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shmup:: in split screen, monsters/missiles are now handled with the closest player

This commit is contained in:
Zeno Rogue 2022-03-27 12:44:56 +02:00
parent 68b2960dd5
commit 248c48613e

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@ -59,11 +59,15 @@ struct monster {
hyperpoint inertia;///< for frictionless lands
int refs; ///< +1 for every reference (parent, lists of active monsters)
int split_owner; ///< in splitscreen mode, which player handles this
int split_tick; ///< in which tick was split_owner computed
monster() {
dead = false; inBoat = false; parent = NULL; nextshot = 0;
stunoff = 0; blowoff = 0; footphase = 0; no_targetting = false;
swordangle = 0; inertia = Hypc; ori = Id; refs = 1;
split_tick = -1; split_owner = -1;
}
eMonster get_parenttype() { return parent ? parent->type : moNone; }
@ -1639,7 +1643,26 @@ EX int protect_pid(int i) {
return i;
}
EX bool check_split(monster *m) {
if(!(split_screen && multi::players > 1)) return true;
if(m->split_tick != ticks) {
m->split_tick = ticks;
ld min_dist = HUGE_VAL;
int i = 0;
for(auto& d: subscreens::player_displays) {
for(const shiftmatrix& V : hr::span_at(d.all_drawn_copies, m->base)) {
ld dist = hdist0(tC0(V * m->at));
if(dist < min_dist) min_dist = dist, m->split_owner = i;
}
i++;
}
}
return m->split_owner == subscreens::current_player;
}
void moveBullet(monster *m, int delta) {
if(!check_split(m)) return;
cpid = protect_pid(m->pid);
m->findpat();
virtualize(m);
@ -1882,6 +1905,8 @@ EX bool dragonbreath(cell *dragon) {
void moveMonster(monster *m, int delta) {
if(!check_split(m)) return;
bool inertia_based = m->type == moAsteroid || m->type == moRogueviz;
bool stunned = m->stunoff > curtime || m->blowoff > curtime;