mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 08:21:05 +00:00
6d36834f8e
added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
1338 lines
38 KiB
C
1338 lines
38 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program 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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*/
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#include "quakedef.h"
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#include "winquake.h"
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cvar_t cl_predict_extrapolate = CVARD("cl_predict_extrapolate", "", "If 1, enables prediction based upon partial input frames which can change over time resulting in a swimmy feel but does not need to interpolate. If 0, prediction will stay in the past and thus use only completed frames. Interpolation will then be used to smooth movement.\nThis cvar only applies when video and input frames are independant (ie: cl_netfps is set).");
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cvar_t cl_predict_timenudge = CVARD("cl_predict_timenudge", "0", "A debug feature. You should normally leave this as 0. Nudges local player prediction into the future if positive (resulting in extrapolation), or into the past if negative (resulting in laggy interpolation). Value is in seconds, so small decimals are required. This cvar applies even if input frames are tied to video frames.");
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cvar_t cl_predict_smooth = CVARD("cl_lerp_smooth", "2", "If 2, will act as 1 when playing demos and otherwise act as if set to 0.\nIf 1, interpolation will run in the past, resulting in really smooth movement at the cost of latency (even on bunchy german ISDNs).\nIf 0, interpolation will be based upon packet arrival times and may judder due to packet loss.");
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cvar_t cl_nopred = SCVAR("cl_nopred","0");
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cvar_t cl_pushlatency = SCVAR("pushlatency","-999");
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extern float pm_airaccelerate;
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extern usercmd_t independantphysics[MAX_SPLITS];
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#ifdef Q2CLIENT
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#define MAX_PARSE_ENTITIES 1024
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extern entity_state_t clq2_parse_entities[MAX_PARSE_ENTITIES];
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char *Get_Q2ConfigString(int i);
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#ifdef Q2BSPS
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void VARGS Q2_Pmove (q2pmove_t *pmove);
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#define Q2PMF_DUCKED 1
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#define Q2PMF_JUMP_HELD 2
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#define Q2PMF_ON_GROUND 4
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#define Q2PMF_TIME_WATERJUMP 8 // pm_time is waterjump
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#define Q2PMF_TIME_LAND 16 // pm_time is time before rejump
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#define Q2PMF_TIME_TELEPORT 32 // pm_time is non-moving time
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#define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
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#endif
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vec3_t cl_predicted_origins[UPDATE_BACKUP];
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/*
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===================
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CL_CheckPredictionError
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===================
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*/
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#ifdef Q2BSPS
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void CLQ2_CheckPredictionError (void)
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{
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int frame;
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int delta[3];
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int i;
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int len;
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if (cl_nopred.value || (cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION))
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return;
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// calculate the last usercmd_t we sent that the server has processed
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frame = cls.netchan.incoming_acknowledged;
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frame &= (UPDATE_MASK);
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// compare what the server returned with what we had predicted it to be
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VectorSubtract (cl.q2frame.playerstate.pmove.origin, cl_predicted_origins[frame], delta);
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// save the prediction error for interpolation
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len = abs(delta[0]) + abs(delta[1]) + abs(delta[2]);
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if (len > 640) // 80 world units
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{ // a teleport or something
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VectorClear (cl.prediction_error);
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}
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else
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{
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// if (/*cl_showmiss->value && */(delta[0] || delta[1] || delta[2]) )
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// Con_Printf ("prediction miss on %i: %i\n", cl.q2frame.serverframe,
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// delta[0] + delta[1] + delta[2]);
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VectorCopy (cl.q2frame.playerstate.pmove.origin, cl_predicted_origins[frame]);
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// save for error itnerpolation
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for (i=0 ; i<3 ; i++)
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cl.prediction_error[i] = delta[i]*0.125;
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}
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}
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/*
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====================
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CL_ClipMoveToEntities
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====================
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*/
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void CLQ2_ClipMoveToEntities ( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, trace_t *tr )
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{
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int i, x, zd, zu;
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trace_t trace;
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float *angles;
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entity_state_t *ent;
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int num;
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model_t *cmodel;
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vec3_t bmins, bmaxs;
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for (i=0 ; i<cl.q2frame.num_entities ; i++)
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{
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num = (cl.q2frame.parse_entities + i)&(MAX_PARSE_ENTITIES-1);
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ent = &clq2_parse_entities[num];
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if (!ent->solid)
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continue;
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if (ent->number == cl.playerview[0].playernum+1)
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continue;
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if (ent->solid == ES_SOLID_BSP)
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{ // special value for bmodel
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cmodel = cl.model_precache[ent->modelindex];
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if (!cmodel)
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continue;
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angles = ent->angles;
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}
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else
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{ // encoded bbox
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x = 8*(ent->solid & 31);
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zd = 8*((ent->solid>>5) & 31);
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zu = 8*((ent->solid>>10) & 63) - 32;
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bmins[0] = bmins[1] = -x;
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bmaxs[0] = bmaxs[1] = x;
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bmins[2] = -zd;
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bmaxs[2] = zu;
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cmodel = CM_TempBoxModel (bmins, bmaxs);
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angles = vec3_origin; // boxes don't rotate
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}
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if (tr->allsolid)
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return;
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World_TransformedTrace (cmodel, 0, 0, start, end, mins, maxs, false, &trace, ent->origin, angles, MASK_PLAYERSOLID);
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if (trace.allsolid || trace.startsolid || trace.fraction < tr->fraction)
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{
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trace.ent = (struct edict_s *)ent;
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*tr = trace;
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}
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}
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}
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/*
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================
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CL_PMTrace
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================
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*/
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q2trace_t VARGS CLQ2_PMTrace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
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{
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q2trace_t q2t;
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trace_t t;
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// check against world
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cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, 0, NULL, start, end, mins, maxs, false, MASK_PLAYERSOLID, &t);
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if (t.fraction < 1.0)
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t.ent = (struct edict_s *)1;
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// check all other solid models
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CLQ2_ClipMoveToEntities (start, mins, maxs, end, &t);
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q2t.allsolid = t.allsolid;
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q2t.contents = t.contents;
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VectorCopy(t.endpos, q2t.endpos);
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q2t.ent = t.ent;
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q2t.fraction = t.fraction;
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q2t.plane = t.plane;
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q2t.startsolid = t.startsolid;
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q2t.surface = t.surface;
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return q2t;
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}
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int VARGS CLQ2_PMpointcontents (vec3_t point)
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{
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int i;
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entity_state_t *ent;
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int num;
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model_t *cmodel;
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int contents;
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contents = CM_PointContents (cl.worldmodel, point);
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for (i=0 ; i<cl.q2frame.num_entities ; i++)
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{
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num = (cl.q2frame.parse_entities + i)&(MAX_PARSE_ENTITIES-1);
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ent = &clq2_parse_entities[num];
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if (ent->solid != 31) // special value for bmodel
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continue;
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cmodel = cl.model_precache[ent->modelindex];
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if (!cmodel)
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continue;
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contents |= CM_TransformedPointContents (cl.worldmodel, point, cmodel->hulls[0].firstclipnode, ent->origin, ent->angles);
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}
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return contents;
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}
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#endif
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/*
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=================
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CL_PredictMovement
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Sets cl.predicted_origin and cl.predicted_angles
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=================
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*/
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void CLQ2_PredictMovement (void) //q2 doesn't support split clients.
