raze-gles/source/sw/src/predict.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
//#define MAIN
#define QUIET
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
//#include "quake.h"
//#include "jsector.h"
//#include "mytypes.h"
//#include "control.h"
//#include "function.h"
#include "network.h"
//#include "symutil.h"
SWBOOL PredictionOn = TRUE;
SWBOOL Prediction = FALSE;
PLAYER PredictPlayer;
USER PredictUser;
PLAYERp ppp = &PredictPlayer;
typedef struct
{
int x,y,z,horiz;
short ang,filler;
} PREDICT, *PREDICTp;
PREDICT Predict[MOVEFIFOSIZ];
int predictmovefifoplc;
void DoPlayerSectorUpdatePreMove(PLAYERp);
void DoPlayerSectorUpdatePostMove(PLAYERp);
extern SWBOOL GamePaused;
#define PREDICT_DEBUG 0
#if PREDICT_DEBUG
void (*pred_last_func)(PLAYERp) = NULL;
#endif
void
InitPrediction(PLAYERp pp)
{
if (!PredictionOn)
return;
#if PREDICT_DEBUG
pred_last_func = pp->DoPlayerAction;
#endif
// make a copy of player struct and sprite
*ppp = *pp;
PredictUser = *User[pp->PlayerSprite];
}
#if PREDICT_DEBUG
PredictDebug(PLAYERp ppp)
{
static FILE *fout = NULL;
static char pred_sym_name[80];
if (SymCountCode == 0)
LoadSymTable("swcode.sym", &SymTableCode, &SymCountCode);
if (SymCountCode <= 0)
return;
if (!fout)
{
if ((fout = fopen("dbgpred.txt", "wb")) == NULL)
return;
}
if (ppp->DoPlayerAction != pred_last_func)
{
extern uint32_t MoveThingsCount;
SYM_TABLEp st_ptr;
uint32_t unrelocated_offset;
uint32_t offset_from_symbol;
unrelocated_offset = SymCodePtrToOffset((void *)ppp->DoPlayerAction);
st_ptr = SearchSymTableByOffset(SymTableCode, SymCountCode, unrelocated_offset, &offset_from_symbol);
ASSERT(st_ptr);
strcpy(pred_sym_name, st_ptr->Name);
fprintf(fout, "%s, %d\n", pred_sym_name, MoveThingsCount);
}
}
#endif
void
DoPrediction(PLAYERp ppp)
{
USERp u;
SPRITE spr;
int bakrandomseed;
short angvel;
// routine called from MoveLoop
if (!PredictionOn)
return;
ppp->input = Player[myconnectindex].inputfifo[predictmovefifoplc & (MOVEFIFOSIZ-1)];
// get rid of input bits so it doesn't go into other code branches that would
// get it out of sync
RESET(ppp->input.bits,
BIT(SK_SHOOT)|BIT(SK_OPERATE)|BIT(SK_INV_LEFT)|BIT(SK_INV_RIGHT)|
BIT(SK_INV_USE)|BIT(SK_HIDE_WEAPON)|
BIT(SK_AUTO_AIM)|
BIT(SK_CENTER_VIEW)|
SK_WEAPON_MASK|
SK_INV_HOTKEY_MASK
);
SET(ppp->KeyPressFlags,
BIT(SK_SHOOT)|BIT(SK_OPERATE)|BIT(SK_INV_LEFT)|BIT(SK_INV_RIGHT)|
BIT(SK_INV_USE)|BIT(SK_HIDE_WEAPON)|
BIT(SK_AUTO_AIM)|
BIT(SK_CENTER_VIEW)|
SK_WEAPON_MASK|
SK_INV_HOTKEY_MASK
);
// back up things so they won't get stepped on
bakrandomseed = randomseed;
spr = sprite[Player[myconnectindex].PlayerSprite];
sprite[Player[myconnectindex].PlayerSprite].cstat = 0;
u = User[ppp->PlayerSprite];
User[ppp->PlayerSprite] = &PredictUser;
ppp->oang = ppp->pang;
ppp->oposx = ppp->posx;
ppp->oposy = ppp->posy;
ppp->oposz = ppp->posz;
ppp->ohoriz = ppp->horiz;
#if PREDICT_DEBUG
PredictDebug(ppp);
#endif
// go through the player MOVEMENT code only
Prediction = TRUE;
DoPlayerSectorUpdatePreMove(ppp);
(*ppp->DoPlayerAction)(ppp);
DoPlayerSectorUpdatePostMove(ppp);
Prediction = FALSE;
// restore things
User[ppp->PlayerSprite] = u;
sprite[Player[myconnectindex].PlayerSprite] = spr;
randomseed = bakrandomseed;
Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].ang = ppp->pang;
Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].x = ppp->posx;
Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].y = ppp->posy;
Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].z = ppp->posz;
Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].horiz = ppp->horiz;
predictmovefifoplc++;
}
void
CorrectPrediction(int actualfifoplc)
{
PREDICTp predict = &Predict[actualfifoplc & (MOVEFIFOSIZ-1)];
if (!PredictionOn)
return;
if (!CommEnabled)
return;
// see if player position is predicted position
if (predict->ang == Player[myconnectindex].pang &&
predict->x == Player[myconnectindex].posx &&
predict->y == Player[myconnectindex].posy &&
predict->z == Player[myconnectindex].posz &&
predict->horiz == Player[myconnectindex].horiz
)
{
return;
}
// //DSPRINTF(ds,"PREDICT ERROR: %ld %ld %ld %ld %ld %ld %ld %ld %ld %ld", predict->ang, Player[myconnectindex].pang, predict->x, Player[myconnectindex].posx, predict->y, Player[myconnectindex].posy, predict->z, Player[myconnectindex].posz, predict->horiz,Player[myconnectindex].horiz);
// MONO_PRINT(ds);
InitPrediction(&Player[myconnectindex]);
// puts the predicted pos back to actual pos
predictmovefifoplc = movefifoplc;
while (predictmovefifoplc < Player[myconnectindex].movefifoend)
{
DoPrediction(ppp);
}
}