raze/source/games/blood/src/prediction.cpp

652 lines
18 KiB
C++

//-------------------------------------------------------------------------
/*
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 <stdlib.h>
#include <string.h>
#include "build.h"
#include "v_font.h"
#include "blood.h"
#include "choke.h"
#include "zstring.h"
#include "razemenu.h"
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "v_font.h"
BEGIN_BLD_NS
void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput);
void fakeActProcessSprites(void);
bool gPrediction = true;
void viewInitializePrediction(void)
{
#if 0
predict.angle = gMe->angle.ang;
predict.horiz = gMe->horizon.horiz;
predict.horizoff = gMe->horizon.horizoff;
predict.slope = gMe->slope;
predict.cantJump = gMe->cantJump;
predict.isRunning = gMe->isRunning;
predict.isUnderwater = gMe->isUnderwater;
predict.jump = !!(gMe->input.actions & SB_JUMP);
predict.x = gMe->actor->spr.x;
predict.y = gMe->actor->spr.y;
predict.z = gMe->actor->spr.z;
predict.sector = gMe->actor->spr.sector;
predict.sprflags = gMe->actor->spr.flags;
predict.xvel = gMe->actor->xvel;
predict.yvel = gMe->actor->yvel;
predict.zvel = gMe->actor->zvel;
predict.floordist = gMe->actor->xspr.height;
predict.posture = gMe->posture;
predict.spin = gMe->angle.spin;
predict.lookCenter = !!(gMe->input.actions & SB_CENTERVIEW);
predict.hit = gMe->actor->hit;
predict.bobPhase = gMe->bobPhase;
predict.Kills = gMe->bobAmp;
predict.bobHeight = gMe->bobHeight;
predict.bobWidth = gMe->bobWidth;
predict.swayPhase = gMe->swayPhase;
predict.swayAmp = gMe->swayAmp;
predict.shakeBobY = gMe->swayHeight;
predict.shakeBobX = gMe->swayWidth;
predict.weaponZ = gMe->zWeapon - gMe->zView - (12 << 8);
predict.viewz = gMe->zView;
predict.zViewVel = gMe->zViewVel;
predict.zWeapon = gMe->zWeapon;
predict.zWeaponVel = gMe->zWeaponVel;
predictOld = predict;
#endif
}
void viewUpdatePrediction(InputPacket* pInput)
{
#if 0
predictOld = predict;
auto bakCstat = gMe->actor->spr.cstat;
gMe->actor->spr.cstat = 0;
fakePlayerProcess(gMe, pInput);
fakeActProcessSprites();
gMe->actor->spr.cstat = bakCstat;
predictFifo[gPredictTail&255] = predict;
gPredictTail++;
#endif
}
static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
{
#if 0
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.posture];
predict.isRunning = !!(gMe->input.actions & SB_RUN);
predict.jump = !!(gMe->input.actions & SB_JUMP);
if (predict.posture == 1)
{
int x = predict.angle.Cos();
int y = predict.angle.Sin();
if (pInput->fvel)
{
int forward = pInput->fvel;
if (forward > 0)
forward = MulScale(pPosture->frontAccel, forward, 8);
else
forward = MulScale(pPosture->backAccel, forward, 8);
predict.xvel += MulScale(forward, x, 30);
predict.yvel += MulScale(forward, y, 30);
}
if (pInput->svel)
{
int strafe = pInput->svel;
strafe = MulScale(pPosture->sideAccel, strafe, 8);
predict.xvel += MulScale(strafe, y, 30);
predict.yvel -= MulScale(strafe, x, 30);
}
}
else if (predict.floordist < 0x100)
{
int speed = 0x10000;
if (predict.floordist > 0)
speed -= DivScale(predict.floordist, 0x100, 16);
int x = predict.angle.Cos();
int y = predict.angle.Sin();
if (pInput->fvel)
{
