Removed code duplication by using macros.
This commit is contained in:
parent
fb5a600787
commit
742be06c21
@ -85,20 +85,23 @@ public:
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AIBaseController(AbstractKart *kart);
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virtual ~AIBaseController() {};
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virtual void reset();
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virtual bool disableSlipstreamBonus() const;
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virtual void crashed(const Material *m);
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virtual bool disableSlipstreamBonus() const OVERRIDE;
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virtual void crashed(const Material *m) OVERRIDE;
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static void enableDebug() {m_ai_debug = true; }
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static void setTestAI(int n) {m_test_ai = n; }
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static int getTestAI() { return m_test_ai; }
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virtual void crashed(const AbstractKart *k) {};
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virtual void handleZipper(bool play_sound) {};
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virtual void finishedRace(float time) {};
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virtual void crashed(const AbstractKart *k) OVERRIDE {};
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virtual void handleZipper(bool play_sound) OVERRIDE {};
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virtual void finishedRace(float time) OVERRIDE {};
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virtual void collectedItem(const Item &item, int add_info=-1,
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float previous_energy=0) {};
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virtual void setPosition(int p) {};
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virtual bool isPlayerController() const { return false; }
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virtual bool isLocalPlayerController() const { return false; }
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virtual void action(PlayerAction action, int value) {};
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float previous_energy=0) OVERRIDE {};
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virtual void setPosition(int p) OVERRIDE {};
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virtual bool isPlayerController() const OVERRIDE { return false; }
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virtual bool isLocalPlayerController() const OVERRIDE { return false; }
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virtual bool action(PlayerAction action, int value, bool dry_run=false) OVERRIDE
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{
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return true;
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};
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virtual void skidBonusTriggered() {};
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// ------------------------------------------------------------------------
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/** Not used for AIs. */
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@ -89,7 +89,7 @@ public:
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const std::string &getControllerName() const { return m_controller_name; }
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// ------------------------------------------------------------------------
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/** Default: ignore actions. Only PlayerController get them. */
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virtual void action(PlayerAction action, int value) = 0;
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virtual bool action(PlayerAction action, int value, bool dry_run=false) = 0;
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// ------------------------------------------------------------------------
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/** Callback whenever a new lap is triggered. Used by the AI
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* to trigger a recomputation of the way to use. */
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@ -81,9 +81,10 @@ void GhostController::addReplayTime(float time)
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} // addReplayTime
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//-----------------------------------------------------------------------------
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void GhostController::action(PlayerAction action, int value)
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bool GhostController::action(PlayerAction action, int value, bool dry_run)
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{
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// Watching replay use only
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if (action == PA_LOOK_BACK)
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m_controls->setLookBack(value!=0);
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return true;
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} // action
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@ -55,7 +55,8 @@ public:
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virtual void setPosition(int p) OVERRIDE {}
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virtual bool isPlayerController() const OVERRIDE { return false; }
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virtual bool isLocalPlayerController() const OVERRIDE { return false; }
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virtual void action(PlayerAction action, int value) OVERRIDE;
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virtual bool action(PlayerAction action, int value,
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bool dry_run=false) OVERRIDE;
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virtual void skidBonusTriggered() OVERRIDE {}
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virtual void newLap(int lap) OVERRIDE {}
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virtual void saveState(BareNetworkString *buffer) const {};
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@ -139,14 +139,18 @@ void LocalPlayerController::resetInputState()
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* if between 1 and 32767, it indicates an analog value,
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* and if it's 0 it indicates that the corresponding button
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* was released.
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* \param dry_run If set it will return if this action will trigger a
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* state change or not.
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* \return True if dry_run==true and a state change would be triggered.
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* If dry_run==false, it returns true.
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*/
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void LocalPlayerController::action(PlayerAction action, int value)
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bool LocalPlayerController::action(PlayerAction action, int value,
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bool dry_run)
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{
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// If this event does not change the control state (e.g.
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// it's a (auto) repeat event), do nothing. This especially
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// optimises traffic to the server and other clients.
