RingRacers/src/k_grandprix.c
toaster e372d348cd Live Event Backup
Associated menu stuff is rough and unpolished, but it's 1am for the author of this commit.
- Activated for this session by either of the following Passwords.
    - `savetheframes`
    - `savetheanimals`
    - The idea is that if Ring Racers were ever ran at a GDQ, runners would swear their alliegance to a particular Metroid routing at the startup stage, because I think it's funny and cute.
- A live event backup is created/overwritten on non-cheated grandprix level change.
- It's wiped on reaching the podium.
- When hitting PLAY on the main menu, if a live event backup exists, make a Menu Message.
    - If you hit A, turn live event backups on for this session, and load the backup.
    - If you hit B/X, delete the backup and proceed to character select.
        - Done this way to avoid cheating a different character to the end of GP.
- Unlike the (maybe a little over-)engineering of ringdata.dat, liveringbak.bkp is streamlined as all hells and has very little recovery for differing file lists.
2023-06-25 23:44:37 +01:00

889 lines
20 KiB
C

// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 by Sally "TehRealSalt" Cochenour
// Copyright (C) 2018-2020 by Kart Krew
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file k_grandprix.c
/// \brief Grand Prix mode game logic & bot behaviors
#include "k_grandprix.h"
#include "k_specialstage.h"
#include "doomdef.h"
#include "d_player.h"
#include "g_game.h"
#include "k_bot.h"
#include "k_kart.h"
#include "k_podium.h"
#include "m_random.h"
#include "p_local.h"
#include "r_things.h"
struct grandprixinfo grandprixinfo;
/*--------------------------------------------------
UINT8 K_BotStartingDifficulty(SINT8 value)
See header file for description.
--------------------------------------------------*/
UINT8 K_BotStartingDifficulty(SINT8 value)
{
// startingdifficulty: Easy = 3, Normal = 6, Hard = 9
SINT8 difficulty = (value + 1) * 3;
if (difficulty > MAXBOTDIFFICULTY)
{
difficulty = MAXBOTDIFFICULTY;
}
else if (difficulty < 1)
{
difficulty = 1;
}
return difficulty;
}
/*--------------------------------------------------
INT16 K_CalculateGPRankPoints(UINT8 position, UINT8 numplayers)
See header file for description.
--------------------------------------------------*/
INT16 K_CalculateGPRankPoints(UINT8 position, UINT8 numplayers)
{
INT16 points;
if (position >= numplayers || position == 0)
{
// Invalid position, no points
return 0;
}
points = numplayers - position;
// Give bonus to high-ranking players, depending on player count
// This rounds out the point gain when you get 1st every race,
// and gives bots able to catch up in points if a player gets an early lead.
// The maximum points you can get in a cup is: ((number of players - 1) + (max extra points)) * (number of races)
// 8P: (7 + 5) * 5 = 60 maximum points
// 12P: (11 + 5) * 5 = 80 maximum points
// 16P: (15 + 5) * 5 = 100 maximum points
switch (numplayers)
{
case 0: case 1: case 2: // 1v1
break; // No bonus needed.
case 3: case 4: // 3-4P
if (position == 1) { points += 1; } // 1st gets +1 extra point
break;
case 5: case 6: // 5-6P
if (position == 1) { points += 3; } // 1st gets +3 extra points
else if (position == 2) { points += 1; } // 2nd gets +1 extra point
break;
default: // Normal matches
if (position == 1) { points += 5; } // 1st gets +5 extra points
else if (position == 2) { points += 3; } // 2nd gets +3 extra points
else if (position == 3) { points += 1; } // 3rd gets +1 extra point
break;
}
// somehow underflowed?
if (points < 0)
{
points = 0;
}
return points;
}
/*--------------------------------------------------
UINT8 K_GetGPPlayerCount(UINT8 humans)
See header file for description.
--------------------------------------------------*/
UINT8 K_GetGPPlayerCount(UINT8 humans)
{
UINT8 playerCount = 8;
if (humans > 2)
{
// Add 3 bots per player beyond 2P
playerCount += (humans - 2) * 3;
}
return playerCount;
}
/*--------------------------------------------------
void K_InitGrandPrixBots(void)
See header file for description.
