Fix interpolation of objects
[mercenary-reloaded.git] / src / mercenary / render.c
index 7c0bc1f..f672eac 100644 (file)
  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
  */
 
+/* How it works:
+ *
+ * 1. Each game's rendering is capured:
+ *    a: call to render_capture_start()
+ *    b: several calls to render_capture_event() to capture all data
+ *    c: call to render_capture_stop()
+ * 2. The captured motion is then interpolated to get smooth motion:
+ *    - new_motion for motion of current/recent capture
+ *    - old_motion for motion of previous capture
+ *    - interpolation for interpolated result
+ * 3. The complete scene is rendered:
+ *    - render_all_items() calls the render_item() for each item
+ *    - The recent capture (NEW) is rendered
+ *    - Interpolation result is taken into account
+ */
+
 #include <stdio.h>
 #include <stdint.h>
 #include <stdlib.h>
 
 //#define DEBUG_COLOR
 //#define DEBUG_VERTEX
-#define DEBUG_ITEMS
+//#define DEBUG_ITEMS
 
 #define MAX_POLYGON            16      /* number of polygon complexity (vertices) */
 #define MAX_VERTEX             0x100   /* this is the value range, these are 64 vertices */
 #define MAX_INTERIOR_VERTEX    0x400   /* do we need that much? */
 #define MAX_INTERSTARS         80      /* always 80 stars */
+#define MAX_MOVING_OBJECTS     16      /* maximum number of moving objects (used for interpolation) */
+#define MAX_EXPLOSION          256     /* how many explosion particles can be stored in one object */
 #define PLANET_VERTICES                128
 #define PLANET_ELIPSE          1.17
+#define EXPLOSION_VERTICES     16
+#define EXPLOSION_ELIPSE       1.17
 
+/*
+ *  render item definition and structures
+ */
 
-static int extend_roads; /* extend roads in its original width, rather than just using a single point */
-static double fov;
-static double debug_opacity;
-static double frustum_slope_64, frustum_slope_fov;
-static double orientation_roll, orientation_pitch, orientation_yaw;
-static uint16_t orientation_raw_yaw;
-static int16_t orientation_raw_pitch;
-static double planet_inclination, planet_azimuth;
-
+/* render items */
 enum render_item_type {
+       RENDER_ITEM_OBJECT_INFO,
        RENDER_ITEM_VERTICES_0,
        RENDER_ITEM_VERTICES_1,
        RENDER_ITEM_VERTICES_2,
@@ -69,22 +85,32 @@ enum render_item_type {
        RENDER_ITEM_COMET_POLYGON,
        RENDER_ITEM_ROAD_LINE,
        RENDER_ITEM_ROAD_POLYGON,
-       RENDER_ITEM_TAG_LINE,
-       RENDER_ITEM_TAG_POLYGON,
+       RENDER_ITEM_TAG_LINE_OBJECT,
+       RENDER_ITEM_TAG_LINE_OTHER,
+       RENDER_ITEM_TAG_POLYGON_OBJECT,
+       RENDER_ITEM_TAG_POLYGON_OTHER,
        RENDER_ITEM_PLANET,
        RENDER_ITEM_STARS,
        RENDER_ITEM_INTERSTELLAR_STARS,
        RENDER_ITEM_INTERSTELLAR_SUN,
        RENDER_ITEM_ISLAND_POLYGON,
        RENDER_ITEM_SIGHTS,
+       RENDER_ITEM_EXPLOSION,
+};
+
+struct render_item_info {
+       int moving;
+       int id;
+       int32_t east, height, north;
 };
 
 struct render_item_vertices {
-       int32_t x[MAX_VERTEX >> 2], y[MAX_VERTEX >> 2], z[MAX_VERTEX >> 2];
+       double x[MAX_VERTEX >> 2], y[MAX_VERTEX >> 2], z[MAX_VERTEX >> 2];
 };
 
 struct render_item_vertices_interior {
-       int32_t x[MAX_INTERIOR_VERTEX >> 2], y[4], z[MAX_INTERIOR_VERTEX >> 2];
+       uint8_t set[MAX_INTERIOR_VERTEX >> 2];
+       double x[MAX_INTERIOR_VERTEX >> 2], y[4], z[MAX_INTERIOR_VERTEX >> 2];
 };
 
 struct render_item_sky {
@@ -145,10 +171,17 @@ struct render_item_interstars {
        int     count;
 };
 
+struct render_item_explosion {
+       double red, green, blue;
+       int32_t x[MAX_EXPLOSION], y[MAX_EXPLOSION], z[MAX_EXPLOSION];
+       int count;
+};
+
 typedef struct render_item {
        struct render_item *next;
        enum render_item_type type;
        union {
+               struct render_item_info                 info;
                struct render_item_vertices             vertices;
                struct render_item_vertices_interior    vertices_interior;
                struct render_item_sky                  sky;
@@ -161,15 +194,74 @@ typedef struct render_item {
                struct render_item_planet               planet;
                struct render_item_stars                stars;
                struct render_item_interstars           interstars;
+               struct render_item_explosion            explosion;
        } u;
 } render_item_t;
 
-static render_item_t *render_list_start = NULL, **render_list_end = &render_list_start;
+/* information about motion in each game rendering */
+typedef struct motion {
+       int32_t position_east, position_height, position_north;
+       double orientation_roll, orientation_pitch, orientation_yaw;
+       uint16_t orientation_raw_yaw;
+       int16_t orientation_raw_pitch;
+       int planet_rotation;
+       double planet_inclination, planet_azimuth;
+} motion_t;
+
+/* information about interpolation between two game renedrings */
+typedef struct interpolation {
+       double offset_east, offset_height, offset_north;
+       double orientation_roll, orientation_pitch, orientation_yaw;
+       double orientation_raw_yaw, orientation_raw_pitch;
+       double planet_inclination, planet_azimuth;
+       int object_id[MAX_MOVING_OBJECTS];
+       double object_offset_east[MAX_MOVING_OBJECTS], object_offset_height[MAX_MOVING_OBJECTS], object_offset_north[MAX_MOVING_OBJECTS];
+       int object_count;
+       render_item_t *interior;
+       render_item_t *planets;
+} interpolation_t;
+
+#define GET_ORIENTATION \
+       double roll = interpolation.orientation_roll; \
+       double pitch = interpolation.orientation_pitch; \
+       double yaw = interpolation.orientation_yaw
+
+#define GET_ORIENTATION_FIX \
+       roll = motion_new.orientation_roll; \
+       pitch = motion_new.orientation_pitch; \
+       yaw = motion_new.orientation_yaw
+
+/* rendering options */
+static int extend_roads; /* extend roads in its original width, rather than just using a single point */
+static double fov;
+static double debug_opacity;
+static double frustum_slope_64, frustum_slope_fov;
+
+/* states while collecting render items */
+static motion_t motion_old, motion_new;
+static int32_t old_height_offset = 0, new_height_offset = 0;
+static interpolation_t interpolation;
+static int ground_index, last_ground_index = -1;
+static int interior_level12 = 0;
+static int interior_level34 = 0;
+static int tag_is_object;
+/* current render item list */
+static render_item_t *render_list_new = NULL, **render_list_end = &render_list_new;
+/* previous render item list */
+static render_item_t *render_list_old = NULL;
+/* current item to be processed */
 static render_item_t *render_item;
+/* current object info */
+static render_item_t *render_item_object_info;
+/* current vertices */
 static render_item_t *render_item_vertices_0, *render_item_vertices_1, *render_item_vertices_2;
-static render_item_t *render_item_vertices_interior;
+static render_item_t *render_item_vertices_planets, *render_item_vertices_interior;
+
+/*
+ * capturing
+ */
 
-void render_item_add(enum render_item_type type)
+static void render_item_add(enum render_item_type type)
 {
        render_item = calloc(1, sizeof(render_item_t));
        if (!render_item) {
@@ -181,6 +273,16 @@ void render_item_add(enum render_item_type type)
        render_list_end = &render_item->next;
 }
 