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if (!actionChangesState(action, value))
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return;
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if (!PlayerController::action(action, value, /*dry_run*/true)) return false;
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// If this is a client, send the action to networking layer
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if (World::getWorld()->isNetworkWorld() &&
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@ -158,7 +162,7 @@ void LocalPlayerController::action(PlayerAction action, int value)
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action, value,
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m_steer_val_l, m_steer_val_r);
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}
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PlayerController::action(action, value);
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return PlayerController::action(action, value, /*dry_run*/false);
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} // action
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//-----------------------------------------------------------------------------
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@ -60,7 +60,8 @@ public:
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StateManager::ActivePlayer *player);
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~LocalPlayerController();
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void update (float) OVERRIDE;
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void action (PlayerAction action, int value) OVERRIDE;
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bool action (PlayerAction action, int value,
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bool dry_run=false) OVERRIDE;
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virtual void handleZipper (bool play_sound) OVERRIDE;
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void collectedItem (const Item &item, int add_info=-1,
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float previous_energy=0) OVERRIDE;
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@ -78,115 +78,6 @@ void PlayerController::resetInputState()
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m_controls->reset();
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} // resetInputState
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// ----------------------------------------------------------------------------
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/** Returns true if the specified action and value will trigger a state
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* change. If a new action from the player does not cause a state change,
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* there is no need to forward that action to the server (or other clients).
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* NOTE: this function must close mirror action(), make sure both functions
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* are changed in synch.
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* \param action The action to be executed.
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* \param value If 32768, it indicates a digital value of 'fully set'
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* if between 1 and 32767, it indicates an analog value,
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* and if it's 0 it indicates that the corresponding button
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* was released.
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* \return
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*/
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bool PlayerController::actionChangesState(PlayerAction action, int value)
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{
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switch (action)
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{
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case PA_STEER_LEFT:
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if (m_steer_val_l != value) return true;
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if (value)
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{
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if (m_steer_val != value) return true;
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return (m_controls->getSkidControl() == KartControl::SC_NO_DIRECTION);
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}
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else
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return m_steer_val != m_steer_val_r;
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break;
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case PA_STEER_RIGHT:
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if (m_steer_val_r != -value) return true;
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if (value)
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{
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if(m_steer_val != -value) return true;
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return m_controls->getSkidControl() == KartControl::SC_NO_DIRECTION;
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}
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else
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return m_steer_val != m_steer_val_l;
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break;
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case PA_ACCEL:
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if (m_prev_accel != value) return true;
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if (value && !(m_penalty_time > 0.0f))
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{
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if (m_controls->getAccel() != value / 32768.f) return true;
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if (m_controls->getBrake()) return true;
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return m_controls->getNitro() != m_prev_nitro;
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}
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else
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{
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if (m_controls->getAccel() != 0 ) return true;
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if (m_controls->getBrake() != m_prev_brake) return true;
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return m_controls->getNitro();
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}
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break;
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case PA_BRAKE:
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if (m_prev_brake != (value != 0) ) return true;
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// let's consider below that to be a deadzone
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if (value > 32768 / 2)
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{
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if (!m_controls->getBrake() ) return true;
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if (m_controls->getAccel() != 0) return true;
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return m_controls->getNitro();
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}
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else
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{
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if (m_controls->getBrake() ) return true;
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if (m_controls->getAccel() != m_prev_accel/32768.0f) return true;
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// Nitro still depends on whether we're accelerating
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return m_controls->getNitro() != m_prev_nitro && m_prev_accel;
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}
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break;
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case PA_NITRO:
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// This basically keeps track whether the button still is being pressed
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if (m_prev_nitro != (value != 0)) return true;
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// Enable nitro only when also accelerating
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return m_controls->getNitro() != ( (value != 0) &&
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m_controls->getAccel() );
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break;
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case PA_RESCUE:
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return m_controls->getRescue() != (value != 0);
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break;
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case PA_FIRE:
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return m_controls->getFire() != (value != 0);
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break;
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case PA_LOOK_BACK:
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return m_controls->getLookBack() != (value != 0);
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break;
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case PA_DRIFT:
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if (value == 0)
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return m_controls->getSkidControl() != KartControl::SC_NONE;
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else
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{
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if (m_steer_val == 0)
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return m_controls->getSkidControl() != KartControl::SC_NO_DIRECTION;
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else
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return m_controls->getSkidControl() != (m_steer_val<0
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? KartControl::SC_RIGHT
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: KartControl::SC_LEFT );
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}
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break;
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case PA_PAUSE_RACE:
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if (value != 0) StateManager::get()->escapePressed();
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break;
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default:
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break;
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}
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return true;
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} // actionChangesState
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// ----------------------------------------------------------------------------
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/** This function interprets a kart action and value, and set the corresponding
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* entries in the kart control data structure. This function handles esp.
