raze/source/sw/src/predict.cpp
2020-09-09 20:32:24 +02:00

162 lines
4.7 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;
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