+static void flush_old_items(void)
+{
+       /* flush old render list */
+       while (render_list_old) {
+               render_item = render_list_old;
+               render_list_old = render_list_old->next;
+               free(render_item);
+       }
+}
+
 /* rendering starts, initialize variables */
 void render_capture_start(double _fov, int _extend_roads, int debug)
 {
@@ -188,14 +290,16 @@ void render_capture_start(double _fov, int _extend_roads, int debug)
        printf("start rendering a new frame...\n");
 #endif
 
-       /* flush render list */
-       while (render_list_start) {
-               render_item = render_list_start;
-               render_list_start = render_list_start->next;
-               free(render_item);
-       }
-       render_list_end = &render_list_start;
+       flush_old_items();
        render_item = NULL;
+       /* move new render list to old render list */
+       render_list_old = render_list_new;
+       /* setup new render list */
+       render_list_new = NULL;
+       render_list_end = &render_list_new;
+
+       /* move new motion to old motion */
+       memcpy(&motion_old, &motion_new, sizeof(motion_old));
 
        /* set rendering options */
        fov = _fov;
@@ -207,17 +311,40 @@ void render_capture_start(double _fov, int _extend_roads, int debug)
        frustum_slope_64 = tan(64.0 / 2.0 / 180.0 * M_PI);
        frustum_slope_fov = tan(fov / 2.0 / 180.0 * M_PI);
 
-       /* get orientation */
-       mercenary_get_orientation(&orientation_roll, &orientation_pitch, &orientation_yaw);
-       mercenary_get_orientation_raw(&orientation_raw_pitch, &orientation_raw_yaw);
-       mercenary_get_orientation_planet(&planet_inclination, &planet_azimuth);
+       /* init motion */
+       mercenary_get_location(&motion_new.position_east, &motion_new.position_height, &motion_new.position_north);
+       /* in case of player on the ground, there is no roll, so it will be reset to 0 when screen is cleared */
+       mercenary_get_orientation(&motion_new.orientation_roll, &motion_new.orientation_pitch, &motion_new.orientation_yaw);
+       mercenary_get_orientation_raw(&motion_new.orientation_raw_pitch, &motion_new.orientation_raw_yaw);
+       motion_new.planet_rotation = 0;
+       mercenary_get_orientation_planet(&motion_new.planet_inclination, &motion_new.planet_azimuth);
 
+       render_item_object_info = NULL;
        render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
+       render_item_vertices_planets = NULL;
        render_item_vertices_interior = NULL;
+
+       /* detect elevator movement */
+       old_height_offset = new_height_offset;
+       if (render_list_old)
+               new_height_offset = motion_new.position_height - motion_old.position_height;
+
+       /* detect switching between space (-1) and over ground (>=0) */
+       last_ground_index = ground_index;
+
+       /* init tag type */
+       tag_is_object = 0;
 }
 
 void render_capture_stop(void)
 {
+       /* no new list (due to STOP_AT_WAIT_INPUT), use old list, if any */
+       if (!render_list_new) {
+               render_list_new = render_list_old;
+               render_list_end = &render_list_new;
+               render_list_old = NULL;
+       }
+
 }
 
 static void gamecolor2gl_index(double *red, double *green, double *blue, uint16_t index)
@@ -234,7 +361,7 @@ static void gamecolor2gl_index(double *red, double *green, double *blue, uint16_
 #endif
        if (color >= 0x8000) {
 #ifdef DEBUG_COLOR
-               print_error("Use of color index from current palette, but index is not defined as being set!\n");
+               fprintf(stderr, "Use of color index from current palette, but index is not defined as being set!\n");
 #endif
        }
        *red = (double)((color >> 8) & 0xf) / 15.0;
@@ -272,7 +399,7 @@ again:
 #endif
                /* now use that color info parse again (hopefully it does not contain a "pre-defined palette" again and again! */
                if (nesting++ == 8) {
-                       print_error("Color lookup from pre-defined palette is nesting too much, please fix!\n");
+                       print_info("Color lookup from pre-defined palette is nesting too much, please fix!\n");
                        return;
                }
                goto again;
@@ -282,10 +409,17 @@ again:
        *blue = (double)(color & 0xf) / 15.0;
 }
 
+static int32_t wrap_int28(int32_t value)
+{
+       value <<= 4;
+       value >>= 4;
+       return value;
+}
+
 static void store_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
 {
        if ((vertex & 3)) {
-               print_error("Vertex %d is not a multiple of four!\n", vertex);
+               print_info("Vertex %d is not a multiple of four!\n", vertex);
                return;
        }
        /* create new vertices item, if there was no vertex before, or if the vertex has different offet */
@@ -318,12 +452,43 @@ static void store_coord(const char __attribute__((unused)) *what, uint32_t verte
                }
                vertex -= 0x200;
        } else {
-               print_error("Vertex %d exceeds maximum vertex number, please fix!\n", vertex);
+               print_info("Vertex %d exceeds maximum vertex number, please fix!\n", vertex);
+               return;
+       }
+       vertex >>= 2;
+#ifdef DEBUG_VERTEX
+       printf("storing %s coordinates: vertex=%d, x=%d, y=%d, z=%d\n", what, vertex, x, y, z);
+#endif
+       /* use absolute position */
+       x += motion_new.position_east;
+       y += motion_new.position_height;
+       z += motion_new.position_north;
+       render_item->u.vertices.x[vertex] = x;
+       render_item->u.vertices.y[vertex] = y;
+       render_item->u.vertices.z[vertex] = z;
+}
+
+static void store_planets_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y, int32_t z)
+{
+       if ((vertex & 3)) {
+               print_info("Vertex %d is not a multiple of four!\n", vertex);
                return;
        }
+       /* create new vertices item, if there was no vertex before, or if the vertex has different offet */
+       if (vertex >= MAX_VERTEX) {
+               print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
+               return;
+       }
+       if (!render_item || render_item->type != RENDER_ITEM_VERTICES_0) {
+               render_item_add(RENDER_ITEM_VERTICES_0);
+               /* copy vertices that have been captured already */
+               if (render_item_vertices_0)
+                       memcpy(&render_item->u.vertices, &render_item_vertices_0->u.vertices, sizeof(render_item->u.vertices));
+               render_item_vertices_0 = render_item;
+       }
        vertex >>= 2;
 #ifdef DEBUG_VERTEX
-       printf("storing %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, x, y, z);
+       printf("storing %s coordinates: vertex=%d, x=%d, y=%d, z=%d\n", what, vertex, x, y, z);
 #endif
        render_item->u.vertices.x[vertex] = x;
        render_item->u.vertices.y[vertex] = y;
@@ -333,29 +498,35 @@ static void store_coord(const char __attribute__((unused)) *what, uint32_t verte
 static void store_interior_coord(const char __attribute__((unused)) *what, uint32_t vertex, int32_t x, int32_t y1, int32_t y2, int32_t y3, int32_t y4, int32_t z)
 {
        if ((vertex & 3)) {
-               print_error("Vertex is not a multiple of four!\n");
+               print_info("Vertex is not a multiple of four!\n");
                return;
        }
        if (vertex >= MAX_INTERIOR_VERTEX) {
-               print_error("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
+               print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_INTERIOR_VERTEX);
                return;
        }
        if (!render_item || render_item->type != RENDER_ITEM_VERTICES_INTERIOR)
                render_item_add(RENDER_ITEM_VERTICES_INTERIOR);
        vertex >>= 2;
 #ifdef DEBUG_VERTEX
-       printf("storing %s coordinates: vertex=%d, x=%.0f, y=%.0f;%.0f;%.0f;%.0F, Z=%.0F\n", what, vertex, x, y1, y2, y3, y4, z);
+       printf("storing %s coordinates: vertex=%d, x=%d, y=%d;%d;%d;%d, z=%d\n", what, vertex, x, y1, y2, y3, y4, z);
 #endif
-       render_item->u.vertices_interior.x[vertex] = x;
-       render_item->u.vertices_interior.y[0] = y1;
-       render_item->u.vertices_interior.y[1] = y2;
-       render_item->u.vertices_interior.y[2] = y3;
-       render_item->u.vertices_interior.y[3] = y4;
-       render_item->u.vertices_interior.z[vertex] = z;
+       /* use absolute position */
+       x += motion_new.position_east;
+       y1 += motion_new.position_height;
+       y2 += motion_new.position_height;
+       y3 += motion_new.position_height;
+       y4 += motion_new.position_height;
+       z += motion_new.position_north;
+       render_item->u.vertices_interior.x[vertex] = (double)x;
+       render_item->u.vertices_interior.y[0] = (double)y1;
+       render_item->u.vertices_interior.y[1] = (double)y2;
+       render_item->u.vertices_interior.y[2] = (double)y3;
+       render_item->u.vertices_interior.y[3] = (double)y4;
+       render_item->u.vertices_interior.z[vertex] = (double)z;
+       render_item->u.vertices_interior.set[vertex] = 1;
 }
 
