raze/source/games/sw/src/predict.cpp

156 lines
4.3 KiB
C++

//-------------------------------------------------------------------------
/*
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
bool PredictionOn = true;
bool Prediction = false;
PLAYER PredictPlayer;
//USER PredictUser;
PLAYER* ppp = &PredictPlayer;
struct PREDICT
{
int x,y,z;
DAngle ang;
fixedhoriz horiz;
short filler;
};
PREDICT Predict[/*MOVEFIFOSIZ*/256];
int predictmovefifoplc;
void DoPlayerSectorUpdatePreMove(PLAYER*);
void DoPlayerSectorUpdatePostMove(PLAYER*);
void InitPrediction(PLAYER* pp)
{
if (!PredictionOn)
return;
// make a copy of player struct and sprite
//*ppp = *pp;
//PredictUser = *pp->actor->user;
}
void DoPrediction(PLAYER* ppp)
{
#if 0
spritetype 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 = s prite[Player[myconnectindex].P_layerSprite];
s prite[Player[myconnectindex].P_layerSprite].cstat = 0;
u = U ser[ppp->P_layerSprite];
U ser[ppp->P_layerSprite] = &PredictUser;
ppp->oposx = ppp->posx;
ppp->oposy = ppp->posy;
ppp->oposz = ppp->posz;
ppp->angle.backup();
ppp->horizon.backup();
// go through the player MOVEMENT code only
Prediction = true;
DoPlayerSectorUpdatePreMove(ppp);
(*ppp->DoPlayerAction)(ppp);
DoPlayerSectorUpdatePostMove(ppp);
Prediction = false;
// restore things
U ser[ppp->P_layerSprite] = u;
s prite[Player[myconnectindex].P_layerSprite] = spr;
randomseed = bakrandomseed;
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)].ang = ppp->angle.ang;
Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].horiz = ppp->horizon.horiz;
predictmovefifoplc++;
#endif
}
void CorrectPrediction(int actualfifoplc)
{
#if 0
PREDICT* predict = &Predict[actualfifoplc & (MOVEFIFOSIZ-1)];
if (!PredictionOn)
return;
if (!CommEnabled)
return;
// see if player position is predicted position
if (predict->ang == Player[myconnectindex].angle.ang &&
predict->x == Player[myconnectindex].posx &&
predict->y == Player[myconnectindex].posy &&
predict->z == Player[myconnectindex].posz &&
predict->horiz == Player[myconnectindex].horizon.horiz
)
{
return;
}
InitPrediction(&Player[myconnectindex]);
// puts the predicted pos back to actual pos
predictmovefifoplc = movefifoplc;
while (predictmovefifoplc < Player[myconnectindex].movefifoend)
{
DoPrediction(ppp);
}
#endif
}
END_SW_NS