mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-26 22:11:58 +00:00
264 lines
7.6 KiB
C++
264 lines
7.6 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
Copyright (C) 2020 Christoph Oelckers
|
|
|
|
This 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 2
|
|
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
|
|
*/
|
|
//-------------------------------------------------------------------------
|
|
|
|
#include "build.h"
|
|
#include "interpolate.h"
|
|
#include "xs_Float.h"
|
|
#include "serializer.h"
|
|
#include "gamecvars.h"
|
|
|
|
|
|
struct Interpolation
|
|
{
|
|
double old, bak;
|
|
int index;
|
|
int type;
|
|
DCoreActor* actor;
|
|
};
|
|
|
|
static TArray<Interpolation> interpolations;
|
|
|
|
double Get(int index, DCoreActor* actor, int type)
|
|
{
|
|
switch(type)
|
|
{
|
|
case Interp_Sect_Floorz: return sector[index].floorz;
|
|
case Interp_Sect_Ceilingz: return sector[index].ceilingz;
|
|
case Interp_Sect_Floorheinum: return sector[index].floorheinum;
|
|
case Interp_Sect_Ceilingheinum: return sector[index].ceilingheinum;
|
|
case Interp_Sect_FloorPanX: return sector[index].floorxpan_;
|
|
case Interp_Sect_FloorPanY: return sector[index].floorypan_;
|
|
case Interp_Sect_CeilingPanX: return sector[index].ceilingxpan_;
|
|
case Interp_Sect_CeilingPanY: return sector[index].ceilingypan_;
|
|
|
|
case Interp_Wall_X: return wall[index].pos.X;
|
|
case Interp_Wall_Y: return wall[index].pos.Y;
|
|
case Interp_Wall_PanX: return wall[index].xpan_;
|
|
case Interp_Wall_PanY: return wall[index].ypan_;
|
|
|
|
case Interp_Sprite_Z: return !actor? 0 : actor->spr.pos.Z;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
void Set(int index, DCoreActor* actor, int type, double val)
|
|
{
|
|
double old;
|
|
switch(type)
|
|
{
|
|
case Interp_Sect_Floorz: sector[index].setfloorz(val); break;
|
|
case Interp_Sect_Ceilingz: sector[index].setceilingz(val); break;
|
|
case Interp_Sect_Floorheinum: sector[index].floorheinum = (short)xs_CRoundToInt(val); break;
|
|
case Interp_Sect_Ceilingheinum: sector[index].ceilingheinum = (short)xs_CRoundToInt(val); break;
|
|
case Interp_Sect_FloorPanX: sector[index].floorxpan_ = float(val); break;
|
|
case Interp_Sect_FloorPanY: sector[index].floorypan_ = float(val); break;
|
|
case Interp_Sect_CeilingPanX: sector[index].ceilingxpan_ = float(val); break;
|
|
case Interp_Sect_CeilingPanY: sector[index].ceilingypan_ = float(val); break;
|
|
|
|
case Interp_Wall_X: old = wall[index].pos.X; wall[index].pos.X = val; if (wall[index].pos.X != old) wall[index].moved(); break;
|
|
case Interp_Wall_Y: old = wall[index].pos.Y; wall[index].pos.Y = val; if (wall[index].pos.Y != old) wall[index].moved(); break;
|
|
case Interp_Wall_PanX: wall[index].xpan_ = float(val); break;
|
|
case Interp_Wall_PanY: wall[index].ypan_ = float(val); break;
|
|
|
|
case Interp_Sprite_Z: if (actor) actor->spr.pos.Z = val; break;
|
|
}
|
|
}
|
|
|
|
void StartInterpolation(int index, int type)
|
|
{
|
|
for (unsigned i = 0; i < interpolations.Size(); i++)
|
|
{
|
|
if (interpolations[i].index == index && interpolations[i].type == type)
|
|
return;
|
|
}
|
|
int n = interpolations.Reserve(1);
|
|
|
|
interpolations[n].index = index;
|
|
interpolations[n].actor = nullptr;
|
|
interpolations[n].type = type;
|
|
interpolations[n].old = Get(index, nullptr, type);
|
|
}
|
|
|
|
void StopInterpolation(int index, int type)
|
|
{
|
|
for (unsigned i = 0; i < interpolations.Size(); i++)
|
|
{
|
|
if (interpolations[i].index == index && interpolations[i].type == type)
|
|
{
|
|
interpolations[i] = interpolations.Last();
|
|
interpolations.Pop();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void StartInterpolation(DCoreActor* actor, int type)
|
|
{
|
|
assert(type == Interp_Sprite_Z);
|
|
for (unsigned i = 0; i < interpolations.Size(); i++)
|
|
{
|
|