int forward = pInput->fvel;
if (forward > 0)
forward = MulScale(pPosture->frontAccel, forward, 8);
else
forward = MulScale(pPosture->backAccel, forward, 8);
if (predict.floordist)
forward = MulScale(forward, speed, 16);
predict.xvel += MulScale(forward, x, 30);
predict.yvel += MulScale(forward, y, 30);
}
if (pInput->svel)
{
int strafe = pInput->svel;
strafe = MulScale(pPosture->sideAccel, strafe, 8);
if (predict.floordist)
strafe = MulScale(strafe, speed, 16);
predict.xvel += MulScale(strafe, y, 30);
predict.yvel -= MulScale(strafe, x, 30);
}
}
if (pInput->avel)
predict.angle = degang(pInput->avel);
if (pInput->actions & SB_TURNAROUND)
if (!predict.spin)
predict.spin = -1024;
if (predict.spin < 0)
{
int speed;
if (predict.posture == 1)
speed = 64;
else
speed = 128;
predict.spin = min(int(predict.spin) + speed, 0);
predict.angle += DAngle::fromBuild(speed);
}
if (!predict.jump)
predict.cantJump = 0;
switch (predict.posture)
{
case 1:
if (predict.jump)
predict.zvel -= pPosture->normalJumpZ;//0x5b05;
if (pInput->actions & SB_CROUCH)
predict.zvel += pPosture->normalJumpZ;//0x5b05;
break;
case 2:
if (!(pInput->actions & SB_CROUCH))
predict.posture = 0;
break;
default:
if (!predict.cantJump && predict.jump && predict.floordist == 0) {
if (packItemActive(pPlayer, 4)) predict.zvel = pPosture->pwupJumpZ;//-0x175555;
else predict.zvel = pPosture->normalJumpZ;//-0xbaaaa;
predict.cantJump = 1;
}
if (pInput->actions & SB_CROUCH)
predict.posture = 2;
break;
}
#if 0
if (predict.lookCenter && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
{
if (predict.at20 < 0)
predict.at20 = min(predict.at20 + IntToFixed(4), 0);
if (predict.at20 > 0)
predict.at20 = max(predict.at20 - IntToFixed(4), 0);
if (predict.at20 == 0)
predict.lookCenter = 0;
}
else
{
if (pInput->actions & SB_LOOK_UP)
predict.at20 = min(predict.at20 + IntToFixed(4), IntToFixed(60));
if (pInput->actions & SB_LOOK_DOWN)
predict.at20 = max(predict.at20 - IntToFixed(4), IntToFixed(-60));
}
predict.at20 = clamp(predict.at20 + pInput->horz, IntToFixed(-60), IntToFixed(60));
if (predict.at20 > 0)
predict.at24 = FloatToFixed(MulScaleF(120., bsin f(FixedToFloat(predict.at20) * 8., 16)), 30);
else if (predict.at20 < 0)
predict.at24 = FloatToFixed(MulScaleF(180., bsin f(FixedToFloat(predict.at20) * 8., 16)), 30);
else
predict.at24 = 0;
#endif
int nSector = predict.sector;
int florhit = predict.hit.florhit.type;
bool va = (predict.floordist < 16 && (florhit == kHitSector || florhit == 0));
if (va && (sector[nSector].floorstat & 2) != 0)
{
int z1 = getflorzofslope(nSector, predict.x, predict.y);
int x2 = predict.x + MulScale(64, predict.angle.Cos(), 30);
int y2 = predict.y + MulScale(64, predict.angle.Sin(), 30);
int nSector2 = nSector;
updatesector(x2, y2, &nSector2);
if (nSector2 == nSector)
{
int z2 = getflorzofslope(nSector2, x2, y2);
predict.horizoff = interpolatedvalue(predict.horizoff, maphoriz((z1 - z2) * 8), 0x4000);
}
}
else
{
predict.horizoff = interpolatedvalue(predict.horizoff, nullAngle, 0x4000);
if (abs(predict.horizoff.Degrees()) < 1.79)
predict.horizoff = nullAngle;
}
predict.slope = -predict.horiz.Tan() * 16384.;
#endif
}
