//------------------------------------------------------------------------- /* 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 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) { int old; switch(type) { case Interp_Sect_Floorz: sector[index].setfloorz(xs_CRoundToInt(val)); break; case Interp_Sect_Ceilingz: sector[index].setceilingz(xs_CRoundToInt(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 = xs_CRoundToInt(val); if (wall[index].pos.X != old) wall[index].moved(); break; case Interp_Wall_Y: old = wall[index].pos.Y; wall[index].pos.Y = xs_CRoundToInt(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 = xs_CRoundToInt(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 smoothratio) { 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) * smoothratio); } 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) * smoothratio; 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 : wallsofsector(sect)) { 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 : wallsofsector(sect)) { 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); }