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{
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#ifdef Q2BSPS
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int ack, current;
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int frame;
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int oldframe;
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q2usercmd_t *cmd;
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q2pmove_t pm;
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int step;
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int oldz;
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#endif
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int i;
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int pnum = 0;
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if (cls.state != ca_active)
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return;
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// if (cl_paused->value)
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// return;
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#ifdef Q2BSPS
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if (cl_nopred.value || (cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION))
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#endif
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{ // just set angles
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for (i=0 ; i<3 ; i++)
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{
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cl.predicted_angles[i] = cl.playerview[pnum].viewangles[i] + SHORT2ANGLE(cl.q2frame.playerstate.pmove.delta_angles[i]);
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}
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return;
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}
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#ifdef Q2BSPS
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ack = cls.netchan.incoming_acknowledged;
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current = cls.netchan.outgoing_sequence;
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// if we are too far out of date, just freeze
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if (current - ack >= UPDATE_MASK)
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{
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// if (cl_showmiss->value)
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// Con_Printf ("exceeded CMD_BACKUP\n");
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return;
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}
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// copy current state to pmove
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memset (&pm, 0, sizeof(pm));
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pm.trace = CLQ2_PMTrace;
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pm.pointcontents = CLQ2_PMpointcontents;
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pm_airaccelerate = atof(Get_Q2ConfigString(Q2CS_AIRACCEL));
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pm.s = cl.q2frame.playerstate.pmove;
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// SCR_DebugGraph (current - ack - 1, 0);
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frame = 0;
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// run frames
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while (++ack < current)
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{
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frame = ack & (UPDATE_MASK);
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cmd = (q2usercmd_t*)&cl.outframes[frame].cmd[0];
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cmd->msec = cl.outframes[frame].cmd[0].msec;
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pm.cmd = *cmd;
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Q2_Pmove (&pm);
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// save for debug checking
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VectorCopy (pm.s.origin, cl_predicted_origins[frame]);
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}
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if (independantphysics[0].msec)
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{
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cmd = (q2usercmd_t*)&independantphysics[0];
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cmd->msec = independantphysics[0].msec;
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pm.cmd = *cmd;
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Q2_Pmove (&pm);
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}
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oldframe = (ack-2) & (UPDATE_MASK);
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oldz = cl_predicted_origins[oldframe][2];
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step = pm.s.origin[2] - oldz;
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if (step > 63 && step < 160 && (pm.s.pm_flags & Q2PMF_ON_GROUND) )
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{
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cl.predicted_step = step * 0.125;
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cl.predicted_step_time = realtime - host_frametime * 0.5;
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}
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cl.playerview[0].onground = !!(pm.s.pm_flags & Q2PMF_ON_GROUND);
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// copy results out for rendering
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cl.predicted_origin[0] = pm.s.origin[0]*0.125;
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cl.predicted_origin[1] = pm.s.origin[1]*0.125;
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cl.predicted_origin[2] = pm.s.origin[2]*0.125;
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VectorCopy (pm.viewangles, cl.predicted_angles);
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#endif
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}
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/*
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=================
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CL_NudgePosition
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If pmove.origin is in a solid position,
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try nudging slightly on all axis to
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allow for the cut precision of the net coordinates
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=================
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*/
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void CL_NudgePosition (void)
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{
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vec3_t base;
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int x, y;
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if (cl.worldmodel->funcs.PointContents (cl.worldmodel, NULL, pmove.origin) == FTECONTENTS_EMPTY)
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return;
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VectorCopy (pmove.origin, base);
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for (x=-1 ; x<=1 ; x++)
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{
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for (y=-1 ; y<=1 ; y++)
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{
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pmove.origin[0] = base[0] + x * 1.0/8;
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pmove.origin[1] = base[1] + y * 1.0/8;
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if (cl.worldmodel->funcs.PointContents (cl.worldmodel, NULL, pmove.origin) == FTECONTENTS_EMPTY)
