quakeforge/qw/source/cl_pred.c
Bill Currie 80a4970ee6 [qw] Keep the predicted players in the world
Wandering off to infinity makes for some interesting side effects (in
solid, world partially drawn). Fixes the green screen and missing walls
for the first few seconds of being in a map.
2024-01-12 23:59:48 +09:00

217 lines
5.4 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"
int cl_predict;
static cvar_t cl_predict_cvar = {
.name = "cl_predict",
.description =
"Set to enable client prediction",
.default_value = "1",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_predict },
};
float cl_pushlatency;
static cvar_t cl_pushlatency_cvar = {
.name = "pushlatency",
.description =
"How much prediction should the client make",
.default_value = "-999",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_pushlatency },
};
void
CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u,
bool clientplayer)
{
if (!clientplayer) {
if (VectorIsZero (from->pls.es.velocity)) {
to->pls.es.origin = from->pls.es.origin;
VectorCopy (u->angles, to->viewangles);
to->pls.es.velocity = from->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);
to->pls.es.origin[3] = 1;//FIXME make pmove use vec4f_t
VectorCopy (pmove.angles, to->viewangles);
VectorCopy (pmove.velocity, to->pls.es.velocity);
to->pls.es.velocity[3] = 0;
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 > 0)
Cvar_Set ("pushlatency", "0");
if (cl.paused)
return;
// assume on ground unless prediction says different
cl.viewstate.onground = 0;
cl.time = realtime - cls.latency - cl_pushlatency * 0.001;
if (cl.time > realtime)
cl.time = realtime;
cl.viewstate.time = cl.time;
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) {
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)
{
Cvar_Register (&cl_predict_cvar, 0, 0);
Cvar_Register (&cl_pushlatency_cvar, 0, 0);
}