//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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 "ns.h" // Must come before everything else! #include #include #include "compat.h" #include "build.h" #include "pragmas.h" #include "mmulti.h" #include "v_font.h" #include "endgame.h" #include "aistate.h" #include "map2d.h" #include "loadsave.h" #include "sectorfx.h" #include "choke.h" #include "view.h" #include "nnexts.h" #include "zstring.h" #include "menu.h" #include "gstrings.h" #include "v_2ddrawer.h" #include "v_video.h" #include "v_font.h" #include "glbackend/glbackend.h" BEGIN_BLD_NS void fakePlayerProcess(PLAYER* pPlayer, GINPUT* pInput); void fakeActProcessSprites(void); bool gPrediction = true; VIEW predict, predictOld; static VIEW predictFifo[256]; void viewInitializePrediction(void) { predict.at30 = gMe->q16ang; predict.at20 = gMe->q16look; predict.at24 = gMe->q16horiz; predict.at28 = gMe->q16slopehoriz; predict.at2c = gMe->slope; predict.at6f = gMe->cantJump; predict.at70 = gMe->isRunning; predict.at72 = gMe->isUnderwater; predict.at71 = gMe->input.buttonFlags.jump; predict.at50 = gMe->pSprite->x; predict.at54 = gMe->pSprite->y; predict.at58 = gMe->pSprite->z; predict.at68 = gMe->pSprite->sectnum; predict.at73 = gMe->pSprite->flags; predict.at5c = xvel[gMe->pSprite->index]; predict.at60 = yvel[gMe->pSprite->index]; predict.at64 = zvel[gMe->pSprite->index]; predict.at6a = gMe->pXSprite->height; predict.at48 = gMe->posture; predict.at4c = gMe->spin; predict.at6e = gMe->input.keyFlags.lookCenter; memcpy(&predict.at75,&gSpriteHit[gMe->pSprite->extra],sizeof(SPRITEHIT)); predict.at0 = gMe->bobPhase; predict.at4 = gMe->bobAmp; predict.at8 = gMe->bobHeight; predict.atc = gMe->bobWidth; predict.at10 = gMe->swayPhase; predict.at14 = gMe->swayAmp; predict.at18 = gMe->swayHeight; predict.at1c = gMe->swayWidth; predict.at34 = gMe->zWeapon-gMe->zView-(12<<8); predict.at38 = gMe->zView; predict.at3c = gMe->zViewVel; predict.at40 = gMe->zWeapon; predict.at44 = gMe->zWeaponVel; predictOld = predict; if (numplayers != 1) { gViewAngle = predict.at30; gViewLook = predict.at20; } } void viewUpdatePrediction(GINPUT *pInput) { predictOld = predict; short bakCstat = gMe->pSprite->cstat; gMe->pSprite->cstat = 0; fakePlayerProcess(gMe, pInput); fakeActProcessSprites(); gMe->pSprite->cstat = bakCstat; predictFifo[gPredictTail&255] = predict; gPredictTail++; if (numplayers != 1) { gViewAngle = predict.at30; gViewLook = predict.at20; } } static void sub_158B4(PLAYER *pPlayer) { predict.at38 = predict.at58 - pPlayer->pPosture[pPlayer->lifeMode][predict.at48].eyeAboveZ; predict.at40 = predict.at58 - pPlayer->pPosture[pPlayer->lifeMode][predict.at48].weaponAboveZ; } static void fakeProcessInput(PLAYER *pPlayer, GINPUT *pInput) { POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.at48]; if (numplayers > 1 && gPrediction) { gViewAngleAdjust = 0.f; gViewLookRecenter = false; gViewLookAdjust = 0.f; } predict.at70 = pInput->syncFlags.run; predict.at70 = 0; predict.at71 = pInput->buttonFlags.jump; if (predict.at48 == 1) { int x = Cos(fix16_to_int(predict.at30)); int