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@ -194,103 +85,147 @@ void PlayerController::resetInputState()
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* releasing right, the steering must switch to left again. Similarly it
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* handles 'press left, press right, release left' (in which case still
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* right must be selected). Similarly for braking and acceleration.
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* NOTE: this function must close mirror action(), make sure both functions
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* are changed in synch.
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* This function can be run in two modes: first, if 'dry_run' is set,
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* it will return true if this action will cause a state change. This
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* is sued in networking to avoid sending events to the server (and then
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* to other clients) if they are just (e.g. auto) repeated events/
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* \param action The action to be executed.
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* \param value If 32768, it indicates a digital value of 'fully set'
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* if between 1 and 32767, it indicates an analog value,
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* and if it's 0 it indicates that the corresponding button
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* was released.
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* \param dry_run If set, it will only test if the parameter will trigger
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* a state change. If not set, the appropriate actions
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* (i.e. input state change) will be done.
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* \return If dry_run is set, will return true if this action will
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* cause a state change. If dry_run is not set, will return
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* false.
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*/
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void PlayerController::action(PlayerAction action, int value)
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bool PlayerController::action(PlayerAction action, int value, bool dry_run)
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{
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Log::info("action", "t %f action %d value %d val_l %d val_r %d val %d",
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World::getWorld()->getTime(), action, value,
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m_steer_val_l, m_steer_val_r, m_steer_val);
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/** If dry_run (parameter) is true, this macro tests if this action would
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* trigger a state change in the specified variable (without actually
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* doing it). If it will trigger a state change, the marco will trigger
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* immediatley a return to the caller. If dry_run is false, it will only
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* assign the new value to the variable (and not return to the user
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* early). The do-while(0) helps using this macro e.g. in the 'then'
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* clause of an if statement. */
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#define SET_OR_TEST(var, value) \
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do \
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{ \
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if(dry_run) \
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{ \
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if (var != (value) ) return true; \
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} \
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else \
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{ \
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var = value; \
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} \
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} while(0)
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/** Basically the same as the above macro, but is uses getter/setter
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* funcitons. The name of the setter/getter is set'name'(value) and
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* get'name'(). */
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#define SET_OR_TEST_GETTER(name, value) \
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do \
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{ \
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if(dry_run) \
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{ \
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if (m_controls->get##name() != (value) ) return true; \
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} \
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else \
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{ \
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m_controls->set##name(value); \
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} \
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} while(0)
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switch (action)
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{
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case PA_STEER_LEFT:
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m_steer_val_l = value;
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SET_OR_TEST(m_steer_val_l, value);
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if (value)
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{
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m_steer_val = value;
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if(m_controls->getSkidControl()==KartControl::SC_NO_DIRECTION)
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m_controls->setSkidControl(KartControl::SC_LEFT);
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SET_OR_TEST(m_steer_val, value);
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if (m_controls->getSkidControl() == KartControl::SC_NO_DIRECTION)
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SET_OR_TEST_GETTER(SkidControl, KartControl::SC_LEFT);
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}
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else
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m_steer_val = m_steer_val_r;
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SET_OR_TEST(m_steer_val, m_steer_val_r);
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break;
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case PA_STEER_RIGHT:
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m_steer_val_r = -value;
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SET_OR_TEST(m_steer_val_r, -value);
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if (value)
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{
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m_steer_val = -value;
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if(m_controls->getSkidControl()==KartControl::SC_NO_DIRECTION)
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m_controls->setSkidControl(KartControl::SC_RIGHT);
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SET_OR_TEST(m_steer_val, -value);
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if (m_controls->getSkidControl() == KartControl::SC_NO_DIRECTION)
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SET_OR_TEST_GETTER(SkidControl, KartControl::SC_RIGHT);
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}
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else
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m_steer_val = m_steer_val_l;
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SET_OR_TEST(m_steer_val, m_steer_val_l);
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break;
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case PA_ACCEL:
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m_prev_accel = value;
