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https://git.code.sf.net/p/quake/quakeforge-old
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f18b3bcf02
Basicly, sound_lib.a is built, and is compiled into the clients.. Note, uquake is SERIOUSLY FSCKED..
233 lines
5.7 KiB
C
233 lines
5.7 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Portions Copyright (C) 1999,2000 Nelson Rush.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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 "qtypes.h"
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#include "quakedef.h"
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#include "winquake.h"
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#include "cvar.h"
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#include "client.h"
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#include "console.h"
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#include "mathlib.h"
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cvar_t cl_nopred = {"cl_nopred","0"};
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cvar_t cl_pushlatency = {"pushlatency","-999"};
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extern frame_t *view_frame;
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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 (PM_HullPointContents (&cl.model_precache[1]->hulls[1], 0, pmove.origin) == CONTENTS_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 (PM_HullPointContents (&cl.model_precache[1]->hulls[1], 0, pmove.origin) == CONTENTS_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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/*
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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 (player_state_t *from, player_state_t *to, usercmd_t *u, qboolean spectator)
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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 /= 2;
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CL_PredictUsercmd (from, &temp, &split, spectator);
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CL_PredictUsercmd (&temp, to, &split, spectator);
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return;
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}
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VectorCopy (from->origin, pmove.origin);
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// VectorCopy (from->viewangles, pmove.angles);
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VectorCopy (u->angles, pmove.angles);
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VectorCopy (from->velocity, pmove.velocity);
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pmove.oldbuttons = from->oldbuttons;
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pmove.waterjumptime = from->waterjumptime;
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pmove.dead = cl.stats[STAT_HEALTH] <= 0;
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pmove.spectator = spectator;
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pmove.cmd = *u;
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PlayerMove ();
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//for (i=0 ; i<3 ; i++)
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//pmove.origin[i] = ((int)(pmove.origin[i]*8))*0.125;
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to->waterjumptime = pmove.waterjumptime;
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to->oldbuttons = pmove.cmd.buttons;
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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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to->onground = onground;
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to->weaponframe = from->weaponframe;
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}
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/*
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==============
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CL_PredictMove
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==============
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*/
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void CL_PredictMove (void)
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{
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int i;
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float f;
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frame_t *from, *to = NULL;
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int oldphysent;
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if (cl_pushlatency.value > 0)
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Cvar_Set ("pushlatency", "0");
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if (cl.paused)
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return;
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cl.time = realtime - cls.latency - cl_pushlatency.value*0.001;
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if (cl.time > realtime)
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cl.time = realtime;
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if (cl.intermission)
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return;
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if (!cl.validsequence)
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return;
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if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >= UPDATE_BACKUP-1)
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return;
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VectorCopy (cl.viewangles, cl.simangles);
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// this is the last frame received from the server
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from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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// we can now render a frame
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if (cls.state == ca_onserver)
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{ // first update is the final signon stage
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char text[1024];
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cls.state = ca_active;
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snprintf(text, sizeof(text), "QuakeWorld: %s", cls.servername);
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#ifdef _WIN32
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SetWindowText (mainwindow, text);
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#endif
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}
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if (cl_nopred.value)
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{
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VectorCopy (from->playerstate[cl.playernum].velocity, cl.simvel);
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VectorCopy (from->playerstate[cl.playernum].origin, cl.simorg);
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return;
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}
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// predict forward until cl.time <= to->senttime
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oldphysent = pmove.numphysent;
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CL_SetSolidPlayers (cl.playernum);
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// to = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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for (i=1 ; i<UPDATE_BACKUP-1 && cls.netchan.incoming_sequence+i <
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cls.netchan.outgoing_sequence; i++)
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{
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to = &cl.frames[(cls.netchan.incoming_sequence+i) & UPDATE_MASK];
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CL_PredictUsercmd (&from->playerstate[cl.playernum]
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, &to->playerstate[cl.playernum], &to->cmd, cl.spectator);
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if (to->senttime >= cl.time)
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break;
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from = to;
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}
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pmove.numphysent = oldphysent;
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if (i == UPDATE_BACKUP-1 || !to)
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return; // net hasn't deliver packets in a long time...
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// now interpolate some fraction of the final frame
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if (to->senttime == from->senttime)
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f = 0;
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else
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{
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f = (cl.time - from->senttime) / (to->senttime - from->senttime);
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if (f < 0)
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f = 0;
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if (f > 1)
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f = 1;
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}
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for (i=0 ; i<3 ; i++)
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if ( fabs(from->playerstate[cl.playernum].origin[i] - to->playerstate[cl.playernum].origin[i]) > 128)
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{ // teleported, so don't lerp
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VectorCopy (to->playerstate[cl.playernum].velocity, cl.simvel);
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VectorCopy (to->playerstate[cl.playernum].origin, cl.simorg);
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return;
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}
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for (i=0 ; i<3 ; i++)
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{
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cl.simorg[i] = from->playerstate[cl.playernum].origin[i]
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+ f*(to->playerstate[cl.playernum].origin[i] - from->playerstate[cl.playernum].origin[i]);
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cl.simvel[i] = from->playerstate[cl.playernum].velocity[i]
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+ f*(to->playerstate[cl.playernum].velocity[i] - from->playerstate[cl.playernum].velocity[i]);
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}
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}
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/*
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==============
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CL_InitPrediction
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==============
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*/
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void CL_InitPrediction (void)
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{
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Cvar_RegisterVariable (&cl_pushlatency);
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Cvar_RegisterVariable (&cl_nopred);
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}
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