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SW: Interpolate sector objects in non-demo, single player games.
Let's see if this is breaking anything. # Conflicts: # source/sw/src/draw.cpp # source/sw/src/game.cpp # source/sw/src/game.h # source/sw/src/interp.cpp # source/sw/src/track.cpp
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7 changed files with 59 additions and 4 deletions
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@ -2009,7 +2009,7 @@ drawscreen(PLAYERp pp)
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tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
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ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
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tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
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if (PEDANTIC_MODE ||
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if (PEDANTIC_MODE || pp->sop_control ||
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pp == Player+myconnectindex && TEST(pp->Flags, PF_DEAD))
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{
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tq16ang = camerapp->q16ang;
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@ -2053,7 +2053,7 @@ drawscreen(PLAYERp pp)
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if (pp->sop_riding || pp->sop_control)
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{
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if (pp->sop_control)
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if (pp->sop_control && !InterpolateSectObj)
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{
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tx = pp->posx;
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ty = pp->posy;
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@ -186,6 +186,7 @@ SWBOOL NoDemoStartup = FALSE;
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SWBOOL FirstTimeIntoGame;
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SWBOOL BorderAdjust = FALSE;
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SWBOOL InterpolateSectObj;
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SWBOOL LocationInfo = 0;
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void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
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int DispFrameRate = FALSE;
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@ -952,6 +953,7 @@ void InitLevelGlobals(void)
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sumowasseen = FALSE;
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zillawasseen = FALSE;
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memset(BossSpriteNum,-1,sizeof(BossSpriteNum));
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InterpolateSectObj = !CommEnabled && !PedanticMode;
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}
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void InitLevelGlobals2(void)
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@ -874,6 +874,8 @@ extern int PlayerYellVocs[MAX_YELLSOUNDS];
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void BossHealthMeter(void);
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extern SWBOOL InterpolateSectObj;
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// Global variables used for modifying variouse things from the Console
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///////////////////////////////////////////////////////////////////////////////////////////
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@ -110,4 +110,12 @@ void restoreinterpolations(void) // Stick at end of drawscreen
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for (i = numinterpolations - 1; i >= 0; i--)
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*curipos[i] = bakipos[i];
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}
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void togglespriteinterpolation(spritetype *sp, int set)
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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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}
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END_SW_NS
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@ -49,5 +49,10 @@ void updateinterpolations(void);
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void dointerpolations(int smoothratio);
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void restoreinterpolations(void);
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void togglespriteinterpolation(spritetype *sp, int set);
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static void FORCE_INLINE setspriteinterpolation(spritetype *sp) { togglespriteinterpolation(sp, 1); }
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static void FORCE_INLINE stopspriteinterpolation(spritetype *sp) { togglespriteinterpolation(sp, 0); }
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#endif
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END_SW_NS
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@ -34,6 +34,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "ai.h"
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#include "player.h"
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#include "game.h"
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#include "interp.h"
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#include "network.h"
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#include "sprite.h"
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#include "track.h"
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@ -848,6 +849,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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//
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// Make sure every sector object has an outer loop tagged - important
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// Further setup interpolation
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//
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FoundOutsideLoop = FALSE;
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@ -860,6 +862,21 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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// move all walls in sectors
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for (k = startwall; k <= endwall; k++)
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{
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uint16_t const nextwall = wall[k].nextwall;
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// setup interpolation
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if (InterpolateSectObj)
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{
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setinterpolation(&wall[k].x);
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setinterpolation(&wall[k].y);
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if (nextwall < MAXWALLS)
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{
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setinterpolation(&wall[wall[nextwall].point2].x);
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setinterpolation(&wall[wall[nextwall].point2].y);
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}
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}
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// for morph point - tornado style
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if (wall[k].lotag == TAG_WALL_ALIGN_SLOPE_TO_POINT)
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sop->morph_wall_point = k;
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@ -869,10 +886,16 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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// each wall has this set - for collision detection
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SET(wall[k].extra, WALLFX_SECTOR_OBJECT|WALLFX_DONT_STICK);
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uint16_t const nextwall = wall[k].nextwall;
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if (nextwall < MAXWALLS)
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SET(wall[nextwall].extra, WALLFX_SECTOR_OBJECT|WALLFX_DONT_STICK);
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}
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// interpolate floor and ceiling
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if (InterpolateSectObj && (k != startwall))
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{
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setinterpolation(&(*sectp)->ceilingz);
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setinterpolation(&(*sectp)->floorz);
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}
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}
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if (!FoundOutsideLoop)
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@ -972,6 +995,8 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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ASSERT(sn < SIZ(sop->sp_num) - 1);
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sop->sp_num[sn] = sp_num;
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if (InterpolateSectObj)
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setspriteinterpolation(sp);
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if (!TEST(sop->flags, SOBJ_SPRITE_OBJ))
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@ -1630,8 +1655,11 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
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pp->posx += BOUND_4PIX(nx);
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pp->posy += BOUND_4PIX(ny);
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if (!InterpolateSectObj)
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{
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pp->oposx = pp->posx;
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pp->oposy = pp->posy;
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}
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if (TEST(sop->flags, SOBJ_DONT_ROTATE))
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{
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@ -1676,7 +1704,9 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
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// New angle is formed by taking last known angle and
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// adjusting by the delta angle
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pp->oq16ang = pp->q16ang = fix16_sadd(pp->RevolveAng, pp->RevolveDeltaAng) & 0x7FFFFFF;
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pp->q16ang = fix16_sadd(pp->RevolveAng, pp->RevolveDeltaAng) & 0x7FFFFFF;
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if (!InterpolateSectObj)
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pp->oq16ang = pp->q16ang;
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UpdatePlayerSprite(pp);
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}
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@ -1929,6 +1959,7 @@ PlayerPart:
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pp->SpriteP->z = pp->loz;
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}
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}
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if (!InterpolateSectObj)
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pp->oposz = pp->posz;
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}
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else
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@ -2044,6 +2075,8 @@ void KillSectorObjectSprites(SECTOR_OBJECTp sop)
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if (sp->picnum == ST1 && sp->hitag == SPAWN_SPOT)
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continue;
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if (InterpolateSectObj)
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stopspriteinterpolation(sp);
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KillSprite(sop->sp_num[i]);
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}
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@ -31,6 +31,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "interp.h"
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#include "tags.h"
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#include "common_game.h"
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#include "break.h"
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@ -11392,6 +11393,8 @@ AddSpriteToSectorObject(short SpriteNum, SECTOR_OBJECTp sop)
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ASSERT(sn < SIZ(sop->sp_num) - 1);
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sop->sp_num[sn] = SpriteNum;
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if (InterpolateSectObj)
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setspriteinterpolation(sp);
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SET(u->Flags, SPR_ON_SO_SECTOR|SPR_SO_ATTACHED);
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@ -11458,6 +11461,8 @@ SpawnBigGunFlames(int16_t Weapon, int16_t Operator, SECTOR_OBJECTp sop)
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ASSERT(sn < SIZ(sop->sp_num) - 1);
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sop->sp_num[sn] = explosion;
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if (InterpolateSectObj)
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setspriteinterpolation(exp);
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// Place sprite exactly where shoot point is
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//exp->x = eu->ox = sop->xmid - u->sx;
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