-static int planet_rotation = 0;
-
 static void rotate_coordinate(double roll, double pitch, double yaw, double *x, double *y, double *z)
 {
        double out_x, out_y, out_z;
@@ -379,8 +550,6 @@ static void rotate_coordinate(double roll, double pitch, double yaw, double *x,
        *y = out_y;
 }
 
-static int ground_index;
-
 /* clear screen color (sky / universe) */
 static void clear_screen(int index)
 {
@@ -416,6 +585,22 @@ static void draw_ground(void)
        gamecolor2gl_index(&render_item->u.ground.red, &render_item->u.ground.green, &render_item->u.ground.blue, ground_index);
 }
 
+/* object info */
+static void info_object(int moving)
+{
+#ifdef DEBUG_VERTEX
+       printf("add object's info:\n");
+#endif
+
+       /* allocate render item */
+       render_item_add(RENDER_ITEM_OBJECT_INFO);
+
+       /* add info */
+       render_item->u.info.moving = moving;
+       if (moving)
+               mercenary_get_object_info(&render_item->u.info.id, &render_item->u.info.east, &render_item->u.info.height, &render_item->u.info.north);
+}
+
 /* coordinates ready for an object */
 static void coord_object(void)
 {
@@ -493,9 +678,9 @@ static void coord_beacon(void)
        int32_t x, y, z;
 
        /* only 28 bits seem to be a correct signed int value */
-       x = ((int32_t)REG_D[3] << 4) / 16;
-       y = ((int32_t)REG_D[4] << 4) / 16;
-       z = ((int32_t)REG_D[5] << 4) / 16;
+       x = (int32_t)(REG_D[3] << 4) / 16;
+       y = (int32_t)(REG_D[4] << 4) / 16;
+       z = (int32_t)(REG_D[5] << 4) / 16;
        store_coord("beacon", 0, x, y, z);
 }
 
@@ -580,9 +765,6 @@ static void line_building_exterior(void)
        render_item->u.line.vertex[1] = vertex | 0x100;
 }
 
-static int interior_level12 = 0;
-static int interior_level34 = 0;
-
 /* coordinates ready for a building (interior) */
 static void coord_building_interior(void)
 {
@@ -673,7 +855,7 @@ static void coord_comet(void)
        x = (int32_t)REG_D[3];
        y = (int32_t)REG_D[4];
        z = (int32_t)REG_D[5];
-       store_coord("comet tail", REG_A[0], x, y, z);
+       store_planets_coord("comet tail", REG_A[0], x, y, z);
 }
 
 /* polygon of comet tail */
@@ -712,8 +894,7 @@ static void coord_line_road(void)
        int32_t x, y, z;
 
        x = REG_D[3];
-       mercenary_get_height(&y);
-       y = -y;
+       y = -motion_new.position_height;
        z = REG_D[5];
        store_coord("road", REG_A[0], x, y, z);
 }
@@ -745,12 +926,10 @@ static void coord_poly_road(void)
 {
        int32_t x, y, z;
 
-//     puts("road");
        x = m68k_read_memory_32(320 + REG_A[0]);
        x -= REG_A[1];
        /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA (m3) instead */
-       mercenary_get_height(&y);
-       y = -y;
+       y = -motion_new.position_height;
        z = m68k_read_memory_32(576 + REG_A[0]);
        z -= REG_A[3];
        store_coord("road/place", REG_A[0], x, y, z);
@@ -825,7 +1004,7 @@ static void line_tags(int last_color)
 #endif
 
        /* allocate render item */
-       render_item_add(RENDER_ITEM_TAG_LINE);
+       render_item_add((tag_is_object) ? RENDER_ITEM_TAG_LINE_OBJECT : RENDER_ITEM_TAG_LINE_OTHER);
 
        /* set color */
        if (!last_color)
@@ -852,7 +1031,7 @@ static void poly_tags(int last_color)
 #endif
 
        /* allocate render item */
-       render_item_add(RENDER_ITEM_TAG_POLYGON);
+       render_item_add((tag_is_object) ? RENDER_ITEM_TAG_POLYGON_OBJECT : RENDER_ITEM_TAG_POLYGON_OTHER);
 
        /* set color */
        if (!last_color)
@@ -877,7 +1056,7 @@ static void coord_planet(void)
        x = (int32_t)REG_D[3];
        y = (int32_t)REG_D[4];
        z = (int32_t)REG_D[5];
-       store_coord("planet", REG_A[0], x, y, z);
+       store_planets_coord("planet", REG_A[0], x, y, z);
 }
 
 /* planet */
@@ -964,7 +1143,7 @@ static void draw_stars_interstellar(void)
        table = REG_A[0];
        count = REG_D[5] + 1;
        if (count > MAX_INTERSTARS) {
-               print_error("Expecting maximum of %d stars here, plese fix!\n", MAX_INTERSTARS);
+               print_info("Expecting maximum of %d stars here, plese fix!\n", MAX_INTERSTARS);
                return;
        }
        for (i = 0; i < count; i++) {
@@ -999,8 +1178,7 @@ static void coord_islands(void)
        x = ((int16_t)m68k_read_memory_16(REG_A[4] - 2) * 65536);
        x += (int32_t)REG_A[1];
        /* the A2 is already converted to game's coordinate, so we use the memory location DS_0+0x1DBA instead */
-       mercenary_get_height(&y);
-       y = -y;
+       y = -motion_new.position_height;
        z = ((int16_t)m68k_read_memory_16(REG_A[4]) * 65536);
        z += (int32_t)REG_A[3];
        store_coord("island", REG_A[0], x, y, z);
@@ -1052,12 +1230,38 @@ static void draw_sights(void)
        render_item_add(RENDER_ITEM_SIGHTS);
 }
 
