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https://github.com/ZDoom/Raze.git
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156 lines
4.3 KiB
C++
156 lines
4.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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//#define MAIN
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#define QUIET
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "network.h"
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BEGIN_SW_NS
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bool PredictionOn = true;
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bool Prediction = false;
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PLAYER PredictPlayer;
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//USER PredictUser;
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PLAYER* ppp = &PredictPlayer;
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struct PREDICT
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{
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int x,y,z;
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DAngle ang;
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fixedhoriz horiz;
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short filler;
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};
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PREDICT Predict[/*MOVEFIFOSIZ*/256];
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int predictmovefifoplc;
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void DoPlayerSectorUpdatePreMove(PLAYER*);
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void DoPlayerSectorUpdatePostMove(PLAYER*);
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void InitPrediction(PLAYER* pp)
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{
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if (!PredictionOn)
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return;
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// make a copy of player struct and sprite
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//*ppp = *pp;
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//PredictUser = *pp->actor->user;
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}
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void DoPrediction(PLAYER* ppp)
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{
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#if 0
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spritetype spr;
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int bakrandomseed;
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// routine called from MoveLoop
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if (!PredictionOn)
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return;
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ppp->input = Player[myconnectindex].inputfifo[predictmovefifoplc & (MOVEFIFOSIZ-1)];
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// get rid of input bits so it doesn't go into other code branches that would
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// get it out of sync
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ppp->input.actions &= ~(SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN);;
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ppp->KeyPressBits |= (SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN);
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// back up things so they won't get stepped on
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bakrandomseed = randomseed;
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spr = s prite[Player[myconnectindex].P_layerSprite];
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s prite[Player[myconnectindex].P_layerSprite].cstat = 0;
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u = U ser[ppp->P_layerSprite];
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U ser[ppp->P_layerSprite] = &PredictUser;
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ppp->oposx = ppp->posx;
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ppp->oposy = ppp->posy;
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ppp->oposz = ppp->posz;
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ppp->angle.backup();
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ppp->horizon.backup();
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// go through the player MOVEMENT code only
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Prediction = true;
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DoPlayerSectorUpdatePreMove(ppp);
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(*ppp->DoPlayerAction)(ppp);
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DoPlayerSectorUpdatePostMove(ppp);
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Prediction = false;
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// restore things
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U ser[ppp->P_layerSprite] = u;
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s prite[Player[myconnectindex].P_layerSprite] = spr;
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randomseed = bakrandomseed;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].x = ppp->posx;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].y = ppp->posy;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].z = ppp->posz;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].ang = ppp->angle.ang;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].horiz = ppp->horizon.horiz;
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predictmovefifoplc++;
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#endif
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}
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void CorrectPrediction(int actualfifoplc)
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{
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#if 0
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PREDICT* predict = &Predict[actualfifoplc & (MOVEFIFOSIZ-1)];
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if (!PredictionOn)
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return;
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if (!CommEnabled)
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return;
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// see if player position is predicted position
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if (predict->ang == Player[myconnectindex].angle.ang &&
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predict->x == Player[myconnectindex].posx &&
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predict->y == Player[myconnectindex].posy &&
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predict->z == Player[myconnectindex].posz &&
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predict->horiz == Player[myconnectindex].horizon.horiz
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)
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{
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return;
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}
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InitPrediction(&Player[myconnectindex]);
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// puts the predicted pos back to actual pos
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predictmovefifoplc = movefifoplc;
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while (predictmovefifoplc < Player[myconnectindex].movefifoend)
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{
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DoPrediction(ppp);
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}
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#endif
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}
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END_SW_NS
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