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- cross-game, serialization-friendly and pointer free interpolation implementation.
Not hooked up yet.
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4 changed files with 138 additions and 93 deletions
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@ -792,6 +792,7 @@ set (PCH_SOURCES
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core/gamecvars.cpp
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core/gamecontrol.cpp
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core/gameinput.cpp
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core/interpolate.cpp
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core/inputstate.cpp
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core/maphack.cpp
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core/mapinfo.cpp
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@ -1,10 +1,8 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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Copyright (C) 2020 Christoph Oelckers
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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@ -19,124 +17,139 @@ You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "interpolate.h"
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#include "xs_Float.h"
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#include "serializer.h"
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#include "interp.h"
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#include "m_fixed.h"
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#define (MAXINTERPOLATIONS 16384 + 256)
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static int recursions = 0;
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static int numinterpolations = 0;
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// Not used yet. The entire interpolation feature as-is is highly serialization unfriendly because it only stores pointers without context, meaning there is no safe way to store them in a savegame without constantly risking breakage.
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// Todo: This really needs to be made serialization friendly
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struct Interpolation
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{
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int oldipos;
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int bakipos;
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void *curipos;
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bool isshort;
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double old, bak;
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int index;
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int type;
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};
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static Interpolation interpolations[MAXINTERPOLATIONS];
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static TArray<Interpolation> interpolations;
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void setinterpolation(void *posptr, bool isshort)
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double Get(int index, int type)
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{
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if (numinterpolations >= MAXINTERPOLATIONS)
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return;
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for (int i = numinterpolations - 1; i >= 0; i--)
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switch(type)
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{
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if (interpolations[i].curipos == posptr)
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case Interp_Sect_Floorz: return sector[index].floorz;
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case Interp_Sect_Ceilingz: return sector[index].ceilingz;
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case Interp_Sect_Floorheinum: return sector[index].floorheinum;
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case Interp_Sect_Ceilingheinum: return sector[index].ceilingheinum;
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case Interp_Sect_FloorPanX: return sector[index].floorxpan_;
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case Interp_Sect_FloorPanY: return sector[index].floorypan_;
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case Interp_Sect_CeilingPanX: return sector[index].ceilingxpan_;
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case Interp_Sect_CeilingPanY: return sector[index].ceilingypan_;
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case Interp_Wall_X: return wall[index].x;
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case Interp_Wall_Y: return wall[index].y;
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case Interp_Wall_PanX: return 0/*wall[index].panx_*/; // later
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case Interp_Wall_PanY: return 0/*wall[index].pany_*/; // later
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case Interp_Sprite_Z: return sprite[index].z;
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default: return 0;
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}
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}
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void Set(int index, int type, double val)
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{
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switch(type)
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{
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case Interp_Sect_Floorz: sector[index].floorz = xs_CRoundToInt(val); break;
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case Interp_Sect_Ceilingz: sector[index].ceilingz = xs_CRoundToInt(val); break;
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case Interp_Sect_Floorheinum: sector[index].floorheinum = (short)xs_CRoundToInt(val); break;
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case Interp_Sect_Ceilingheinum: sector[index].ceilingheinum = (short)xs_CRoundToInt(val); break;
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case Interp_Sect_FloorPanX: sector[index].floorxpan_ = float(val); break;
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case Interp_Sect_FloorPanY: sector[index].floorypan_ = float(val); break;
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case Interp_Sect_CeilingPanX: sector[index].ceilingxpan_ = float(val); break;
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case Interp_Sect_CeilingPanY: sector[index].ceilingypan_ = float(val); break;
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case Interp_Wall_X: wall[index].x = xs_CRoundToInt(val); break;
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case Interp_Wall_Y: wall[index].y = xs_CRoundToInt(val); break;
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case Interp_Wall_PanX: break;
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case Interp_Wall_PanY: break;
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case Interp_Sprite_Z: sprite[index].z = xs_CRoundToInt(val); break;
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}
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}
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void SetInterpolation(int index, int type)
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].index == index && interpolations[i].type == type)
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return;
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}
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int n = interpolations.Reserve(1);
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interpolations[numinterpolations].curipos = posptr;
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interpolations[numinterpolations].oldipos = *posptr;
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numinterpolations++;
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interpolations[n].index = index;
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interpolations[n].type = type;
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interpolations[n].old = Get(index, type);
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}
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void setinterpolation(int *posptr)
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void StopInterpolation(int index, int type)
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{
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setinterpolation(posptr, false);
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}
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// only used by SW to interpolate floorheinum and ceilingheinum
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void setinterpolation(short *posptr)
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{
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setinterpolation(posptr, true);
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}
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void stopinterpolation(void *posptr)
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{
