quakeforge/qw/source/cl_pred.c

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/*
cl_pred.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
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#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/keys.h"
#include "bothdefs.h"
#include "cl_ents.h"
#include "client.h"
#include "pmove.h"
cvar_t *cl_nopred;
cvar_t *cl_pushlatency;
cvar_t *cl_nostatpred;
extern frame_t *view_frame;
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void
CL_PredictUsercmd (player_state_t * from, player_state_t * to, usercmd_t *u,
qboolean spectator)
{
// Dabb: if there is no movement to start with, don't predict...
if(cl_nostatpred->int_val && !from->velocity[0] &&
!from->velocity[1] && !from->velocity[2]) {
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VectorCopy (from->origin, to->origin);
VectorCopy (u->angles, to->viewangles);
VectorCopy (from->velocity, to->velocity);
return;
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}
// split up very long moves
if (u->msec > 50) {
player_state_t temp;
usercmd_t split;
split = *u;
split.msec /= 2;
CL_PredictUsercmd (from, &temp, &split, spectator);
CL_PredictUsercmd (&temp, to, &split, spectator);
return;
}
VectorCopy (from->origin, pmove.origin);
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// VectorCopy (from->viewangles, pmove.angles);
VectorCopy (u->angles, pmove.angles);
VectorCopy (from->velocity, pmove.velocity);
pmove.oldbuttons = from->oldbuttons;
pmove.waterjumptime = from->waterjumptime;
pmove.dead = cl.stats[STAT_HEALTH] <= 0;
pmove.spectator = spectator;
pmove.flying = cl.stats[STAT_FLYMODE];
pmove.cmd = *u;
PlayerMove ();
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// for (i=0 ; i<3 ; i++)
// pmove.origin[i] = ((int)(pmove.origin[i]*8))*0.125;
to->waterjumptime = pmove.waterjumptime;
to->oldbuttons = pmove.oldbuttons; // Tonik
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// to->oldbuttons = pmove.cmd.buttons;
VectorCopy (pmove.origin, to->origin);
VectorCopy (pmove.angles, to->viewangles);
VectorCopy (pmove.velocity, to->velocity);
to->onground = onground;
to->weaponframe = from->weaponframe;
}
void
CL_PredictMove (void)
{
int i;
float f;
frame_t *from, *to = NULL;
int oldphysent;
if (cl_pushlatency->value > 0)
Cvar_Set (cl_pushlatency, "0");
if (cl.paused)
return;
cl.onground = 0; // assume on ground unless prediction says different
cl.time = realtime - cls.latency - cl_pushlatency->value * 0.001;
if (cl.time > realtime)
cl.time = realtime;
if (cl.intermission)
return;
if (!cl.validsequence)
return;
if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >=
UPDATE_BACKUP - 1)
return;
VectorCopy (cl.viewangles, cl.simangles);
// this is the last frame received from the server
from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
// we can now render a frame
if (cls.state == ca_onserver) { // first update is the final signon
// stage
VID_SetCaption (cls.servername);
cls.state = ca_active;
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key_dest = key_game;
game_target = IMT_DEFAULT;
}
if (cl_nopred->int_val) {
VectorCopy (from->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (from->playerstate[cl.playernum].origin, cl.simorg);
return;
}
// Dabb: if there is no movement to start with, don't predict...
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if(cl_nostatpred->int_val && !from->playerstate[cl.playernum].velocity[0]
&& !from->playerstate[cl.playernum].velocity[1]
&& !from->playerstate[cl.playernum].velocity[2]) {
VectorCopy (from->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (from->playerstate[cl.playernum].origin, cl.simorg);
return;
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}
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// predict forward until cl.time <= to->senttime
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (cl.playernum);
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// to = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
for (i = 1; i < UPDATE_BACKUP - 1 && cls.netchan.incoming_sequence + i <
cls.netchan.outgoing_sequence; i++) {
to = &cl.frames[(cls.netchan.incoming_sequence + i) & UPDATE_MASK];
CL_PredictUsercmd (&from->playerstate[cl.playernum]
, &to->playerstate[cl.playernum], &to->cmd,
cl.spectator);
cl.onground = onground;
if (to->senttime >= cl.time)
break;
from = to;
}
pmove.numphysent = oldphysent;
if (i == UPDATE_BACKUP - 1 || !to)
return; // net hasn't deliver packets in a
// long time...
// now interpolate some fraction of the final frame
if (to->senttime == from->senttime)
f = 0;
else {
f = (cl.time - from->senttime) / (to->senttime - from->senttime);
if (f < 0)
f = 0;
if (f > 1)
f = 1;
}
for (i = 0; i < 3; i++)
if (fabs
(from->playerstate[cl.playernum].origin[i] -
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to->playerstate[cl.playernum].origin[i]) > 128) {
// teleported, so don't lerp
VectorCopy (to->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (to->playerstate[cl.playernum].origin, cl.simorg);
return;
}
for (i = 0; i < 3; i++) {
cl.simorg[i] = from->playerstate[cl.playernum].origin[i]
+ f * (to->playerstate[cl.playernum].origin[i] -
from->playerstate[cl.playernum].origin[i]);
cl.simvel[i] = from->playerstate[cl.playernum].velocity[i]
+ f * (to->playerstate[cl.playernum].velocity[i] -
from->playerstate[cl.playernum].velocity[i]);
}
}
void
CL_Prediction_Init_Cvars (void)
{
cl_pushlatency = Cvar_Get ("pushlatency", "-999", CVAR_NONE, NULL,
"How much prediction should the client make");
cl_nopred = Cvar_Get ("cl_nopred", "0", CVAR_NONE, NULL,
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"Set to turn off client prediction");
cl_nostatpred = Cvar_Get ("cl_nostatpred", "0", CVAR_NONE, NULL,
"Set to turn off static player prediction");
}