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5d194eebfb
git-svn-id: https://svn.eduke32.com/eduke32@1141 1a8010ca-5511-0410-912e-c29ae57300e0
463 lines
11 KiB
C
463 lines
11 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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int NumSyncBytes = 1;
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char sync_first[MAXSYNCBYTES][60];
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int sync_found = 0;
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static int crctable[256];
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#define updatecrc(dcrc,xz) (dcrc = (crctable[((dcrc)>>8)^((xz)&255)]^((dcrc)<<8)))
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void initsynccrc(void)
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{
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int i, j, k, a;
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for (j=0;j<256;j++) //Calculate CRC table
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{
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k = (j<<8); a = 0;
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for (i=7;i>=0;i--)
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{
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if (((k^a)&0x8000) > 0)
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a = ((a<<1)&65535) ^ 0x1021; //0x1021 = genpoly
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else
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a = ((a<<1)&65535);
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k = ((k<<1)&65535);
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}
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crctable[j] = (a&65535);
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}
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}
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char PlayerSync(void)
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{
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short i;
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unsigned short crc = 0;
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player_struct *pp;
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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{
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pp = g_player[i].ps;
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updatecrc(crc, pp->posx & 255);
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updatecrc(crc, pp->posy & 255);
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updatecrc(crc, pp->posz & 255);
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updatecrc(crc, pp->ang & 255);
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}
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return ((char) crc & 255);
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}
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char PlayerSync2(void)
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{
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short i;
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unsigned short crc = 0;
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player_struct *pp;
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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{
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pp = g_player[i].ps;
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updatecrc(crc, pp->horiz & 255);
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updatecrc(crc, sprite[pp->i].extra & 255);
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updatecrc(crc, pp->bobcounter & 255);
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}
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return ((char) crc & 255);
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}
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/*
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char SOSync(void)
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{
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unsigned short crc = 0;
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SECTOR_OBJECTp sop;
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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{
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// if (sop->xmid == MAXLONG)
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// continue;
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updatecrc(crc, (sop->xmid) & 255);
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updatecrc(crc, (sop->ymid) & 255);
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updatecrc(crc, (sop->zmid) & 255);
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updatecrc(crc, (sop->vel) & 255);
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updatecrc(crc, (sop->ang) & 255);
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updatecrc(crc, (sop->ang_moving) & 255);
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updatecrc(crc, (sop->spin_ang) & 255);
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}
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return ((char) crc & 255);
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}
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char EnemySync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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spritetype *spr;
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extern char DemoTmpName[];
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return ((char) crc & 255);
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}
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char MissileSync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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spritetype *spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISSILE], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return ((char) crc & 255);
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}
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char MissileSkip4Sync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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spritetype *spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISSILE_SKIP4], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return ((char) crc & 255);
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}
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char ShrapSync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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spritetype *spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_SHRAP], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return ((char) crc & 255);
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}
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char MiscSync(void)
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{
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unsigned short crc = 0;
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short j, nextj;
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spritetype *spr;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISC], j, nextj)
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{
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spr = &sprite[j];
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updatecrc(crc, (spr->x) & 255);
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updatecrc(crc, (spr->y) & 255);
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updatecrc(crc, (spr->z) & 255);
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updatecrc(crc, (spr->ang) & 255);
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}
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return ((char) crc & 255);
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}
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*/
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char RandomSync(void)
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{
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unsigned short crc = 0;
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updatecrc(crc, randomseed & 255);
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updatecrc(crc, (randomseed >> 8) & 255);
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if (NumSyncBytes == 1)
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{
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updatecrc(crc,PlayerSync() & 255);
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updatecrc(crc,PlayerSync2() & 255);
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// updatecrc(crc,WeaponSync() & 255);
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}
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return ((char) crc & 255);
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}
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/*
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movefta(); //ST 2
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moveweapons(); //ST 4
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movetransports(); //ST 9
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moveplayers(); //ST 10
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movefallers(); //ST 12
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moveexplosions(); //ST 5
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moveactors(); //ST 1
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moveeffectors(); //ST 3
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movestandables(); //ST 6
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movefx(); //ST 11
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*/
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char *SyncNames[] =
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{
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"RandomSync",
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"PlayerSync",
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"PlayerSync2",
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/* "FTASync",
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"WeaponSync",
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"TransportSync",
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"FallerSync",
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"ExplosionSync",
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"ActorSync",
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"EffectorSync",
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"StandableSync",
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"FXSync", */
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NULL
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};
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static char(*SyncFunc[MAXSYNCBYTES + 1])(void) =
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{
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RandomSync,
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PlayerSync,
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PlayerSync2,
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/* FTASync,
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WeaponSync,
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TransportSync,
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FallerSync,
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ExplosionSync,
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ActorSync,
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EffectorSync,
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StandableSync,
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FXSync, */
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NULL
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};
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void getsyncstat(void)
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{
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int i;
