Files
stk-code_catmod/src/items/powerup_manager.cpp

681 lines
26 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2006-2015 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "items/powerup_manager.hpp"
#include <cinttypes>
#include <stdexcept>
#include "config/stk_config.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/sp/sp_base.hpp"
#include "graphics/material.hpp"
#include "graphics/material_manager.hpp"
#include "guiengine/engine.hpp"
#include "guiengine/skin.hpp"
#include "io/file_manager.hpp"
#include "io/xml_node.hpp"
#include "items/bowling.hpp"
#include "items/cake.hpp"
#include "items/plunger.hpp"
#include "items/rubber_ball.hpp"
#include "modes/world.hpp"
#include "race/race_manager.hpp"
#include "utils/constants.hpp"
#include "utils/string_utils.hpp"
#include <IMesh.h>
PowerupManager* powerup_manager=0;
//-----------------------------------------------------------------------------
/** The constructor initialises everything to zero. */
PowerupManager::PowerupManager()
{
m_random_seed.store(0);
for(int i=0; i<POWERUP_MAX; i++)
{
m_all_meshes[i] = NULL;
m_all_icons[i] = (Material*)NULL;
}
} // PowerupManager
//-----------------------------------------------------------------------------
/** Destructor, frees all meshes. */
PowerupManager::~PowerupManager()
{
for(unsigned int i=POWERUP_FIRST; i<=POWERUP_LAST; i++)
{
scene::IMesh *mesh = m_all_meshes[(PowerupType)i];
if(mesh)
{
mesh->drop();
// If the ref count is 1, the only reference is in
// irrlicht's mesh cache, from which the mesh can
// then be deleted.
// Note that this test is necessary, since some meshes
// are also used in attachment_manager!!!
if(mesh->getReferenceCount()==1)
irr_driver->removeMeshFromCache(mesh);
}
}
for(auto key: m_all_weights)
{
for(auto p: key.second )
delete p;
}
} // ~PowerupManager
//-----------------------------------------------------------------------------
/** Removes any textures so that they can be reloaded.
*/
void PowerupManager::unloadPowerups()
{
for(unsigned int i=POWERUP_FIRST; i<=POWERUP_LAST; i++)
{
if(m_all_meshes[(PowerupType)i])
m_all_meshes[(PowerupType)i]->drop();
//FIXME: I'm not sure if this is OK or if I need to ->drop(),
// or delete them, or...
m_all_icons[i] = (Material*)NULL;
}
} // removeTextures
//-----------------------------------------------------------------------------
/** Determines the powerup type for a given name.
* \param name Name of the powerup to look up.
* \return The type, or POWERUP_NOTHING if the name is not found
*/
PowerupManager::PowerupType
PowerupManager::getPowerupType(const std::string &name) const
{
// Must match the order of PowerupType in powerup_manager.hpp!!
static std::string powerup_names[] = {
"", /* Nothing */
"bubblegum", "cake", "bowling", "zipper", "plunger", "switch",
"swatter", "rubber-ball", "parachute", "anchor"
};
for(unsigned int i=POWERUP_FIRST; i<=POWERUP_LAST; i++)
{
if(powerup_names[i]==name) return(PowerupType)i;
}
return POWERUP_NOTHING;
} // getPowerupType
//-----------------------------------------------------------------------------
/** Loads powerups models and icons from the powerup.xml file.
*/
void PowerupManager::loadPowerupsModels()
{
const std::string file_name = file_manager->getAsset("powerup.xml");
XMLNode *root = file_manager->createXMLTree(file_name);
for(unsigned int i=0; i<root->getNumNodes(); i++)
{
const XMLNode *node=root->getNode(i);
if(node->getName()!="item") continue;
std::string name;
node->get("name", &name);
PowerupType type = getPowerupType(name);
// The weight nodes will be also included in this list, so ignore those
if(type!=POWERUP_NOTHING)
loadPowerup(type, *node);
else
{
Log::fatal("PowerupManager",
"Can't find item '%s' from powerup.xml, entry %d.",
name.c_str(), i+1);
exit(-1);
}
}
loadWeights(root, "race-weight-list" );
loadWeights(root, "ftl-weight-list" );
loadWeights(root, "battle-weight-list" );
loadWeights(root, "soccer-weight-list" );
loadWeights(root, "tutorial-weight-list");
delete root;
if (GUIEngine::isNoGraphics())
{
for (unsigned i = POWERUP_FIRST; i <= POWERUP_LAST; i++)
{
scene::IMesh *mesh = m_all_meshes[(PowerupType)i];
if (mesh)
{
// After minMax3D from loadPowerup mesh can free its vertex
// buffer
mesh->freeMeshVertexBuffer();
}
}
}
} // loadPowerupsModels
//-----------------------------------------------------------------------------
/** Loads the powerups weights for a given category (race, ft, ...). The data
* is stored in m_all_weights.
