blankart/src/k_director.c
2025-08-17 10:48:05 -04:00

488 lines
12 KiB
C

// BLANKART
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by AJ "Tyron" Martinez.
// Copyright (C) 2024 by James Robert Roman.
//
// 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_director.c
/// \brief SRB2kart automatic spectator camera.
#include "k_kart.h"
#include "doomdef.h"
#include "doomstat.h"
#include "g_game.h"
#include "m_random.h"
#include "v_video.h"
#include "k_director.h"
#include "d_netcmd.h"
#include "p_local.h"
#include "st_stuff.h"
#include "r_fps.h"
#define SWITCHTIME TICRATE * 5 // cooldown between unforced switches
#define BOREDOMTIME 3 * TICRATE / 2 // how long until players considered far apart?
#define TRANSFERTIME TICRATE // how long to delay reaction shots?
#define BREAKAWAYDIST 2000 // how *far* until players considered far apart?
#define WALKBACKDIST 400 // how close should a trailing player be before we switch?
#define PINCHDIST 20000 // how close should the leader be to be considered "end of race"?
struct directorinfo
{
player_t* viewplayer;
tic_t cooldown; // how long has it been since we last switched?
tic_t chaosleep;// how long did we watch the same player?
tic_t freeze; // when nonzero, fixed switch pending, freeze logic!
INT32 attacker; // who to switch to when freeze delay elapses
INT32 maxdist; // how far is the closest player from finishing?
INT32 sortedplayers[MAXPLAYERS]; // position-1 goes in, player index comes out.
INT32 gap[MAXPLAYERS]; // gap between a given position and their closest pursuer
INT32 boredom[MAXPLAYERS]; // how long has a given position had no credible attackers?
} directorinfo;
static INT32 K_PlayersPlaying(void)
{
INT32 num = 0, i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || !players[i].mo)
continue;
num++;
}
return num;
}
static inline boolean race_rules(void)
{
return (gametyperules & GTR_CIRCUIT);
}
static fixed_t ScaleFromMap(fixed_t n, fixed_t scale)
{
return FixedMul(n, FixedDiv(scale, mapobjectscale));
}
boolean K_DirectorIsAvailable(void)
{
if (splitscreen || dedicated || (demo.playback && demo.title) || modeattacking)
return false;
return ((gamestate == GS_LEVEL) && ((demo.playback && !camera[0].freecam) || (players[consoleplayer].spectator && (K_PlayersPlaying() > 1))));
}
static boolean K_DirectorIsEnabled(void)
{
return (cv_director.value && K_DirectorIsAvailable());
}
static mobj_t *finishmo = NULL;
// scan for the waypoint on the finish line
// used to get a very approximate distance from player to finishline
// we probably should like, do some maths to find the middle point between multiplayer
// waypoints with the same values, but idk if its really worth it
static void K_SetupFinishMo(void)
{
INT16 maxMoveCount = -1;
INT16 maxAngle = -1;
finishmo = NULL;
if (!(mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE)) // not a sprint map
{
// waypoint with angle 0 should always be at the finish line
for (finishmo = waypointcap; finishmo != NULL; finishmo = finishmo->tracer)
{
if (finishmo->spawnpoint->angle == 0)
break;
}
}
else // crappy optimization weeeee
{
// sprint maps finishline waypoint is the one with highest movecount AND angle
for (finishmo = waypointcap; finishmo != NULL; finishmo = finishmo->tracer)
{
if (finishmo->movecount > maxMoveCount)
maxMoveCount = finishmo->movecount;
if (finishmo->spawnpoint->angle > maxAngle)
maxAngle = finishmo->spawnpoint->angle;
}
// now actually get the one