y = Sin(fix16_to_int(predict.at30)); if (pInput->forward) { int forward = pInput->forward; if (forward > 0) forward = mulscale8(pPosture->frontAccel, forward); else forward = mulscale8(pPosture->backAccel, forward); predict.at5c += mulscale30(forward, x); predict.at60 += mulscale30(forward, y); } if (pInput->strafe) { int strafe = pInput->strafe; strafe = mulscale8(pPosture->sideAccel, strafe); predict.at5c += mulscale30(strafe, y); predict.at60 -= mulscale30(strafe, x); } } else if (predict.at6a < 0x100) { int speed = 0x10000; if (predict.at6a > 0) speed -= divscale16(predict.at6a, 0x100); int x = Cos(fix16_to_int(predict.at30)); int y = Sin(fix16_to_int(predict.at30)); if (pInput->forward) { int forward = pInput->forward; if (forward > 0) forward = mulscale8(pPosture->frontAccel, forward); else forward = mulscale8(pPosture->backAccel, forward); if (predict.at6a) forward = mulscale16(forward, speed); predict.at5c += mulscale30(forward, x); predict.at60 += mulscale30(forward, y); } if (pInput->strafe) { int strafe = pInput->strafe; strafe = mulscale8(pPosture->sideAccel, strafe); if (predict.at6a) strafe = mulscale16(strafe, speed); predict.at5c += mulscale30(strafe, y); predict.at60 -= mulscale30(strafe, x); } } if (pInput->q16turn) predict.at30 = (predict.at30+pInput->q16turn)&0x7ffffff; if (pInput->keyFlags.spin180) if (!predict.at4c) predict.at4c = -1024; if (predict.at4c < 0) { int speed; if (predict.at48 == 1) speed = 64; else speed = 128; predict.at4c = min(predict.at4c+speed, 0); predict.at30 += fix16_from_int(speed); if (numplayers > 1 && gPrediction) gViewAngleAdjust += float(speed); } if (!predict.at71) predict.at6f = 0; switch (predict.at48) { case 1: if (predict.at71) predict.at64 -= pPosture->normalJumpZ;//0x5b05; if (pInput->buttonFlags.crouch) predict.at64 += pPosture->normalJumpZ;//0x5b05; break; case 2: if (!pInput->buttonFlags.crouch) predict.at48 = 0; break; default: if (!predict.at6f && predict.at71 && predict.at6a == 0) { if (packItemActive(pPlayer, 4)) predict.at64 = pPosture->pwupJumpZ;//-0x175555; else predict.at64 = pPosture->normalJumpZ;//-0xbaaaa; predict.at6f = 1; } if (pInput->buttonFlags.crouch) predict.at48 = 2; break; } #if 0 if (predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown) { if (predict.at20 < 0) predict.at20 = fix16_min(predict.at20+fix16_from_int(4), fix16_from_int(0)); if (predict.at20 > 0) predict.at20 = fix16_max(predict.at20-fix16_from_int(4), fix16_from_int(0)); if (predict.at20 == 0) predict.at6e = 0; } else { if (pInput->buttonFlags.lookUp) predict.at20 = fix16_min(predict.at20+fix16_from_int(4), fix16_from_int(60)); if (pInput->buttonFlags.lookDown) predict.at20 = fix16_max(predict.at20-fix16_from_int(4), fix16_from_int(-60)); } predict.at20 = fix16_clamp(predict.at20+pInput->q16mlook, fix16_from_int(-60), fix16_from_int(60)); if (predict.at20 > 0) predict.at24 = mulscale30(fix16_from_int(120), Sin(fix16_to_int(predict.at20<<3))); else if (predict.at20 < 0) predict.at24 = mulscale30(fix16_from_int(180), Sin(fix16_to_int(predict.at20<<3))); else predict.at24 = 0; #endif int upAngle = 289; int