mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
- MT_CDUFO is now a valid type of Prison in Prison Break
- Tracked on counter
- Tracked on HUD
- Tracked on minimap
- P_AddBrokenPrison in p_inter.c
- Generalises behaviour on breaking a Prison Break object
- MT_CDUFO polish
- Can now be broken with all damaging objects EXCEPT Shield Orbinaut/Shield Jawz
- These two are exceptions to prevent them from denying you your on-contact item grab., which these will still give you if you touch them
- Breaking the object by touching it now causes hitlag instead of fireworks
- The fireworks were to make touching it feel good... but hitlag feels better :P
- Now supports mapobjectscale directly.
- Scaled 1.5x mapobjectscale
- Hitbox now far closer to actual sprite (which was just replaced, but was inexplicably far away from the old one too)
427 lines
8.3 KiB
C++
427 lines
8.3 KiB
C++
#include <algorithm>
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#include <cstddef>
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#include <vector>
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#include "core/static_vec.hpp"
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#include "k_battle.h"
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#include "k_hud.h"
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#include "k_kart.h"
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#include "k_objects.h"
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#include "m_fixed.h"
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#include "p_local.h"
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#include "p_mobj.h"
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#include "r_draw.h"
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#include "r_fps.h"
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#include "r_main.h"
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#include "st_stuff.h"
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#include "v_video.h"
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using namespace srb2;
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namespace
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{
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struct TargetTracking
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{
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mobj_t* mobj;
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vector3_t point;
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fixed_t camDist;
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skincolornum_t color() const
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{
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switch (mobj->type)
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{
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case MT_OVERTIME_CENTER:
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return SKINCOLOR_BLUE;
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case MT_MONITOR:
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case MT_EMERALD:
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return static_cast<skincolornum_t>(mobj->color);
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case MT_PLAYER:
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return player_emeralds_color();
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default:
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return SKINCOLOR_NONE;
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}
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}
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StaticVec<uint32_t, 7> player_emeralds_vec() const
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{
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StaticVec<uint32_t, 7> emeralds;
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const player_t* player = mobj->player;
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if (player == nullptr)
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{
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return emeralds;
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}
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for (int i = 0; i < 7; ++i)
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{
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const uint32_t emeraldFlag = (1U << i);
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if (player->emeralds & emeraldFlag)
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{
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emeralds.push_back(emeraldFlag);
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}
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}
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return emeralds;
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}
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skincolornum_t player_emeralds_color() const
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{
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const StaticVec emeralds = player_emeralds_vec();
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if (emeralds.empty())
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{
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return SKINCOLOR_NONE;
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}
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constexpr tic_t kPeriod = TICRATE / 2;
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const int idx = (leveltime / kPeriod) % emeralds.size();
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return static_cast<skincolornum_t>(K_GetChaosEmeraldColor(emeralds[idx]));
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}
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const uint8_t* colormap() const
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{
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const skincolornum_t clr = color();
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if (clr != SKINCOLOR_NONE)
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{
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return R_GetTranslationColormap(TC_RAINBOW, clr, GTC_CACHE);
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}
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return nullptr;
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}
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};
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void K_DrawTargetTracking(const TargetTracking& target)
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{
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const uint8_t* colormap = target.colormap();
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trackingResult_t result = {};
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int32_t timer = 0;
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K_ObjectTracking(&result, &target.point, false);
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if (result.onScreen == false)
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{
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// Off-screen, draw alongside the borders of the screen.
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// Probably the most complicated thing.
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int32_t scrVal = 240;
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vector2_t screenSize = {};
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int32_t borderSize = 7;
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vector2_t borderWin = {};
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vector2_t borderDir = {};
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fixed_t borderLen = FRACUNIT;
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vector2_t arrowDir = {};
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vector2_t arrowPos = {};
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patch_t* arrowPatch = nullptr;
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int32_t arrowFlags = 0;
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vector2_t targetPos = {};
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patch_t* targetPatch = nullptr;
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timer = (leveltime / 3);
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screenSize.x = vid.width / vid.dupx;
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screenSize.y = vid.height / vid.dupy;
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if (r_splitscreen >= 2)
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{
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// Half-wide screens
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screenSize.x >>= 1;
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borderSize >>= 1;
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}
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if (r_splitscreen >= 1)
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{
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// Half-tall screens
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screenSize.y >>= 1;
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}
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scrVal = std::max(screenSize.x, screenSize.y) - 80;
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borderWin.x = screenSize.x - borderSize;
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borderWin.y = screenSize.y - borderSize;
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arrowDir.x = 0;
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arrowDir.y = P_MobjFlip(target.mobj) * FRACUNIT;
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// Simply pointing towards the result doesn't work, so inaccurate hack...