+static void draw_explosion(void)
+{
+       uint16_t color;
+
+#ifdef DEBUG_VERTEX
+       printf("add explosion:\n");
+#endif
+
+       /* allocate render item */
+       if (!render_item || render_item->type != RENDER_ITEM_EXPLOSION) {
+               render_item_add(RENDER_ITEM_EXPLOSION);
+               /* get color from render palette */
+               color = (m68k_read_memory_16(mercenary_palette_view() + 13*2) & 0xfff) >> 1;
+               gamecolor2gl(&render_item->u.explosion.red, &render_item->u.explosion.green, &render_item->u.explosion.blue, color);
+               render_item->u.explosion.count = 0;
+       }
+       if (render_item->u.explosion.count == MAX_EXPLOSION)
+               return;
+       render_item->u.explosion.x[render_item->u.explosion.count] = REG_D[3];
+       render_item->u.explosion.y[render_item->u.explosion.count] = REG_D[4];
+       render_item->u.explosion.z[render_item->u.explosion.count] = REG_D[5];
+       render_item->u.explosion.count++;
+}
+
 /* stop event from CPU received */
 void render_capture_event(int event)
 {
        switch (event) {
        case STOP_AT_CLEAR_SCREEN1:
                clear_screen(16); /* color 16 is raster split */
+               /* in case of screen clearing on the ground, there is no roll */
+               motion_new.orientation_roll = 0;
                break;
        case STOP_AT_CLEAR_SCREEN2:
                clear_screen(15);
@@ -1068,6 +1272,18 @@ void render_capture_event(int event)
        case STOP_AT_DRAW_GROUND:
                draw_ground();
                break;
+       case STOP_AT_INFO_OBJECT_MOVING:
+               info_object(1);
+               break;
+       case STOP_AT_INFO_OBJECT_FIX:
+               info_object(0);
+               break;
+       case STOP_AT_TAG_IS_OBJECT_1:
+               tag_is_object = 1;
+               break;
+       case STOP_AT_TAG_IS_OBJECT_0:
+               tag_is_object = 0;
+               break;
        case STOP_AT_COORD_OBJECT:
                coord_object();
                break;
@@ -1131,7 +1347,7 @@ void render_capture_event(int event)
        case STOP_AT_POLY_BUILDING_INTERIOR1to4:
                /* before we come here, we must already passed the break points above, so we know the level to be rendered */
                if (interior_level12 == 0) {
-                       print_error("Interior level is not set, please fix!\n");
+                       print_info("Interior level is not set, please fix!\n");
                        break;
                }
                poly_building_interior1to4(interior_level12);
@@ -1140,7 +1356,7 @@ void render_capture_event(int event)
        case STOP_AT_POLY_BUILDING_INTERIOR5to6:
                /* before we come here, we must already passed the break points above, so we know the level to be rendered */
                if (interior_level12 == 0) {
-                       print_error("Interior level is not set, please fix!\n");
+                       print_info("Interior level is not set, please fix!\n");
                        break;
                }
                poly_building_interior5to6(interior_level12, interior_level34);
@@ -1158,9 +1374,9 @@ void render_capture_event(int event)
                 * if we have 0x42c44 matrix, we must add extra rotation to planet.
                 * the rotation will change the view from the planet's surface */
                if (REG_A[4] == 0x42c44) /* same with M2 and M3 */
-                       planet_rotation = 1;
+                       motion_new.planet_rotation = 1;
                else
-                       planet_rotation = 0;
+                       motion_new.planet_rotation = 0;
                break;
        case STOP_AT_POLY_COMET:
                poly_comet();
@@ -1247,33 +1463,34 @@ void render_capture_event(int event)
        case STOP_AT_POLY_UKN2:
                puts("poly ukn2");
                break;
-       case STOP_AT_PLANET_UKN1:
-               puts("planet ukn1");
-               break;
-       case STOP_AT_PLANET_UKN2:
-               puts("planet ukn2");
+       case STOP_AT_EXPLOSION:
+               draw_explosion();
                break;
        }
 }
 
-static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z)
+/*
+ * rendering
+ */
+
+static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z, int fix)
 {
        render_item_t *ri = NULL;
 
        if ((vertex & 3)) {
-               print_error("Vertex %d is not a multiple of four!\n", vertex);
+               print_info("Vertex %d is not a multiple of four!\n", vertex);
                return -1;
        }
        if (vertex < 0x100) {
                if (!render_item_vertices_0) {
-                       print_error("Vertices item for vertex %d not yet set!\n", vertex);
+                       print_info("Vertices item for vertex %d not yet set!\n", vertex);
                        return -1;
                }
                ri = render_item_vertices_0;
        } else
        if (vertex < 0x200) {
                if (!render_item_vertices_1) {
-                       print_error("Vertices item for vertex %d not yet set!\n", vertex);
+                       print_info("Vertices item for vertex %d not yet set!\n", vertex);
                        return -1;
                }
                ri = render_item_vertices_1;
@@ -1281,13 +1498,51 @@ static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex,
        } else
        if (vertex < 0x300) {
                if (!render_item_vertices_2) {
-                       print_error("Vertices item for vertex %d not yet set!\n", vertex);
+                       print_info("Vertices item for vertex %d not yet set!\n", vertex);
                        return -1;
                }
                ri = render_item_vertices_2;
                vertex -= 0x200;
        } else {
-               print_error("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
+               print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
+               return -1;
+       }
+       vertex >>= 2;
+       /* translate to original position */
+       *x = ri->u.vertices.x[vertex] - motion_new.position_east;
+       *y = ri->u.vertices.y[vertex] - motion_new.position_height;
+       *z = ri->u.vertices.z[vertex] - motion_new.position_north;
+       if (!fix) {
+               /* translate to floating (interpolated) position offset */
+               *x -= interpolation.offset_east;
+               *y -= interpolation.offset_height;
+               *z -= interpolation.offset_north;
+       }
+#ifdef DEBUG_VERTEX
+       printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
+#endif
+
+       return 0;
+}
+
+static int use_planet_coord(const char __attribute__((unused)) *what, uint32_t vertex, double *x, double *y, double *z)
+{
+       render_item_t *ri = NULL;
+
+       if ((vertex & 3)) {
+               print_info("Vertex %d is not a multiple of four!\n", vertex);
+               return -1;
+       }
+       if (vertex >= MAX_VERTEX) {
+               print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
+               return -1;
+       }
+       if (interpolation.planets)
+               ri = interpolation.planets;
+       else
+               ri = render_item_vertices_0;
+       if (!ri) {
+               print_info("Vertices item for planets verticies not yet set!\n");
                return -1;
        }
        vertex >>= 2;
@@ -1304,25 +1559,34 @@ static int use_coord(const char __attribute__((unused)) *what, uint32_t vertex,
 static int use_interior_coord(const char __attribute__((unused)) *what, uint32_t vertex, int level, double *x, double *y, double *z)
 {
        if ((vertex & 3)) {
-               print_error("Vertex is not a multiple of four!\n");
+               print_info("Vertex is not a multiple of four!\n");
                return -1;
        }
-       if (vertex >= MAX_VERTEX) {
-               print_error("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
+       if (vertex >= MAX_INTERIOR_VERTEX) {
+               print_info("Vertex %d exceeds maximum vertex number %d!\n", vertex, MAX_VERTEX);
                return -1;
        }
        if (level < 1 || level > 4) {
-               print_error("Level %d is out of range (1..4)!\n", level);
+               print_info("Level %d is out of range (1..4)!\n", level);
                return -1;
        }
        if (!render_item_vertices_interior) {
-               print_error("Vertices item for interior verticies not yet set!\n");
+               print_info("Vertices item for interior verticies not yet set!\n");
                return -1;
        }
        vertex >>= 2;
        *x = render_item_vertices_interior->u.vertices_interior.x[vertex];
        *y = render_item_vertices_interior->u.vertices_interior.y[level - 1];
        *z = render_item_vertices_interior->u.vertices_interior.z[vertex];
+       /* translate to position back to original */
+       *x -= motion_new.position_east;
+       *y -= motion_new.position_height;
+       *z -= motion_new.position_north;
+       /* translate to floating (interpolated) position offset */
+       *x -= interpolation.offset_east;
+       *y -= interpolation.offset_height;
+       *z -= interpolation.offset_north;
+
 #ifdef DEBUG_VERTEX
        printf("using %s coordinates: vertex=%d, x=%.0f, y=%.0f, z=%.0f\n", what, vertex, *x, *y, *z);
 #endif
@@ -1334,6 +1598,14 @@ static int use_interior_coord(const char __attribute__((unused)) *what, uint32_t
 void render_one_item(render_item_t *render_item)
 {
        switch (render_item->type) {
+       case RENDER_ITEM_OBJECT_INFO:
+       {
+#ifdef DEBUG_ITEMS
+               printf("RENDER_ITEM_OBJECT_INFO object-id=%d\n", render_item->u.info.id);
+#endif
+               render_item_object_info = render_item;
+               break;
+       }
        case RENDER_ITEM_VERTICES_0:
        {
 #ifdef DEBUG_ITEMS
@@ -1363,7 +1635,10 @@ void render_one_item(render_item_t *render_item)
 #ifdef DEBUG_ITEMS
                printf("RENDER_ITEM_VERTICES_INTERIOR\n");
 #endif
-               render_item_vertices_interior = render_item;
+               if (interpolation.interior)
+                       render_item_vertices_interior = interpolation.interior;
+               else
+                       render_item_vertices_interior = render_item;
                break;
        }
        case RENDER_ITEM_SKY:
@@ -1385,7 +1660,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_GROUND:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x[4], y[4], z[4];
                int i;
 