downAngle = -347; double lookStepUp = 4.0*upAngle/60.0; double lookStepDown = -4.0*downAngle/60.0; if (predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown) { if (predict.at20 < 0) predict.at20 = fix16_min(predict.at20+fix16_from_dbl(lookStepDown), fix16_from_int(0)); if (predict.at20 > 0) predict.at20 = fix16_max(predict.at20-fix16_from_dbl(lookStepUp), fix16_from_int(0)); if (predict.at20 == 0) predict.at6e = 0; } else { if (pInput->buttonFlags.lookUp) predict.at20 = fix16_min(predict.at20+fix16_from_dbl(lookStepUp), fix16_from_int(upAngle)); if (pInput->buttonFlags.lookDown) predict.at20 = fix16_max(predict.at20-fix16_from_dbl(lookStepDown), fix16_from_int(downAngle)); } if (numplayers > 1 && gPrediction) { if (pInput->buttonFlags.lookUp) { gViewLookAdjust += float(lookStepUp); } if (pInput->buttonFlags.lookDown) { gViewLookAdjust -= float(lookStepDown); } gViewLookRecenter = predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown; } predict.at20 = fix16_clamp(predict.at20+(pInput->q16mlook<<3), fix16_from_int(downAngle), fix16_from_int(upAngle)); predict.at24 = fix16_from_float(100.f*tanf(fix16_to_float(predict.at20)*fPI/1024.f)); int nSector = predict.at68; int florhit = predict.at75.florhit & 0xc000; char va; if (predict.at6a < 16 && (florhit == 0x4000 || florhit == 0)) va = 1; else va = 0; if (va && (sector[nSector].floorstat&2) != 0) { int z1 = getflorzofslope(nSector, predict.at50, predict.at54); int x2 = predict.at50+mulscale30(64, Cos(fix16_to_int(predict.at30))); int y2 = predict.at54+mulscale30(64, Sin(fix16_to_int(predict.at30))); short nSector2 = nSector; updatesector(x2, y2, &nSector2); if (nSector2 == nSector) { int z2 = getflorzofslope(nSector2, x2, y2); predict.at28 = interpolate(predict.at28, fix16_from_int(z1-z2)>>3, 0x4000); } } else { predict.at28 = interpolate(predict.at28, 0, 0x4000); if (klabs(predict.at28) < 4) predict.at28 = 0; } predict.at2c = (-fix16_to_int(predict.at24))<<7; } void fakePlayerProcess(PLAYER *pPlayer, GINPUT *pInput) { spritetype *pSprite = pPlayer->pSprite; XSPRITE *pXSprite = pPlayer->pXSprite; POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.at48]; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); top += predict.at58-pSprite->z; bottom += predict.at58-pSprite->z; int dzb = (bottom-predict.at58)/4; int dzt = (predict.at58-top)/4; int dw = pSprite->clipdist<<2; short nSector = predict.at68; if (!gNoClip) { pushmove_old((int32_t*)&predict.at50, (int32_t*)&predict.at54, (int32_t*)&predict.at58, &predict.at68, dw, dzt, dzb, CLIPMASK0); if (predict.at68 == -1) predict.at68 = nSector; } fakeProcessInput(pPlayer, pInput); int nSpeed = approxDist(predict.at5c, predict.at60); predict.at3c = interpolate(predict.at3c, predict.at64, 0x7000); int dz = predict.at58-pPosture->eyeAboveZ-predict.at38; if (dz > 0) predict.at3c += mulscale16(dz<<8, 0xa000); else predict.at3c += mulscale16(dz<<8, 0x1800); predict.at38 += predict.at3c>>8; predict.at44 = interpolate(predict.at44, predict.at64, 0x5000); dz = predict.at58-pPosture->weaponAboveZ-predict.at40; if (dz > 0) predict.at44 += mulscale16(dz<<8, 0x8000); else