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borderDir.x = FixedMul(
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FixedMul(
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FINESINE((-result.angle >> ANGLETOFINESHIFT) & FINEMASK),
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FINECOSINE((-result.pitch >> ANGLETOFINESHIFT) & FINEMASK)
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),
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result.fov
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);
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borderDir.y = FixedMul(FINESINE((-result.pitch >> ANGLETOFINESHIFT) & FINEMASK), result.fov);
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borderLen = R_PointToDist2(0, 0, borderDir.x, borderDir.y);
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if (borderLen > 0)
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{
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borderDir.x = FixedDiv(borderDir.x, borderLen);
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borderDir.y = FixedDiv(borderDir.y, borderLen);
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}
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else
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{
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// Eh just put it at the bottom.
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borderDir.x = 0;
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borderDir.y = FRACUNIT;
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}
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if (target.mobj->type == MT_BATTLECAPSULE
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|| target.mobj->type == MT_CDUFO)
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{
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targetPatch = kp_capsuletarget_icon[timer & 1];
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}
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if (abs(borderDir.x) > abs(borderDir.y))
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{
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// Horizontal arrow
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arrowPatch = kp_capsuletarget_arrow[1][timer & 1];
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arrowDir.y = 0;
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if (borderDir.x < 0)
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{
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// LEFT
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arrowDir.x = -FRACUNIT;
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}
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else
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{
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// RIGHT
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arrowDir.x = FRACUNIT;
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}
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}
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else
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{
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// Vertical arrow
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arrowPatch = kp_capsuletarget_arrow[0][timer & 1];
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arrowDir.x = 0;
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if (borderDir.y < 0)
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{
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// UP
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arrowDir.y = -FRACUNIT;
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}
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else
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{
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// DOWN
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arrowDir.y = FRACUNIT;
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}
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}
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arrowPos.x = (screenSize.x >> 1) + FixedMul(scrVal, borderDir.x);
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arrowPos.y = (screenSize.y >> 1) + FixedMul(scrVal, borderDir.y);
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arrowPos.x = std::clamp(arrowPos.x, borderSize, borderWin.x) * FRACUNIT;
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arrowPos.y = std::clamp(arrowPos.y, borderSize, borderWin.y) * FRACUNIT;
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if (targetPatch)
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{
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targetPos.x = arrowPos.x - (arrowDir.x * 12);
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targetPos.y = arrowPos.y - (arrowDir.y * 12);
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targetPos.x -= (targetPatch->width << FRACBITS) >> 1;
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targetPos.y -= (targetPatch->height << FRACBITS) >> 1;
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}
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arrowPos.x -= (arrowPatch->width << FRACBITS) >> 1;
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arrowPos.y -= (arrowPatch->height << FRACBITS) >> 1;
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if (arrowDir.x < 0)
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{
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arrowPos.x += arrowPatch->width << FRACBITS;
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arrowFlags |= V_FLIP;
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}
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if (arrowDir.y < 0)
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{
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arrowPos.y += arrowPatch->height << FRACBITS;
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arrowFlags |= V_VFLIP;
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}
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if (targetPatch)
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{
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V_DrawFixedPatch(targetPos.x, targetPos.y, FRACUNIT, V_SPLITSCREEN, targetPatch, colormap);
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}
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V_DrawFixedPatch(arrowPos.x, arrowPos.y, FRACUNIT, V_SPLITSCREEN | arrowFlags, arrowPatch, colormap);
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}
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else
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{
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// Draw simple overlay.
