/* Copyright (C) 1996-1997 Id Software, Inc. This program 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "quakedef.h" #include "winquake.h" cvar_t cl_nopred = SCVAR("cl_nopred","0"); extern cvar_t cl_lerp_players; cvar_t cl_pushlatency = SCVAR("pushlatency","-999"); extern float pm_airaccelerate; extern usercmd_t independantphysics[MAX_SPLITS]; #ifdef Q2CLIENT #define MAX_PARSE_ENTITIES 1024 extern entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES]; char *Get_Q2ConfigString(int i); #ifdef Q2BSPS void VARGS Q2_Pmove (q2pmove_t *pmove); #define Q2PMF_DUCKED 1 #define Q2PMF_JUMP_HELD 2 #define Q2PMF_ON_GROUND 4 #define Q2PMF_TIME_WATERJUMP 8 // pm_time is waterjump #define Q2PMF_TIME_LAND 16 // pm_time is time before rejump #define Q2PMF_TIME_TELEPORT 32 // pm_time is non-moving time #define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook) #endif vec3_t cl_predicted_origins[UPDATE_BACKUP]; /* =================== CL_CheckPredictionError =================== */ #ifdef Q2BSPS void CLQ2_CheckPredictionError (void) { int frame; int delta[3]; int i; int len; if (cl_nopred.value || (cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION)) return; // calculate the last usercmd_t we sent that the server has processed frame = cls.netchan.incoming_acknowledged; frame &= (UPDATE_MASK); // compare what the server returned with what we had predicted it to be VectorSubtract (cl.q2frame.playerstate.pmove.origin, cl_predicted_origins[frame], delta); // save the prediction error for interpolation len = abs(delta[0]) + abs(delta[1]) + abs(delta[2]); if (len > 640) // 80 world units { // a teleport or something VectorClear (cl.prediction_error); } else { // if (/*cl_showmiss->value && */(delta[0] || delta[1] || delta[2]) ) // Con_Printf ("prediction miss on %i: %i\n", cl.q2frame.serverframe, // delta[0] + delta[1] + delta[2]); VectorCopy (cl.q2frame.playerstate.pmove.origin, cl_predicted_origins[frame]); // save for error itnerpolation for (i=0 ; i<3 ; i++) cl.prediction_error[i] = delta[i]*0.125; } } /* ==================== CL_ClipMoveToEntities ==================== */ void CLQ2_ClipMoveToEntities ( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, trace_t *tr ) { int i, x, zd, zu; trace_t trace; float *angles; entity_state_t *ent; int num; model_t *cmodel; vec3_t bmins, bmaxs; for (i=0 ; isolid) continue; if (ent->number == cl.playerview[0].playernum+1) continue; if (ent->solid == ES_SOLID_BSP) { // special value for bmodel cmodel = cl.model_precache[ent->modelindex]; if (!cmodel) continue; angles = ent->angles; } else { // encoded bbox x = 8*(ent->solid & 31); zd = 8*((ent->solid>>5) & 31); zu = 8*((ent->solid>>10) & 63) - 32; bmins[0] = bmins[1] = -x; bmaxs[0] = bmaxs[1] = x; bmins[2] = -zd; bmaxs[2] = zu; cmodel = CM_TempBoxModel (bmins, bmaxs); angles = vec3_origin; // boxes don't rotate } if (tr->allsolid) return; trace = CM_TransformedBoxTrace (cmodel, start, end, mins, maxs, MASK_PLAYERSOLID, ent->origin, angles); if (trace.allsolid || trace.startsolid || trace.fraction < tr->fraction) { trace.ent = (struct edict_s *)ent; *tr = trace; } } } /* ================ CL_PMTrace ================ */ q2trace_t VARGS CLQ2_PMTrace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) { q2trace_t q2t; trace_t t; // check against world t = CM_BoxTrace (cl.worldmodel, start, end, mins, maxs, MASK_PLAYERSOLID); if (t.fraction < 1.0) t.ent = (struct edict_s *)1; // check all other solid models CLQ2_ClipMoveToEntities (start, mins, maxs, end, &t); q2t.allsolid = t.allsolid; q2t.contents = t.contents; VectorCopy(t.endpos, q2t.endpos); q2t.ent = t.ent; q2t.fraction = t.fraction; q2t.plane = t.plane; q2t.startsolid = t.startsolid; q2t.surface = t.surface; return q2t; } int VARGS CLQ2_PMpointcontents (vec3_t point) { int i; entity_state_t *ent; int num; model_t *cmodel; int contents; contents = CM_PointContents (cl.worldmodel, point); for (i=0 ; isolid != 31) // special value for bmodel continue; cmodel = cl.model_precache[ent->modelindex]; if (!cmodel) continue; contents |= CM_TransformedPointContents (cl.worldmodel, point, cmodel->hulls[0].firstclipnode, ent->origin, ent->angles); } return contents; } #endif /* ================= CL_PredictMovement Sets cl.predicted_origin and cl.predicted_angles ================= */ void CLQ2_PredictMovement (void) //q2 doesn't support split clients. { #ifdef Q2BSPS int ack, current; int frame; int oldframe; q2usercmd_t *cmd; q2pmove_t pm; int step; int oldz; #endif int i; int pnum = 0; if (cls.state != ca_active) return; // if (cl_paused->value) // return; #ifdef Q2BSPS if (cl_nopred.value || (cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION)) #endif { // just set angles for (i=0 ; i<3 ; i++) { cl.predicted_angles[i] = cl.playerview[pnum].viewangles[i] + SHORT2ANGLE(cl.q2frame.playerstate.pmove.delta_angles[i]); } return; } #ifdef Q2BSPS ack = cls.netchan.incoming_acknowledged; current = cls.netchan.outgoing_sequence; // if we are too far out of date, just freeze if (current - ack >= UPDATE_MASK) { // if (cl_showmiss->value) // Con_Printf ("exceeded CMD_BACKUP\n"); return; } // copy current state to pmove memset (&pm, 0, sizeof(pm)); pm.trace = CLQ2_PMTrace; pm.pointcontents = CLQ2_PMpointcontents; pm_airaccelerate = atof(Get_Q2ConfigString(Q2CS_AIRACCEL)); pm.s = cl.q2frame.playerstate.pmove; // SCR_DebugGraph (current - ack - 1, 0); frame = 0; // run frames while (++ack < current) { frame = ack & (UPDATE_MASK); cmd = (q2usercmd_t*)&cl.outframes[frame].cmd[0]; pm.cmd = *cmd; Q2_Pmove (&pm); // save for debug checking VectorCopy (pm.s.origin, cl_predicted_origins[frame]); } if (independantphysics[0].msec) { cmd = (q2usercmd_t*)&independantphysics[0]; pm.cmd = *cmd; Q2_Pmove (&pm); } oldframe = (ack-2) & (UPDATE_MASK); oldz = cl_predicted_origins[oldframe][2]; step = pm.s.origin[2] - oldz; if (step > 63 && step < 160 && (pm.s.pm_flags & Q2PMF_ON_GROUND) ) { cl.predicted_step = step * 0.125; cl.predicted_step_time = realtime - host_frametime * 0.5; } cl.playerview[0].onground = !!(pm.s.pm_flags & Q2PMF_ON_GROUND); // copy results out for rendering cl.predicted_origin[0] = pm.s.origin[0]*0.125; cl.predicted_origin[1] = pm.s.origin[1]*0.125; cl.predicted_origin[2] = pm.s.origin[2]*0.125; VectorCopy (pm.viewangles, cl.predicted_angles); #endif } /* ================= CL_NudgePosition If pmove.origin is in a solid position, try nudging slightly on all axis to allow for the cut precision of the net coordinates ================= */ void CL_NudgePosition (void) { vec3_t base; int x, y; if (cl.worldmodel->funcs.PointContents (cl.worldmodel, NULL, pmove.origin) == FTECONTENTS_EMPTY) return; VectorCopy (pmove.origin, base); for (x=-1 ; x<=1 ; x++) { for (y=-1 ; y<=1 ; y++) { pmove.origin[0] = base[0] + x * 1.0/8; pmove.origin[1] = base[1] + y * 1.0/8; if (cl.worldmodel->funcs.PointContents (cl.worldmodel, NULL, pmove.origin) == FTECONTENTS_EMPTY) return; } } Con_DPrintf ("CL_NudgePosition: stuck\n"); } #endif /* ============== CL_PredictUsercmd ============== */ void CL_PredictUsercmd (int pnum, int entnum, player_state_t *from, player_state_t *to, usercmd_t *u) { extern vec3_t player_mins; extern vec3_t player_maxs; // split up very long moves if (u->msec > 50) { player_state_t temp; usercmd_t split; split = *u; split.msec /= 2; CL_PredictUsercmd (pnum, entnum, from, &temp, &split); CL_PredictUsercmd (pnum, entnum, &temp, to, &split); return; } if (!cl.worldmodel || cl.worldmodel->needload) return; VectorCopy (from->origin, pmove.origin); VectorCopy (u->angles, pmove.angles); VectorCopy (from->velocity, pmove.velocity); VectorCopy (from->gravitydir, pmove.gravitydir); if (!