Continue ghost

This commit is contained in:
Miloslav Ciz 2025-01-22 15:35:58 +01:00
parent 1753e3237b
commit dc66182afb
3 changed files with 111 additions and 10 deletions

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@ -1,5 +1,6 @@
=========== GENERAL ==============
- test if the replay stretching works
- replay validation
- ghosts: if the replay for the ghost is too long (too many samples for the
preallocated array), we can subdivide the sample resolution (i.e. "stretch"

2
data Normal file
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@ -0,0 +1,2 @@
#Mmap2;4321 1 :*H1k0J :,s0s0 :fd190
#Rrep2;testmap;482f70f9 00000843:0173:0081:0029:0111:0039:0071:00a3:0061:0169:0051:00b3:0041:0073:0081:0033:0041:0033:0231:0030:0098:0029:0011:0163:00f1:0053:0081:0033:0051:0023:0031:00f0:0032:0023:0131:00b9:0081:0023:00a1:0119:00e1:00c9:0071:0039:00a1:00d3:0021:01f9:0091:0079:0091:0039:0051:0049:0021:0083:0031:0083:0031:0083:0061:0089:0121:00a0:0058:002c:0048:0061:0013:0150:0052:00c0:00a1:0053:0041:0043:0031:0020:0092:0063:0181:0010:00a2:0013:0071:00e0:0028:00e9:0078:00a9:0043:0032:0123:0042:0080:0038:004c:01a8:0050:0032:0033:0101

114
game.h
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@ -278,7 +278,7 @@ struct
{
uint8_t active;
uint8_t samples[LCR_SETTING_GHOST_MAX_SAMPLES * LCR_GHOST_SAMPLE_SIZE];
/**< Samples, each 5 bytes: 9 bits for X and Z, 10 for Z,
/**< Samples, each 5 bytes: 9 bits for X and Z, 10 for Y,
4 for each rotation component. */
uint8_t stretch; /**< Stretch of the base sample step, as a bit shift
(i.e. 1 means the step will be 2x as long etc.). This
@ -350,14 +350,85 @@ void LCR_gameResetRun(uint8_t replay, uint8_t ghost)
LCR_game.runTimeMS = 0;
}
void _LCR_gameGetNthGhostSample(unsigned int n,
LCR_GameUnit position[3], LCR_GameUnit rotation[3])
{
n *= LCR_GHOST_SAMPLE_SIZE;
position[0] = LCR_game.ghost.samples[n];
n++;
position[0] |=
((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x01)) << 8;
position[1] = LCR_game.ghost.samples[n] >> 1;
n++;
position[1] |=
((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x07)) << 7;
position[2] = LCR_game.ghost.samples[n] >> 3;
n++;
position[2] |=
((LCR_GameUnit) (LCR_game.ghost.samples[n] & 0x0f)) << 5;
rotation[0] = LCR_game.ghost.samples[n] >> 4;
n++;
rotation[1] = LCR_game.ghost.samples[n] & 0x0f;
rotation[2] = LCR_game.ghost.samples[n] >> 4;
for (int i = 0; i < 3; ++i)
{
if (i != 2)
position[i] <<= 1;
position[i] = (position[i] * LCR_GAME_UNIT) / 16;
position[i] -=
(LCR_MAP_SIZE_BLOCKS / 2) *
(i == 1 ? LCR_GAME_UNIT / 2 : LCR_GAME_UNIT);
rotation[i] = (rotation[i] * LCR_GAME_UNIT) / 16;
}
}
void LCR_gameGhostGetTransform(uint32_t frame,
LCR_GameUnit position[3], LCR_GameUnit rotation[3])
{
unsigned int n = ((frame >> LCR_game.ghost.stretch) / LCR_SETTING_GHOST_STEP);
_LCR_gameGetNthGhostSample(n % 64,position,rotation);
if (n < LCR_SETTING_GHOST_MAX_SAMPLES - 1)
{
LCR_GameUnit carTransform[6];
// interpolate
_LCR_gameGetNthGhostSample((n % 64) + 1,carTransform,carTransform + 3);
n = (frame >> LCR_game.ghost.stretch) % LCR_SETTING_GHOST_STEP;
for (int i = 0; i < 3; ++i)
{
position[i] = position[i] +
((carTransform[i] - position[i]) * n) /
LCR_SETTING_GHOST_STEP;
}
LCR_racingGetCarTransform(position,rotation,0);
}
}
void _LCR_gamePrepareGhost(void)
{
LCR_GameUnit carTransform[6];
@ -384,18 +455,36 @@ void _LCR_gamePrepareGhost(void)
{
LCR_racingGetCarTransform(carTransform,carTransform + 3,0);
currentSample[0] = carTransform[0];
for (int i = 0; i < 3; ++i)
{
// convert positions to unsigned 10 bit values
carTransform[i] += // make non-negative
(LCR_MAP_SIZE_BLOCKS / 2) * (i == 1 ? LCR_GAME_UNIT / 2 : LCR_GAME_UNIT);
// convert to 10 bit value
carTransform[i] = (carTransform[i] * 16) / LCR_GAME_UNIT;
// conv. rots to 4 bits, we rely on them being non-negative!
carTransform[3 + i] =
(carTransform[3 + i] * 16) / LCR_GAME_UNIT;
}
// format: XXXXXXXX YYYYYYYX ZZZZZYYY AAAAZZZZ CCCCBBBB
currentSample[0] = carTransform[0] >> 1;
currentSample[1] =
((carTransform[0] >> 8) & 0x01) |
((carTransform[0] >> 9) & 0x01) |
(carTransform[1] << 1);
currentSample[2] =
((carTransform[1] >> 7) & 0x03) |
(carTransform[2] << 2);
((carTransform[1] >> 7) & 0x07) |
((carTransform[2] << 2) & 0xf8);
currentSample[3] =
((carTransform[2] >> 6) & 0x0f) |
((carTransform[2] >> 5) & 0x0f) |
(carTransform[3] << 4);
currentSample[4] =
(carTransform[4] >> 4) |
(carTransform[4] & 0x0f) |
(carTransform[5] << 4);
currentSample += LCR_GHOST_SAMPLE_SIZE;
@ -403,6 +492,15 @@ void _LCR_gamePrepareGhost(void)
LCR_racingStep(0);
}
while ( // fill the rest with the last sample
currentSample >= LCR_game.ghost.samples + LCR_GHOST_SAMPLE_SIZE &&
currentSample < LCR_game.ghost.samples +
LCR_SETTING_GHOST_MAX_SAMPLES * LCR_GHOST_SAMPLE_SIZE)
{
*currentSample = *(currentSample - LCR_GHOST_SAMPLE_SIZE);
currentSample++;
}
}
LCR_GameUnit LCR_carSpeedKMH(void)