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return;
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}
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}
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Con_DPrintf ("CL_NudgePosition: stuck\n");
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}
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#endif
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/*
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==============
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CL_PredictUsercmd
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==============
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*/
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void CL_PredictUsercmd (int pnum, int entnum, player_state_t *from, player_state_t *to, usercmd_t *u)
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{
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// split up very long moves
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if (u->msec > 50)
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{
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player_state_t temp;
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usercmd_t split;
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split = *u;
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split.msec = u->msec / 2; //special care to avoid forgetting an msec here and there
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CL_PredictUsercmd (pnum, entnum, from, &temp, &split);
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split.msec = u->msec - split.msec;
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CL_PredictUsercmd (pnum, entnum, &temp, to, &split);
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return;
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}
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if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
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return;
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VectorCopy (from->origin, pmove.origin);
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VectorCopy (u->angles, pmove.angles);
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VectorCopy (from->velocity, pmove.velocity);
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VectorCopy (from->gravitydir, pmove.gravitydir);
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if (IS_NAN(pmove.velocity[0]))
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{
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Con_DPrintf("nan velocity!\n");
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pmove.velocity[0] = 0;
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pmove.velocity[1] = 0;
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pmove.velocity[2] = 0;
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}
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pmove.jump_msec = (cls.z_ext & Z_EXT_PM_TYPE) ? 0 : from->jump_msec;
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pmove.jump_held = from->jump_held;
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pmove.waterjumptime = from->waterjumptime;
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pmove.pm_type = from->pm_type;
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pmove.cmd = *u;
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pmove.skipent = entnum;
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movevars.entgravity = cl.playerview[pnum].entgravity;
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movevars.maxspeed = cl.playerview[pnum].maxspeed;
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movevars.bunnyspeedcap = cl.bunnyspeedcap;
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pmove.onladder = false;
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pmove.safeorigin_known = false;
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pmove.capsule = false; //FIXME
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VectorCopy(from->szmins, pmove.player_mins);
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VectorCopy(from->szmaxs, pmove.player_maxs);
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PM_PlayerMove (cl.gamespeed);
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to->waterjumptime = pmove.waterjumptime;
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to->jump_held = pmove.jump_held;
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to->jump_msec = pmove.jump_msec;
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pmove.jump_msec = 0;
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VectorCopy (pmove.origin, to->origin);
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VectorCopy (pmove.angles, to->viewangles);
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VectorCopy (pmove.velocity, to->velocity);
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VectorCopy (pmove.gravitydir, to->gravitydir);
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to->onground = pmove.onground;
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to->weaponframe = from->weaponframe;
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to->pm_type = from->pm_type;
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VectorCopy(pmove.player_mins, to->szmins);
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VectorCopy(pmove.player_maxs, to->szmaxs);
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}
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//Used when cl_nopred is 1 to determine whether we are on ground, otherwise stepup smoothing code produces ugly jump physics
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void CL_CatagorizePosition (playerview_t *pv, float *org)
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{
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//fixme: in nq, we are told by the server and should skip this, which avoids needing to know the player's size.
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|
if (cl.spectator)
|
|
{
|
|
pv->onground = false; // in air
|
|
return;
|
|
}
|
|
VectorClear (pmove.velocity);
|
|
VectorCopy (org, 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)
|
|
{
|
|
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;
|
|
|
|
if (teleported)
|
|
{
|
|
// possibly teleported or respawned
|
|
pv->oldz = orgz;
|
|
pv->extracrouch = 0;
|
|
pv->crouchspeed = 100;
|
|
pv->crouch = 0;
|
|
VectorCopy (pv->simorg, pv->oldorigin);
|
|
return;
|
|
}
|
|
|
|
//check if we moved in the x/y axis. if we didn't then we're on a moving platform and shouldn't be crouching.
|
|
/* VectorMA(pv->oldorigin, pv->oldz-orgz, pv->gravitydir, pv->oldorigin);
|
|
VectorSubtract(pv->simorg, pv->oldorigin, delta);
|
|
if (Length(delta)<0.001)
|
|
pv->oldz = orgz;
|
|
*/
|
|
VectorCopy (pv->simorg, pv->oldorigin);
|
|
|
|
|
|
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 (orgz - pv->oldz < 0)
|
|
pv->crouch -= orgz - pv->oldz; //if the view moved down, remove that amount from our crouching to avoid unneeded bobbing
|
|
if (pv->crouch > 0)
|
|
pv->crouch = 0;
|
|
pv->crouchspeed = 100;
|
|
pv->extracrouch = 0;
|
|
}
|
|
}
|
|
|
|
float LerpAngles360(float to, float from, float frac)
|
|
{
|
|
float delta;
|
|
delta = (from-to);
|
|
|
|
if (delta > 180)
|
|
delta -= 360;
|
|
if (delta < -180)
|
|
delta += 360;
|
|
|
|
return to + frac*delta;
|
|
}
|
|
|
|
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)
|
|
{
|
|
extern float demtime;
|
|
if (!cls.state)
|
|
{
|
|
cl.servertime += host_frametime;
|
|
cl.time = cl.servertime;
|
|
return;
|
|
}
|
|
else// if (cls.protocol != CP_QUAKE3)
|
|
{
|
|
// float oldst = realtime;
|
|
|
|
if (cls.demoplayback && cls.timedemo)
|
|
{ //more deterministic. one frame is drawn per demo packet parsed. so sync to it as closely as possible.