* \param node The top node of the powerup xml file.
* \param class_name The name of the attribute with the weights for the
* class.
*/
void PowerupManager::loadWeights(const XMLNode *powerup_node,
const std::string &class_name)
{
const XMLNode *node = powerup_node->getNode(class_name);
if(!node)
{
Log::fatal("PowerupManager",
"Cannot find node '%s' in powerup.xml file.",
class_name.c_str());
}
for (unsigned int i = 0; i < node->getNumNodes(); i++)
{
const XMLNode *weights = node->getNode(i);
int num_karts;
weights->get("num-karts", &num_karts);
WeightsData *wd = new WeightsData();
wd->readData(num_karts, weights);
m_all_weights[class_name].push_back(wd);
} // for i in node->getNumNodes
} // loadWeights
// ============================================================================
// Implement of WeightsData
/** Deletes all data stored in a WeightsData objects.
*/
void PowerupManager::WeightsData::reset()
{
m_weights_for_section.clear();
m_summed_weights_for_rank.clear();
m_num_karts = 0;
} // reset
//-----------------------------------------------------------------------------
/** Reads in all weights for a given category and number of karts.
* \param num_karts Number of karts for this set of data.
* \param node The XML node with the data to read.
*/
void PowerupManager::WeightsData::readData(int num_karts, const XMLNode *node)
{
m_num_karts = num_karts;
for (unsigned int i = 0; i < node->getNumNodes(); i++)
{
m_weights_for_section.emplace_back();
const XMLNode *w = node->getNode(i);
std::string single_item;
w->get("single", &single_item);
std::string multi_item;
w->get("multi", &multi_item);
std::vector<std::string> l_string =
StringUtils::split(single_item+" "+multi_item,' ');
// Keep a reference for shorter access to the list
std::vector<int> &l = m_weights_for_section.back();
for(unsigned int i=0; i<l_string.size(); i++)
{
if(l_string[i]=="") continue;
int n;
StringUtils::fromString(l_string[i], n);
l.push_back(n);
}
// Make sure we have the right number of entries
if (l.size() < 2 * (int)POWERUP_LAST)
{
Log::fatal("PowerupManager",
"Not enough entries for '%s' in powerup.xml",
node->getName().c_str());
while (l.size() < 2 * (int)POWERUP_LAST) l.push_back(0);
}
if(l.size()>2*(int)POWERUP_LAST)
{
Log::fatal("PowerupManager",
"Too many entries for '%s' in powerup.xml.",
node->getName().c_str());
}
} // for i in getNumNodes()
} // WeightsData::readData
// ----------------------------------------------------------------------------
/** Defines the weights for this WeightsData object based on a linear
* interpolation between the previous and next WeightsData class (depending
* on the number of karts in this race and in previous and next).
* \param prev The WeightsData object for less karts.
* \param next The WeightData object for more karts.
* \param num_karts Number of karts to extrapolate for.
*/
void PowerupManager::WeightsData::interpolate(WeightsData *prev,
WeightsData *next, int num_karts)
{
m_num_karts = num_karts;
m_weights_for_section.clear();
float f = float(num_karts - prev->getNumKarts())
/ (next->getNumKarts() - prev->getNumKarts());
// Outer loop over all classes. Note that 'this' is empty atm, but
// since all WeightsData have the same number of elements, we use
// the previous one for loop boundaries and push_back the interpolated
// values to 'this'.
for (unsigned int cl = 0; cl < prev->m_weights_for_section.size(); cl++)
{
std::vector<int> & w_prev = prev->m_weights_for_section[cl];
std::vector<int> & w_next = next->m_weights_for_section[cl];
m_weights_for_section.emplace_back();
std::vector<int> &l = m_weights_for_section.back();
for (unsigned int i = 0; i < w_prev.size(); i++)
{
float interpolated_weight = w_prev[i] * (1-f) + w_next[i] * f;
l.push_back(int(interpolated_weight + 0.5f));
}
} // for l < prev->m_weights_for_section.size()
} // WeightsData::interpolate
// ----------------------------------------------------------------------------
/** For a given rank in the current race this computes the previous and
* next entry in the weight list, and the weight necessary to interpolate
* between these two values. If the requested rank should exactly match
* one entries, previous and next entry will be identical, and weight set
* to 1.0.
* \param rank Rank that is to be interpolated.
* \param prev On return contains the index of the closest weight field
* smaller than the given rank.