void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
{
#if 0
auto pSprite = pPlayer->actor;
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.posture];
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
top += predict.z - pSprite->z;
bottom += predict.z - pSprite->z;
int dzb = (bottom - predict.z) / 4;
int dzt = (predict.z - top) / 4;
int dw = pSprite->clipdist << 2;
int nSector = predict.sector;
if (!gNoClip)
{
pushmove(&predict.pos, &predict.sector, dw, dzt, dzb, CLIPMASK0);
if (predict.sector == -1)
predict.sector = nSector;
}
fakeProcessInput(pPlayer, pInput);
int nSpeed = approxDist(predict.xvel, predict.yvel);
predict.zViewVel = interpolatedvalue(predict.zViewVel, predict.zvel, FixedToFloat(0x7000));
int dz = predict.z - pPosture->eyeAboveZ - predict.viewz;
if (dz > 0)
predict.zViewVel += MulScale(dz << 8, 0xa000, 16);
else
predict.zViewVel += MulScale(dz << 8, 0x1800, 16);
predict.viewz += predict.zViewVel >> 8;
predict.zWeaponVel = interpolatedvalue(predict.zWeaponVel, predict.zvel, FixedToFloat(0x5000));
dz = predict.z - pPosture->weaponAboveZ - predict.zWeapon;
if (dz > 0)
predict.azWeaponVelt44 += MulScale(dz << 8, 0x8000, 16);
else
predict.zWeaponVel += MulScale(dz << 8, 0xc00, 16);
predict.zWeapon += predict.zWeaponVel >> 8;
predict.weaponZ = predict.zWeapon - predict.viewz - (12 << 8);
predict.bobPhase = ClipLow(predict.bobPhase - 4, 0);
nSpeed >>= FRACBITS;
if (predict.posture == 1)
{
predict.Kills = (predict.Kills + 17) & 2047;
predict.at14 = (predict.at14 + 17) & 2047;
predict.bobHeight = MulScale(10 * pPosture->bobV, Sin(predict.Kills * 2), 30);
predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin(predict.Kills - 256), 30);
predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin(predict.at14 * 2), 30);
predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin(predict.at14 - 0x155), 30);
}
else
{
if (pXSprite->height < 256)
{
predict.Kills = (predict.Kills + (pPosture->pace[predict.isRunning] * 4)) & 2047;
predict.at14 = (predict.at14 + (pPosture->pace[predict.isRunning] * 4) / 2) & 2047;
if (predict.isRunning)
{
if (predict.bobPhase < 60)
predict.bobPhase = ClipHigh(predict.bobPhase + nSpeed, 60);
}
else
{
if (predict.bobPhase < 30)
predict.bobPhase = ClipHigh(predict.bobPhase + nSpeed, 30);
}
}
predict.bobHeight = MulScale(predict.bobPhase * pPosture->bobV, Sin(predict.Kills * 2), 30);
predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin(predict.Kills - 256), 30);
predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin(predict.at14 * 2), 30);
predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin(predict.at14 - 0x155), 30);
}
if (!pXSprite->health)
return;
predict.isUnderwater = 0;
if (predict.posture == 1)
{
predict.isUnderwater = 1;
int nSector = predict.sector;
auto nLink = getLowerLink(nSector);
if (nLink && (nLink->spr.type == kMarkerLowGoo || nLink->spr.type == kMarkerLowWater))
{
if (getceilzofslope(nSector, predict.x, predict.y) > predict.viewz)
predict.isUnderwater = 0;
}
}
#endif
}
static void fakeMoveDude(DBloodActor* actor)
{
#if 0 // not needed for single player, temporarily disabled due to icompatibilities with the refactored API.