|
|
/*NOTE: this also has the effect of speeding up particles etc*/
|
|
extern float olddemotime;
|
|
cl.servertime = olddemotime;
|
|
}
|
|
if (cls.protocol != CP_QUAKE3 && (!cl_predict_smooth.ival || (cl_predict_smooth.ival == 2 && !cls.demoplayback)) && cls.demoplayback != DPB_MVD)
|
|
{
|
|
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)
|
|
{
|
|
extern cvar_t cl_demospeed;
|
|
if (cls.demoplayback && cl_demospeed.value >= 0 && cls.state == ca_active)
|
|
cl.servertime += host_frametime*cl_demospeed.value;
|
|
else
|
|
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 < cl.allocated_client_slots; i++)
|
|
{
|
|
cl.players[i].entertime += cl.servertime;
|
|
}
|
|
}
|
|
*/
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
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
|
|
{
|
|
if (cl_pushlatency.value > 0)
|
|
Cvar_Set (&cl_pushlatency, "0");
|
|
|
|
cl.time = realtime - cls.latency - cl_pushlatency.value*0.001;
|
|
if (cl.time > realtime)
|
|
cl.time = realtime;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void CL_DecodeStateSize(unsigned short solid, int modelindex, vec3_t mins, vec3_t maxs)
|
|
{
|
|
if (solid == ES_SOLID_BSP)
|
|
{
|
|
if (modelindex < MAX_PRECACHE_MODELS && cl.model_precache[modelindex] && cl.model_precache[modelindex]->loadstate == MLS_LOADED)
|
|
{
|
|
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"
|
|
static void CL_EntStateToPlayerState(player_state_t *plstate, entity_state_t *state)
|
|
{
|
|
vec3_t a;
|
|
int pmtype;
|
|
qboolean onground = plstate->onground;
|
|
vec3_t vel;
|
|
VectorCopy(plstate->velocity, vel);
|
|
memset(plstate, 0, sizeof(*plstate));
|
|
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;
|
|
case MOVETYPE_6DOF:
|
|
pmtype = PM_6DOF;
|
|
break;
|
|
default:
|
|
pmtype = PM_NORMAL;
|
|
break;
|
|
}
|
|
|
|
plstate->pm_type = pmtype;
|
|
VectorCopy(state->origin, plstate->origin);
|
|
if (cls.protocol == CP_NETQUAKE && !(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
|
|
{ //nq is annoying, this stuff wasn't part of the entity state, so don't break it
|
|
VectorCopy(vel, plstate->velocity);
|
|
plstate->onground = onground;
|
|
}
|
|
else
|
|
VectorScale(state->u.q1.velocity, 1/8.0, plstate->velocity);
|
|
|
|
plstate->viewangles[0] = SHORT2ANGLE(state->u.q1.vangle[0]);
|
|
plstate->viewangles[1] = SHORT2ANGLE(state->u.q1.vangle[1]);
|
|
plstate->viewangles[2] = SHORT2ANGLE(state->u.q1.vangle[2]);
|
|
|
|
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);
|
|
|
|
if (!state->solid)
|
|
{
|
|
VectorSet(plstate->szmins, -16, -16, -24);
|
|
VectorSet(plstate->szmaxs, 16, 16, 32);
|
|
}
|
|
else
|
|
CL_DecodeStateSize(state->solid, state->modelindex, plstate->szmins, plstate->szmaxs);
|
|
}
|
|
static void CL_EntStateToPlayerCommand(usercmd_t *cmd, entity_state_t *state, float age)
|
|
{
|
|
int msec;
|
|
float extra;
|
|
memset(cmd, 0, sizeof(*cmd));
|
|
|
|
extra = /*-cls.latency + */ 0.02; //network latency
|
|
extra += age; //if the state is not exactly current
|
|
// extra += realtime - cl.inframes[cl.validsequence&UPDATE_MASK].receivedtime;
|
|
// extra += (cl.inframes[cl.validsequence&UPDATE_MASK].receivedtime - cl.inframes[cl.oldvalidsequence&UPDATE_MASK].receivedtime)*4;
|
|
msec = 1000*extra;
|
|
// Con_DPrintf("%i: age = %i, stale=%i\n", state->number, msec, state->u.q1.msec);
|
|
msec += state->u.q1.msec; //this is the age on the server
|
|
cmd->msec = bound(0, msec, 250);
|
|
|
|
cmd->forwardmove = state->u.q1.movement[0];
|
|
cmd->sidemove = state->u.q1.movement[1];
|
|
cmd->upmove = state->u.q1.movement[2];
|
|
|
|
cmd->angles[0] = state->u.q1.vangle[0];// * -3 *65536/360.0;
|
|
cmd->angles[1] = state->u.q1.vangle[1];// * 65536/360.0;
|
|
cmd->angles[2] = state->u.q1.vangle[2];// * 65536/360.0;
|
|
}
|
|
|
|
void CL_PredictEntityMovement(entity_state_t *estate, float age)
|
|
{
|
|
player_state_t startstate, resultstate;
|
|
usercmd_t cmd;
|
|
int oldphysent;
|
|
extern cvar_t cl_predict_players;
|
|
//build the entitystate state into a player state for prediction to use
|
|
|
|
if (!estate->u.q1.pmovetype || !cl_predict_players.ival || age <= 0)
|
|
VectorCopy(estate->origin, estate->u.q1.predorg);
|
|
else
|
|
{
|
|
VectorClear(startstate.velocity);
|
|
startstate.onground = false;
|
|
CL_EntStateToPlayerState(&startstate, estate);
|
|
CL_EntStateToPlayerCommand(&cmd, estate, age);
|
|
|
|
// cmd.forwardmove = 5000;
|
|
// cmd.msec = sin(realtime*6) * 128 + 128;
|
|
oldphysent = pmove.numphysent;
|
|
pmove.onground = true;
|
|
CL_PredictUsercmd(0, estate->number, &startstate, &resultstate, &cmd); //uses player 0's maxspeed/grav...
|
|
pmove.numphysent = oldphysent;
|
|
|
|
VectorCopy(resultstate.origin, estate->u.q1.predorg);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_PredictMove
|
|
==============
|
|
*/
|
|
void CL_PredictMovePNum (int seat)
|
|
{
|
|
//when this is called, the entity states have been interpolated.
