mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 00:40:55 +00:00
dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
215 lines
5.3 KiB
C
215 lines
5.3 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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*/
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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 "compat.h"
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#include "qw/bothdefs.h"
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#include "qw/include/cl_ents.h"
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#include "qw/include/cl_pred.h"
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#include "qw/include/client.h"
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#include "qw/pmove.h"
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int cl_predict;
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static cvar_t cl_predict_cvar = {
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.name = "cl_predict",
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.description =
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"Set to enable client prediction",
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.default_value = "1",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &cl_predict },
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};
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float cl_pushlatency;
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static cvar_t cl_pushlatency_cvar = {
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.name = "pushlatency",
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.description =
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"How much prediction should the client make",
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.default_value = "-999",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &cl_pushlatency },
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};
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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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bool clientplayer)
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{
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if (!clientplayer) {
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if (VectorIsZero (from->pls.es.velocity)) {
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VectorCopy (from->pls.es.origin, to->pls.es.origin);
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VectorCopy (u->angles, to->viewangles);
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VectorCopy (from->pls.es.velocity, to->pls.es.velocity);
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return;
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}
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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, clientplayer);
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CL_PredictUsercmd (&temp, to, &split, clientplayer);
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return;
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}
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VectorCopy (from->pls.es.origin, pmove.origin);
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VectorCopy (u->angles, pmove.angles);
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VectorCopy (from->pls.es.velocity, pmove.velocity);
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pmove.oldbuttons = from->oldbuttons;
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pmove.oldonground = from->oldonground;
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pmove.waterjumptime = from->waterjumptime;
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pmove.dead = cl.stats[STAT_HEALTH] <= 0;
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if (clientplayer)
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pmove.spectator = cl.spectator;
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else
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pmove.spectator = false;
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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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to->waterjumptime = pmove.waterjumptime;
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to->oldbuttons = pmove.oldbuttons; // Tonik
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to->oldonground = pmove.oldonground;
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VectorCopy (pmove.origin, to->pls.es.origin);
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VectorCopy (pmove.angles, to->viewangles);
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VectorCopy (pmove.velocity, to->pls.es.velocity);
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to->onground = onground;
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to->pls.es.weaponframe = from->pls.es.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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float f;
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int oldphysent, i;
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frame_t *from, *to = NULL;
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entity_state_t *fromes;
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entity_state_t *toes;
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if (cl_pushlatency > 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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// assume on ground unless prediction says different
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cl.viewstate.onground = 0;
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cl.time = realtime - cls.latency - cl_pushlatency * 0.001;
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if (cl.time > realtime)
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cl.time = realtime;
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cl.viewstate.time = cl.time;
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if (cl.intermission) {
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return;
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}
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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.viewstate.angles, cl.viewstate.angles);
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cl.viewstate.player_angles[ROLL] = 0; // FIXME @@@
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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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fromes = &from->playerstate[cl.playernum].pls.es;
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if (!cl_predict) {
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cl.viewstate.velocity = fromes->velocity;
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cl.viewstate.player_origin = fromes->origin;
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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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true);
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cl.viewstate.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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toes = &to->playerstate[cl.playernum].pls.es;
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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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f = bound (0, f, 1);
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}
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for (i = 0; i < 3; i++)
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if (fabs (fromes->origin[i] - toes->origin[i]) > 128) {
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// teleported, so don't lerp
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cl.viewstate.velocity = toes->velocity;
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cl.viewstate.player_origin = toes->origin;
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return;
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}
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cl.viewstate.player_origin = fromes->origin
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+ f * (toes->origin - fromes->origin);
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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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Cvar_Register (&cl_predict_cvar, 0, 0);
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Cvar_Register (&cl_pushlatency_cvar, 0, 0);
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}
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