for (finishmo = waypointcap; finishmo != NULL; finishmo = finishmo->tracer)
{
if (finishmo->movecount == maxMoveCount && finishmo->spawnpoint->angle == maxAngle)
break; // found it
}
}
}
void K_InitDirector(void)
{
INT32 playernum;
directorinfo.cooldown = SWITCHTIME;
directorinfo.freeze = 0;
directorinfo.attacker = 0;
directorinfo.maxdist = 0;
directorinfo.viewplayer = NULL;
directorinfo.chaosleep = 0;
for (playernum = 0; playernum < MAXPLAYERS; playernum++)
{
directorinfo.sortedplayers[playernum] = -1;
directorinfo.gap[playernum] = INT32_MAX;
directorinfo.boredom[playernum] = 0;
}
if (K_UsingLegacyCheckpoints())
K_SetupFinishMo();
}
static fixed_t K_GetLegacyDistanceToFinish(player_t player)
{
if (P_MobjWasRemoved(finishmo))
return 0;
return P_AproxDistance(P_AproxDistance(finishmo->x - player.mo->x,
finishmo->y - player.mo->y),
finishmo->z - player.mo->z) / FRACUNIT;
}
static fixed_t K_GetFinishGap(INT32 leader, INT32 follower)
{
fixed_t dista = K_UsingLegacyCheckpoints() ? K_GetLegacyDistanceToFinish(players[follower]) : (fixed_t)players[follower].distancetofinish;
fixed_t distb = K_UsingLegacyCheckpoints() ? K_GetLegacyDistanceToFinish(players[leader]) : (fixed_t)players[leader].distancetofinish;
if (players[follower].position < players[leader].position)
{
return distb - dista;
}
else
{
return dista - distb;
}
}
static void K_UpdateDirectorPositions(void)
{
INT32 playernum;
INT32 position;
player_t* target;
for (playernum = 0; playernum < MAXPLAYERS; playernum++)
{
directorinfo.sortedplayers[playernum] = -1;
target = &players[playernum];
if (playeringame[playernum] && !target->spectator && target->position > 0)
{
directorinfo.sortedplayers[target->position - 1] = playernum;
}
}
for (position = 0; position < MAXPLAYERS - 1; position++)
{
directorinfo.gap[position] = INT32_MAX;
if (directorinfo.sortedplayers[position] == -1 || directorinfo.sortedplayers[position + 1] == -1)
{
continue;
}
directorinfo.gap[position] = ScaleFromMap(K_GetFinishGap(directorinfo.sortedplayers[position], directorinfo.sortedplayers[position + 1]), FRACUNIT);
if (directorinfo.gap[position] >= BREAKAWAYDIST)
{
directorinfo.boredom[position] = (INT32)(min(BOREDOMTIME * 2, directorinfo.boredom[position] + 1));
}
else if (directorinfo.boredom[position] > 0)
{
directorinfo.boredom[position]--;
}
}
if (directorinfo.sortedplayers[0] == -1)
{
directorinfo.maxdist = -1;
return;
}
directorinfo.maxdist = ScaleFromMap(K_GetLegacyDistanceToFinish(players[directorinfo.sortedplayers[0]]), FRACUNIT);
}
static boolean K_CanSwitchDirector(void)
{
if (directorinfo.cooldown > 0)
{
return false;
}
return true;
}
static void K_DirectorSwitch(INT32 player, boolean force)
{
if (!K_DirectorIsEnabled())
{
return;
}
if (players[player].exiting)
{
return;
}
if (!force && !K_CanSwitchDirector())
{
return;
}
G_ResetView(1, player, true);
directorinfo.cooldown = SWITCHTIME;
directorinfo.chaosleep = 0;
}
static void K_DirectorForceSwitch(INT32 player, INT32 time)
{
if (players[player].exiting)
{
return;
}
directorinfo.attacker = player;
directorinfo.freeze = time;
directorinfo.chaosleep = 0;
}
static void K_DirectorSwitchRandom(void)
{
INT32 randomplayer = -1;
// kinda dumb but just check if the random player is existing lmao
for (INT32 h = 0; h < MAXPLAYERS; h++)
{
randomplayer = directorinfo.sortedplayers[M_RandomRange(0, K_PlayersPlaying()-1)]; // switch to someone random
if (randomplayer != -1 && randomplayer != displayplayers[0]) // dont switch to ourselves Zzz...