* \param next On return contains the index of the closest weight field
* bigger than the given rank.
* \param weight On return contains the weight to use to interpolate between
* next and previous. The weight is for 'next', so (1-weight) is the
* weight that needs to be applied to the previous data.
*/
void PowerupManager::WeightsData::convertRankToSection(int rank, int *prev,
int *next, float *weight)
{
// If there is only one section (e.g. in soccer mode etc), use it.
// If the rank is first, always use the first entry as well.
if (m_weights_for_section.size() == 1 || rank == 1)
{
*prev = *next = 0;
*weight = 1.0f;
return;
}
// The last kart always uses the data for the last section
if (rank == (int)m_num_karts)
{
*prev = *next = (int)m_weights_for_section.size() - 1;
*weight = 1.0f;
return;
}
// In FTL mode the first section is for the leader, the
// second section is used for the first non-leader kart.
if (RaceManager::get()->isFollowMode() && rank == 2)
{
*prev = *next = 1;
*weight = 1.0f;
return;
}
// Now we have a rank that needs to be interpolated between
// two sections.
// Get the first index that is used for a section (FTL is
// special since index 2 is for the first non-leader kart):
int first_section_index = RaceManager::get()->isFollowMode() ? 2 : 1;
// If we have five points, the first and last assigned to the first
// and last kart, leaving 3 points 'inside' this interval, which define
// 4 'sections'. So the number of sections is number_of_points - 2 + 1.
// If the first two points are assigned to rank 1 and 2 in a FTL race
// and the last to the last kart, leaving two inner points defining
// 3 sections, i.e. number_of_points - 3 + 1
// In both cases the number of sections is:
int num_sections = ((int)m_weights_for_section.size() - first_section_index);
float karts_per_fraction = (m_num_karts - first_section_index)
/ float(num_sections);
// Now check in which section the current rank is: Test from the first
// section (section 0) and see if the rank is still greater than the
// next section. If not, the current section is the section to which
// this rank belongs. Otherwise increase section and try again:
int section = 0;
while (rank - first_section_index > (section + 1) * karts_per_fraction)
{
section++;
}
*prev = first_section_index + section - 1;
*next = *prev + 1;
*weight = (rank - first_section_index - section * karts_per_fraction)
/ karts_per_fraction;
return;
} // WeightsData::convertRankToSection
// ----------------------------------------------------------------------------
/** This function computes the item distribution for each possible rank in the
* race. It creates a list which sums for each item the weights of all
* previous items. E.g. if the weight list starts with 20, 30, 0, 10,
* the summed array will contains 20, 50, 50, 60. This allows for a quick
* look up based on a single random number.
*/
void PowerupManager::WeightsData::precomputeWeights()
{
m_summed_weights_for_rank.clear();
for (unsigned int i = 0; i<m_num_karts; i++)
{
m_summed_weights_for_rank.emplace_back();
int prev, next;
float weight;
convertRankToSection(i + 1, &prev, &next, &weight);
int sum = 0;
for (unsigned int j = 0;
j <= 2 * POWERUP_LAST - POWERUP_FIRST; j++)
{
float av = (1.0f - weight) * m_weights_for_section[prev][j]
+ weight * m_weights_for_section[next][j];
sum += int(av + 0.5f);
m_summed_weights_for_rank[i].push_back(sum);
}
}
} // WeightsData::precomputeWeights
//-----------------------------------------------------------------------------
/** Computes a random item dependent on the rank of the kart and a given
* random number.
* The value returned matches the enum value of the random item if single.
* In case of triple-item, the value will be the enum value plus
* the number of existing powerups (= POWERUP_LAST-POWERUP_FIRST+1)
* \param rank The rank for which an item needs to be picked (between 0
* and number_of_karts-1).
* \param random_number A random number used to 'randomly' select the item
* that was picked.
*/
int PowerupManager::WeightsData::getRandomItem(int rank, uint64_t random_number)
{
// E.g. for battle mode with only one entry
if(rank>(int)m_summed_weights_for_rank.size())
rank = (int)m_summed_weights_for_rank.size()-1;
else if (rank<0) rank = 0; // E.g. battle mode, which has rank -1
const std::vector<unsigned> &summed_weights = m_summed_weights_for_rank[rank];
// The last entry is the sum of all previous entries, i.e. the maximum
// value
#undef ITEM_DISTRIBUTION_DEBUG
#ifdef ITEM_DISTRIBUTION_DEBUG
uint64_t original_random_number = random_number;
#endif
random_number = random_number % summed_weights.back();
// Put the random number in range [1;max of summed weights],
// so for sum = N, there are N possible random numbers <= N.