|
|
//interpolation state should be updated to match prediction state, so entities move correctly in mirrors/portals.
|
|
|
|
//this entire function is pure convolouted bollocks.
|
|
playerview_t *pv = &cl.playerview[seat];
|
|
int i;
|
|
float f;
|
|
int fromframe, toframe;
|
|
outframe_t *backdate;
|
|
player_state_t *fromstate, *tostate, framebuf[2]; //need two framebufs so we can interpolate between two states.
|
|
usercmd_t *cmdfrom = NULL, *cmdto = NULL;
|
|
double fromtime, totime;
|
|
int oldphysent;
|
|
double simtime; //this is server time if nopred is set (lerp-only), and local time if we're predicting
|
|
extern cvar_t cl_netfps;
|
|
lerpents_t *le;
|
|
qboolean nopred;
|
|
qboolean lerpangles = false;
|
|
int trackent;
|
|
qboolean cam_nowlocked = false;
|
|
|
|
//these are to make svc_viewentity work better
|
|
float netfps = cl_netfps.value;
|
|
|
|
if (!netfps)
|
|
{
|
|
//every video frame has its own input frame.
|
|
simtime = realtime;
|
|
}
|
|
else
|
|
{
|
|
qboolean extrap = cl_predict_extrapolate.ival;
|
|
// float fps = 1/host_frametime;
|
|
// fps = bound(6.7, fps, cls.maxfps);
|
|
netfps = bound(6.7, netfps, cls.maxfps);
|
|
// if (netfps > fps)
|
|
// netfps = fps;
|
|
if (!*cl_predict_extrapolate.string)
|
|
extrap = netfps < 30;
|
|
if (!extrap)
|
|
{
|
|
//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.
|
|
simtime = realtime - (1/netfps);
|
|
}
|
|
else
|
|
{
|
|
//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;
|
|
}
|
|
}
|
|
|
|
if (cls.demoplayback == DPB_QUAKEWORLD || pv->cam_state == CAM_EYECAM)
|
|
simtime -= cls.latency;
|
|
simtime += bound(-0.5, cl_predict_timenudge.value, 0.5);
|
|
|
|
pv->nolocalplayer = !!(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS) || (cls.protocol != CP_QUAKEWORLD);
|
|
|
|
if (!cl.spectator && (pv->cam_state != CAM_FREECAM || pv->cam_spec_track != -1)) //just in case
|
|
{
|
|
if (pv->cam_state != CAM_FREECAM)
|
|
pv->viewentity = (cls.demoplayback)?0:(pv->playernum+1);
|
|
pv->cam_state = CAM_FREECAM;
|
|
pv->cam_spec_track = -1;
|
|
}
|
|
|
|
#ifdef Q2CLIENT
|
|
if (cls.protocol == CP_QUAKE2)
|
|
{
|
|
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
|
|
return;
|
|
pv->crouch = 0;
|
|
CLQ2_PredictMovement();
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (cl.paused && !(cls.demoplayback!=DPB_MVD && cls.demoplayback!=DPB_EZTV) && pv->cam_state == CAM_FREECAM)
|
|
return;
|
|
|
|
if (!cl.validsequence)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cl.intermission==1 && cls.protocol == CP_QUAKEWORLD)
|
|
{
|
|
//quakeworld locks view position once you hit intermission.
|
|
VectorCopy (pv->intermissionangles, pv->simangles);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (cl.currentpackentities && cl.currentpackentities->fixangles[seat])
|
|
{
|
|
if (cl.previouspackentities && cl.previouspackentities->fixangles[seat]==cl.currentpackentities->fixangles[seat])
|
|
{
|
|
for (i = 0; i < 3; i++)
|
|
pv->simangles[i] = LerpAngles360(cl.currentpackentities->fixedangles[seat][i], cl.previouspackentities->fixedangles[seat][i], 1-(cl.previouspackentities->fixangles[seat]?cl.packfrac:1));
|
|
}
|
|
else
|
|
VectorCopy(cl.currentpackentities->fixedangles[seat], pv->simangles);
|
|
|
|
if (cl.currentpackentities->fixangles[seat] == 2)
|
|
lerpangles = (cls.demoplayback == DPB_QUAKEWORLD);
|
|
}
|
|
else
|
|
{
|
|
lerpangles = (cls.demoplayback == DPB_QUAKEWORLD);
|
|
VectorCopy (pv->viewangles, pv->simangles);
|
|
}
|
|
}
|
|
|
|
//if we now know where our target player is, we can finally lock on to them.
|
|
if (pv->cam_state == CAM_PENDING && pv->cam_spec_track >= 0 && pv->cam_spec_track < cl.allocated_client_slots && pv->viewentity != pv->cam_spec_track+1)
|
|
{
|
|
if ((cl.inframes[cl.validsequence & UPDATE_MASK].playerstate[pv->cam_spec_track].messagenum == cl.validsequence) ||
|
|
(pv->cam_spec_track+1 < cl.maxlerpents && cl.lerpents[pv->cam_spec_track+1].sequence == cl.lerpentssequence))
|
|
{
|
|
extern cvar_t cl_chasecam;
|
|
pv->cam_state = CAM_EYECAM;
|
|
pv->viewentity = pv->cam_spec_track+1;
|
|
cam_nowlocked = true;
|
|
}
|
|
}
|
|
|
|
if (pv->cam_state == CAM_WALLCAM)
|
|
trackent = pv->cam_spec_track+1;
|
|
else
|
|
trackent = pv->viewentity;
|
|
|
|
nopred = cl_nopred.ival;
|
|
|
|
//don't wrap
|
|
if (!cl.ackedmovesequence)
|
|
nopred = true;
|
|
else if (cl.movesequence - cl.ackedmovesequence >= UPDATE_BACKUP-1)
|
|
return;
|
|
|
|
//these things also force-disable prediction
|
|
if ((cls.demoplayback==DPB_MVD || cls.demoplayback == DPB_EZTV) ||
|
|
cl.paused || pv->pmovetype == PM_NONE || pv->pmovetype == PM_FREEZE || CAM_ISLOCKED(pv))
|
|
{
|
|
nopred = true;
|
|
}
|
|
|
|
// figure out the first frame to lerp from.