@@ -1407,30 +1682,53 @@ void render_one_item(render_item_t *render_item)
                break;
        }
        case RENDER_ITEM_OBJECT_POLYGON:
-       case RENDER_ITEM_TAG_POLYGON:
+       case RENDER_ITEM_TAG_POLYGON_OBJECT:
+       case RENDER_ITEM_TAG_POLYGON_OTHER:
        case RENDER_ITEM_ISLAND_POLYGON:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
+               int fix = 0;
                double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
-               int i;
+               int i, o;
                int rc;
 
 #ifdef DEBUG_ITEMS
                if (render_item->type == RENDER_ITEM_OBJECT_POLYGON)
                        printf("RENDER_ITEM_OBJECT_POLYGON\n");
-               if (render_item->type == RENDER_ITEM_TAG_POLYGON)
-                       printf("RENDER_ITEM_TAG_POLYGON\n");
+               if (render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT)
+                       printf("RENDER_ITEM_TAG_POLYGON_OBJECT\n");
+               if (render_item->type == RENDER_ITEM_TAG_POLYGON_OTHER)
+                       printf("RENDER_ITEM_TAG_POLYGON_OTHER\n");
                if (render_item->type == RENDER_ITEM_ISLAND_POLYGON)
                        printf("RENDER_ITEM_ISLAND_POLYGON\n");
 #endif
+
+               /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
+               if ((render_item->type == RENDER_ITEM_OBJECT_POLYGON || render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT) && render_item_object_info && !render_item_object_info->u.info.moving) {
+//                     GET_ORIENTATION_FIX;
+                       fix = 1;
+               }
+
                /* get color */
                opengl_render_color(render_item->u.polygon.red, render_item->u.polygon.green, render_item->u.polygon.blue, debug_opacity);
                /* get and rotate vertex */
                for (i = 0; i < render_item->u.polygon.vertices; i++) {
                        /* get vertex */
-                       rc = use_coord("object", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i]);
+                       rc = use_coord("object", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], fix);
                        if (rc < 0)
                                break;
+                       /* interpolate motion, if object is moving */
+                       if ((render_item->type == RENDER_ITEM_OBJECT_POLYGON || render_item->type == RENDER_ITEM_TAG_POLYGON_OBJECT)  && render_item_object_info && render_item_object_info->u.info.moving) {
+                               for (o = 0; o < interpolation.object_count; o++) {
+                                       if (interpolation.object_id[o] == render_item_object_info->u.info.id)
+                                               break;
+                               }
+                               if (o < interpolation.object_count) {
+                                       x[i] += interpolation.object_offset_east[o];
+                                       y[i] += interpolation.object_offset_height[o];
+                                       z[i] += interpolation.object_offset_north[o];
+                               }
+                       }
                        /* rotate vertex */
                        rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
                }
@@ -1439,27 +1737,50 @@ void render_one_item(render_item_t *render_item)
                break;
        }
        case RENDER_ITEM_OBJECT_LINE:
-       case RENDER_ITEM_TAG_LINE:
+       case RENDER_ITEM_TAG_LINE_OBJECT:
+       case RENDER_ITEM_TAG_LINE_OTHER:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
+               int fix = 0;
                double x[2], y[2], z[2];
-               int i;
+               int i, o;
                int rc;
 
 #ifdef DEBUG_ITEMS
                if (render_item->type == RENDER_ITEM_OBJECT_LINE)
                        printf("RENDER_ITEM_OBJECT_LINE\n");
-               if (render_item->type == RENDER_ITEM_TAG_LINE)
-                       printf("RENDER_ITEM_TAG_LINE\n");
+               if (render_item->type == RENDER_ITEM_TAG_LINE_OBJECT)
+                       printf("RENDER_ITEM_TAG_LINE_OBJECT\n");
+               if (render_item->type == RENDER_ITEM_TAG_LINE_OTHER)
+                       printf("RENDER_ITEM_TAG_LINE_OTHER\n");
 #endif
+
+               /* special case where we don't want to interpolate motion (taxi/busses/intercity) */
+               if ((render_item->type == RENDER_ITEM_OBJECT_LINE || render_item->type == RENDER_ITEM_TAG_LINE_OBJECT) && render_item_object_info && !render_item_object_info->u.info.moving) {
+//                     GET_ORIENTATION_FIX;
+                       fix = 1;
+               }
+
                /* get color */
                opengl_render_color(render_item->u.line.red, render_item->u.line.green, render_item->u.line.blue, debug_opacity);
                /* get and rotate vertex */
                for (i = 0; i < 2; i++) {
                        /* get vertex */
-                       rc = use_coord("object", render_item->u.line.vertex[i], &x[i], &y[i], &z[i]);
+                       rc = use_coord("object", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], fix);
                        if (rc < 0)
                                break;
+                       /* interpolate motion, if object is moving */
+                       if ((render_item->type == RENDER_ITEM_OBJECT_LINE || render_item->type == RENDER_ITEM_TAG_LINE_OBJECT)  && render_item_object_info && render_item_object_info->u.info.moving) {
+                               for (o = 0; o < interpolation.object_count; o++) {
+                                       if (interpolation.object_id[o] == render_item_object_info->u.info.id)
+                                               break;
+                               }
+                               if (o < interpolation.object_count) {
+                                       x[i] += interpolation.object_offset_east[o];
+                                       y[i] += interpolation.object_offset_height[o];
+                                       z[i] += interpolation.object_offset_north[o];
+                               }
+                       }
                        /* rotate vertex */
                        rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
                }
@@ -1469,7 +1790,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_BEACON_POINT:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x, y, z;
                int rc;
 