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SET_OR_TEST(m_prev_accel, value);
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if (value && !(m_penalty_time > 0.0f))
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{
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m_controls->setAccel(value/32768.0f);
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m_controls->setBrake(false);
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m_controls->setNitro(m_prev_nitro);
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SET_OR_TEST_GETTER(Accel, value/32768.0f);
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SET_OR_TEST_GETTER(Brake, false);
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SET_OR_TEST_GETTER(Nitro, m_prev_nitro);
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}
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else
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{
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m_controls->setAccel(0.0f);
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m_controls->setBrake(m_prev_brake);
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m_controls->setNitro(false);
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SET_OR_TEST_GETTER(Accel, 0.0f);
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SET_OR_TEST_GETTER(Brake, m_prev_brake);
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SET_OR_TEST_GETTER(Nitro, false);
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}
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break;
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case PA_BRAKE:
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m_prev_brake = value!=0;
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SET_OR_TEST(m_prev_brake, value!=0);
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// let's consider below that to be a deadzone
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if(value > 32768/2)
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{
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m_controls->setBrake(true);
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m_controls->setAccel(0.0f);
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m_controls->setNitro(false);
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SET_OR_TEST_GETTER(Brake, true);
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SET_OR_TEST_GETTER(Accel, 0.0f);
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SET_OR_TEST_GETTER(Nitro, false);
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}
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else
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{
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m_controls->setBrake(false);
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m_controls->setAccel(m_prev_accel/32768.0f);
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SET_OR_TEST_GETTER(Brake, false);
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SET_OR_TEST_GETTER(Accel, m_prev_accel/32768.0f);
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// Nitro still depends on whether we're accelerating
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m_controls->setNitro(m_prev_nitro && m_prev_accel);
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SET_OR_TEST_GETTER(Nitro, m_prev_nitro && m_prev_accel);
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}
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break;
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case PA_NITRO:
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// This basically keeps track whether the button still is being pressed
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m_prev_nitro = (value != 0);
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SET_OR_TEST(m_prev_nitro, value != 0 );
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// Enable nitro only when also accelerating
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m_controls->setNitro( ((value!=0) && m_controls->getAccel()) );
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SET_OR_TEST_GETTER(Nitro, ((value!=0) && m_controls->getAccel()) );
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break;
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case PA_RESCUE:
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m_controls->setRescue(value!=0);
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SET_OR_TEST_GETTER(Rescue, value!=0);
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break;
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case PA_FIRE:
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m_controls->setFire(value!=0);
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SET_OR_TEST_GETTER(Fire, value!=0);
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break;
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case PA_LOOK_BACK:
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m_controls->setLookBack(value!=0);
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SET_OR_TEST_GETTER(LookBack, value!=0);
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break;
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case PA_DRIFT:
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if(value==0)
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m_controls->setSkidControl(KartControl::SC_NONE);
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if (value == 0)
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SET_OR_TEST_GETTER(SkidControl, KartControl::SC_NONE);
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else
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{
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if(m_steer_val==0)
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m_controls->setSkidControl(KartControl::SC_NO_DIRECTION);
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if (m_steer_val == 0)
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SET_OR_TEST_GETTER(SkidControl, KartControl::SC_NO_DIRECTION);
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else
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m_controls->setSkidControl(m_steer_val<0
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? KartControl::SC_RIGHT
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: KartControl::SC_LEFT );
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SET_OR_TEST_GETTER(SkidControl, m_steer_val<0
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? KartControl::SC_RIGHT
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: KartControl::SC_LEFT );
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}
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break;
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case PA_PAUSE_RACE:
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@ -299,7 +234,10 @@ void PlayerController::action(PlayerAction action, int value)
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default:
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break;
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}
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if (dry_run) return false;
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return true;
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#undef SET_OR_TEST
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#undef SET_OR_TEST_GETTER
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} // action
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//-----------------------------------------------------------------------------
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@ -44,8 +44,8 @@ public:
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PlayerController(AbstractKart *kart);
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virtual ~PlayerController ();
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virtual void update (float) OVERRIDE;
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virtual void action (PlayerAction action, int value) OVERRIDE;
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virtual bool actionChangesState(PlayerAction action, int value);
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virtual bool action (PlayerAction action, int value,
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bool dry_run = false ) OVERRIDE;
|
||||
virtual void actionFromNetwork(PlayerAction action, int value,
|
||||
int value_l, int value_r);
|
||||
virtual void skidBonusTriggered() OVERRIDE;
|
||||
|
Loading…
Reference in New Issue
Block a user