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for (int i = numinterpolations - 1; i >= 0; i--)
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (curipos[i] == posptr)
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if (interpolations[i].index == index && interpolations[i].type == type)
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{
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numinterpolations--;
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interpolations[i] = interpolations[numinterpolations];
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interpolations[i] = interpolations.Last();
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interpolations.Pop();
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return;
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}
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}
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}
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void updateinterpolations(void) // Stick at beginning of domovethings
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void UpdateInterpolations()
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{
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int i;
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for (int i = numinterpolations - 1; i >= 0; i--)
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interpolations[i].oldipos = interpolations[i].isshort? *(short*)interpolations[i].curipos : *(int*)interpolations[i].curipos;
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}
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// must call restore for every do interpolations
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// make sure you don't exit
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void dointerpolations(int smoothratio) // Stick at beginning of drawscreen
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{
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if (recursions++)
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return;
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int i, j, odelta, ndelta;
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ndelta = 0;
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j = 0;
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for (i = numinterpolations - 1; i >= 0; i--)
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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bakipos[i] = *curipos[i];
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odelta = ndelta;
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ndelta = (*curipos[i]) - oldipos[i];
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if (odelta != ndelta)
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j = FixedMul(ndelta, smoothratio);
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*curipos[i] = oldipos[i] + j;
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interpolations[i].old = Get(interpolations[i].index, interpolations[i].type);
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}
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}
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void restoreinterpolations(bool force) // Stick at end of drawscreen
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void Dointerpolations(float smoothratio)
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{
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int i;
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if (!force && --recursions)
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return;
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recursions = 0; // if interpolations are forcibly restored, the recursion counter must also be reset.
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for (i = numinterpolations - 1; i >= 0; i--)
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*curipos[i] = bakipos[i];
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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double bak;
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interpolations[i].bak = bak = Get(interpolations[i].index, interpolations[i].type);
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double old = interpolations[i].old;
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Set(interpolations[i].index, interpolations[i].type, old + (bak - old) * smoothratio);
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}
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}
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void togglespriteinterpolation(spritetype *sp, int set)
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void RestoreInterpolations()
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{
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auto func = set ? setinterpolation : stopinterpolation;
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func(&sp->x);
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func(&sp->y);
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func(&sp->z);
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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Set(interpolations[i].index, interpolations[i].type, interpolations[i].bak);
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}
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Interpolation& w, Interpolation* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc ("index", w.index)
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("type", w.type)
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.EndObject();
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}
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if (arc.isReading())
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{
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w.old = Get(w.index, w.type);
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}
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return arc;
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}
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void SerializeInterpolations(FSerializer& arc)
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{
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arc("interpolations", interpolations);
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}
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28
source/core/interpolate.h
Normal file
28
source/core/interpolate.h
Normal file
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#pragma once
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enum EInterpolationType
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{
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Interp_Sect_Floorz,
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Interp_Sect_Ceilingz,
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Interp_Sect_Floorheinum,
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Interp_Sect_Ceilingheinum,
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Interp_Sect_FloorPanX,
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Interp_Sect_FloorPanY,
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Interp_Sect_CeilingPanX,
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Interp_Sect_CeilingPanY,
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Interp_Wall_X,
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Interp_Wall_Y,
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Interp_Wall_PanX,
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Interp_Wall_PanY,
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Interp_Sprite_Z,
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};
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void StartInterpolation(int index, int type);
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void StopInterpolation(int index, int type);
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void UpdateInterpolations();
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void DoInterpolations(double smoothratio);
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void RestoreInterpolations();
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void SerializeInterpolations(FSerializer& arc);
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@ -55,6 +55,7 @@
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#include "statusbar.h"
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#include "gamestate.h"
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#include "razemenu.h"
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#include "interpolate.h"
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sectortype sectorbackup[MAXSECTORS];
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("pskybits", pskybits_override)
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("numsprites", Numsprites);
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SerializeInterpolations(arc);
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if (arc.BeginArray("picanm")) // write this in the most compact form available.
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{
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for (int i = 0; i < MAXTILES; i++)
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