mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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220 lines
5.8 KiB
C++
220 lines
5.8 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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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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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_IMPL_H_
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#define PREDICTED_VALUE_IMPL_H_
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#include "PredictedValue.h"
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#include "Player.h"
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/*
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===============
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idPredictedValue::idPredictedValue
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===============
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*/
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template< class type_ >
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idPredictedValue< type_ >::idPredictedValue() :
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value(),
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clientPredictedMilliseconds( 0 ) {
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}
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/*
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===============
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idPredictedValue::idPredictedValue
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===============
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*/
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template< class type_ >
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idPredictedValue< type_ >::idPredictedValue( const type_ & value_ ) :
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value( value_ ),
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clientPredictedMilliseconds( 0 ) {
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}
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/*
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===============
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idPredictedValue::UpdatePredictionTime
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===============
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*/
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template< class type_ >
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void idPredictedValue< type_ >::UpdatePredictionTime() {
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if ( gameLocal.GetLocalPlayer() != NULL ) {
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clientPredictedMilliseconds = gameLocal.GetLocalPlayer()->usercmd.clientGameMilliseconds;
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}
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}
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/*
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===============
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idPredictedValue::Set
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===============
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*/
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template< class type_ >
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void idPredictedValue< type_ >::Set( const type_ & newValue ) {
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value = newValue;
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UpdatePredictionTime();
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}
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/*
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===============
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idPredictedValue::operator=
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===============
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*/
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template< class type_ >
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idPredictedValue< type_ > & idPredictedValue< type_ >::operator=( const type_ & newValue ) {
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Set( newValue );
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return *this;
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}
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/*
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===============
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idPredictedValue::operator+=
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===============
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*/
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template< class type_ >
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idPredictedValue< type_ > & idPredictedValue< type_ >::operator+=( const type_ & toAdd ) {
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Set( value + toAdd );
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return *this;
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}
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/*
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===============
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idPredictedValue::operator-=
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===============
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*/
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template< class type_ >
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idPredictedValue< type_ > & idPredictedValue< type_ >::operator-=( const type_ & toSubtract ) {
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Set( value - toSubtract );
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return *this;
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}
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/*
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===============
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idPredictedValue::UpdateFromSnapshot
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Always updates the value for remote clients.
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Only updates the actual value if the snapshot usercmd frame is newer than the one in which
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the client predicted this value.
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Returns true if the value was set, false if not.
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===============
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*/
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template< class type_ >
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bool idPredictedValue< type_ >::UpdateFromSnapshot( const type_ & valueFromSnapshot, int clientNumber ) {
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if ( clientNumber != gameLocal.GetLocalClientNum() ) {
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value = valueFromSnapshot;
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return true;
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}
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if ( gameLocal.GetLastClientUsercmdMilliseconds( clientNumber ) >= clientPredictedMilliseconds ) {
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value = valueFromSnapshot;
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return true;
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}
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return false;
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}
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/*
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===============
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operator==
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Overload for idPredictedValue.
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We only care if the values are equal, not the frame number.
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===============
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*/
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template< class firstType_, class secondType_ >
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bool operator==( const idPredictedValue< firstType_ > & lhs, const idPredictedValue< secondType_ > & rhs ) {
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return lhs.Get() == rhs.Get();
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}
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/*
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===============
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operator!=
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Overload for idPredictedValue.
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We only care if the values are equal, not the frame number.
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===============
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*/
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template< class firstType_, class secondType_ >
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bool operator!=( const idPredictedValue< firstType_ > & lhs, const idPredictedValue< secondType_ > & rhs ) {
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return lhs.Get() != rhs.Get();
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}
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/*
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===============
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operator==
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Overload for idPredictedValue.
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We only care if the values are equal, not the frame number.
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===============
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*/
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template< class firstType_, class secondType_ >
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bool operator==( const idPredictedValue< firstType_ > & lhs, const secondType_ & rhs ) {
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return lhs.Get() == rhs;
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}
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/*
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===============
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operator==
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Overload for idPredictedValue.
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We only care if the values are equal, not the frame number.
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===============
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*/
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template< class firstType_, class secondType_ >
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bool operator==( const firstType_ lhs, const idPredictedValue< secondType_ > & rhs ) {
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return lhs == rhs.Get();
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}
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/*
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===============
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operator!=
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Overload for idPredictedValue.
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We only care if the values are equal, not the frame number.
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===============
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*/
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template< class firstType_, class secondType_ >
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bool operator!=( const idPredictedValue< firstType_ > & lhs, const secondType_ & rhs ) {
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return lhs.Get() != rhs;
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}
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/*
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===============
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operator!=
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Overload for idPredictedValue.
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We only care if the values are equal, not the frame number.
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===============
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*/
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template< class firstType_, class secondType_ >
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bool operator!=( const firstType_ lhs, const idPredictedValue< secondType_ > & rhs ) {
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return lhs != rhs.Get();
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}
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#endif
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