//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "game.h" #include "interpso.h" #include "serializer.h" #include "names2.h" BEGIN_SW_NS #define SO_MAXINTERPOLATIONS 1024 enum { soi_base = 0xffffff, soi_wallx = 0x1000000, soi_wally = 0x2000000, soi_ceil = 0x3000000, soi_floor = 0x4000000, soi_sox = 0x5000000, soi_soy = 0x6000000, soi_soz = 0x7000000, soi_sprx = 0x8000000, soi_spry = 0x9000000, soi_sprz = 0xa000000, soi_sprang = 0xb000000, }; static struct so_interp { struct interp_data { int curelement; int32_t oldipos; int32_t bakipos; int32_t lastipos; int32_t lastoldipos; int32_t lastangdiff; DSWActor* actorofang; } data[SO_MAXINTERPOLATIONS]; int32_t numinterpolations; int32_t tic, lasttic; bool hasvator; } so_interpdata[MAX_SECTOR_OBJECTS]; static int &getvalue(so_interp::interp_data& element, bool write) { static int scratch; int index = element.curelement & soi_base; int type = element.curelement & ~soi_base; switch (type) { case soi_wallx: if (write) sector[wall[index].sector].dirty = 255; return wall[index].x; case soi_wally: if (write) sector[wall[index].sector].dirty = 255; return wall[index].y; case soi_ceil: return sector[index].ceilingz; case soi_floor: return sector[index].floorz; case soi_sox: return SectorObject[index].xmid; case soi_soy: return SectorObject[index].ymid; case soi_soz: return SectorObject[index].zmid; case soi_sprx: if (element.actorofang) return element.actorofang->s().x; break; case soi_spry: if (element.actorofang) return element.actorofang->s().y; break; case soi_sprz: if (element.actorofang) return element.actorofang->s().z; break; default: break; } return scratch; } static void so_setpointinterpolation(so_interp *interp, int element, DSWActor* actor = nullptr) { int32_t i; if (interp->numinterpolations >= SO_MAXINTERPOLATIONS) return; for (i = 0; i < interp->numinterpolations; i++) { if (interp->data[i].curelement == element && interp->data[i].actorofang == actor) return; } so_interp::interp_data *data = &interp->data[interp->numinterpolations++]; data->curelement = element; data->actorofang = actor; data->oldipos = data->lastipos = data->lastoldipos = getvalue(*data, false); } static void so_setspriteanginterpolation(so_interp *interp, DSWActor* actor) { int32_t i; if (interp->numinterpolations >= SO_MAXINTERPOLATIONS) return; for (i = 0; i < interp->numinterpolations; i++) if (interp->data[i].curelement == soi_sprang && interp->data[i].actorofang == actor) return; so_interp::interp_data *data = &interp->data[interp->numinterpolations++]; data->curelement = soi_sprang; data->oldipos = data->lastipos = data->lastoldipos = actor->s().ang; data->lastangdiff = 0; data->actorofang = actor; } // Covers points and angles altogether static void so_stopdatainterpolation(so_interp *interp, int element, DSWActor* actor) { for (int i = 0; i < interp->numinterpolations; i++) { if (interp->data[i].curelement == element && interp->data[i].actorofang == actor) { interp->data[i] = interp->data[--(interp->numinterpolations)]; break; } } } void so_addinterpolation(SECTOR_OBJECTp sop) { SECTORp *sectp; int32_t startwall, endwall; int32_t i; so_interp *interp = &so_interpdata[sop - SectorObject]; interp->numinterpolations = 0; interp->hasvator = false; for (sectp = sop->sectp; *sectp; sectp++) { startwall = (*sectp)->wallptr; endwall = startwall + (*sectp)->wallnum - 1; for (i = startwall; i <= endwall; i++) { int32_t nextwall = wall[i].nextwall; so_setpointinterpolation(interp, i|soi_wallx); so_setpointinterpolation(interp, i|soi_wally); if (nextwall >= 0) { so_setpointinterpolation(interp, wall[nextwall].point2|soi_wallx); so_setpointinterpolation(interp, wall[nextwall].point2|soi_wally); } } SWSectIterator it(*sectp); while (auto actor = it.Next()) if (actor->s().statnum == STAT_VATOR && SP_TAG1(&actor->s()) == SECT_VATOR) { interp->hasvator = true; break; } } if (!interp->hasvator) for (sectp = sop->sectp; *sectp; sectp++) { so_setpointinterpolation(interp, sectnum(*sectp) | soi_floor); so_setpointinterpolation(interp, sectnum(*sectp) | soi_ceil); } // interpolate midpoint, for aiming at a remote controlled SO so_setpointinterpolation(interp, int(sop - SectorObject) | soi_sox); so_setpointinterpolation(interp, int(sop - SectorObject) | soi_soy); so_setpointinterpolation(interp, int(sop - SectorObject) | soi_soz); interp->tic = 0; interp->lasttic = synctics; } void so_setspriteinterpolation(SECTOR_OBJECTp sop, DSWActor* actor) { so_interp *interp = &so_interpdata[sop - SectorObject]; so_setpointinterpolation(interp, soi_sprx, actor); so_setpointinterpolation(interp, soi_spry, actor); if (!interp->hasvator) so_setpointinterpolation(interp, soi_sprz, actor); so_setspriteanginterpolation(interp, actor); } void so_stopspriteinterpolation(SECTOR_OBJECTp sop, DSWActor *actor) { so_interp *interp = &so_interpdata[sop - SectorObject]; so_stopdatainterpolation(interp, soi_sprx, actor); so_stopdatainterpolation(interp, soi_spry, actor); if (!interp->hasvator) so_stopdatainterpolation(interp, soi_sprz, actor); so_stopdatainterpolation(interp, soi_sprang, actor); } void so_setinterpolationtics(SECTOR_OBJECTp sop, int16_t locktics) { so_interp *interp = &so_interpdata[sop - SectorObject]; interp->tic = 0; interp->lasttic = locktics; } void so_updateinterpolations(void) // Stick at beginning of domovethings { int32_t i; SECTOR_OBJECTp sop; so_interp *interp; so_interp::interp_data *data; bool interpolating = cl_sointerpolation && !CommEnabled; // If changing from menu for (sop = SectorObject, interp = so_interpdata; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++) { bool skip = !SyncInput() && (sop->track == SO_TURRET); if (SO_EMPTY(sop) || skip) continue; if (interp->tic < interp->lasttic) interp->tic += synctics; for (i = 0, data = interp->data; i < interp->numinterpolations; i++, data++) { if (data->curelement == soi_sprang) { USERp u = data->actorofang->u(); if (u) u->oangdiff = 0; if (!interpolating) data->lastangdiff = 0; data->oldipos = data->actorofang->s().ang; } else data->oldipos = getvalue(*data, false); if (!interpolating) data->lastipos = data->lastoldipos = data->oldipos; } } } // must call restore for every do interpolations // make sure you don't exit void so_dointerpolations(int32_t smoothratio) // Stick at beginning of drawscreen { int32_t i, delta; SECTOR_OBJECTp sop; so_interp *interp; so_interp::interp_data *data; // Set the bakipos values separately, in case a point is shared. // Also set lastipos if there's been an actual change in a point. for (sop = SectorObject, interp = so_interpdata; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++) { bool skip = !SyncInput() && (sop->track == SO_TURRET); if (SO_EMPTY(sop) || skip) continue; for (i = 0; i < interp->numinterpolations; i++) interp->data[i].bakipos = (interp->data[i].curelement == soi_sprang) ? interp->data[i].actorofang->s().ang : getvalue(interp->data[i], false); if (interp->tic == 0) // Only if the SO has just moved { for (i = 0, data = interp->data; i < interp->numinterpolations; i++, data++) { data->lastipos = data->bakipos; data->lastoldipos = data->oldipos; if (data->curelement == soi_sprang) { USERp u = data->actorofang->u(); data->lastangdiff = u ? u->oangdiff : 0; } } } } for (sop = SectorObject, interp = so_interpdata; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++) { bool skip = !SyncInput() && (sop->track == SO_TURRET); if (SO_EMPTY(sop) || skip) continue; // Check if interpolation has been explicitly disabled if (interp->lasttic == 0) continue; // Unfortunately, interpolating over less samples doesn't work well // in multiplayer. We also skip any sector object not // remotely controlled by some player. if (CommEnabled && ((interp->lasttic != synctics) || !(sop->controller) || ((Player[screenpeek].sop_control == sop) && !Player[screenpeek].sop_remote))) continue; int32_t ratio = smoothratio * synctics + 65536 * interp->tic; ratio /= interp->lasttic; ratio = (interp->tic == interp->lasttic) ? 65536 : ratio; for (i = 0, data = interp->data; i < interp->numinterpolations; i++, data++) { // Hack for jittery coolies in level 1's train. // Based in idea on code from draw.cpp:analyzesprites. // TODO: It could be better. In particular, it could be better // to conditionally disable the interpolation from analyzesprites // instead, using TSPRITE info if possible. if (data->curelement >= soi_sprx && data->curelement <= soi_sprz) { auto actor = data->actorofang; USERp u = actor->u(); if (u && (actor->s().statnum != STAT_DEFAULT) && ((TEST(u->Flags, SPR_SKIP4) && (actor->s().statnum <= STAT_SKIP4_INTERP_END)) || (TEST(u->Flags, SPR_SKIP2) && (actor->s().statnum <= STAT_SKIP2_INTERP_END)))) continue; } if (data->curelement == soi_sprang) data->actorofang->s().ang = NORM_ANGLE(data->lastoldipos + MulScale(data->lastangdiff, ratio, 16)); else { delta = data->lastipos - data->lastoldipos; getvalue(*data, true) = data->lastoldipos + MulScale(delta, ratio, 16); } } } } void so_restoreinterpolations(void) // Stick at end of drawscreen { int32_t i; SECTOR_OBJECTp sop; so_interp *interp; so_interp::interp_data *data; for (sop = SectorObject, interp = so_interpdata; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++) { bool skip = !SyncInput() && (sop->track == SO_TURRET); if (SO_EMPTY(sop) || skip) continue; for (i = 0, data = interp->data; i < interp->numinterpolations; i++, data++) if (data->curelement == soi_sprang) data->actorofang->s().ang = data->bakipos; else getvalue(*data, true) = data->bakipos; } } void so_serializeinterpolations(FSerializer& arc) { SECTOR_OBJECTp sop; so_interp* interp; if (arc.BeginArray("sop_interp")) { for (sop = SectorObject, interp = so_interpdata; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++, interp++) { if (arc.BeginObject(nullptr)) { so_interp::interp_data* data = interp->data; arc("numinterp", interp->numinterpolations) ("hasvator", interp->hasvator); if (arc.BeginArray("data")) { for (int i = 0; i < interp->numinterpolations; i++, data++) { if (arc.BeginObject(nullptr)) { arc("curelement", data->curelement) ("oldipos", data->oldipos) ("spriteofang", data->actorofang) .EndObject(); if (arc.isReading()) { data->lastipos = data->lastoldipos = data->oldipos; data->lastangdiff = 0; } } } arc.EndArray(); } arc.EndObject(); interp->tic = 0; interp->lasttic = synctics; } } arc.EndArray(); } } END_SW_NS