if (interpolations[i].actor == actor && interpolations[i].type == type)
|
|
return;
|
|
}
|
|
int n = interpolations.Reserve(1);
|
|
|
|
interpolations[n].index = -1;
|
|
interpolations[n].actor = actor;
|
|
interpolations[n].type = type;
|
|
interpolations[n].old = Get(-1, actor, type);
|
|
}
|
|
|
|
void StopInterpolation(DCoreActor* actor, int type)
|
|
{
|
|
assert(type == Interp_Sprite_Z);
|
|
for (unsigned i = 0; i < interpolations.Size(); i++)
|
|
{
|
|
if (interpolations[i].actor == actor && interpolations[i].type == type)
|
|
{
|
|
interpolations[i] = interpolations.Last();
|
|
interpolations.Pop();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void UpdateInterpolations()
|
|
{
|
|
for (unsigned i = 0; i < interpolations.Size(); i++)
|
|
{
|
|
interpolations[i].old = Get(interpolations[i].index, interpolations[i].actor, interpolations[i].type);
|
|
}
|
|
}
|
|
|
|
void DoInterpolations(double interpfrac)
|
|
{
|
|
if (!cl_interpolate) return;
|
|
for (unsigned i = 0; i < interpolations.Size(); i++)
|
|
{
|
|
double bak;
|
|
interpolations[i].bak = bak = Get(interpolations[i].index, interpolations[i].actor, interpolations[i].type);
|
|
double old = interpolations[i].old;
|
|
if (interpolations[i].type < Interp_Pan_First || fabs(bak-old) < 128.)
|
|
{
|
|
Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, old + (bak - old) * interpfrac);
|
|
}
|
|
else
|
|
{
|
|
// with the panning types we need to check for potential wraparound.
|
|
if (bak < old) bak += 256.;
|
|
else old += 256;
|
|
double cur = old + (bak - old) * interpfrac;
|
|
if (cur >= 256.) cur -= 256.;
|
|
Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, cur);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RestoreInterpolations()
|
|
{
|
|
if (!cl_interpolate) return;
|
|
for (unsigned i = 0; i < interpolations.Size(); i++)
|
|
{
|
|
Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, interpolations[i].bak);
|
|
}
|
|
}
|
|
|
|
void ClearInterpolations()
|
|
{
|
|
interpolations.Clear();
|
|
}
|
|
|
|
void ClearMovementInterpolations()
|
|
{
|
|
// This clears all movement interpolations. Needed for Blood which destroys its interpolations each frame.
|
|
for (unsigned i = 0; i < interpolations.Size();)
|
|
{
|
|
switch (interpolations[i].type)
|
|
{
|
|
case Interp_Sect_Floorz:
|
|
case Interp_Sect_Ceilingz:
|
|
case Interp_Sect_Floorheinum:
|
|
case Interp_Sect_Ceilingheinum:
|
|
case Interp_Wall_X:
|
|
case Interp_Wall_Y:
|
|
interpolations[i] = interpolations.Last();
|
|
interpolations.Pop();
|
|
break;
|
|
default:
|
|
i++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void setsectinterpolate(sectortype* sect)
|
|
{
|
|
for (auto&wal : sect->walls)
|
|
{
|
|
StartInterpolation(&wal, Interp_Wall_X);
|
|
StartInterpolation(&wal, Interp_Wall_Y);
|
|
if (wal.twoSided())
|
|
{
|
|
auto nwal = wal.nextWall();
|
|
StartInterpolation(nwal, Interp_Wall_X);
|
|
StartInterpolation(nwal, Interp_Wall_Y);
|
|
nwal = nwal->point2Wall();
|
|
StartInterpolation(nwal, Interp_Wall_X);
|
|
StartInterpolation(nwal, Interp_Wall_Y);
|
|
}
|
|
}
|
|
}
|
|
|
|
void clearsectinterpolate(sectortype* sect)
|
|
{
|
|
for (auto& wal : sect->walls)
|
|
{
|
|
StopInterpolation(&wal, Interp_Wall_X);
|
|
StopInterpolation(&wal, Interp_Wall_Y);
|
|
if (wal.twoSided())
|
|
{
|
|
StopInterpolation(wal.nextWall(), Interp_Wall_X);
|
|
StopInterpolation(wal.nextWall(), Interp_Wall_Y);
|
|
}
|
|
}
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Interpolation& w, Interpolation* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc ("index", w.index)
|
|
("actor", w.actor)
|
|
("type", w.type)
|
|
.EndObject();
|
|
}
|
|
if (arc.isReading())
|
|
{
|
|
w.old = Get(w.index, w.actor, w.type);
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
void SerializeInterpolations(FSerializer& arc)
|
|
{
|
|
arc("interpolations", interpolations);
|
|
}
|