|
|
// we generate one new input frame every 1/72th of a second, with a refresh rate of 60hz that's blatently obvious
|
|
// if we live in the present, we'll only have half a frame. in order to avoid extrapolation (which can give a swimmy feel), we live in the past by one frame time period
|
|
// if we're running somewhere with a low latency, we can get a reply from the server before our next input frame is even generated, so we need to go backwards beyond the current state
|
|
|
|
if (nopred)
|
|
{
|
|
//match interpolation info
|
|
fromframe = ((char*)cl.previouspackentities - (char*)&cl.inframes[0].packet_entities) / sizeof(inframe_t);
|
|
fromtime = cl.inframes[fromframe & UPDATE_MASK].packet_entities.servertime;
|
|
toframe = ((char*)cl.currentpackentities - (char*)&cl.inframes[0].packet_entities) / sizeof(inframe_t);
|
|
totime = cl.inframes[toframe & UPDATE_MASK].packet_entities.servertime;
|
|
simtime = cl.currentpacktime;
|
|
}
|
|
else
|
|
{
|
|
fromframe = 0;
|
|
toframe = 0;
|
|
totime = fromtime = 0;
|
|
|
|
//try to find the inbound frame that sandwiches the realtime that we're trying to simulate.
|
|
//if we're predicting, this will be some time in the future, and thus we'll be forced to pick the most recent frame.
|
|
//if we're interpolating, we'll need to grab the frame before that.
|
|
//we're only interested in inbound frames, not outbound, but its outbound frames that contain the prediction timing, so we need to look that up
|
|
//(note that in qw, inframe[i].ack==i holds true, but this code tries to be generic for unsyncronised protocols)
|
|
//(note that in nq, using outbound times means we'll skip over dupe states without noticing, and input packets with dupes should also be handled gracefully)
|
|
// Con_DPrintf("in:%i:%i out:%i:%i ack:%i\n", cls.netchan.incoming_sequence, cl.validsequence, cls.netchan.outgoing_sequence,cl.movesequence, cl.ackedmovesequence);
|
|
for (i = cl.validsequence; i >= cls.netchan.incoming_sequence - UPDATE_MASK; i--)
|
|
{
|
|
int out;
|
|
//skip frames which were not received, or are otherwise invalid. yay packetloss
|
|
if (cl.inframes[i & UPDATE_MASK].frameid != i || cl.inframes[i & UPDATE_MASK].invalid)
|
|
{
|
|
// Con_DPrintf("stale incoming command %i\n", i);
|
|
continue;
|
|
}
|
|
|
|
//each inbound frame tracks the outgoing frame that was last applied to it, and its outgoing frames that contain our timing info
|
|
out = cl.inframes[i&UPDATE_MASK].ackframe;
|
|
backdate = &cl.outframes[out & UPDATE_MASK];
|
|
if (backdate->cmd_sequence != out)
|
|
{
|
|
// Con_DPrintf("stale outgoing command %i (%i:%i:%i)\n", i, out, backdate->cmd_sequence, backdate->server_message_num);
|
|
continue;
|
|
}
|
|
//okay, looks valid
|
|
|
|
//if this is the first one we found, make sure both from+to are set properly
|
|
if (!fromframe)
|
|
{
|
|
fromframe = i;
|
|
fromtime = backdate->senttime;
|
|
}
|
|
toframe = fromframe;
|
|
totime = fromtime;
|
|
cmdto = cmdfrom;
|
|
fromframe = i;
|
|
fromtime = backdate->senttime;
|
|
cmdfrom = &backdate->cmd[seat];
|
|
if (fromtime < simtime && fromframe != toframe)
|
|
break; //okay, we found the first frame that is older, no need to continue looking
|
|
}
|
|
}
|
|
|
|
// Con_DPrintf("sim%f, %i(%i-%i): old%f, cur%f\n", simtime, cl.ackedmovesequence, fromframe, toframe, fromtime, totime);
|
|
|
|
if ((pv->cam_state == CAM_WALLCAM || pv->cam_state == CAM_EYECAM) && trackent && trackent <= cl.allocated_client_slots)
|
|
{
|
|
fromstate = &cl.inframes[fromframe & UPDATE_MASK].playerstate[trackent-1];
|
|
tostate = &cl.inframes[toframe & UPDATE_MASK].playerstate[trackent-1];
|
|
}
|
|
else
|
|
{
|
|
if (cls.demoplayback==DPB_MVD || cls.demoplayback == DPB_EZTV)
|
|
{
|
|
fromstate = &cl.inframes[cl.ackedmovesequence & UPDATE_MASK].playerstate[pv->playernum];
|
|
tostate = &cl.inframes[cl.movesequence & UPDATE_MASK].playerstate[pv->playernum];
|
|
}
|
|
else
|
|
{
|
|
fromstate = &cl.inframes[fromframe & UPDATE_MASK].playerstate[pv->playernum];
|
|
tostate = &cl.inframes[toframe & UPDATE_MASK].playerstate[pv->playernum];
|
|
}
|
|
}
|
|
pv->pmovetype = tostate->pm_type;
|
|
le = &cl.lerpplayers[pv->playernum];
|
|
|
|
if (!cmdfrom)
|
|
cmdfrom = &cl.outframes[fromframe & UPDATE_MASK].cmd[pv->playernum];
|
|
if (!cmdto)
|
|
cmdto = &cl.outframes[toframe & UPDATE_MASK].cmd[pv->playernum];
|
|
|
|
//if our network protocol doesn't have a concept of separate players, make sure our player states are updated from those entities
|
|
//fixme: use entity states instead of player states to avoid the extra work here
|
|
if (pv->nolocalplayer || nopred)
|
|
{
|
|
packet_entities_t *pe;
|
|
pe = &cl.inframes[fromframe & UPDATE_MASK].packet_entities;
|
|
for (i = 0; i < pe->num_entities; i++)
|
|
{
|
|
if (pe->entities[i].number == trackent)
|
|
{
|
|
CL_EntStateToPlayerState(fromstate, &pe->entities[i]);
|
|
if (nopred)
|
|
fromtime -= (pe->entities[i].u.q1.msec / 1000.0f); //correct the time to match stale players
|
|
break;
|
|
}
|
|
}
|
|
pe = &cl.inframes[toframe & UPDATE_MASK].packet_entities;
|
|
for (i = 0; i < pe->num_entities; i++)
|
|
{
|
|
if (pe->entities[i].number == trackent)
|
|
{
|
|
CL_EntStateToPlayerState(tostate, &pe->entities[i]);
|
|
if (nopred)
|
|
totime -= (pe->entities[i].u.q1.msec / 1000.0f); //correct the time to match stale players. FIXME: this can push the simtime into the 'future' resulting in stuttering
|
|
if (cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
|
|
{
|
|
//putting weapon frames in there was probably a stupid idea.