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playerdata_t *pp = &g_player[myconnectindex];
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unsigned int val;
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static unsigned int count;
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if (numplayers < 2)
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return;
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for (i = 0; SyncFunc[i]; i++)
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{
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pp->syncval[pp->syncvalhead & (SYNCFIFOSIZ - 1)][i] = (*SyncFunc[i])();
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}
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val = pp->syncval[pp->syncvalhead & (SYNCFIFOSIZ - 1)][0];
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count += val;
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pp->syncvalhead++;
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}
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////////////////////////////////////////////////////////////////////////
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//
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// Sync Message print
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//
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////////////////////////////////////////////////////////////////////////
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void SyncStatMessage(void)
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{
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int i, j;
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static unsigned int MoveCount = 0;
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extern unsigned int MoveThingsCount;
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// if (!SyncPrintMode)
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// return;
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if (numplayers <= 1)
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return;
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for (i = 0; i < NumSyncBytes; i++)
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{
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// syncstat is NON 0 - out of sync
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if (syncstat[i] != 0)
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{
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if (NumSyncBytes > 1)
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{
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sprintf(tempbuf, "GAME OUT OF SYNC - %s", SyncNames[i]);
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printext256(68L, 68L + (i * 8), 1, 31, tempbuf, 0);
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}
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if (!sync_found && sync_first[i][0] == '\0')
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{
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// sync_found one so test all of them and then never test again
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sync_found = TRUE;
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// save off loop count
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MoveCount = MoveThingsCount;
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for (j = 0; j < NumSyncBytes; j++)
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{
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if (syncstat[j] != 0 && sync_first[j][0] == '\0')
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{
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sprintf(tempbuf, "OUT OF SYNC - %s", SyncNames[j]);
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strcpy(sync_first[j], tempbuf);
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}
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}
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}
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}
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}
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// print out the sync_first message you got
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for (i = 0; i < NumSyncBytes; i++)
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{
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if (sync_first[i][0] != '\0')
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{
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if (NumSyncBytes > 1)
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{
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sprintf(tempbuf, "FIRST %s", sync_first[i]);
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printext256(50L, 0L, 1, 31, tempbuf, 0);
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sprintf(tempbuf, "MoveCount %d",MoveCount);
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printext256(50L, 10L, 1, 31, tempbuf, 0);
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}
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else
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{
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// short w,h;
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// production out of sync error
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// sprintf(tempbuf,"GAME OUT OF SYNC!");
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// MNU_MeasureString(tempbuf, &w, &h);
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// MNU_DrawString(TEXT_TEST_COL(w), 20, tempbuf, 0, 19);
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// sprintf(tempbuf,"Restart the game.");
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// MNU_MeasureString(tempbuf, &w, &h);
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// MNU_DrawString(TEXT_TEST_COL(w), 30, tempbuf, 0, 19);
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printext256(4L,130L,31,0,"Out Of Sync - Please restart game",0);
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printext256(4L,138L,31,0,"RUN DN3DHELP.EXE for information.",0);
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}
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}
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}
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// if (syncstate != 0)
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// printext256(68L, 92L, 1, 31, "Missed Network packet!", 0);
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}
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void AddSyncInfoToPacket(int *j)
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{
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int sb;
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int count = 0;
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// sync testing
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while (g_player[myconnectindex].syncvalhead != syncvaltail && count++ < 4)
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{
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for (sb = 0; sb < NumSyncBytes; sb++)
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packbuf[(*j)++] = g_player[myconnectindex].syncval[syncvaltail & (SYNCFIFOSIZ - 1)][sb];
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syncvaltail++;
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}
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}
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void GetSyncInfoFromPacket(char *packbuf, int packbufleng, int *j, int otherconnectindex)
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{
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int sb, i;
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extern int syncvaltail, syncvaltottail;
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playerdata_t *ppo = &g_player[otherconnectindex];
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char found = 0;
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// have had problems with this routine crashing when players quit
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// games.
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// if ready2send is not set then don't try to get sync info
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if (!ready2send)
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return;
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// Suspect that its trying to traverse the connect list
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// for a player that does not exist. This tries to take care of that
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for (i=connecthead;i>=0;i=connectpoint2[i])
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{
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if (otherconnectindex == i)
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found = 1;
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}
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if (!found)
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return;
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// sync testing
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//while ((*j) != packbufleng) // changed this on Kens suggestion
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while ((*j) < packbufleng)
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{
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for (sb = 0; sb < NumSyncBytes; sb++)
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{
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ppo->syncval[ppo->syncvalhead & (SYNCFIFOSIZ - 1)][sb] = packbuf[(*j)++];
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}
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ppo->syncvalhead++;
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}
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// update syncstat
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// if any of the syncstat vars is non-0 then there is a problem
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for (i=connecthead;i>=0;i=connectpoint2[i])
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{
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if (g_player[i].syncvalhead == syncvaltottail)
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return;
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}
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//for (sb = 0; sb < NumSyncBytes; sb++)
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// syncstat[sb] = 0;
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while (1)
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{
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for (i = connectpoint2[connecthead]; i >= 0; i = connectpoint2[i])
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{
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for (sb = 0; sb < NumSyncBytes; sb++)
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{
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if (g_player[i].syncval[syncvaltottail & (SYNCFIFOSIZ - 1)][sb] != g_player[connecthead].syncval[syncvaltottail & (SYNCFIFOSIZ - 1)][sb])
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{
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syncstat[sb] = 1;
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}
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}
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}
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syncvaltottail++;
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for (i=connecthead;i>=0;i=connectpoint2[i])
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{
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if (g_player[i].syncvalhead == syncvaltottail)
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return;
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}
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}
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}
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