PLAYER* pPlayer = NULL;
int bottom, top;
if (IsPlayerSprite(pSprite))
pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
GetSpriteExtents(pSprite, &top, &bottom);
top += predict.z - pSprite->z;
bottom += predict.z - pSprite->z;
int bz = (bottom - predict.z) / 4;
int tz = (predict.z - top) / 4;
int wd = pSprite->clipdist * 4;
int nSector = predict.sector;
assert(validSectorIndex(nSector));
if (predict.xvel || predict.yvel)
{
if (pPlayer && gNoClip)
{
predict.x += predict.xvel >> 12;
predict.y += predict.yvel >> 12;
if (!FindSector(predict.x, predict.y, &nSector))
nSector = predict.sector;
}
else
{
auto bakCstat = pSprite->cstat;
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
ClipMove(&predict.pos, &nSector, predict.xvel >> 12, predict.yvel >> 12, wd, tz, bz, CLIPMASK0, predict.hit.hit);
if (nSector == -1)
nSector = predict.sector;
if (sector[nSector].type >= kSectorPath && sector[nSector].type <= kSectorRotate)
{
int nSector2 = nSector;
pushmove(&predict.pos, &nSector2, wd, tz, bz, CLIPMASK0);
if (nSector2 != -1)
nSector = nSector2;
}
assert(nSector >= 0);
pSprite->cstat = bakCstat;
}
switch (predict.hit.hit.type)
{
case kHitSprite:
{
int nHitWall = predict.hit.hit.index;
walltype* pHitWall = &wall[nHitWall];
if (pHitWall->twoSided())
{
sectortype* pHitSector = &pHitWall->nextSector();
if (top < pHitSector->ceiling z || bottom > pHitSector->floor z)
{
// ???
}
}
actWallBounceVector(&predict.xvel, &predict.yvel, pHitWall, 0);
break;
}
}
}
if (predict.sector != nSector)
{
assert(validSectorIndex(nSector));
predict.sector = nSector;
}
bool bUnderwater = 0;
bool bDepth = 0;
if (sector[sector].hasX())
{
XSECTOR* pXSector = &sector[sector].xs();
if (pXSector->Underwater)
bUnderwater = 1;
if (pXSector->Depth)
bDepth = 1;
}
auto nUpperLink = getUpperLink(nSector);
auto nLowerLink = getLowerLink(nSector);
if (nUpperLink >= 0 && (nUpperLink->spr.type == kMarkerUpWater || nUpperLink->spr.type == kMarkerUpGoo))
bDepth = 1;
if (nLowerLink >= 0 && (nLowerLink->spr.type == kMarkerLowWater || nLowerLink->spr.type == kMarkerLowGoo))
bDepth = 1;
if (pPlayer)
wd += 16;
if (predict.zvel)
predict.z += predict.zvel >> 8;
spritetype pSpriteBak; memcpy(&pSpriteBak, pSprite, sizeof(pSpriteBak));
auto pTempSprite = pSprite;
pTempSprite->x = predict.x;
pTempSprite->y = predict.y;
pTempSprite->z = predict.z;
pTempSprite->sector = predict.sector;
int ceilZ, floorZ;
Collision ceilColl, floorColl;
GetZRange(pTempSprite, &ceilZ, &ceilColl, &floorZ, &floorColl, wd, CLIPMASK0);
GetSpriteExtents(pTempSprite, &top, &bottom);
if (predict.sprflags & 2)
{
int vc = 58254;
if (bDepth)
{
if (bUnderwater)
{
int cz = getceilzofslope(nSector, predict.x, predict.y);
if (cz > top)
vc += ((bottom - cz) * -80099) / (bottom - top);
else
vc = 0;
}
else
{
int fz = getflorzofslope(nSector, predict.x, predict.y);
if (fz < bottom)
vc += ((bottom - fz) * -80099) / (bottom - top);
}
}
else
{
if (bUnderwater)
vc = 0;
else if (bottom >= floorZ)
vc = 0;
}
if (vc)
{
predict.z += ((vc * 4) / 2) >> 8;
predict.zvel += vc;
}
}
GetSpriteExtents(pTempSprite, &top, &bottom);
if (bottom >= floorZ)
{
int floorZ2 = floorZ;
auto floorHit2 = floorColl;
GetZRange(pTempSprite, &ceilZ, &ceilColl, &floorZ, &floorColl, pSprite->clipdist << 2, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
if (bottom <= floorZ && predict.z - floorZ2 < bz)
{
floorZ = floorZ2;
floorColl = floorHit2;
}
}
if (floorZ <= bottom)
{
predict.hit.florhit = floorColl;
predict.z += floorZ - bottom;
