2012-11-26 18:58:24 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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2012-11-28 15:47:07 +00:00
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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2012-11-26 18:58:24 +00:00
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2012-11-28 15:47:07 +00:00
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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2012-11-26 18:58:24 +00:00
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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. See the
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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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef PREDICTED_VALUE_H_
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#define PREDICTED_VALUE_H_
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#include "Game_local.h"
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/*
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================================================
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A simple class to handle simple predictable values
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on multiplayer clients.
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The class encapsulates the actual value to be stored
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as well as the client frame number on which it is set.
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When reading predicted values from a snapshot, the actual
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value is only updated if the server has processed the client's
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usercmd for the frame in which the client predicted the value.
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Got that?
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================================================
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*/
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template< class type_ >
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2012-11-28 15:47:07 +00:00
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class idPredictedValue
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{
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2012-11-26 18:58:24 +00:00
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public:
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explicit idPredictedValue();
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explicit idPredictedValue( const type_ & value_ );
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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void Set( const type_ & newValue );
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2012-11-28 15:47:07 +00:00
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idPredictedValue< type_ >& operator=( const type_ & value );
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idPredictedValue< type_ >& operator+=( const type_ & toAdd );
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idPredictedValue< type_ >& operator-=( const type_ & toSubtract );
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2012-11-26 18:58:24 +00:00
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bool UpdateFromSnapshot( const type_ & valueFromSnapshot, int clientNumber );
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2012-11-28 15:47:07 +00:00
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type_ Get() const
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{
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return value;
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}
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2012-11-26 18:58:24 +00:00
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private:
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// Noncopyable
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2012-11-28 15:47:07 +00:00
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idPredictedValue( const idPredictedValue< type_ >& other );
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idPredictedValue< type_ >& operator=( const idPredictedValue< type_ >& other );
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2012-11-26 18:58:24 +00:00
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type_ value;
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int clientPredictedMilliseconds; // The time in which the client predicted the value.
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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void UpdatePredictionTime();
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};
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#endif
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