--------------------------------------------------*/
void K_InitGrandPrixBots(void)
{
const UINT8 defaultbotskin = R_BotDefaultSkin();
const UINT8 startingdifficulty = K_BotStartingDifficulty(grandprixinfo.gamespeed);
UINT8 difficultylevels[MAXPLAYERS];
UINT8 playercount = 8;
UINT8 wantedbots = 0;
UINT8 numplayers = 0;
UINT8 competitors[MAXSPLITSCREENPLAYERS];
UINT8 usableskins;
UINT8 grabskins[MAXSKINS+1];
UINT8 botskinlist[MAXPLAYERS];
UINT8 botskinlistpos = 0;
UINT8 newplayernum = 0;
UINT8 i, j;
memset(competitors, MAXPLAYERS, sizeof (competitors));
memset(botskinlist, defaultbotskin, sizeof (botskinlist));
// Init usable bot skins list
for (usableskins = 0; usableskins < numskins; usableskins++)
{
grabskins[usableskins] = usableskins;
}
grabskins[usableskins] = MAXSKINS;
#if MAXPLAYERS != 16
I_Error("GP bot difficulty levels need rebalanced for the new player count!\n");
#endif
if (grandprixinfo.masterbots)
{
// Everyone is max difficulty!!
memset(difficultylevels, MAXBOTDIFFICULTY, sizeof (difficultylevels));
}
else
{
// init difficulty levels list
difficultylevels[0] = max(1, startingdifficulty);
difficultylevels[1] = max(1, startingdifficulty-1);
difficultylevels[2] = max(1, startingdifficulty-2);
difficultylevels[3] = max(1, startingdifficulty-3);
difficultylevels[4] = max(1, startingdifficulty-3);
difficultylevels[5] = max(1, startingdifficulty-4);
difficultylevels[6] = max(1, startingdifficulty-4);
difficultylevels[7] = max(1, startingdifficulty-4);
difficultylevels[8] = max(1, startingdifficulty-5);
difficultylevels[9] = max(1, startingdifficulty-5);
difficultylevels[10] = max(1, startingdifficulty-5);
difficultylevels[11] = max(1, startingdifficulty-6);
difficultylevels[12] = max(1, startingdifficulty-6);
difficultylevels[13] = max(1, startingdifficulty-7);
difficultylevels[14] = max(1, startingdifficulty-7);
difficultylevels[15] = max(1, startingdifficulty-8);
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
if (players[i].bot == true)
{
// Remove existing bots.
CL_RemovePlayer(i, KR_LEAVE);
continue;
}
if (numplayers < MAXSPLITSCREENPLAYERS && !players[i].spectator)
{
competitors[numplayers] = i;
grabskins[players[i].skin] = MAXSKINS;
numplayers++;
}
else
{
players[i].spectator = true; // force spectate for all other players, if they happen to exist?
}
}
}
playercount = K_GetGPPlayerCount(numplayers);
wantedbots = playercount - numplayers;
// Create rival list
if (numplayers > 0)
{
for (i = 0; i < SKINRIVALS; i++)
{
for (j = 0; j < numplayers; j++)
{
player_t *p = &players[competitors[j]];
char *rivalname = skins[p->skin].rivals[i];
INT32 rivalnum = R_SkinAvailable(rivalname);
// Intentionally referenced before (currently dummied out) unlock check. Such a tease!
if (rivalnum != -1 && grabskins[(UINT8)rivalnum] != MAXSKINS)
{
botskinlist[botskinlistpos++] = (UINT8)rivalnum;
grabskins[(UINT8)rivalnum] = MAXSKINS;
}
}
}
}
// Rearrange usable bot skins list to prevent gaps for randomised selection
for (i = 0; i < usableskins; i++)
{
if (!(grabskins[i] == MAXSKINS || !R_SkinUsable(-1, grabskins[i], true)))
{
continue;
}
while (usableskins > i && (grabskins[usableskins] == MAXSKINS || !R_SkinUsable(-1, grabskins[usableskins], true)))
{
usableskins--;
}
grabskins[i] = grabskins[usableskins];
grabskins[usableskins] = MAXSKINS;
}
// Pad the remaining list with random skins if we need to
if (botskinlistpos < wantedbots)
{
while (botskinlistpos < wantedbots)
{
UINT8 skinnum = defaultbotskin;
if (usableskins > 0)
{
UINT8 index = P_RandomKey(PR_BOTS, usableskins);
skinnum = grabskins[index];
grabskins[index] = grabskins[--usableskins];
}
botskinlist[botskinlistpos++] = skinnum;
}
}
for (i = 0; i < wantedbots; i++)
{
if (!K_AddBot(botskinlist[i], difficultylevels[i], BOT_STYLE_NORMAL, &newplayernum))
{
break;
}
}
}
/*--------------------------------------------------
void K_LoadGrandPrixSaveGame(void)
See header file for description.