{
break;
}
}
if (randomplayer != -1)
K_DirectorSwitch(randomplayer, true);
}
void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source)
{
if (!K_DirectorIsEnabled())
{
return;
}
if (directorinfo.viewplayer != player)
{
return;
}
if (inflictor && inflictor->player)
{
K_DirectorForceSwitch(inflictor->player - players, TRANSFERTIME);
}
else if (source && source->player)
{
K_DirectorForceSwitch(source->player - players, TRANSFERTIME);
}
}
void K_DrawDirectorDebugger(void)
{
INT32 position;
INT32 leader;
INT32 follower;
INT32 ytxt;
if (!cv_kartdebugdirector.value)
{
return;
}
V_DrawThinString(10, 0, V_70TRANS, va("PLACE"));
V_DrawThinString(40, 0, V_70TRANS, va("CONF?"));
V_DrawThinString(80, 0, V_70TRANS, va("GAP"));
V_DrawThinString(120, 0, V_70TRANS, va("BORED"));
V_DrawThinString(150, 0, V_70TRANS, va("COOLDOWN: %d", directorinfo.cooldown));
V_DrawThinString(230, 0, V_70TRANS, va("MAXDIST: %d", directorinfo.maxdist));
V_DrawThinString(310, 0, V_70TRANS, va("SLEEPTIME: %d", directorinfo.chaosleep));
for (position = 0; position < MAXPLAYERS - 1; position++)
{
ytxt = 10 * (position + 1);
leader = directorinfo.sortedplayers[position];
follower = directorinfo.sortedplayers[position + 1];
if (leader == -1 || follower == -1)
break;
V_DrawThinString(10, ytxt, V_70TRANS, va("%d", position));
V_DrawThinString(20, ytxt, V_70TRANS, va("%d", position + 1));
if (players[leader].positiondelay)
{
V_DrawThinString(40, ytxt, V_70TRANS, va("NG"));
}
V_DrawThinString(80, ytxt, V_70TRANS, va("%d", directorinfo.gap[position]));
if (directorinfo.boredom[position] >= BOREDOMTIME)
{
V_DrawThinString(120, ytxt, V_70TRANS, va("BORED"));
}
else
{
V_DrawThinString(120, ytxt, V_70TRANS, va("%d", directorinfo.boredom[position]));
}
V_DrawThinString(150, ytxt, V_70TRANS, va("%s", player_names[leader]));
V_DrawThinString(230, ytxt, V_70TRANS, va("%s", player_names[follower]));
}
}
void K_UpdateDirector(void)
{
INT32 targetposition;
directorinfo.viewplayer = &players[displayplayers[0]];
if (!K_DirectorIsEnabled())
{
return;
}
K_UpdateDirectorPositions();
if (directorinfo.cooldown > 0)
{
directorinfo.cooldown--;
}
// handle pending forced switches
if (directorinfo.freeze > 0)
{
if (!(--directorinfo.freeze))
K_DirectorSwitch(directorinfo.attacker, true);
return;
}
// if there's only one player left in the list, just switch to that player
if (directorinfo.sortedplayers[0] != -1 && (directorinfo.sortedplayers[1] == -1 ||
// TODO: Battle; I just threw this together quick. Focus on leader.
!race_rules()))
{
K_DirectorSwitch(directorinfo.sortedplayers[0], false);
return;
}
// insta switch if the player were watching finishes
if (players[displayplayers[0]].exiting)
{
K_DirectorSwitchRandom();
return;
}
// begin counting when cooldown wore off
if (!directorinfo.cooldown)
{
directorinfo.chaosleep++;
}
// force switch 10 seconds after the cooldown has ended
// otherwise i fall asleeb zzz...
if (directorinfo.chaosleep > TICRATE*10)
{
K_DirectorSwitchRandom();
return;
}
// aaight, time to walk through the standings to find the first interesting pair
// NB: targetposition/sortedplayers is 0-indexed, aiming at the "back half" of a given pair by default.
// we adjust for this when comparing to player->position or when looking at the leading player, Don't Freak Out
for (targetposition = 1; targetposition < MAXPLAYERS; targetposition++)
{
INT32 target;
// you are out of players, try again
if (directorinfo.sortedplayers[targetposition] == -1)
{
break;
}
// pair too far apart? try the next one
if (directorinfo.boredom[targetposition - 1] >= BOREDOMTIME)
{
continue;
}
// pair finished? try the next one
if (players[directorinfo.sortedplayers[targetposition]].exiting)
{
continue;
}
// don't risk switching away from forward pairs at race end, might miss something!
if (directorinfo.maxdist > PINCHDIST)
{
// if the "next" player is close enough, they should be able to see everyone fine!
// walk back through the standings to find a vantage that gets everyone in frame.
// (also creates a pretty cool effect w/ overtakes at speed)
while (targetposition < MAXPLAYERS && directorinfo.gap[targetposition] < WALKBACKDIST)
{
targetposition++;
}
}
target = directorinfo.sortedplayers[targetposition];
// stop here since we're already viewing this player
if (displayplayers[0] == target)
{
break;
}
// if we're certain the back half of the pair is actually in this position, try to switch
if (!players[target].positiondelay)
{
K_DirectorSwitch(target, false);
}
// even if we're not certain, if we're cetain we're watching the WRONG player, try to switch
if (directorinfo.viewplayer->position != targetposition+1 && !directorinfo.viewplayer->positiondelay)
{
K_DirectorSwitch(target, false);
}
break;
}
}
void K_ToggleDirector(void)
{
if (!K_DirectorIsAvailable())
return;
if (!K_DirectorIsEnabled())
{
G_AdjustView(1, 1, true);
directorinfo.cooldown = 0; // switch immediately
}
directortoggletimer = 0;
CV_SetValue(&cv_director, (cv_director.value ^ 1));
}