@@ -1479,7 +1800,7 @@ void render_one_item(render_item_t *render_item)
                /* get color */
                opengl_render_color(render_item->u.point.red, render_item->u.point.green, render_item->u.point.blue, debug_opacity);
                /* get vertex */
-               rc = use_coord("beacon", render_item->u.point.vertex, &x, &y, &z);
+               rc = use_coord("beacon", render_item->u.point.vertex, &x, &y, &z, 0);
                if (rc < 0)
                        break;
                /* rotate vertex */
@@ -1490,7 +1811,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_BUILDING_EXTERIOR_POLYGON:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
                int i;
                int rc;
@@ -1503,7 +1824,7 @@ void render_one_item(render_item_t *render_item)
                /* get and rotate vertex */
                for (i = 0; i < render_item->u.polygon.vertices; i++) {
                        /* get vertex */
-                       rc = use_coord("building exterior", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i]);
+                       rc = use_coord("building exterior", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i], 0);
                        if (rc < 0)
                                break;
                        /* rotate vertex */
@@ -1515,7 +1836,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_BUILDING_EXTERIOR_LINE:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x[2], y[2], z[2];
                int i;
                int rc;
@@ -1528,7 +1849,7 @@ void render_one_item(render_item_t *render_item)
                /* get and rotate vertex */
                for (i = 0; i < 2; i++) {
                        /* get vertex */
-                       rc = use_coord("building exterior", render_item->u.line.vertex[i], &x[i], &y[i], &z[i]);
+                       rc = use_coord("building exterior", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
                        if (rc < 0)
                                break;
                        /* rotate vertex */
@@ -1540,7 +1861,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_BUILDING_INTERIOR_1TO4:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x[4], y[4], z[4];
                int i;
                int rc;
@@ -1565,7 +1886,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_BUILDING_INTERIOR_5TO6:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x[4], y[4], z[4];
                int i;
                int vertex, level;
@@ -1593,7 +1914,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_BUILDING_INTERIOR_WALL:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x[4], y[4], z[4];
                int i;
                int vertex, level;
@@ -1638,8 +1959,8 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_COMET_POLYGON:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
-               double inclination = planet_inclination, azimuth = planet_azimuth;
+               GET_ORIENTATION;
+               double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
                double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
                int i;
                int rc;
@@ -1652,11 +1973,11 @@ void render_one_item(render_item_t *render_item)
                /* get and rotate vertex */
                for (i = 0; i < render_item->u.polygon.vertices; i++) {
                        /* get vertex */
-                       rc = use_coord("comet tail", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i]);
+                       rc = use_planet_coord("comet tail", render_item->u.polygon.vertex[i], &x[i], &y[i], &z[i]);
                        if (rc < 0)
                                break;
                        /* rotate vertex */
-                       if (planet_rotation)
+                       if (motion_new.planet_rotation)
                                rotate_coordinate(0.0, inclination, azimuth, &x[i], &y[i], &z[i]);
                        rotate_coordinate(roll, pitch, yaw, &x[i], &y[i], &z[i]);
                }
@@ -1666,7 +1987,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_ROAD_LINE:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x[2], y[2], z[2];
                int i;
                int rc;
@@ -1679,7 +2000,7 @@ void render_one_item(render_item_t *render_item)
                /* get and rotate vertex */
                for (i = 0; i < 2; i++) {
                        /* get vertex */
-                       rc = use_coord("road", render_item->u.line.vertex[i], &x[i], &y[i], &z[i]);
+                       rc = use_coord("road", render_item->u.line.vertex[i], &x[i], &y[i], &z[i], 0);
                        if (rc < 0)
                                break;
                        /* rotate vertex */
@@ -1691,7 +2012,7 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_ROAD_POLYGON:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
+               GET_ORIENTATION;
                double x[MAX_POLYGON], y[MAX_POLYGON], z[MAX_POLYGON];
                int i, v;
                uint32_t vertex, vertex_prev, vertex_next;
@@ -1712,19 +2033,19 @@ void render_one_item(render_item_t *render_item)
                for (v = 0; v < vertices_num; v++) {
                        /* get vertex */
                        vertex = render_item->u.polygon.vertex[v];
-                       rc = use_coord("road/place", vertex, &x_current, &y_current, &z_current);
+                       rc = use_coord("road/place", vertex, &x_current, &y_current, &z_current, 0);
                        if (rc < 0)
                                break;
                        /* check for road extension, so we extend the road to the given end point */
                        if (extend_roads && vertex >= 0xf0) {
                                /* previous vertex */
                                vertex_prev = render_item->u.polygon.vertex[(v + vertices_num - 1) % vertices_num];
-                               rc = use_coord("road/place", vertex_prev, &x_prev, &y_prev, &z_prev);
+                               rc = use_coord("road/place", vertex_prev, &x_prev, &y_prev, &z_prev, 0);
                                if (rc < 0)
                                        break;
                                /* next vertex */
                                vertex_next = render_item->u.polygon.vertex[(v + 1) % vertices_num];
-                               rc = use_coord("road/place", vertex_next, &x_next, &y_next, &z_next);
+                               rc = use_coord("road/place", vertex_next, &x_next, &y_next, &z_next, 0);
                                if (rc < 0)
                                        break;
                                /* extend vertices to end point position
@@ -1767,8 +2088,8 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_PLANET:
        {
-               double roll = orientation_roll, pitch = orientation_pitch, yaw = orientation_yaw;
-               double inclination = planet_inclination, azimuth = planet_azimuth;
+               GET_ORIENTATION;
+               double inclination = interpolation.planet_inclination, azimuth = interpolation.planet_azimuth;
                double sun_x, sun_y, sun_z, angle_sun;
                double loc_x, loc_y, loc_z, angle_loc;
                double x[PLANET_VERTICES], y[PLANET_VERTICES], z[PLANET_VERTICES];
@@ -1780,16 +2101,16 @@ void render_one_item(render_item_t *render_item)
                printf("RENDER_ITEM_PLANET\n");
 #endif
                /* get location */
-               rc = use_coord("planet(sun)", 0, &sun_x, &sun_y, &sun_z);
+               rc = use_planet_coord("planet(sun)", 0, &sun_x, &sun_y, &sun_z);
                if (rc < 0)
                        break;
-               rc = use_coord("planet", render_item->u.planet.vertex, &loc_x, &loc_y, &loc_z);
+               rc = use_planet_coord("planet", render_item->u.planet.vertex, &loc_x, &loc_y, &loc_z);
                if (rc < 0)
                        break;
                /* get size */
                size = render_item->u.planet.size;
                /* rotate vertex */
-               if (planet_rotation) {
+               if (motion_new.planet_rotation) {
                        rotate_coordinate(0.0, inclination, azimuth, &sun_x, &sun_y, &sun_z);
                        rotate_coordinate(0.0, inclination, azimuth, &loc_x, &loc_y, &loc_z);
                }
@@ -1874,13 +2195,13 @@ void render_one_item(render_item_t *render_item)
        }
        case RENDER_ITEM_STARS:
        {
-               int16_t tilt_offset = 0;
-               int x_offset = 0;
+               double tilt_offset = 0;
+               double x_offset = 0;
                uint16_t color[16];
-               uint16_t view_width, yaw = orientation_raw_yaw;
-               int16_t pitch = orientation_raw_pitch;
+               double view_width, yaw = interpolation.orientation_raw_yaw;
+               double pitch = interpolation.orientation_raw_pitch;
                uint32_t table, table_start;
-               int16_t x, y;
+               double x, y;
                double z;
                int i;
                double red, green, blue;
@@ -1904,48 +2225,48 @@ void render_one_item(render_item_t *render_item)
 
                if (render_item->u.stars.above_zenith)
                        yaw = 0x200 + yaw;
-               yaw = (yaw + 91 - (int)(91.0 * (frustum_slope_fov / frustum_slope_64))) & 0x3ff;
-               yaw <<= 1;
+               yaw = fmod(yaw + 91.0 - (91.0 * (frustum_slope_fov / frustum_slope_64)) + 65536.0, 0x400);
+               yaw *= 2.0;
                table = mercenary_star_table();
                table_start = table + m68k_read_memory_16(table);
-               table += m68k_read_memory_16(table + yaw);
-               yaw = ((uint32_t)yaw * 0xe10e) >> 16;
+               table += m68k_read_memory_16(table + ((uint32_t)yaw & 0x7fe));
+               yaw = yaw / (double)0x800 * 1800.0;
 
                if (render_item->u.stars.above_zenith)
                        pitch = 0x200 - pitch;
-               pitch = pitch & 0x3ff;
+               pitch = fmod(pitch + 65536.0, 0x400);
                pitch -= render_item->u.stars.v_offset;
-               pitch <<= 2;
-               pitch = (pitch * 0x6ccc) >> 16;
+               pitch *= 4;
+               pitch = pitch * (double)0x6ccc / 65536.0;
 
