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27c313d74e
Mainly to get it out of the way. This needs to be redone later in a more serialization-friendly way.
142 lines
3.8 KiB
C++
142 lines
3.8 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "interp.h"
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#include "m_fixed.h"
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#define (MAXINTERPOLATIONS 16384 + 256)
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static int recursions = 0;
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static int numinterpolations = 0;
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// Not used yet. The entire interpolation feature as-is is highly serialization unfriendly because it only stores pointers without context, meaning there is no safe way to store them in a savegame without constantly risking breakage.
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// Todo: This really needs to be made serialization friendly
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struct Interpolation
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{
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int oldipos;
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int bakipos;
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void *curipos;
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bool isshort;
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};
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static Interpolation interpolations[MAXINTERPOLATIONS];
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void setinterpolation(void *posptr, bool isshort)
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{
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if (numinterpolations >= MAXINTERPOLATIONS)
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return;
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for (int i = numinterpolations - 1; i >= 0; i--)
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{
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if (interpolations[i].curipos == posptr)
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return;
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}
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interpolations[numinterpolations].curipos = posptr;
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interpolations[numinterpolations].oldipos = *posptr;
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numinterpolations++;
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}
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void setinterpolation(int *posptr)
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{
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setinterpolation(posptr, false);
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}
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// only used by SW to interpolate floorheinum and ceilingheinum
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void setinterpolation(short *posptr)
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{
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setinterpolation(posptr, true);
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}
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void stopinterpolation(void *posptr)
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{
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for (int i = numinterpolations - 1; i >= 0; i--)
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{
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if (curipos[i] == posptr)
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{
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numinterpolations--;
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interpolations[i] = interpolations[numinterpolations];
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}
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}
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}
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void updateinterpolations(void) // Stick at beginning of domovethings
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{
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int i;
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for (int i = numinterpolations - 1; i >= 0; i--)
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interpolations[i].oldipos = interpolations[i].isshort? *(short*)interpolations[i].curipos : *(int*)interpolations[i].curipos;
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}
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// must call restore for every do interpolations
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// make sure you don't exit
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void dointerpolations(int smoothratio) // Stick at beginning of drawscreen
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{
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if (recursions++)
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return;
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int i, j, odelta, ndelta;
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ndelta = 0;
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j = 0;
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for (i = numinterpolations - 1; i >= 0; i--)
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{
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bakipos[i] = *curipos[i];
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odelta = ndelta;
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ndelta = (*curipos[i]) - oldipos[i];
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if (odelta != ndelta)
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j = FixedMul(ndelta, smoothratio);
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*curipos[i] = oldipos[i] + j;
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}
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}
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void restoreinterpolations(bool force) // Stick at end of drawscreen
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{
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int i;
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if (!force && --recursions)
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return;
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recursions = 0; // if interpolations are forcibly restored, the recursion counter must also be reset.
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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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