---------------------------------------------------*/
void K_LoadGrandPrixSaveGame(void)
{
if (splitscreen)
{
// You're not doing splitscreen runs at GDQ.
// We are literally 14 days from code freeze
// and I am not accomodating weird setup this
// second in my last minute QoL feature.
// I will *actually* fight you
return;
}
players[consoleplayer].lives = savedata.lives;
players[consoleplayer].score = savedata.score;
players[consoleplayer].totalring = savedata.totalring;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (savedata.bots[i].valid == false)
continue;
K_SetBot(i, savedata.bots[i].skin, savedata.bots[i].difficulty, BOT_STYLE_NORMAL);
players[i].botvars.rival = savedata.bots[i].rival;
players[i].score = savedata.bots[i].score;
players[i].spectator = !(gametyperules & GTR_BOTS) || (grandprixinfo.eventmode != GPEVENT_NONE);
}
}
/*--------------------------------------------------
static INT16 K_RivalScore(player_t *bot)
Creates a "rival score" for a bot, used to determine which bot is the
most deserving of the rival status.
Input Arguments:-
bot - Player to check.
Return:-
"Rival score" value.
--------------------------------------------------*/
static INT16 K_RivalScore(player_t *bot)
{
const UINT16 difficulty = bot->botvars.difficulty;
const UINT16 score = bot->score;
SINT8 roundnum = 1, roundsleft = 1;
UINT16 lowestscore = UINT16_MAX;
UINT8 lowestdifficulty = MAXBOTDIFFICULTY;
UINT8 i;
if (grandprixinfo.cup != NULL && roundqueue.size > 0)
{
roundnum = roundqueue.roundnum;
roundsleft = grandprixinfo.cup->numlevels - roundnum;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
{
continue;
}
if (players[i].score < lowestscore)
{
lowestscore = players[i].score;
}
if (players[i].bot == true && players[i].botvars.difficulty < lowestdifficulty)
{
lowestdifficulty = players[i].botvars.difficulty;
}
}
// In the early game, difficulty is more important.
// This will try to influence the higher difficulty bots to get rival more often & get even more points.
// However, when we're running low on matches left, we need to focus more on raw score!
return ((difficulty - lowestdifficulty) * roundsleft) + ((score - lowestscore) * roundnum);
}
/*--------------------------------------------------
void K_UpdateGrandPrixBots(void)
See header file for description.
--------------------------------------------------*/
void K_UpdateGrandPrixBots(void)
{
player_t *oldrival = NULL;
player_t *newrival = NULL;
UINT16 newrivalscore = 0;
UINT8 i;
if (K_PodiumSequence() == true)
{
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].bot)
{
continue;
}
players[i].spectator = !(gametyperules & GTR_BOTS) || (grandprixinfo.eventmode != GPEVENT_NONE);
}
// Find the rival.
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || !players[i].bot)
{
continue;
}
if (players[i].botvars.diffincrease)
{
players[i].botvars.difficulty += players[i].botvars.diffincrease;
if (players[i].botvars.difficulty > MAXBOTDIFFICULTY)
{
players[i].botvars.difficulty = MAXBOTDIFFICULTY;
}
players[i].botvars.diffincrease = 0;
}
if (players[i].botvars.rival)
{
if (oldrival == NULL)
{
// Record the old rival to compare with our calculated new rival
oldrival = &players[i];
}
else
{
// Somehow 2 rivals were set?!
// Let's quietly fix our mess...
players[i].botvars.rival = false;
}
}
}
// Find the bot with the best average of score & difficulty.
for (i = 0; i < MAXPLAYERS; i++)
{
UINT16 ns = 0;
if (!playeringame[i] || players[i].spectator || !players[i].bot)
{
continue;
}
ns = K_RivalScore(&players[i]);
if (ns > newrivalscore)
{
newrival = &players[i];
newrivalscore = ns;
}
}
// Even if there's a new rival, we want to make sure that they're a better fit than the current one.
if (oldrival != newrival)
{
if (oldrival != NULL)
{
UINT16 os = K_RivalScore(oldrival);
if (newrivalscore < os + 5)
{
// This rival's only *slightly* better, no need to fire the old one.
// Our current rival's just fine, thank you very much.
return;
}
// Hand over your badge.
oldrival->botvars.rival = false;
}
// Set our new rival!
newrival->botvars.rival = true;
}
}
/*--------------------------------------------------
static UINT8 K_BotExpectedStanding(player_t *bot)
Predicts what placement a bot was expected to be in.
