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player->distancetofinish = pathtofinish.totaldist + adddist;
|
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}
|
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Z_Free(pathtofinish.array);
|
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|
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// distancetofinish is currently a flat distance to the finish line, but in order to be fully
|
||||
|
|
@ -9225,21 +9273,7 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
|
|||
if ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) == 0U)
|
||||
{
|
||||
const UINT8 numfulllapsleft = ((UINT8)numlaps - player->laps);
|
||||
|
||||
player->distancetofinish += numfulllapsleft * K_GetCircuitLength();
|
||||
|
||||
#if 0
|
||||
// An additional HACK, to fix looking backwards towards the finish line
|
||||
// If the player's next waypoint is the finishline and the angle distance from player to
|
||||
// connectin waypoints implies they're closer to a next waypoint, add a full track distance
|
||||
if (player->nextwaypoint == finishline)
|
||||
{
|
||||
if (K_PlayerCloserToNextWaypoints(player->nextwaypoint, player) == true)
|
||||
{
|
||||
player->distancetofinish += K_GetCircuitLength();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -361,7 +361,7 @@ waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj)
|
|||
// remember: huge radius
|
||||
if (closestdist <= rad && checkdist <= rad && finishline != NULL)
|
||||
{
|
||||
if (!P_TraceBlockingLines(mobj, checkwaypoint->mobj))
|
||||
if (!P_TraceBlockingLines(mobj, checkwaypoint->mobj)) // Intentionally not P_TraceWaypointTraversal
|
||||
{
|
||||
// Save sight checks when all of the other checks pass, so we only do it if we have to
|
||||
continue;
|
||||
|
|
@ -379,7 +379,7 @@ waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj)
|
|||
}
|
||||
else if (checkdist < closestdist && bestfindist == INT32_MAX)
|
||||
{
|
||||
if (!P_TraceBlockingLines(mobj, checkwaypoint->mobj))
|
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if (!P_TraceBlockingLines(mobj, checkwaypoint->mobj)) // Intentionally not P_TraceWaypointTraversal
|
||||
{
|
||||
// Save sight checks when all of the other checks pass, so we only do it if we have to
|
||||
continue;
|
||||
|
|
|
|||
|
|
@ -456,6 +456,7 @@ void P_BounceMove(mobj_t *mo, TryMoveResult_t *result);
|
|||
boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
|
||||
boolean P_TraceBlockingLines(mobj_t *t1, mobj_t *t2);
|
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boolean P_TraceBotTraversal(mobj_t *t1, mobj_t *t2);
|
||||
boolean P_TraceWaypointTraversal(mobj_t *t1, mobj_t *t2);
|
||||
void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);
|
||||
|
||||
boolean P_CheckSector(sector_t *sector, boolean crunch);
|
||||
|
|
|
|||
|
|
@ -251,6 +251,7 @@ static void P_NetArchivePlayers(void)
|
|||
WRITEUINT8(save_p, players[i].oldposition);
|
||||
WRITEUINT8(save_p, players[i].positiondelay);
|
||||
WRITEUINT32(save_p, players[i].distancetofinish);
|
||||
WRITEUINT32(save_p, K_GetWaypointHeapIndex(players[i].currentwaypoint));
|
||||
WRITEUINT32(save_p, K_GetWaypointHeapIndex(players[i].nextwaypoint));
|
||||
WRITEUINT32(save_p, players[i].airtime);
|
||||
WRITEUINT8(save_p, players[i].startboost);
|
||||
|
|
@ -552,6 +553,7 @@ static void P_NetUnArchivePlayers(void)
|
|||
players[i].oldposition = READUINT8(save_p);
|
||||
players[i].positiondelay = READUINT8(save_p);
|
||||
players[i].distancetofinish = READUINT32(save_p);
|
||||
players[i].currentwaypoint = (waypoint_t *)(size_t)READUINT32(save_p);
|
||||
players[i].nextwaypoint = (waypoint_t *)(size_t)READUINT32(save_p);
|
||||
players[i].airtime = READUINT32(save_p);
|
||||
players[i].startboost = READUINT8(save_p);
|
||||
|
|
@ -4426,6 +4428,15 @@ static void P_RelinkPointers(void)
|
|||
if (!P_SetTarget(&mobj->player->follower, P_FindNewPosition(temp)))
|
||||
CONS_Debug(DBG_GAMELOGIC, "follower not found on %d\n", mobj->type);
|
||||
}
|
||||
if (mobj->player->currentwaypoint)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->currentwaypoint;
|
||||
mobj->player->currentwaypoint = K_GetWaypointFromIndex(temp);
|
||||
if (mobj->player->currentwaypoint == NULL)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "currentwaypoint not found on %d\n", mobj->type);
|
||||
}
|
||||
}
|
||||
if (mobj->player->nextwaypoint)
|
||||
{
|
||||
temp = (UINT32)(size_t)mobj->player->nextwaypoint;
|
||||
|
|
|
|||
977
src/p_sight.c
977
src/p_sight.c
File diff suppressed because it is too large
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Add table
Reference in a new issue