|
|
if (!(cls.fteprotocolextensions2 & PEXT2_PREDINFO))
|
|
{
|
|
pv->stats[STAT_WEAPONFRAME] = cl.players[pv->playernum].stats[STAT_WEAPONFRAME] = pe->entities[i].u.q1.weaponframe;
|
|
pv->statsf[STAT_WEAPONFRAME] = cl.players[pv->playernum].statsf[STAT_WEAPONFRAME] = pe->entities[i].u.q1.weaponframe;
|
|
}
|
|
pv->pmovetype = tostate->pm_type;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (pv->nolocalplayer && trackent < cl.maxlerpents)
|
|
le = &cl.lerpents[trackent];
|
|
}
|
|
|
|
// predict forward until cl.time <= to->senttime
|
|
oldphysent = pmove.numphysent;
|
|
CL_SetSolidPlayers();
|
|
pmove.skipent = trackent;
|
|
|
|
//just in case we don't run any prediction
|
|
VectorCopy(tostate->gravitydir, pmove.gravitydir);
|
|
|
|
if (nopred)
|
|
{ //still need the player's size for onground detection and bobbing.
|
|
VectorCopy(tostate->szmins, pmove.player_mins);
|
|
VectorCopy(tostate->szmaxs, pmove.player_maxs);
|
|
}
|
|
else
|
|
{
|
|
for (i=1 ; i<UPDATE_BACKUP-1 && cl.ackedmovesequence+i < cl.movesequence; i++)
|
|
{
|
|
outframe_t *of = &cl.outframes[(cl.ackedmovesequence+i) & UPDATE_MASK];
|
|
if (totime >= simtime)
|
|
{
|
|
if (i == 1)
|
|
{
|
|
//we must always predict a frame, just to ensure that the playerstate's jump status etc is valid for the next frame, even if we're not going to use it for interpolation.
|
|
//this assumes that we always have at least one video frame to each network frame, of course.
|
|
//note that q2 updates its values via networking rather than propagation.
|
|
player_state_t tmp, *next;
|
|
// Con_DPrintf(" propagate %i: %f-%f\n", cl.ackedmovesequence+i, fromtime, totime);
|
|
CL_PredictUsercmd (seat, pv->viewentity, tostate, &tmp, &of->cmd[seat]);
|
|
next = &cl.inframes[(toframe+i) & UPDATE_MASK].playerstate[pv->playernum];
|
|
next->jump_held = tmp.jump_held;
|
|
next->jump_msec = tmp.jump_msec;
|
|
VectorCopy(tmp.gravitydir, next->gravitydir);
|
|
}
|
|
break;
|
|
}
|
|
if (of->cmd_sequence != cl.ackedmovesequence+i)
|
|
{
|
|
// Con_DPrintf("trying to predict a frame which is no longer valid\n");
|
|
break;
|
|
}
|
|
fromtime = totime;
|
|
fromstate = tostate;
|
|
fromframe = toframe; //qw debug
|
|
cmdfrom = cmdto;
|
|
|
|
cmdto = &of->cmd[seat];
|
|
totime = of->senttime;
|
|
toframe = cl.ackedmovesequence+i;//qw debug
|
|
|
|
if (i == 1)//I've no idea how else to propogate event state from one frame to the next
|
|
tostate = &cl.inframes[(fromframe+i) & UPDATE_MASK].playerstate[pv->playernum];
|
|
else
|
|
tostate = &framebuf[i&1];
|
|
|
|
// Con_DPrintf(" pred %i: %f-%f\n", cl.ackedmovesequence+i, fromtime, totime);
|
|
CL_PredictUsercmd (seat, trackent, fromstate, tostate, cmdto);
|
|
}
|
|
|
|
if (simtime > totime)
|
|
{
|
|
//extrapolate X extra seconds
|
|
float msec;
|
|
usercmd_t indcmd;
|
|
|
|
msec = ((simtime - totime) * 1000);
|
|
if (msec >= 1)
|
|
{
|
|
fromstate = tostate;
|
|
fromtime = totime;
|
|
fromframe = toframe;
|
|
cmdfrom = cmdto;
|
|
|
|
tostate = &framebuf[i++&1];
|
|
if (independantphysics[seat].msec && !cls.demoplayback)
|
|
indcmd = independantphysics[seat];
|
|
else
|
|
indcmd = *cmdto;
|
|
cmdto = &indcmd;
|
|
totime = simtime;
|
|
toframe+=1;
|
|
|
|
if (cls.demoplayback)
|
|
{
|
|
extern cvar_t cl_demospeed;
|
|
msec *= cl_demospeed.value;
|
|
}
|
|
|
|
cmdto->msec = bound(0, msec, 250);
|
|
|
|
// Con_DPrintf(" extrap %i: %f-%f (%g)\n", toframe, fromtime, simtime, simtime-fromtime);
|
|
CL_PredictUsercmd (seat, trackent, fromstate, tostate, cmdto);