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const fixed_t farDistance = 1280 * mapobjectscale;
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bool useNear = (target.camDist < farDistance);
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vector2_t targetPos = {};
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bool visible = P_CheckSight(stplyr->mo, target.mobj);
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if (visible == false && (leveltime & 1))
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{
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// Flicker when not visible.
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return;
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}
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targetPos.x = result.x;
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targetPos.y = result.y;
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auto draw = [&](patch_t* patch)
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{
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V_DrawFixedPatch(
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targetPos.x - ((patch->width << FRACBITS) >> 1),
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targetPos.y - ((patch->height << FRACBITS) >> 1),
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FRACUNIT,
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V_SPLITSCREEN,
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patch,
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colormap
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);
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};
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if (useNear == true)
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{
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timer = (leveltime / 2);
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draw(kp_capsuletarget_near[timer % 8]);
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}
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else
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{
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timer = (leveltime / 3);
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draw(kp_capsuletarget_far[timer & 1]);
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if (r_splitscreen <= 1)
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{
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draw(kp_capsuletarget_far_text[timer & 1]);
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}
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}
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}
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}
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bool is_player_tracking_target(player_t *player = stplyr)
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{
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if ((gametyperules & (GTR_BUMPERS|GTR_CLOSERPLAYERS)) != (GTR_BUMPERS|GTR_CLOSERPLAYERS))
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{
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return false;
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}
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if (K_Cooperative())
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{
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return false;
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}
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if (player == nullptr)
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{
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return false;
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}
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if (inDuel)
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{
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// Always draw targets in 1v1 but don't draw player's
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// own target on their own viewport.
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return player != stplyr;
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}
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// Except for DUEL mode, Overtime hides all TARGETs except
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// the kiosk.
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if (battleovertime.enabled)
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{
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return false;
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}
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if (player->emeralds != 0 && K_IsPlayerWanted(stplyr))
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{
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// The player who is about to win because of emeralds
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// gets a TARGET on them
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if (K_NumEmeralds(player) == 6) // 6 out of 7
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{
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return true;
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}
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// WANTED player sees TARGETs on players holding
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// emeralds
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if (K_IsPlayerWanted(stplyr))
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{
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return true;
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}
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}
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return K_IsPlayerWanted(player);
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}
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bool is_object_tracking_target(const mobj_t* mobj)
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{
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switch (mobj->type)
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{
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case MT_BATTLECAPSULE:
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case MT_CDUFO:
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return battlecapsules; // battleprisons
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case MT_SPECIAL_UFO:
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return true;
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case MT_PLAYER:
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return is_player_tracking_target(mobj->player);
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case MT_OVERTIME_CENTER:
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return inDuel == false && battleovertime.enabled;
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case MT_EMERALD:
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return is_player_tracking_target();
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case MT_MONITOR:
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return is_player_tracking_target() && Obj_MonitorGetEmerald(mobj) != 0;
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default:
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return false;
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}
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}
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}; // namespace
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void K_drawTargetHUD(const vector3_t* origin, player_t* player)
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{
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std::vector<TargetTracking> targetList;
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mobj_t* mobj = nullptr;
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mobj_t* next = nullptr;
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for (mobj = trackercap; mobj; mobj = next)
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{
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next = mobj->itnext;
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if (mobj->health <= 0)
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{
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continue;
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}
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if (is_object_tracking_target(mobj) == false)
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{
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continue;
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}
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vector3_t pos = {
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R_InterpolateFixed(mobj->old_x, mobj->x),
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R_InterpolateFixed(mobj->old_y, mobj->y),
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R_InterpolateFixed(mobj->old_z, mobj->z) + (mobj->height >> 1),
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};
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targetList.push_back({mobj, pos, R_PointToDist2(origin->x, origin->y, pos.x, pos.y)});
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}
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// Sort by distance from camera. Further trackers get
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// drawn first so nearer ones draw over them.
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std::sort(targetList.begin(), targetList.end(), [](const auto& a, const auto& b) { return a.camDist > b.camDist; });
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std::for_each(targetList.cbegin(), targetList.cend(), K_DrawTargetTracking);
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}
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