predict.at44 += mulscale16(dz<<8, 0xc00); predict.at40 += predict.at44>>8; predict.at34 = predict.at40 - predict.at38 - (12<<8); predict.at0 = ClipLow(predict.at0-4, 0); nSpeed >>= 16; if (predict.at48 == 1) { predict.at4 = (predict.at4+17)&2047; predict.at14 = (predict.at14+17)&2047; predict.at8 = mulscale30(10*pPosture->bobV,Sin(predict.at4*2)); predict.atc = mulscale30(predict.at0*pPosture->bobH,Sin(predict.at4-256)); predict.at18 = mulscale30(predict.at0*pPosture->swayV,Sin(predict.at14*2)); predict.at1c = mulscale30(predict.at0*pPosture->swayH,Sin(predict.at14-0x155)); } else { if (pXSprite->height < 256) { predict.at4 = (predict.at4+(pPosture->pace[predict.at70]*4))&2047; predict.at14 = (predict.at14+(pPosture->pace[predict.at70]*4)/2)&2047; if (predict.at70) { if (predict.at0 < 60) predict.at0 = ClipHigh(predict.at0 + nSpeed, 60); } else { if (predict.at0 < 30) predict.at0 = ClipHigh(predict.at0 + nSpeed, 30); } } predict.at8 = mulscale30(predict.at0*pPosture->bobV,Sin(predict.at4*2)); predict.atc = mulscale30(predict.at0*pPosture->bobH,Sin(predict.at4-256)); predict.at18 = mulscale30(predict.at0*pPosture->swayV,Sin(predict.at14*2)); predict.at1c = mulscale30(predict.at0*pPosture->swayH,Sin(predict.at14-0x155)); } if (!pXSprite->health) return; predict.at72 = 0; if (predict.at48 == 1) { predict.at72 = 1; int nSector = predict.at68; int nLink = gLowerLink[nSector]; if (nLink > 0 && (sprite[nLink].type == kMarkerLowGoo || sprite[nLink].type == kMarkerLowWater)) { if (getceilzofslope(nSector, predict.at50, predict.at54) > predict.at38) predict.at72 = 0; } } } static void fakeMoveDude(spritetype *pSprite) { PLAYER *pPlayer = NULL; int bottom, top; if (IsPlayerSprite(pSprite)) pPlayer = &gPlayer[pSprite->type-kDudePlayer1]; dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); GetSpriteExtents(pSprite, &top, &bottom); top += predict.at58 - pSprite->z; bottom += predict.at58 - pSprite->z; int bz = (bottom-predict.at58)/4; int tz = (predict.at58-top)/4; int wd = pSprite->clipdist*4; int nSector = predict.at68; dassert(nSector >= 0 && nSector < kMaxSectors); if (predict.at5c || predict.at60) { if (pPlayer && gNoClip) { predict.at50 += predict.at5c>>12; predict.at54 += predict.at60>>12; if (!FindSector(predict.at50, predict.at54, &nSector)) nSector = predict.at68; } else { short bakCstat = pSprite->cstat; pSprite->cstat &= ~257; predict.at75.hit = ClipMove(&predict.at50, &predict.at54, &predict.at58, &nSector, predict.at5c >> 12, predict.at60 >> 12, wd, tz, bz, CLIPMASK0); if (nSector == -1) nSector = predict.at68; if (sector[nSector].type >= kSectorPath && sector[nSector].type <= kSectorRotate) { short nSector2 = nSector; pushmove_old((int32_t*)&predict.at50, (int32_t*)&predict.at54, (int32_t*)&predict.at58, &nSector2, wd, tz, bz, CLIPMASK0); if (nSector2 != -1) nSector = nSector2; } dassert(nSector >= 0); pSprite->cstat = bakCstat; } switch (predict.at75.hit&0xc000) { case 0x8000: { int nHitWall = predict.at75.hit&0x3fff; walltype *pHitWall = &wall[nHitWall]; if (pHitWall->nextsector != -1) { sectortype *pHitSector = §or[pHitWall->nextsector]; if (top < pHitSector->ceilingz || bottom > pHitSector->floorz) { // ??? } } actWallBounceVector(&predict.at5c, &predict.at60, nHitWall, 0); break; } } } if (predict.at68 != nSector) { dassert(nSector >= 0 && nSector < kMaxSectors); predict.at68 = nSector; } char bUnderwater = 0; char bDepth = 0; int nXSector = sector[nSector].extra; if (nXSector > 0) { XSECTOR *pXSector = &xsector[nXSector]; if (pXSector->Underwater) bUnderwater = 1; if (pXSector->Depth) bDepth = 1; } int nUpperLink = gUpperLink[nSector]; int nLowerLink = gLowerLink[nSector]; if (nUpperLink >= 0 && (sprite[nUpperLink].type == kMarkerUpWater || sprite[nUpperLink].type == kMarkerUpGoo)) bDepth = 1; if (nLowerLink >= 0 && (sprite[nLowerLink].type == kMarkerLowWater || sprite[nLowerLink].type == kMarkerLowGoo)) bDepth = 1; if (pPlayer) wd += 16; if (predict.at64) predict.at58 += predict.at64 >> 8; spritetype pSpriteBak = *pSprite; spritetype *pTempSprite = pSprite; pTempSprite->x = predict.at50; pTempSprite->y = predict.at54; pTempSprite->z = predict.at58; pTempSprite->sectnum = predict.at68; int ceilZ, ceilHit, floorZ, floorHit; GetZRange(pTempSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0); GetSpriteExtents(pTempSprite, &top, &bottom); if (predict.at73 & 2) { int vc = 58254; if (bDepth) { if (bUnderwater) { int cz = getceilzofslope(nSector, predict.at50, predict.at54); if (cz > top) vc += ((bottom-cz)*-80099) / (bottom-top); else vc = 0; } else { int fz = getflorzofslope(nSector, predict.at50, predict.at54); if (fz < bottom) vc += ((bottom-fz)*-80099) / (bottom-top); } } else { if (bUnderwater) vc = 0; else if (bottom >= floorZ) vc = 0; } if (vc) { predict.at58 += ((vc*4)/2)>>8; predict.at64 += vc; } } GetSpriteExtents(pTempSprite, &top, &bottom); if (bottom >= floorZ) { int floorZ2 = floorZ; int floorHit2 = floorHit; GetZRange(pTempSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR); if (bottom <= floorZ && predict.at58-floorZ2 < bz) { floorZ = floorZ2; floorHit = floorHit2; } } if (floorZ <= bottom) { predict.at75.florhit = floorHit; predict.at58 += floorZ-bottom; int var44 = predict.at64-velFloor[predict.at68]; if (var44 > 0) { actFloorBounceVector(&predict.at5c, &predict.at60, &var44, predict.at68, 0); predict.at64 = var44; if (klabs(predict.at64) < 0x10000) { predict.at64 = velFloor[predict.at68]; predict.at73 &= ~4; } else predict.at73 |= 4; } else if (predict.at64 == 0) predict.at73 &= ~4; } else { predict.at75.florhit = 0; if (predict.at73 & 2) predict.at73 |= 4; } if (top <= ceilZ) { predict.at75.ceilhit = ceilHit; predict.at58 += ClipLow(ceilZ-top, 0); if (predict.at64 <= 0 && (predict.at73&4)) predict.at64 = mulscale16(-predict.at64, 0x2000); } else predict.at75.ceilhit = 0; GetSpriteExtents(pTempSprite, &top, &bottom); *pSprite = pSpriteBak; predict.at6a = ClipLow(floorZ-bottom, 0)>>8; if (predict.at5c || predict.at60) { if ((floorHit & 0xc000) == 0xc000) { int nHitSprite = floorHit & 0x3fff; if ((sprite[nHitSprite].cstat & 0x30) == 0) { predict.at5c += mulscale(4, predict.at50 - sprite[nHitSprite].x, 2); predict.at60 += mulscale(4, predict.at54 - sprite[nHitSprite].y, 