//------------------------------------------------------------------------- /* 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 */ //------------------------------------------------------------------------- #include "ns.h" //#define MAIN #define QUIET #include "build.h" #include "names2.h" #include "panel.h" #include "game.h" #include "network.h" BEGIN_SW_NS SWBOOL PredictionOn = true; SWBOOL Prediction = false; PLAYER PredictPlayer; USER PredictUser; PLAYERp ppp = &PredictPlayer; typedef struct { int x,y,z; fixed_t q16horiz, q16ang; short filler; } PREDICT, *PREDICTp; PREDICT Predict[/*MOVEFIFOSIZ*/256]; int predictmovefifoplc; void DoPlayerSectorUpdatePreMove(PLAYERp); void DoPlayerSectorUpdatePostMove(PLAYERp); void InitPrediction(PLAYERp pp) { if (!PredictionOn) return; // make a copy of player struct and sprite *ppp = *pp; PredictUser = *User[pp->PlayerSprite]; } void DoPrediction(PLAYERp ppp) { #if 0 USERp u; SPRITE spr; int bakrandomseed; // 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 ppp->input.actions &= ~(SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN);; ppp->KeyPressBits |= (SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN); // 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->oq16ang = ppp->q16ang; ppp->oposx = ppp->posx; ppp->oposy = ppp->posy; ppp->oposz = ppp->posz; ppp->oq16horiz = ppp->q16horiz; // 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)].q16ang = ppp->q16ang; 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)].q16horiz = ppp->q16horiz; predictmovefifoplc++; #endif } void CorrectPrediction(int actualfifoplc) { #if 0 PREDICTp predict = &Predict[actualfifoplc & (MOVEFIFOSIZ-1)]; if (!PredictionOn) return; if (!CommEnabled) return; // see if player position is predicted position if (predict->q16ang == Player[myconnectindex].q16ang && predict->x == Player[myconnectindex].posx && predict->y == Player[myconnectindex].posy && predict->z == Player[myconnectindex].posz && predict->q16horiz == Player[myconnectindex].q16horiz ) { return; } // //DSPRINTF(ds,"PREDICT ERROR: %ld %ld %ld %ld %ld %ld %ld %ld %ld %ld", FixedToInt(predict->q16ang), FixedToInt(Player[myconnectindex].q16ang), predict->x, Player[myconnectindex].posx, predict->y, Player[myconnectindex].posy, predict->z, Player[myconnectindex].posz, FixedToInt(predict->q16horiz),FixedToInt(Player[myconnectindex].q16horiz)); // MONO_PRINT(ds); InitPrediction(&Player[myconnectindex]); // puts the predicted pos back to actual pos predictmovefifoplc = movefifoplc; while (predictmovefifoplc < Player[myconnectindex].movefifoend) { DoPrediction(ppp); } #endif } END_SW_NS