//------------------------------------------------------------------------- /* 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); } }