2); return; } } int nXSector = sector[pSprite->sectnum].extra; if (nXSector > 0 && xsector[nXSector].Underwater) return; if (predict.at6a >= 0x100) return; int nDrag = gDudeDrag; if (predict.at6a > 0) nDrag -= scale(gDudeDrag, predict.at6a, 0x100); predict.at5c -= mulscale16r(predict.at5c, nDrag); predict.at60 -= mulscale16r(predict.at60, nDrag); if (approxDist(predict.at5c, predict.at60) < 0x1000) predict.at5c = predict.at60 = 0; } } static void fakeActAirDrag(spritetype *, int num) { int xvec = 0; int yvec = 0; int nSector = predict.at68; dassert(nSector >= 0 && nSector < kMaxSectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; if (nXSector > 0) { dassert(nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; if (pXSector->windVel && (pXSector->windAlways || pXSector->busy)) { int vel = pXSector->windVel<<12; if (!pXSector->windAlways && pXSector->busy) vel = mulscale16(vel, pXSector->busy); xvec = mulscale30(vel, Cos(pXSector->windAng)); yvec = mulscale30(vel, Sin(pXSector->windAng)); } } predict.at5c += mulscale16(xvec-predict.at5c, num); predict.at60 += mulscale16(yvec-predict.at60, num); predict.at64 -= mulscale16(predict.at64, num); } void fakeActProcessSprites(void) { spritetype *pSprite = gMe->pSprite; if (pSprite->statnum == kStatDude) { int nXSprite = pSprite->extra; dassert(nXSprite > 0 && nXSprite < kMaxXSprites); int nSector = predict.at68; int nXSector = sector[nSector].extra; XSECTOR *pXSector = NULL; if (nXSector > 0) { dassert(nXSector > 0 && nXSector < kMaxXSectors); dassert(xsector[nXSector].reference == nSector); pXSector = &xsector[nXSector]; } if (pXSector) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); top += predict.at58 - pSprite->z; bottom += predict.at58 - pSprite->z; if (getflorzofslope(nSector, predict.at50, predict.at54) < bottom) { int angle = pXSector->panAngle; int speed = 0; if (pXSector->panAlways || pXSector->state || pXSector->busy) { speed = pXSector->panVel << 9; if (!pXSector->panAlways && pXSector->busy) speed = mulscale16(speed, pXSector->busy); } if (sector[nSector].floorstat&64) angle = (GetWallAngle(sector[nSector].wallptr)+512)&2047; predict.at5c += mulscale30(speed,Cos(angle)); predict.at60 += mulscale30(speed,Sin(angle)); } } if (pXSector && pXSector->Underwater) fakeActAirDrag(pSprite, 5376); else fakeActAirDrag(pSprite, 128); if ((predict.at73 & 4) != 0 || predict.at5c != 0 || predict.at60 != 0 || predict.at64 != 0 || velFloor[predict.at68] != 0 || velCeil[predict.at68] != 0) { fakeMoveDude(pSprite); } } } void viewCorrectPrediction(void) { if (numplayers == 1) { gViewLook = gMe->q16look; gViewAngle = gMe->q16ang; return; } spritetype *pSprite = gMe->pSprite; VIEW *pView = &predictFifo[(gNetFifoTail-1)&255]; if (gMe->q16ang != pView->at30 || pView->at24 != gMe->q16horiz || pView->at50 != pSprite->x || pView->at54 != pSprite->y || pView->at58 != pSprite->z) { viewInitializePrediction(); predictOld = gPrevView[myconnectindex]; gPredictTail = gNetFifoTail; while (gPredictTail < gNetFifoHead[myconnectindex]) { viewUpdatePrediction(&gFifoInput[gPredictTail&255][myconnectindex]); } } } END_BLD_NS