quakeforge/qw/source/cl_pred.c
Bill Currie 43a329dcb5 [client] Get the basic chase camera working
The more advanced modes are rather broken (continuous spinning), but
they may have been for a while. The bulk of the various changes were due
to renaming viewstate's origin and angles to make their meaning more
explicit.
2022-03-01 11:43:23 +09:00

200 lines
5 KiB
C

/*
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/keys.h"
#include "compat.h"
#include "qw/bothdefs.h"
#include "qw/include/cl_ents.h"
#include "qw/include/cl_pred.h"
#include "qw/include/client.h"
#include "qw/pmove.h"
cvar_t *cl_predict;
cvar_t *cl_pushlatency;
void
CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u,
qboolean clientplayer)
{
if (!clientplayer) {
if (VectorIsZero (from->pls.es.velocity)) {
VectorCopy (from->pls.es.origin, to->pls.es.origin);
VectorCopy (u->angles, to->viewangles);
VectorCopy (from->pls.es.velocity, to->pls.es.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, clientplayer);
CL_PredictUsercmd (&temp, to, &split, clientplayer);
return;
}
VectorCopy (from->pls.es.origin, pmove.origin);
VectorCopy (u->angles, pmove.angles);
VectorCopy (from->pls.es.velocity, pmove.velocity);
pmove.oldbuttons = from->oldbuttons;
pmove.oldonground = from->oldonground;
pmove.waterjumptime = from->waterjumptime;
pmove.dead = cl.stats[STAT_HEALTH] <= 0;
if (clientplayer)
pmove.spectator = cl.spectator;
else
pmove.spectator = false;
pmove.flying = cl.stats[STAT_FLYMODE];
pmove.cmd = *u;
PlayerMove ();
to->waterjumptime = pmove.waterjumptime;
to->oldbuttons = pmove.oldbuttons; // Tonik
to->oldonground = pmove.oldonground;
VectorCopy (pmove.origin, to->pls.es.origin);
VectorCopy (pmove.angles, to->viewangles);
VectorCopy (pmove.velocity, to->pls.es.velocity);
to->onground = onground;
to->pls.es.weaponframe = from->pls.es.weaponframe;
}
void
CL_PredictMove (void)
{
float f;
int oldphysent, i;
frame_t *from, *to = NULL;
entity_state_t *fromes;
entity_state_t *toes;
if (cl_pushlatency->value > 0)
Cvar_Set (cl_pushlatency, "0");
if (cl.paused)
return;
// assume on ground unless prediction says different
cl.viewstate.onground = 0;
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.viewstate.angles, cl.viewstate.angles);
cl.viewstate.player_angles[ROLL] = 0; // FIXME @@@
// this is the last frame received from the server
from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
fromes = &from->playerstate[cl.playernum].pls.es;
if (!cl_predict->int_val) {
cl.viewstate.velocity = fromes->velocity;
cl.viewstate.player_origin = fromes->origin;
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,
true);
cl.viewstate.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...
toes = &to->playerstate[cl.playernum].pls.es;
// 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);
f = bound (0, f, 1);
}
for (i = 0; i < 3; i++)
if (fabs (fromes->origin[i] - toes->origin[i]) > 128) {
// teleported, so don't lerp
cl.viewstate.velocity = toes->velocity;
cl.viewstate.player_origin = toes->origin;
return;
}
cl.viewstate.player_origin = fromes->origin
+ f * (toes->origin - fromes->origin);
}
void
CL_Prediction_Init_Cvars (void)
{
cl_predict = Cvar_Get ("cl_predict", "1", CVAR_NONE, NULL,
"Set to enable client prediction");
cl_pushlatency = Cvar_Get ("pushlatency", "-999", CVAR_NONE, NULL,
"How much prediction should the client make");
}