/* 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 #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; 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]) { VectorCopy (from->origin, to->origin); VectorCopy (u->angles, to->viewangles); VectorCopy (from->velocity, to->velocity); return; } // 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); // 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 (); // 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 // 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; key_dest = key_game; game_target = KGT_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... 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; } // predict forward until cl.time <= to->senttime oldphysent = pmove.numphysent; CL_SetSolidPlayers (cl.playernum); // 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] - 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, "Set to turn off client prediction"); cl_nostatpred = Cvar_Get ("cl_nostatpred", "0", CVAR_NONE, NULL, "Set to turn off static player prediction"); }