(pmove.velocity[0] == 0) && !(pmove.velocity[0] != 0)) { Con_Printf("nan velocity!\n"); pmove.velocity[0] = 0; pmove.velocity[1] = 0; pmove.velocity[2] = 0; } pmove.jump_msec = (cls.z_ext & Z_EXT_PM_TYPE) ? 0 : from->jump_msec; pmove.jump_held = from->jump_held; pmove.waterjumptime = from->waterjumptime; pmove.pm_type = from->pm_type; pmove.cmd = *u; pmove.skipent = entnum; movevars.entgravity = cl.playerview[pnum].entgravity; movevars.maxspeed = cl.playerview[pnum].maxspeed; movevars.bunnyspeedcap = cl.bunnyspeedcap; pmove.onladder = false; VectorCopy(from->szmins, player_mins); VectorCopy(from->szmaxs, player_maxs); PM_PlayerMove (cl.gamespeed); to->waterjumptime = pmove.waterjumptime; to->jump_held = pmove.jump_held; to->jump_msec = pmove.jump_msec; pmove.jump_msec = 0; VectorCopy (pmove.origin, to->origin); VectorCopy (pmove.angles, to->viewangles); VectorCopy (pmove.velocity, to->velocity); VectorCopy (pmove.gravitydir, to->gravitydir); to->onground = pmove.onground; to->weaponframe = from->weaponframe; to->pm_type = from->pm_type; VectorCopy(player_mins, to->szmins); VectorCopy(player_maxs, to->szmaxs); } //Used when cl_nopred is 1 to determine whether we are on ground, otherwise stepup smoothing code produces ugly jump physics void CL_CatagorizePosition (playerview_t *pv) { if (cl.spectator) { pv->onground = false; // in air return; } VectorClear (pmove.velocity); VectorCopy (pv->simorg, pmove.origin); pmove.numtouch = 0; PM_CategorizePosition (); pv->onground = pmove.onground; } //Smooth out stair step ups. //Called before CL_EmitEntities so that the player's lightning model origin is updated properly void CL_CalcCrouch (playerview_t *pv, float stepchange) { qboolean teleported; vec3_t delta; float orgz = DotProduct(pv->simorg, pv->gravitydir); //compensate for running on walls. VectorSubtract(pv->simorg, pv->oldorigin, delta); teleported = Length(delta)>48; VectorCopy (pv->simorg, pv->oldorigin); if (teleported) { // possibly teleported or respawned pv->oldz = orgz; pv->extracrouch = 0; pv->crouchspeed = 100; pv->crouch = 0; VectorCopy (pv->simorg, pv->oldorigin); return; } if (pv->onground && orgz - pv->oldz > 0) { if (orgz - pv->oldz > movevars.stepheight+2) { // if on steep stairs, increase speed if (pv->crouchspeed < 160) { pv->extracrouch = orgz - pv->oldz - host_frametime * 200 - 15; pv->extracrouch = min(pv->extracrouch, 5); } pv->crouchspeed = 160; } pv->oldz += host_frametime * pv->crouchspeed; if (pv->oldz > orgz) pv->oldz = orgz; if (orgz - pv->oldz > 15 + pv->extracrouch) pv->oldz = orgz - 15 - pv->extracrouch; pv->extracrouch -= host_frametime * 200; pv->extracrouch = max(pv->extracrouch, 0); pv->crouch = pv->oldz - orgz; } else { // in air or moving down pv->oldz = orgz; pv->crouch += host_frametime * 150; if (pv->crouch > 0) pv->crouch = 0; pv->crouchspeed = 100; pv->extracrouch = 0; } } float LerpAngles360(float to, float from, float frac) { int delta; delta = (from-to); if (delta > 180) delta -= 360; if (delta < -180) delta += 360; return to + frac*delta; } //shamelessly ripped from zquake extern cvar_t cl_nolerp; static void CL_LerpMove (int pnum, float msgtime) { static int lastsequence = 0; static vec3_t lerp_angles[3]; static vec3_t lerp_origin[3]; static float lerp_times[3]; static qboolean nolerp[2]; static float demo_latency = 0.01; float frac; float simtime; int i; int from, to; if (!CL_MayLerp() || cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) return; #ifdef NQPROT if (cls.demoplayback == DPB_NETQUAKE) return; #endif if (cls.netchan.outgoing_sequence < lastsequence) { // reset lastsequence = -1; lerp_times[0] = -1; demo_latency = 0.01; } if (cls.netchan.outgoing_sequence > lastsequence) { lastsequence = cls.netchan.outgoing_sequence; // move along lerp_times[2] = lerp_times[1]; lerp_times[1] = lerp_times[0]; lerp_times[0] = msgtime; VectorCopy (lerp_origin[1], lerp_origin[2]); VectorCopy (lerp_origin[0], lerp_origin[1]); VectorCopy (cl.playerview[pnum].simorg, lerp_origin[0]); VectorCopy (lerp_angles[1], lerp_angles[2]); VectorCopy (lerp_angles[0], lerp_angles[1]); VectorCopy (cl.playerview[pnum].simangles, lerp_angles[0]); nolerp[1] = nolerp[0]; nolerp[0] = false; for (i = 0; i < 3; i++) if (fabs(lerp_origin[0][i] - lerp_origin[1][i]) > 40) break; if (i < 3) nolerp[0] = true; // a teleport or something } simtime = realtime - demo_latency; // adjust latency if (simtime > lerp_times[0]) { // Com_DPrintf ("HIGH clamp\n"); demo_latency = realtime - lerp_times[0]; } else if (simtime < lerp_times[2]) { // Com_DPrintf (" low clamp\n"); demo_latency = realtime - lerp_times[2]; } else { // drift towards ideal latency float ideal_latency = (lerp_times[0] - lerp_times[2]) * 0.6; if (demo_latency > ideal_latency) demo_latency = max(demo_latency - host_frametime * 0.1, ideal_latency); } // decide where to lerp from if (simtime > lerp_times[1]) { from = 1; to = 0; } else { from = 2; to = 1; } if (nolerp[to]) return; frac = (simtime - lerp_times[from]) / (lerp_times[to] - lerp_times[from]); frac = bound (0, frac, 1); for (i=0 ; i<3 ; i++) { cl.playerview[pnum].simorg[i] = lerp_origin[from][i] + frac * (lerp_origin[to][i] - lerp_origin[from][i]); cl.playerview[pnum].simangles[i] = LerpAngles360(lerp_angles[from][i], lerp_angles[to][i], frac); } // LerpVector (lerp_origin[from], lerp_origin[to], frac, cl.simorg); // LerpAngles (lerp_angles[from], lerp_angles[to], frac, cl.simangles); } short LerpAngles16(short to, short from, float frac) { int delta; delta = (from-to); if (delta > 32767) delta -= 65535; if (delta < -32767) delta += 65535; return to + frac*delta; } void CL_CalcClientTime(void) { if (cls.protocol != CP_QUAKE3) { float oldst = realtime; if (cls.protocol == CP_QUAKEWORLD && cls.demoplayback == DPB_MVD && !(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)) { extern float nextdemotime, olddemotime, demtime; float f; f = (demtime - olddemotime) / (nextdemotime - olddemotime); f = bound(0, f, 1); cl.servertime = cl.gametime*f + cl.oldgametime*(1-f); } else if (0) { float f; f = cl.gametime - cl.oldgametime; if (f > 0.1) f = 0.1; f = (realtime - cl.gametimemark) / (f); f = bound(0, f, 1); cl.servertime = cl.gametime*f + cl.oldgametime*(1-f); } else { float min, max; oldst = cl.servertime; max = cl.gametime; min = cl.oldgametime; if (max < min) max = min; if (max) cl.servertime += host_frametime; else cl.servertime = 0; if (cl.servertime > max) { if (cl.servertime > max) { cl.servertime = max; // Con_Printf("clamped to new time\n"); } else { cl.servertime -= 0.02*(max - cl.servertime); } } if (cl.servertime < min) { if (cl.servertime < min-0.5) { cl.servertime = min-0.5; // Con_Printf("clamped to old time\n"); } else if (cl.servertime < min-0.3) { cl.servertime += 0.02*(min - cl.servertime); // Con_Printf("running really slow\n"); } else { cl.servertime += 0.01*(min - cl.servertime); // Con_Printf("running slow\n"); } } } cl.time = cl.servertime; if (oldst == 0) { int i; for (i = 0; i < MAX_CLIENTS; i++) { cl.players[i].entertime += cl.servertime; } } return; } if (cls.protocol == CP_NETQUAKE || (cls.demoplayback && cls.demoplayback != DPB_MVD && cls.demoplayback != DPB_EZTV)) { float want; // float off; want = cl.oldgametime + realtime - cl.gametimemark; // off = (want - cl.time); if (want>cl.time) //don't decrease cl.time = want; // Con_Printf("Drifted to %f off by %f\n", cl.time, off); // Con_Printf("\n"); if (cl.time > cl.gametime) { cl.time = cl.gametime; // Con_Printf("max TimeClamp\n"); } if (cl.time < cl.oldgametime) { cl.time = cl.oldgametime; // Con_Printf("old TimeClamp\n"); } } else { cl.time = realtime - cls.latency - cl_pushlatency.value*0.001; if (cl.time > realtime) cl.time = realtime; } } static void CL_DecodeStateSize(unsigned short solid, int modelindex, vec3_t mins, vec3_t maxs) { if (solid == ES_SOLID_BSP) { if (modelindex < MAX_MODELS && cl.model_precache[modelindex] && !cl.model_precache[modelindex]->needload) { VectorCopy(cl.model_precache[modelindex]->mins, mins); VectorCopy(cl.model_precache[modelindex]->maxs, maxs); } else { VectorClear(mins); VectorClear(maxs); } } else if (solid) { mins[0] = -8*(solid&31); mins[1] = -8*(solid&31); mins[2] = -8*((solid>>5)&31); maxs[0] = 8*(solid&31); maxs[1] = 8*(solid&31); maxs[2] = 8*((solid>>10)&63) - 32; } else { VectorClear(mins); VectorClear(maxs); } } /*called on packet reception*/ #include "pr_common.h" void CL_PlayerFrameUpdated(player_state_t *plstate, entity_state_t *state, int sequence) { /*update the prediction info*/ vec3_t a; int pmtype, i; switch(state->u.q1.pmovetype) { case MOVETYPE_NOCLIP: if (cls.z_ext & Z_EXT_PM_TYPE_NEW) pmtype = PM_SPECTATOR; else pmtype = PM_OLD_SPECTATOR; break; case MOVETYPE_FLY: pmtype = PM_FLY; break; case MOVETYPE_NONE: pmtype = PM_NONE; break; case MOVETYPE_BOUNCE: case MOVETYPE_TOSS: pmtype = PM_DEAD; break; case MOVETYPE_WALLWALK: pmtype = PM_WALLWALK; break; default: pmtype = PM_NORMAL; break; } plstate->pm_type = pmtype; VectorCopy(state->origin, plstate->origin); plstate->command.angles[0] = state->angles[0] * -3 *65536/360.0; plstate->command.angles[1] = state->angles[1] * 65536/360.0; plstate->command.angles[2] = state->angles[2] * 65536/360.0; VectorScale(state->u.q1.velocity, 1/8.0, plstate->velocity); plstate->messagenum = sequence; a[0] = ((-192-state->u.q1.gravitydir[0])/256.0f) * 360; a[1] = (state->u.q1.gravitydir[1]/256.0f) * 360; a[2] = 0; AngleVectors(a, plstate->gravitydir, NULL, NULL); cl.players[state->number-1].stats[STAT_WEAPONFRAME] = state->u.q1.weaponframe; cl.players[state->number-1].statsf[STAT_WEAPONFRAME] = state->u.q1.weaponframe; for (i = 0; i < cl.splitclients; i++) { if (cl.playerview[i].playernum == state->number-1) { cl.playerview[i].stats[STAT_WEAPONFRAME] = state->u.q1.weaponframe; cl.playerview[i].statsf[STAT_WEAPONFRAME] = state->u.q1.weaponframe; } } CL_DecodeStateSize(state->solid, state->modelindex, plstate->szmins, plstate->szmaxs); } /*called once every rendered frame*/ qboolean CL_PredictPlayer(lerpents_t *le, entity_state_t *state, int sequence) { int msec, oldphysent; usercmd_t cmd; player_state_t start, exact; int pnum; if (state->number-1 > cl.allocated_client_slots || cl.intermission) return false; /*local players just interpolate for now. the prediction code will move it to the right place afterwards*/ for (pnum = 0; pnum < cl.splitclients; pnum++) { if (state->number-1 == cl.playerview[pnum].playernum) return false; } memset(&cmd, 0, sizeof(cmd)); memset(&start, 0, sizeof(start)); CL_PlayerFrameUpdated(&start, state, sequence); msec = 500*(realtime - cls.latency + 0.02 - cl.inframes[sequence & UPDATE_MASK].receivedtime); cmd.msec = bound(0, msec, 255); cmd.forwardmove = state->u.q1.movement[0]; cmd.sidemove = state->u.q1.movement[1]; cmd.upmove = state->u.q1.movement[2]; oldphysent = pmove.numphysent; CL_PredictUsercmd (0, state->number, &start, &exact, &cmd); //uses player 0's maxspeed/grav... pmove.numphysent = oldphysent; /*need to update the entity's angles and origin so the linkentities function puts it in the correct predicted place*/ le->angles[0] = state->angles[0]; le->angles[1] = state->angles[1]; le->angles[2] = state->angles[2]; VectorCopy (exact.origin, le->origin); return true; } /* ============== CL_PredictMove ============== */ void CL_PredictMovePNum (int seat) { playerview_t *pv = &cl.playerview[seat]; inframe_t indstate; outframe_t indcmd; int i; float f; inframe_t *from, *to = NULL; outframe_t *cmdfrom, *cmdto; int oldphysent; vec3_t lrp, lrpv; double simtime; extern cvar_t cl_netfps; //these are to make svc_viewentity work better float *vel; float *org; float stepheight = 0; float netfps = cl_netfps.value; if (!netfps) { //every video frame has its own input frame. simtime = realtime; } else { netfps = bound(6.7, netfps, cls.maxfps); if (netfps < 30) { //extrapolate if we've a low net rate. This should reduce apparent lag, but will be jerky if the net rate is not an (inverse) multiple of the monitor rate. //this is in addition to any monitor desync. simtime = realtime; } else { //interpolate. The input rate is completely smoothed out, at the cost of some latency. //You can still get juddering if the video rate doesn't match the monitor refresh rate (and isn't so high that it doesn't matter). //note that the code below will back-date input frames if the server acks too fast. netfps = bound(6.7, netfps, cls.maxfps); simtime = realtime - (1/netfps); } } pv->nolocalplayer = !!(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS) || (cls.protocol != CP_QUAKEWORLD); #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) { if (!cl.worldmodel || cl.worldmodel->needload) return; pv->crouch = 0; CLQ2_PredictMovement(); return; } #endif if (cl_pushlatency.value > 0) Cvar_Set (&cl_pushlatency, "0"); if (cl.paused && !(cls.demoplayback!=DPB_MVD && cls.demoplayback!=DPB_EZTV) && (!cl.spectator || !pv->cam_auto)) return; if (cl.intermission==1 && cls.protocol == CP_QUAKEWORLD) { pv->crouch = 0; return; } #ifdef NQPROT if (cls.protocol == CP_NETQUAKE && !(cls.fteprotocolextensions2 & PEXT2_PREDINFO)) { cl.ackedmovesequence = cl.movesequence; } #endif if (!cl.validsequence) { return; } if (cl.movesequence - cl.ackedmovesequence >= UPDATE_BACKUP-1) { //lagging like poo. if (!cl.intermission) //keep the angles working though. VectorCopy (pv->viewangles, pv->simangles); return; } // this is the last frame received from the server from = &cl.inframes[cl.validsequence & UPDATE_MASK]; cmdfrom = &cl.outframes[cl.ackedmovesequence & UPDATE_MASK]; if (!cl.intermission) { VectorCopy (pv->viewangles, pv->simangles); } vel = from->playerstate[pv->playernum].velocity; org = from->playerstate[pv->playernum].origin; #ifdef PEXT_SETVIEW //if the view is attached to an arbitary entity... if (pv->viewentity && (pv->viewentity != pv->playernum+1 || cl.ackedmovesequence == cl.movesequence)) { if (pv->viewentity >= 0 && pv->viewentity <= cl.allocated_client_slots && from->playerstate[pv->viewentity-1].messagenum == cl.validsequence) { } else if (pv->viewentity < cl.maxlerpents) { pv->nolocalplayer = true; // Con_Printf("Using lerped pos\n"); org = cl.lerpents[pv->viewentity].origin; vel = vec3_origin; goto fixedorg; } } #endif if (!from->playerstate[pv->playernum].messagenum) { //no player states?? put the view on an ent if (pv->playernum < cl.maxlerpents) { pv->nolocalplayer = true; // Con_Printf("Using lerped pos\n"); org = cl.lerpents[pv->playernum+1].origin; vel = vec3_origin; goto fixedorg; } } if (((cl_nopred.value && cls.demoplayback!=DPB_MVD && cls.demoplayback != DPB_EZTV)|| pv->fixangle || cl.paused)) { if (cl_lerp_players.ival && !cls.demoplayback) { lerpents_t *le; if (pv->nolocalplayer) le = &cl.lerpents[pv->cam_spec_track+1]; else le = &cl.lerpplayers[pv->cam_spec_track]; org = le->origin; vel = vec3_origin; } fixedorg: VectorCopy (vel, pv->simvel); VectorCopy (org, pv->simorg); // to = &cl.inframes[cl.ackedinputsequence & UPDATE_MASK]; CL_CatagorizePosition(pv); goto out; } // predict forward until cl.time <= to->senttime oldphysent = pmove.numphysent; CL_SetSolidPlayers(); pmove.skipent = pv->playernum+1; // Con_Printf("%i<%i %i\n", cl.ackedmovesequence, cl.movesequence, cl.validsequence); to = &cl.inframes[cl.validsequence & UPDATE_MASK]; cmdto = &cl.outframes[cl.ackedmovesequence & UPDATE_MASK]; if (pv->viewentity && pv->viewentity != pv->playernum+1 && CL_MayLerp()) { float f; if (cl_lerp_players.ival && (cls.demoplayback==DPB_MVD || cls.demoplayback == DPB_EZTV)) { lerpents_t *le = &cl.lerpplayers[pv->cam_spec_track]; org = le->origin; vel = vec3_origin; VectorCopy(le->angles, pv->simangles); goto fixedorg; } to = &cl.inframes[cl.validsequence & UPDATE_MASK]; from = &cl.inframes[cl.oldvalidsequence & UPDATE_MASK]; //figure out the lerp factor if (cl.gametime == cl.servertime) f = 0; else { f = (cl.gametime-cl.servertime)/(cl.gametime-cl.oldgametime); //f = (cl.time-cl.lerpents[state->number].lerptime)/cl.lerpents[state->number].lerprate; } if (f<0) f=0; if (f>1) f=1; // f = 1-f; // calculate origin for (i=0 ; i<3 ; i++) { lrp[i] = to->playerstate[pv->cam_spec_track].origin[i] + f * (from->playerstate[pv->cam_spec_track].origin[i] - to->playerstate[pv->cam_spec_track].origin[i]); lrpv[i] = to->playerstate[pv->cam_spec_track].velocity[i] + f * (from->playerstate[pv->cam_spec_track].velocity[i] - to->playerstate[pv->cam_spec_track].velocity[i]); pv->simangles[i] = LerpAngles16(to->playerstate[pv->cam_spec_track].command.angles[i], from->playerstate[pv->cam_spec_track].command.angles[i], f)*360.0f/65535; } org = lrp; vel = lrpv; pv->pmovetype = PM_NONE; goto fixedorg; } else { if (cls.demoplayback==DPB_MVD || cls.demoplayback==DPB_EZTV) { from = &cl.inframes[(cl.ackedmovesequence-1) & UPDATE_MASK]; to = &cl.inframes[(cl.ackedmovesequence) & UPDATE_MASK]; cmdto = &cl.outframes[(cl.ackedmovesequence) & UPDATE_MASK]; to->playerstate->pm_type = PM_SPECTATOR; simtime = cmdto->senttime; VectorCopy (pv->simvel, from->playerstate[pv->playernum].velocity); VectorCopy (pv->simorg, from->playerstate[pv->playernum].origin); CL_PredictUsercmd (seat, 0, &from->playerstate[pv->playernum], &to->playerstate[pv->playernum], &cmdto->cmd[seat]); } else { for (i=1 ; iplayernum+1, &from->playerstate[pv->playernum], &to->playerstate[pv->playernum], &cmdto->cmd[seat]); if (cmdto->senttime >= simtime) break; from = to; cmdfrom = cmdto; } } if (simtime > cmdto->senttime) { float msec; cmdfrom = cmdto; from = to; to = &indstate; cmdto = &indcmd; if (independantphysics[seat].msec && !cls.demoplayback) cmdto->cmd[seat] = independantphysics[seat]; else cmdto->cmd[seat] = cmdfrom->cmd[seat]; cmdto->senttime = simtime; msec = ((cmdto->senttime - cmdfrom->senttime) * 1000) + 0.5; cmdto->cmd[seat].msec = bound(0, msec, 250); CL_PredictUsercmd (seat, pv->playernum+1, &from->playerstate[pv->playernum] , &to->playerstate[pv->playernum], &cmdto->cmd[seat]); } pv->onground = pmove.onground; pv->pmovetype = to->playerstate[pv->playernum].pm_type; stepheight = to->playerstate[pv->playernum].origin[2] - from->playerstate[pv->playernum].origin[2]; } //backdate it if our simulation time is in the past. this will happen on localhost, but not on 300-ping servers. for (i = 0; cmdfrom->senttime > simtime && i < 16; i++) { to = from; cmdto = cmdfrom; from = &cl.inframes[(cl.validsequence-i) & UPDATE_MASK]; cmdfrom = &cl.outframes[(cl.ackedmovesequence-i) & UPDATE_MASK]; } pmove.numphysent = oldphysent; // Con_Printf("%f %f %f\n", cmdfrom->senttime, simtime, cmdto->senttime); if (cmdto->senttime == cmdfrom->senttime) { VectorCopy (to->playerstate[pv->playernum].velocity, pv->simvel); VectorCopy (to->playerstate[pv->playernum].origin, pv->simorg); } else { int pnum = pv->playernum; // now interpolate some fraction of the final frame f = (simtime - cmdfrom->senttime) / (cmdto->senttime - cmdfrom->senttime); if (f < 0) f = 0; if (f > 1) f = 1; for (i=0 ; i<3 ; i++) if ( fabs(from->playerstate[pnum].origin[i] - to->playerstate[pnum].origin[i]) > 128) { // teleported, so don't lerp VectorCopy (to->playerstate[pnum].velocity, pv->simvel); VectorCopy (to->playerstate[pnum].origin, pv->simorg); goto out; } for (i=0 ; i<3 ; i++) { pv->simorg[i] = (1-f)*from->playerstate[pnum].origin[i] + f*to->playerstate[pnum].origin[i]; pv->simvel[i] = (1-f)*from->playerstate[pnum].velocity[i] + f*to->playerstate[pnum].velocity[i]; /* if (cl.spectator && Cam_TrackNum(vnum) >= 0) pv->simangles[i] = LerpAngles16(from->playerstate[pnum].command.angles[i], to->playerstate[pnum].command.angles[i], f) * (360.0/65535); else if (cls.demoplayback == DPB_QUAKEWORLD) pv->simangles[i] = LerpAngles16(cmdfrom->cmd[vnum].angles[i], cmdto->cmd[vnum].angles[i], f) * (360.0/65535); */ } CL_CatagorizePosition(pv); } if (pv->nolocalplayer && cl.maxlerpents > pv->playernum+1) { //keep the entity tracking the prediction position, so mirrors don't go all weird VectorCopy(to->playerstate[pv->playernum].origin, cl.lerpents[pv->playernum+1].origin); VectorScale(pv->simangles, 1, cl.lerpents[pv->playernum+1].angles); cl.lerpents[pv->playernum+1].angles[0] *= -0.333; } if (cls.demoplayback) CL_LerpMove (seat, cmdto->senttime); out: CL_CalcCrouch (pv, stepheight); pv->waterlevel = pmove.waterlevel; VectorCopy(pmove.gravitydir, pv->gravitydir); } void CL_PredictMove (void) { int i; //work out which packet entities are solid CL_SetSolidEntities (); // Set up prediction for other players CL_SetUpPlayerPrediction(false); // do client side motion prediction for (i = 0; i < cl.splitclients; i++) CL_PredictMovePNum(i); // Set up prediction for other players CL_SetUpPlayerPrediction(true); } /* ============== CL_InitPrediction ============== */ void CL_InitPrediction (void) { extern char cl_predictiongroup[]; Cvar_Register (&cl_pushlatency, cl_predictiongroup); Cvar_Register (&cl_nopred, cl_predictiongroup); }