                while (1) {
                        x = m68k_read_memory_16(table);
-                       if (x >= 1800) {
-                               x_offset += 1800;
+                       if (x >= 1800.0) {
+                               x_offset += 1800.0;
                                table = table_start;
                        }
                        x = (view_width - 1) - m68k_read_memory_16(table) - x_offset + yaw;
                        table += 2;
-                       if (x < 0)
+                       if (x < 0.0)
                                break;
                        /* special case where we tilt the view when flying on the planet */
                        if (render_item->u.stars.tilt) {
                                /* use offset as given by game: 160 is half of the screen width
                                 * we extend the width to the actual FOV, so it fits
                                 */
-                               tilt_offset = (int32_t)((x - (int16_t)(160.0 / frustum_slope_64 * frustum_slope_fov)) * render_item->u.stars.tilt_value) >> 16;
+                               tilt_offset = ((x - (160.0 / frustum_slope_64 * frustum_slope_fov)) * render_item->u.stars.tilt_value) / 65536.0;
                        }
-                       y = ((m68k_read_memory_16(table)) & 0x1ff) - pitch + tilt_offset;
+                       y = (double)((m68k_read_memory_16(table)) & 0x1ff) - pitch + tilt_offset;
                        table += 2;
                        if (render_item->u.stars.above_zenith) {
-                               x = (view_width - 1) - x;
-                               y = ~y + 136;
+                               x = (double)(view_width - 1) - x;
+                               y = -1 - y + 136;
                        }
                        /* get color */
                        gamecolor2gl(&red, &green, &blue, color[(m68k_read_memory_8(table - 2) & 0x3c) >> 2]);
                        opengl_render_color(red, green, blue, debug_opacity);
                        /* render point */
-                       opengl_render_point(160.0 / frustum_slope_64 * frustum_slope_fov - (double)x, 68.0 - (double)y, z, 0.0);
+                       opengl_render_point(160.0 / frustum_slope_64 * frustum_slope_fov - x, 68.0 - y, z, 0.0);
                }
                break;
        }
@@ -2013,18 +2334,355 @@ void render_one_item(render_item_t *render_item)
                opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
                break;
        }
+       case RENDER_ITEM_EXPLOSION:
+       {
+               GET_ORIENTATION;
+               double loc_x, loc_y, loc_z, size;
+               double x[EXPLOSION_VERTICES], y[EXPLOSION_VERTICES], z[EXPLOSION_VERTICES];
+               int i, e;
+
+#ifdef DEBUG_ITEMS
+               printf("RENDER_ITEM_EXPLOSION\n");
+#endif
+               opengl_render_color(render_item->u.explosion.red, render_item->u.explosion.green, render_item->u.explosion.blue, debug_opacity);
+
+               for (e = 0; e < render_item->u.explosion.count; e++) {
+                       loc_x = render_item->u.explosion.x[e];
+                       loc_y = render_item->u.explosion.y[e];
+                       loc_z = render_item->u.explosion.z[e];
+                       size = 20; /* round about.... */
+                       /* rotate vertex */
+                       rotate_coordinate(roll, pitch, yaw, &loc_x, &loc_y, &loc_z);
+                       /* create and render cicle */
+                       for (i = 0; i < EXPLOSION_VERTICES; i++) {
+                               x[i] = loc_x + size * sin(2 * M_PI * (double)i / EXPLOSION_VERTICES) * EXPLOSION_ELIPSE;
+                               y[i] = loc_y + size * cos(2 * M_PI * (double)i / EXPLOSION_VERTICES);
+                               z[i] = loc_z;
+                       }
+                       opengl_render_polygon_and_line(x, y, z, EXPLOSION_VERTICES); /* no culling, its a debris! */
+                       opengl_render_point(loc_x, loc_y, loc_z, 0.0); /* debris is visible at any distance - at least as a point  */
+               }
+               break;
+       }
        default:
-               print_error("Unknown type, please fix!\n");
+               print_info("Unknown render item type, please fix!\n");
        }
 }
 
