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