random_number++;
int powerup = 0;
// Stop at the first inferior or equal sum, before incrementing
// So stop while powerup is such that
// summed_weights[powerup-1] < random_number <= summed_weights[powerup]
while ( random_number > summed_weights[powerup] )
powerup++;
// We align with the beginning of the enum and return
// We don't do more, because it would need to be decoded from enum later
#ifdef ITEM_DISTRIBUTION_DEBUG
Log::verbose("Powerup", "World %d rank %d random %d %" PRIu64 " item %d",
World::getWorld()->getTicksSinceStart(), rank, random_number,
original_random_number, powerup);
#endif
return powerup + POWERUP_FIRST;
} // WeightsData::getRandomItem
// ============================================================================
/** Loads the data for one particular powerup. For bowling ball, plunger, and
* cake static members in the appropriate classes are called to store
* additional information for those objects.
* \param type The type of the powerup.
* \param node The XML node with the data for this powerup.
*/
void PowerupManager::loadPowerup(PowerupType type, const XMLNode &node)
{
std::string icon_file("");
node.get("icon", &icon_file);
icon_file = GUIEngine::getSkin()->getThemedIcon("gui/icons/" + icon_file);
#ifdef DEBUG
if (icon_file.size() == 0)
{
Log::fatal("PowerupManager",
"Cannot load powerup %i, no 'icon' attribute under XML node",
type);
}
#endif
m_all_icons[type] = material_manager->getMaterial(icon_file,
/* full_path */ true,
/*make_permanent */ true,
/*complain_if_not_found*/ true,
/*strip_path*/ false);
assert(m_all_icons[type] != NULL);
assert(m_all_icons[type]->getTexture() != NULL);
std::string model("");
node.get("model", &model);
if(model.size()>0)
{
std::string full_path = file_manager->getAsset(FileManager::MODEL,model);
m_all_meshes[type] = irr_driver->getMesh(full_path);
if(!m_all_meshes[type])
{
std::ostringstream o;
o << "Can't load model '" << model << "' for powerup type '" << type
<< "', aborting.";
throw std::runtime_error(o.str());
}
#ifndef SERVER_ONLY
SP::uploadSPM(m_all_meshes[type]);
#endif
m_all_meshes[type]->grab();
}
else
{
m_all_meshes[type] = 0;
}
// Load special attributes for certain powerups
switch (type) {
case POWERUP_BOWLING:
Bowling::init(node, m_all_meshes[type]); break;
case POWERUP_PLUNGER:
Plunger::init(node, m_all_meshes[type]); break;
case POWERUP_CAKE:
Cake::init(node, m_all_meshes[type]); break;
case POWERUP_RUBBERBALL:
RubberBall::init(node, m_all_meshes[type]); break;
default: break;
} // switch
} // loadPowerup
// ----------------------------------------------------------------------------
/** Create a (potentially interpolated) WeightsData objects for the current
* race based on the number of karts.
* \param num_karts Number of karts in the current race.
*/
void PowerupManager::computeWeightsForRace(int num_karts)
{
if (num_karts == 0) return;
std::string class_name="";
switch (RaceManager::get()->getMinorMode())
{
case RaceManager::MINOR_MODE_TIME_TRIAL: /* fall through */
case RaceManager::MINOR_MODE_LAP_TRIAL: /* fall through */
case RaceManager::MINOR_MODE_NORMAL_RACE: class_name="race"; break;
case RaceManager::MINOR_MODE_FOLLOW_LEADER: class_name="ftl"; break;
case RaceManager::MINOR_MODE_3_STRIKES: class_name="battle"; break;
case RaceManager::MINOR_MODE_FREE_FOR_ALL: class_name="battle"; break;
case RaceManager::MINOR_MODE_CAPTURE_THE_FLAG: class_name="battle"; break;
case RaceManager::MINOR_MODE_TUTORIAL: class_name="tutorial"; break;
case RaceManager::MINOR_MODE_EASTER_EGG: /* fall through */
case RaceManager::MINOR_MODE_OVERWORLD:
case RaceManager::MINOR_MODE_CUTSCENE:
case RaceManager::MINOR_MODE_SOCCER: class_name="soccer"; break;
default:
Log::fatal("PowerupManager", "Invalid minor mode %d - aborting.",
RaceManager::get()->getMinorMode());
}
class_name +="-weight-list";
std::vector<WeightsData*> wd = m_all_weights[class_name];
// Find the two indices closest to the current number of karts
// so that the right number can be interpolated between the
// two values.