int var44 = predict.zvel - predict.sector()->velFloor;
if (var44 > 0)
{
actFloorBounceVector(&predict.xvel, &predict.yvel, &var44, predict.sector, 0);
predict.zvel = var44;
if (abs(predict.zvel) < 0x10000)
{
predict.zvel = predict.sector()->velFloor;
predict.sprflags &= ~4;
}
else
predict.sprflags |= 4;
}
else if (predict.zvel == 0)
predict.sprflags &= ~4;
}
else
{
predict.hit.florhit.setNone();
if (predict.sprflags & 2)
predict.sprflags |= 4;
}
if (top <= ceilZ)
{
predict.hit.ceilhit = ceilColl;
predict.z += ClipLow(ceilZ - top, 0);
if (predict.zvel <= 0 && (predict.sprflags & 4))
predict.zvel = MulScale(-predict.zvel, 0x2000, 16);
}
else
predict.hit.ceilhit = 0;
GetSpriteExtents(pTempSprite, &top, &bottom);
memcpy(pSprite, &pSpriteBak, sizeof(pSpriteBak));
predict.floordist = ClipLow(floorZ - bottom, 0) >> 8;
if (predict.xvel || predict.yvel)
{
if (floorColl.type == kHitSprite)
{
auto hitactor = floorColl.actor;
if ((hitactor->spr.cstat & 0x30) == 0)
{
predict.xvel += MulScale(4, predict.x - hitactor->spr.x, 2);
predict.yvel += MulScale(4, predict.y - hitactor->spr.y, 2);
return;
}
}
if (pSprite->sector()->hasX() && pSprite->sector()->xs().Underwater)
return;
if (predict.floordist >= 0x100)
return;
int nDrag = gDudeDrag;
if (predict.floordist > 0)
nDrag -= scale(gDudeDrag, predict.floordist, 0x100);
predict.xvel -= mulscale16r(predict.xvel, nDrag);
predict.yvel -= mulscale16r(predict.yvel, nDrag);
if (approxDist(predict.xvel, predict.yvel) < 0x1000)
predict.xvel = predict.yvel = 0;
}
#endif
}
static void fakeActAirDrag(DBloodActor*, int num)
{
#if 0
int xvec = 0;
int yvec = 0;
assert(validSectorIndex(predict.sector));
sectortype* pSector = &sector[predict.sector];
if (pSector->hasX())
{
XSECTOR* pXSector = &pSector->xs();
if (pXSector->windVel && (pXSector->windAlways || pXSector->busy))
{
int vel = pXSector->windVel << 12;
if (!pXSector->windAlways && pXSector->busy)
vel = MulScale(vel, pXSector->busy, 16);
xvec = MulScale(vel, Cos(pXSector->windAng), 30);
yvec = MulScale(vel, Sin(pXSector->windAng), 30);
}
}
predict.xvel += MulScale(xvec - predict.xvel, num, 16);
predict.yvel += MulScale(yvec - predict.yvel, num, 16);
predict.zvel -= MulScale(predict.zvel, num, 16);
#endif
}
void fakeActProcessSprites(void)
{
#if 0
auto pSprite = gMe->actor;
if (pSprite->statnum == kStatDude)
{
int nSector = predict.sector;
auto pSector = &sector[predict.sector];
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
if (pXSector)
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
top += predict.z - pSprite->z;
bottom += predict.z - pSprite->z;
if (getflorzofslope(nSector, predict.x, predict.y) < 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 = MulScale(speed, pXSector->busy, 16);
}
if (pSector->floorstat & 64)
angle = (GetWallAngle(pSector->firstWall()) + 512) & 2047;
predict.xvel += MulScale(speed, Cos(angle), 30);
predict.yvel += MulScale(speed, Sin(angle), 30);
}
}
if (pXSector && pXSector->Underwater)
fakeActAirDrag(pSprite, 5376);
else
fakeActAirDrag(pSprite, 128);
if ((predict.sprflags & 4) != 0 || predict.xvel != 0 || predict.yvel != 0 || predict.zvel != 0 || predict.sector()->velFloor != 0 || predict.sector()->velCeil != 0)
{
fakeMoveDude(pSprite);
}
}
#endif
}
void viewCorrectPrediction(void)
{
#if 0
auto pSprite = gMe->actor;
VIEW* pView = &predictFifo[(gNetFifoTail - 1) & 255];
if (gMe->angle.ang != pView->at30 || pView->at24 != gMe->horizon.horiz || 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]);
}
}
#endif
}
END_BLD_NS