Used for determining if a bot's difficulty should raise.
Input Arguments:-
bot - Player to check.
Return:-
Position number the bot was expected to be in.
--------------------------------------------------*/
static UINT8 K_BotExpectedStanding(player_t *bot)
{
UINT8 pos = 1;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (i == (bot - players))
{
continue;
}
if (playeringame[i] && !players[i].spectator)
{
if (players[i].bot)
{
if (players[i].botvars.difficulty > bot->botvars.difficulty)
{
pos++;
}
else if (players[i].score > bot->score)
{
pos++;
}
}
else
{
// Human player, always increment
pos++;
}
}
}
return pos;
}
/*--------------------------------------------------
void K_IncreaseBotDifficulty(player_t *bot)
See header file for description.
--------------------------------------------------*/
void K_IncreaseBotDifficulty(player_t *bot)
{
UINT8 playerCount = 0;
UINT8 wonCount = 0;
UINT8 humanThatBeatUs = 0;
INT16 beatenDelta = 0;
UINT8 winnerHuman = UINT8_MAX;
INT16 winnerDelta = 0;
UINT8 statusQuo = 1;
INT16 disruptDelta = 0;
INT16 increase = 1;
size_t i = SIZE_MAX;
bot->botvars.diffincrease = 0;
if (bot->botvars.difficulty >= MAXBOTDIFFICULTY)
{
// Already at max difficulty, don't need to increase
return;
}
// Increment bot difficulty based on
// how much they were beaten by a player!
// Find the worst-placing player that still beat us.
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *other = NULL;
if (playeringame[i] == false)
{
continue;
}
other = &players[i];
if (other->spectator == true)
{
continue;
}
playerCount++;
if (other->bot == true)
{
continue;
}
if (other->position <= bot->position && other->position > humanThatBeatUs)
{
humanThatBeatUs = other->position;
}
if (other->position < winnerHuman)
{
winnerHuman = other->position;
}
}
wonCount = playerCount / 2;
if (playerCount & 1)
{
// Round up
wonCount++;
}
statusQuo = K_BotExpectedStanding(bot);
// How many levels they gain depends on how hard they beat us,
// and how much the status quo was disturbed.
beatenDelta = bot->position - humanThatBeatUs;
winnerDelta = wonCount - winnerHuman;
disruptDelta = abs(statusQuo - bot->position);
increase = (beatenDelta + winnerDelta + disruptDelta - 2) / 3;
if (increase <= 0)
{
// No increase...
return;
}
bot->botvars.diffincrease = increase;
}
/*--------------------------------------------------
void K_RetireBots(void)
See header file for description.
--------------------------------------------------*/
void K_RetireBots(void)
{
const UINT8 defaultbotskin = R_BotDefaultSkin();
SINT8 newDifficulty;
UINT8 usableskins;
UINT8 grabskins[MAXSKINS+1];
UINT8 i;
if (grandprixinfo.gp == true
&& (grandprixinfo.eventmode != GPEVENT_NONE
|| (grandprixinfo.cup != NULL
&& roundqueue.size > 0
&& roundqueue.roundnum >= grandprixinfo.cup->numlevels)))
{
// No replacement.
return;
}
// Init usable bot skins list
for (usableskins = 0; usableskins < numskins; usableskins++)
{
grabskins[usableskins] = usableskins;
}
grabskins[usableskins] = MAXSKINS;
// Exclude player skins
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
grabskins[players[i].skin] = MAXSKINS;
}
// Rearrange usable bot skins list to prevent gaps for randomised selection
for (i = 0; i < usableskins; i++)
{
if (!(grabskins[i] == MAXSKINS || !R_SkinUsable(-1, grabskins[i], true)))
continue;
while (usableskins > i && (grabskins[usableskins] == MAXSKINS || !R_SkinUsable(-1, grabskins[usableskins], true)))
usableskins--;
grabskins[i] = grabskins[usableskins];
grabskins[usableskins] = MAXSKINS;
}
if (!grandprixinfo.gp) // Sure, let's let this happen all the time :)
{
newDifficulty = cv_kartbot.value;
}
else
{
const UINT8 startingdifficulty = K_BotStartingDifficulty(grandprixinfo.gamespeed);
newDifficulty = startingdifficulty - 4;
if (roundqueue.size > 0)
{
newDifficulty += roundqueue.roundnum;
}
}
if (newDifficulty > MAXBOTDIFFICULTY)
{
newDifficulty = MAXBOTDIFFICULTY;
}
else if (newDifficulty < 1)
{
newDifficulty = 1;
}
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *bot = NULL;
if (!playeringame[i] || !players[i].bot || players[i].spectator)
{
continue;
}
bot = &players[i];
if (bot->pflags & PF_NOCONTEST)
{
UINT8 skinnum = defaultbotskin;
if (usableskins > 0)
{
UINT8 index = P_RandomKey(PR_RULESCRAMBLE, usableskins);
skinnum = grabskins[index];
grabskins[index] = grabskins[--usableskins];
}
bot->botvars.difficulty = newDifficulty;
bot->botvars.diffincrease = 0;
SetPlayerSkinByNum(bot - players, skinnum);
bot->skincolor = skins[skinnum].prefcolor;
sprintf(player_names[bot - players], "%s", skins[skinnum].realname);
bot->score = 0;
bot->pflags &= ~PF_NOCONTEST;
}
}
}
/*--------------------------------------------------
void K_FakeBotResults(player_t *bot)
See header file for description.