-void render_all_items()
+/*
+ * interpolation
+ */
+
+static double interpolate_orientation(double old, double new, double inter)
 {
+       double turn = new - old;
+
+       if (turn > M_PI)
+               turn -= 2.0 * M_PI;
+       if (turn < -M_PI)
+               turn += 2.0 * M_PI;
+
+       /* don't interpolate, if our rotation was too fast.
+        * e.g: taxi drive around corder, load/quit game, ...
+        */ 
+       if (turn > M_PI / 8.0 || turn < -M_PI / 8.0)
+               return new;
+       
+       new = old + turn * inter;
+       
+       if (new > M_PI)
+               new -= 2.0 * M_PI;
+       if (new < -M_PI)
+               new += 2.0 * M_PI;
+
+       return new;
+}
+
+static double interpolate_raw_orientation(uint16_t old, uint16_t new, double inter)
+{
+       int16_t turn = (new - old) & 0x3ff;
+
+       if (turn > 0x200)
+               turn -= 0x400;
+
+       /* don't interpolate, if our rotation was too fast.
+        * e.g: taxi drive around corder, load/quit game, ...
+        */ 
+       if (turn > 0x200 / 8 || turn < -0x200 / 8)
+               return new;
+
+       /* don't do modulo 0x400, since the user of this data does it */        
+       return (double)old + (double)turn * inter;
+}
+
+static double interpolate_offset(int32_t old, int32_t new, double inter, int32_t limit)
+{
+       double offset;
+
+       /* be sure to look only at the lower 28 bits, because on planet these bits are used only */
+       if (ground_index >= 0)
+               offset = wrap_int28(old - new);
+       else
+               offset = (int32_t)(old - new);
+
+       if (limit > 0 && (offset > limit || offset < -limit))
+               return new;
+
+       return offset * (1.0 - inter);
+}
+
+static render_item_t *interpolate_door(double inter)
+{
+       static render_item_t interpolated;
+       render_item_t *old_vertices = render_list_old, *new_vertices = render_list_new;
+       int nomatch_x_count = 0;
+       int nomatch_z_count = 0;
+       int nomatch_x[4], nomatch_z[4];
+       int i, ii;
+
+       /* find old and new vertices */
+       while (old_vertices && old_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
+               old_vertices = old_vertices->next;
+       while (new_vertices && new_vertices->type != RENDER_ITEM_VERTICES_INTERIOR)
+               new_vertices = new_vertices->next;
+
+       /* building does not exist in old or new render */
+       if (!old_vertices || !new_vertices)
+               return NULL;
+
+       /* all verices must match except four */
+       ii = MAX_INTERIOR_VERTEX >> 2;
+       for (i = 0; i < ii; i++) {
+               if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
+                       continue;
+               if (old_vertices->u.vertices_interior.x[i] != new_vertices->u.vertices_interior.x[i]) {
+                       if (nomatch_x_count == 4)
+                               return NULL;
+                       nomatch_x[nomatch_x_count++] = i;
+               }
+       }
+       for (i = 0; i < 4; i++) {
+               if (old_vertices->u.vertices_interior.y[i] != new_vertices->u.vertices_interior.y[i])
+                       return NULL;
+       }
+       for (i = 0; i < ii; i++) {
+               if (!old_vertices->u.vertices_interior.set[i] || !new_vertices->u.vertices_interior.set[i])
+                       continue;
+               if (old_vertices->u.vertices_interior.z[i] != new_vertices->u.vertices_interior.z[i]) {
+                       if (nomatch_z_count == 4)
+                               return NULL;
+                       nomatch_z[nomatch_z_count++] = i;
+               }
+       }
+
+       /* copy, even if not interpolated */
+       memcpy(&interpolated, new_vertices, sizeof(interpolated));
+
+       /* only four x missmatch */
+       if (nomatch_x_count == 4 || nomatch_x_count == 2) {
+               for (i = 0; i < nomatch_x_count; i++) {
+                       interpolated.u.vertices_interior.x[nomatch_x[i]] =
+                       (double)old_vertices->u.vertices_interior.x[nomatch_x[i]] * (1.0 - inter) +
+                       (double)new_vertices->u.vertices_interior.x[nomatch_x[i]] * inter;
+               }
+       }
+
+       /* only four z missmatch */
+       if (nomatch_z_count == 4 || nomatch_z_count == 2) {
+               for (i = 0; i < nomatch_z_count; i++) {
+                       interpolated.u.vertices_interior.z[nomatch_z[i]] =
+                       (double)old_vertices->u.vertices_interior.z[nomatch_z[i]] * (1.0 - inter) +
+                       (double)new_vertices->u.vertices_interior.z[nomatch_z[i]] * inter;
+               }
+       }
+
+       return &interpolated;
+}
+
+/* make a list of objects that moved and store their displacement */
+static void interpolate_objects(double inter)
+{
+       render_item_t *old_info, *new_info;
+       int count;
+
+       /* hunt for objects that exist in both (old and new) lists and moved */
+       count = 0;
+       for (new_info = render_list_new; new_info; new_info = new_info -> next) {
+               /* not an object */
+               if (new_info->type != RENDER_ITEM_OBJECT_INFO)
+                       continue;
+               /* not moving */
+               if (!new_info->u.info.moving)
+                       continue;
+               /* interiors don't move */
+               if (new_info->u.info.id < 0)
+                       continue;
+               /* check matching object with same ID */
+               for (old_info = render_list_old; old_info; old_info = old_info -> next) {
+                       /* not an object */
+                       if (old_info->type != RENDER_ITEM_OBJECT_INFO)
+                               continue;
+                       /* not moving */
+                       if (!old_info->u.info.moving)
+                               continue;
+                       /* same id */
+                       if (old_info->u.info.id == new_info->u.info.id)
+                               break;
+               }
+               /* no matching object found */
+               if (!old_info)
+                       continue;
+               /* not moving */
+               if (old_info->u.info.east == new_info->u.info.east
+                && old_info->u.info.height == new_info->u.info.height
+                && old_info->u.info.north == new_info->u.info.north)
+                       continue;
+               /* interpolate and store */
+               interpolation.object_id[count] = new_info->u.info.id;
+               interpolation.object_offset_east[count] = interpolate_offset(old_info->u.info.east, new_info->u.info.east, inter, 4096);
+               interpolation.object_offset_height[count] = interpolate_offset(old_info->u.info.height, new_info->u.info.height, inter, 4096);
+               interpolation.object_offset_north[count] = interpolate_offset(old_info->u.info.north, new_info->u.info.north, inter, 4096);
+               if (count++ == MAX_MOVING_OBJECTS)
+                       break;
+       }
+       interpolation.object_count = count;
+}
+
+/* make a vertex list of interpolated planets */
+static render_item_t *interpolate_planets(double inter)
+{
+       static render_item_t interpolated;
+       render_item_t *old_info, *new_info;
+       render_item_t *old_vertices = NULL, *new_vertices = NULL;
+       int i;
+
+       /* get vertices for planets/comet */
+       for (old_info = render_list_old; old_info; old_info = old_info -> next) {
+               if (old_info->type == RENDER_ITEM_VERTICES_0)
+                       old_vertices = old_info;
+               /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
+               if (old_info->type == RENDER_ITEM_COMET_POLYGON)
+                       break;
+       }
+       for (new_info = render_list_new; new_info; new_info = new_info -> next) {
+               if (new_info->type == RENDER_ITEM_VERTICES_0)
+                       new_vertices = new_info;
+               /* check until comet's polygons are renderd. at this time the coordinates are all ready, so we can interpolate */
+               if (new_info->type == RENDER_ITEM_COMET_POLYGON)
+                       break;
+       }
+
+       /* check for existing planet's vertices and if planets are rendered in both lists (old and new) */
+       if (old_info == NULL || new_info == NULL || old_vertices == NULL || new_vertices == NULL)
+               return NULL;
+
+       /* interpolate vertices */
+       for (i = 0; i < (MAX_VERTEX >> 2); i++) {
+               interpolated.u.vertices.x[i] = old_vertices->u.vertices.x[i] * (1.0 - inter) + new_vertices->u.vertices.x[i] * inter;
+               interpolated.u.vertices.y[i] = old_vertices->u.vertices.y[i] * (1.0 - inter) + new_vertices->u.vertices.y[i] * inter;
+               interpolated.u.vertices.z[i] = old_vertices->u.vertices.z[i] * (1.0 - inter) + new_vertices->u.vertices.z[i] * inter;
+       }
+
+       return &interpolated;
+}
+
+/* always renders NEW! items
+ * use inter == 1.0 to render motion to vertices of NEW items
+ * use inter 0.0 .. 1.0 to interpolate motion between OLD and NEW items
+ * return 0, if the scene was rendered, returns < 0, if there is no scene
+ */
+int render_all_items(double inter)
+{
+       render_item_object_info = NULL;
        render_item_vertices_0 = render_item_vertices_1 = render_item_vertices_2 = NULL;
        render_item_vertices_interior = NULL;
+       render_item_vertices_planets = NULL;
+
+       /* no interpolation when leaving or entering planet to/from space */
+       if ((last_ground_index < 0 && ground_index >= 0)
+        || (last_ground_index >= 0 && ground_index < 0)) {
+               inter = 1.0;
+       }
+
+       /* reset interpolation */
+       memset(&interpolation, 0, sizeof(interpolation));
+       interpolation.orientation_roll = motion_new.orientation_roll;
+       interpolation.orientation_pitch = motion_new.orientation_pitch;
+       interpolation.orientation_yaw = motion_new.orientation_yaw;
+       interpolation.orientation_raw_pitch = motion_new.orientation_raw_pitch;
+       interpolation.orientation_raw_yaw = motion_new.orientation_raw_yaw;
+       interpolation.planet_inclination = motion_new.planet_inclination;
+       interpolation.planet_azimuth = motion_new.planet_azimuth;
+//printf("we are at %08x %08x %08x\n", motion_new.position_east, motion_new.position_height, motion_new.position_north);
+
+       /* do interpolation */
+       if (inter != 1.0 && render_list_old) {
+               /* interpolate orientation */
+               interpolation.orientation_roll = interpolate_orientation(motion_old.orientation_roll, motion_new.orientation_roll, inter);
+               interpolation.orientation_pitch = interpolate_orientation(motion_old.orientation_pitch, motion_new.orientation_pitch, inter);
+               interpolation.orientation_yaw = interpolate_orientation(motion_old.orientation_yaw, motion_new.orientation_yaw, inter);
+               interpolation.orientation_raw_pitch = interpolate_raw_orientation(motion_old.orientation_raw_pitch, motion_new.orientation_raw_pitch, inter);
+               interpolation.orientation_raw_yaw = interpolate_raw_orientation(motion_old.orientation_raw_yaw, motion_new.orientation_raw_yaw, inter);
+               interpolation.planet_inclination = interpolate_orientation(motion_old.planet_inclination, motion_new.planet_inclination, inter);
+               interpolation.planet_azimuth = interpolate_orientation(motion_old.planet_azimuth, motion_new.planet_azimuth, inter);
+
+               /* interpolate position */
+               interpolation.offset_east = interpolate_offset(motion_old.position_east, motion_new.position_east, inter, 0);
+               interpolation.offset_height = interpolate_offset(motion_old.position_height, motion_new.position_height, inter, 0);
+               interpolation.offset_north = interpolate_offset(motion_old.position_north, motion_new.position_north, inter, 0);
+               /* prevent glitch when using elevators: a sudden vertical move is ignored
+                * this is not the best solution, because fast vertical flying (from 0) will also be detected */
+               if (old_height_offset == 0
+                && (new_height_offset >= 150 || new_height_offset <= -150)) {
+                       interpolation.offset_east = 0.0;
+                       interpolation.offset_height = 0.0;
+                       interpolation.offset_north = 0.0;
+               }
+
+               /* interpolate doors of building (if any) */
+               interpolation.interior = interpolate_door(inter);
+
+               /* interpolate objects */
+               interpolate_objects(inter);
+
+               /* interpolate planets */
+               interpolation.planets = interpolate_planets(inter);
+       }
 
-       for (render_item = render_list_start; render_item; render_item = render_item->next) {
+       /* return failure, if nothing can be rendered */
+       if (!render_list_new)
+               return -1;
+
+       for (render_item = render_list_new; render_item; render_item = render_item->next) {
                render_one_item(render_item);
        }
+
+       return 0;
+}
+
+void render_capture_reset(void)
+{
+       /* flush old list, if exists */
+       flush_old_items();
+       /* flush new list, if exists */
+       render_list_old = render_list_new;
+       flush_old_items();
+       /* reset list pointers */
+       render_list_old = NULL;
+       render_list_new = NULL;
+       render_list_end = &render_list_new;
+       render_item = NULL;
+}
+
+int render_capture_is_interstellar(void)
+{
+       if (!render_list_new)
+               return 0;
+       for (render_item = render_list_new; render_item; render_item = render_item->next) {
+               if (render_item->type == RENDER_ITEM_INTERSTELLAR_STARS)
+                       return 1;
+       }
+
+       return 0;
 }