int prev_index=0, next_index=0;
for (unsigned int i = 1; i < wd.size(); i++)
{
int n = wd[i]->getNumKarts();
if ( ( n < wd[prev_index]->getNumKarts() &&
wd[prev_index]->getNumKarts() > num_karts) ||
( n > wd[prev_index]->getNumKarts() && n <= num_karts ) )
{
prev_index = i;
}
if ( ( n > wd[next_index]->getNumKarts() &&
wd[next_index]->getNumKarts() < num_karts ) ||
( n < wd[next_index]->getNumKarts() && n >= num_karts) )
{
next_index = i;
}
}
// Check if we have exactly one entry (e.g. either class with only one
// set of data specified, or an exact match):
m_current_item_weights.reset();
if(prev_index == next_index)
{
// Just create a copy of this entry:
m_current_item_weights = *wd[prev_index];
// The number of karts might need to be increased to make
// sure enough weight list for all ranks are created: e.g.
// in soccer mode there is only one weight list (for 1 kart)
// but we still need to make sure to create rank weight list
// for all possible ranks
m_current_item_weights.setNumKarts(num_karts);
}
else
{
// We need to interpolate between prev_index and next_index
m_current_item_weights.interpolate(wd[prev_index], wd[next_index],
num_karts );
}
m_current_item_weights.precomputeWeights();
} // computeWeightsForRace
// ----------------------------------------------------------------------------
/** Returns a random powerup for a kart at a given position. If the race mode
* is a battle, the position is actually not used and a randomly selected
* item for POSITION_BATTLE_MODE is returned. This function takes the weights
* specified for all items into account by using a list which contains all
* items depending on the weights defined. See updateWeightsForRace()
* \param pos Position of the kart (1<=pos<=number of karts).
* \param n Number of times this item is given to the kart.
* \param random_number A random number used to select the item. Important
* for networking to be able to reproduce item selection.
*/
PowerupManager::PowerupType PowerupManager::getRandomPowerup(unsigned int pos,
unsigned int *n,
uint64_t random_number)
{
int powerup = m_current_item_weights.getRandomItem(pos-1, random_number);
if(powerup > POWERUP_LAST)
{
powerup -= (POWERUP_LAST-POWERUP_FIRST+1);
*n = 3;
}
else
*n=1;
// Prevents early explosive items
if (World::getWorld() &&
stk_config->ticks2Time(World::getWorld()->getTicksSinceStart()) <
stk_config->m_no_explosive_items_timeout)
{
if (powerup == POWERUP_CAKE || powerup == POWERUP_RUBBERBALL)
powerup = POWERUP_BOWLING;
}
return (PowerupType)powerup;
} // getRandomPowerup
// ============================================================================
/** Unit testing is based on deterministic item distributions: if all random
* numbers from 0 till sum_of_all_weights - 1 are used, the original weight
* distribution must be restored.
*/
void PowerupManager::unitTesting()
{
// Test 1: Test all possible random numbers for tutorial, and
// make sure that always three bowling balls are picked.
// ----------------------------------------------------------
RaceManager::get()->setMinorMode(RaceManager::MINOR_MODE_TUTORIAL);
powerup_manager->computeWeightsForRace(1);
WeightsData wd = powerup_manager->m_current_item_weights;
int num_weights = wd.m_summed_weights_for_rank[0].back();
for(int i=0; i<num_weights; i++)
{
#ifdef DEBUG
unsigned int n;
assert( powerup_manager->getRandomPowerup(1, &n, i)==POWERUP_BOWLING );
assert(n==3);
#endif
}
// Test 2: Test all possible random numbers for 5 karts and rank 5
// ---------------------------------------------------------------
RaceManager::get()->setMinorMode(RaceManager::MINOR_MODE_NORMAL_RACE);
int num_karts = 5;
powerup_manager->computeWeightsForRace(num_karts);
wd = powerup_manager->m_current_item_weights;
int position = 5;
int section, next;
float weight;
wd.convertRankToSection(position, &section, &next, &weight);
assert(weight == 1.0f);
assert(section == next);
// Get the sum of all weights, which determine the number
// of different random numbers we need to test.
num_weights = wd.m_summed_weights_for_rank[section].back();
std::vector<int> count(2*POWERUP_LAST);
for (int i = 0; i<num_weights; i++)
{
unsigned int n;
int powerup = powerup_manager->getRandomPowerup(position, &n, i);
if(n==1)
count[powerup-1]++;
else
count[powerup+POWERUP_LAST-POWERUP_FIRST]++;
}
// Now make sure we reproduce the original weight distribution.
for(unsigned int i=0; i<wd.m_weights_for_section[section].size(); i++)
{
assert(count[i] == wd.m_weights_for_section[section][i]);
}
} // unitTesting