--------------------------------------------------*/
void K_FakeBotResults(player_t *bot)
{
const UINT32 distfactor = FixedMul(32 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed)) / FRACUNIT;
UINT32 worstdist = 0;
tic_t besttime = UINT32_MAX;
UINT8 numplayers = 0;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
{
numplayers++;
if (players[i].exiting && players[i].realtime < besttime)
{
besttime = players[i].realtime;
}
if (players[i].distancetofinish > worstdist)
{
worstdist = players[i].distancetofinish;
}
}
}
if (besttime == UINT32_MAX // No one finished, so you don't finish either.
|| bot->distancetofinish >= worstdist) // Last place, you aren't going to finish.
{
bot->pflags |= PF_NOCONTEST;
return;
}
// hey, you "won"
bot->exiting = 1;
bot->realtime += (bot->distancetofinish / distfactor);
bot->distancetofinish = 0;
K_IncreaseBotDifficulty(bot);
}
/*--------------------------------------------------
void K_PlayerLoseLife(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_PlayerLoseLife(player_t *player)
{
if (!G_GametypeUsesLives())
{
return;
}
if (player->spectator || (player->exiting && !(player->pflags & PF_NOCONTEST)) || player->bot || player->lives <= 0 || (player->pflags & PF_LOSTLIFE))
{
return;
}
player->lives--;
player->pflags |= PF_LOSTLIFE;
#if 0
if (player->lives <= 0)
{
if (P_IsLocalPlayer(player))
{
S_StopMusic();
S_ChangeMusicInternal("gmover", false);
}
}
#endif
}
/*--------------------------------------------------
boolean K_CanChangeRules(boolean allowdemos)
See header file for description.
--------------------------------------------------*/
boolean K_CanChangeRules(boolean allowdemos)
{
if (grandprixinfo.gp == true)
{
// Don't cheat the rules of the GP!
return false;
}
if (marathonmode)
{
// Don't cheat the endurance challenge!
return false;
}
if (modeattacking != ATTACKING_NONE)
{
// Don't cheat the rules of Time Trials!
return false;
}
if (gametype == GT_TUTORIAL)
{
// Tutorials are locked down.
return false;
}
if (!allowdemos && demo.playback)
{
// We've already got our important settings!
return false;
}
return true;
}
/*--------------------------------------------------
void K_PlayerFinishGrandPrix(player_t *player);
See header file for description.
--------------------------------------------------*/
void K_PlayerFinishGrandPrix(player_t *player)
{
if (player->exiting == false)
{
// You did not finish
return;
}
if (player->bot)
{
// Bots are going to get harder... :)
K_IncreaseBotDifficulty(player);
return;
}
if (K_IsPlayerLosing(player))
{
return;
}
// YOU WIN
grandprixinfo.wonround = true;
// Increase your total rings
INT32 ringtotal = RINGTOTAL(player);
if (ringtotal > 0)
{
if (ringtotal > 20)
ringtotal = 20;
player->totalring += ringtotal;
grandprixinfo.rank.rings += ringtotal;
}
if (grandprixinfo.eventmode == GPEVENT_NONE)
{
grandprixinfo.rank.winPoints += K_CalculateGPRankPoints(player->position, grandprixinfo.rank.totalPlayers);
grandprixinfo.rank.laps += player->lapPoints;
}
else if (grandprixinfo.eventmode == GPEVENT_SPECIAL)
{
grandprixinfo.rank.specialWon = true;
}
P_GivePlayerLives(player, player->xtralife);
}