|
|
}
|
|
}
|
|
pv->onground = pmove.onground;
|
|
pv->pmovetype = tostate->pm_type;
|
|
}
|
|
|
|
pmove.numphysent = oldphysent;
|
|
|
|
if (totime == fromtime)
|
|
{
|
|
VectorCopy (tostate->velocity, pv->simvel);
|
|
VectorCopy (tostate->origin, pv->simorg);
|
|
|
|
if (trackent && trackent != pv->playernum+1 && pv->cam_state == CAM_EYECAM)
|
|
VectorCopy(tostate->viewangles, pv->simangles);
|
|
//Con_DPrintf("%f %f %f\n", fromtime, simtime, totime);
|
|
}
|
|
else
|
|
{
|
|
vec3_t move;
|
|
// now interpolate some fraction of the final frame
|
|
f = (simtime - fromtime) / (totime - fromtime);
|
|
|
|
if (f < 0)
|
|
f = 0;
|
|
if (f > 1)
|
|
f = 1;
|
|
//Con_DPrintf("%i:%f %f %i:%f (%f)\n", fromframe, fromtime, simtime, toframe, totime, f);
|
|
VectorSubtract(tostate->origin, fromstate->origin, move);
|
|
if (DotProduct(move, move) > 128*128)
|
|
{
|
|
// teleported, so don't lerp
|
|
VectorCopy (tostate->velocity, pv->simvel);
|
|
VectorCopy (tostate->origin, pv->simorg);
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
extern cvar_t temp1;
|
|
pv->simorg[i] = (1-f)*fromstate->origin[i] + f*tostate->origin[i];
|
|
pv->simvel[i] = (1-f)*fromstate->velocity[i] + f*tostate->velocity[i];
|
|
|
|
if (trackent && trackent != pv->playernum+1 && pv->cam_state == CAM_EYECAM)
|
|
{
|
|
pv->simangles[i] = LerpAngles360(fromstate->viewangles[i], tostate->viewangles[i], f);// * (360.0/65535);
|
|
// pv->viewangles[i] = LerpAngles16(fromstate->command.angles[i], tostate->command.angles[i], f) * (360.0/65535);
|
|
}
|
|
else if (lerpangles)
|
|
pv->simangles[i] = LerpAngles16(cmdfrom->angles[i], cmdto->angles[i], f) * (360.0/65535);
|
|
}
|
|
}
|
|
}
|
|
if (cls.protocol == CP_NETQUAKE && nopred)
|
|
pv->onground = tostate->onground;
|
|
else
|
|
CL_CatagorizePosition(pv, tostate->origin);
|
|
|
|
CL_CalcCrouch (pv);
|
|
pv->waterlevel = pmove.waterlevel;
|
|
if (!DotProduct(pmove.gravitydir,pmove.gravitydir))
|
|
VectorSet(pmove.gravitydir, 0, 0, -1);
|
|
else
|
|
VectorCopy(pmove.gravitydir, pv->gravitydir);
|
|
|
|
if (le && pv->cam_state == CAM_FREECAM)
|
|
{
|
|
//keep the entity tracking the prediction position, so mirrors don't go all weird
|
|
VectorMA(pv->simorg, -pv->crouch, pv->gravitydir, le->origin);
|
|
if (pv->stats[STAT_HEALTH] > 0)
|
|
{
|
|
VectorScale(pv->simangles, 1, le->angles);
|
|
if (pv->pmovetype == PM_6DOF)
|
|
le->angles[0] *= -1;
|
|
else
|
|
le->angles[0] *= -0.333;
|
|
}
|
|
}
|
|
|
|
if (cam_nowlocked)
|
|
Cam_NowLocked(pv);
|
|
if (pv->cam_state == CAM_WALLCAM)
|
|
{
|
|
vec3_t dir;
|
|
|
|
VectorSubtract(pv->simorg, pv->cam_desired_position, dir);
|
|
VectorAngles(dir, NULL, pv->simangles);
|
|
pv->simangles[0] *= -1;
|
|
VectorCopy(pv->simangles, pv->viewangles);
|
|
pv->viewangles[0] = anglemod(pv->viewangles[0]);
|
|
if (pv->viewangles[0] > 180)
|
|
pv->viewangles[0] -= 360;
|
|
VectorCopy(pv->cam_desired_position, pv->simorg);
|
|
VectorClear(pv->simvel);
|
|
}
|
|
if (cam_nowlocked)
|
|
{
|
|
//invalidate the roll, so we don't spin when switching povs
|
|
pv->rollangle = V_CalcRoll(pv->simangles, pv->simvel);
|
|
pv->vm.oldmodel = NULL; //invalidate the viewmodel, so the lerps get reset
|
|
}
|
|
}
|
|
|
|
void CL_PredictMove (void)
|
|
{
|
|
int i;
|
|
|
|
// 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);
|
|
Cvar_Register (&cl_predict_extrapolate, cl_predictiongroup);
|
|
Cvar_Register (&cl_predict_timenudge, cl_predictiongroup);
|
|
Cvar_Register (&cl_predict_smooth, cl_predictiongroup);
|
|
}
|