mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-18 00:21:31 +00:00
a83ecbd23a
intermission mode. As far as I can tell, it's pure luck wether the svc_intermission comes before or after the first pass through the prediction code, and if it comes before, the prediction code will never run and thus never realise that it's ok to start rendering, so force the issue if in intermission mode.
225 lines
5.9 KiB
C
225 lines
5.9 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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static const char rcsid[] =
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"$Id$";
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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 "compat.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_predict;
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cvar_t *cl_predict_static;
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cvar_t *cl_pushlatency;
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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_predict_static->int_val && VectorIsZero (from->velocity)) {
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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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static inline void
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check_onserver (void)
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{
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// we can now render a frame
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if (cls.state == ca_onserver) {
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// first update is the final signon stage
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VID_SetCaption (cls.servername);
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CL_SetState (ca_active);
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}
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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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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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// assume on ground unless prediction says different
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cl.onground = 0;
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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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check_onserver ();
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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.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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check_onserver ();
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if (!cl_predict->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_predict_static->int_val
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&& VectorIsZero (from->playerstate[cl.playernum].velocity)) {
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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 = bound(0, (cl.time - from->senttime) / (to->senttime - from->senttime), 1);
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for (i = 0; i < 3; i++)
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if (fabs (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_predict = Cvar_Get ("cl_predict", "1", CVAR_NONE, NULL,
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"Set to enable client prediction");
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cl_predict_static = Cvar_Get ("cl_predict_static", "0", CVAR_NONE, NULL,
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"Set to enable static player prediction");
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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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}
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