mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-05 20:50:43 +00:00
20adccc9e4
networking support. Second, I moves keys.c from qw and nq to libs/video/targets when I did the next thing. Existing user configs which do binds, sledge hammer. Sledge hammer, existing user configs which do binds. *WHACK* *WHACK* *WHACK* See, much nicer now. Someone should document it, and fix all targets which don't use SDL for input. (I honestly don't expect svgalib and the like to ever be fixed.)
231 lines
6 KiB
C
231 lines
6 KiB
C
/*
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cl_pred.c
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(description)
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <math.h>
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/keys.h"
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#include "bothdefs.h"
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#include "cl_ents.h"
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#include "client.h"
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#include "pmove.h"
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cvar_t *cl_nopred;
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cvar_t *cl_pushlatency;
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cvar_t *cl_nostatpred;
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extern frame_t *view_frame;
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void
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CL_PredictUsercmd (player_state_t * from, player_state_t * to, usercmd_t *u,
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qboolean spectator)
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{
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// Dabb: if there is no movement to start with, don't predict...
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if(cl_nostatpred->int_val && !from->velocity[0] &&
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!from->velocity[1] && !from->velocity[2]) {
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VectorCopy (from->origin, to->origin);
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VectorCopy (u->angles, to->viewangles);
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VectorCopy (from->velocity, to->velocity);
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return;
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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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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.flying = cl.stats[STAT_FLYMODE];
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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.oldbuttons; // Tonik
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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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void
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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 (cl_pushlatency, "0");
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if (cl.paused)
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return;
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cl.onground = 0; // assume on ground unless prediction says different
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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 >=
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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) { // first update is the final signon
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// stage
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VID_SetCaption (cls.servername);
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cls.state = ca_active;
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key_dest = key_game;
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game_target = KGT_DEFAULT;
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}
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if (cl_nopred->int_val) {
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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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// 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]
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&& !from->playerstate[cl.playernum].velocity[1]
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&& !from->playerstate[cl.playernum].velocity[2]) {
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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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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,
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cl.spectator);
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cl.onground = onground;
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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
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// 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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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
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(from->playerstate[cl.playernum].origin[i] -
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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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cl.simorg[i] = from->playerstate[cl.playernum].origin[i]
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+ f * (to->playerstate[cl.playernum].origin[i] -
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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] -
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from->playerstate[cl.playernum].velocity[i]);
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}
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}
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void
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CL_Prediction_Init_Cvars (void)
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{
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cl_pushlatency = Cvar_Get ("pushlatency", "-999", CVAR_NONE, NULL,
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"How much prediction should the client make");
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cl_nopred = Cvar_Get ("cl_nopred", "0", CVAR_NONE, NULL,
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"Set to turn off client prediction");
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cl_nostatpred = Cvar_Get ("cl_nostatpred", "0", CVAR_NONE, NULL,
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"Set to turn off static player prediction");
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}
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