quakeforge/qw/source/cl_pred.c
Bill Currie a83ecbd23a make sure we don't get stuck in the console when the server is in
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.
2002-06-21 05:15:16 +00:00

225 lines
5.9 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
*/
static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/keys.h"
#include "bothdefs.h"
#include "compat.h"
#include "cl_ents.h"
#include "client.h"
#include "pmove.h"
cvar_t *cl_predict;
cvar_t *cl_predict_static;
cvar_t *cl_pushlatency;
void
CL_PredictUsercmd (player_state_t * from, player_state_t * to, usercmd_t *u,
qboolean spectator)
{
// Dabb: if there is no movement to start with, don't predict...
if(!cl_predict_static->int_val && VectorIsZero (from->velocity)) {
VectorCopy (from->origin, to->origin);
VectorCopy (u->angles, to->viewangles);
VectorCopy (from->velocity, to->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, spectator);
CL_PredictUsercmd (&temp, to, &split, spectator);
return;
}
VectorCopy (from->origin, pmove.origin);
// VectorCopy (from->viewangles, pmove.angles);
VectorCopy (u->angles, pmove.angles);
VectorCopy (from->velocity, pmove.velocity);
pmove.oldbuttons = from->oldbuttons;
pmove.waterjumptime = from->waterjumptime;
pmove.dead = cl.stats[STAT_HEALTH] <= 0;
pmove.spectator = spectator;
pmove.flying = cl.stats[STAT_FLYMODE];
pmove.cmd = *u;
PlayerMove ();
// for (i=0 ; i<3 ; i++)
// pmove.origin[i] = ((int)(pmove.origin[i] * 8)) * 0.125;
to->waterjumptime = pmove.waterjumptime;
to->oldbuttons = pmove.oldbuttons; // Tonik
// to->oldbuttons = pmove.cmd.buttons;
VectorCopy (pmove.origin, to->origin);
VectorCopy (pmove.angles, to->viewangles);
VectorCopy (pmove.velocity, to->velocity);
to->onground = onground;
to->weaponframe = from->weaponframe;
}
static inline void
check_onserver (void)
{
// we can now render a frame
if (cls.state == ca_onserver) {
// first update is the final signon stage
VID_SetCaption (cls.servername);
CL_SetState (ca_active);
}
}
void
CL_PredictMove (void)
{
float f;
int oldphysent, i;
frame_t *from, *to = NULL;
if (cl_pushlatency->value > 0)
Cvar_Set (cl_pushlatency, "0");
if (cl.paused)
return;
// assume on ground unless prediction says different
cl.onground = 0;
cl.time = realtime - cls.latency - cl_pushlatency->value * 0.001;
if (cl.time > realtime)
cl.time = realtime;
if (cl.intermission) {
check_onserver ();
return;
}
if (!cl.validsequence)
return;
if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >=
UPDATE_BACKUP - 1)
return;
VectorCopy (cl.viewangles, cl.simangles);
// this is the last frame received from the server
from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
check_onserver ();
if (!cl_predict->int_val) {
VectorCopy (from->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (from->playerstate[cl.playernum].origin, cl.simorg);
return;
}
// Dabb: if there is no movement to start with, don't predict...
if (!cl_predict_static->int_val
&& VectorIsZero (from->playerstate[cl.playernum].velocity)) {
VectorCopy (from->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (from->playerstate[cl.playernum].origin, cl.simorg);
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,
cl.spectator);
cl.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...
// now interpolate some fraction of the final frame
if (to->senttime == from->senttime)
f = 0;
else
f = bound(0, (cl.time - from->senttime) / (to->senttime - from->senttime), 1);
for (i = 0; i < 3; i++)
if (fabs (from->playerstate[cl.playernum].origin[i] -
to->playerstate[cl.playernum].origin[i]) > 128) {
// teleported, so don't lerp
VectorCopy (to->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (to->playerstate[cl.playernum].origin, cl.simorg);
return;
}
for (i = 0; i < 3; i++) {
cl.simorg[i] = from->playerstate[cl.playernum].origin[i]
+ f * (to->playerstate[cl.playernum].origin[i] -
from->playerstate[cl.playernum].origin[i]);
cl.simvel[i] = from->playerstate[cl.playernum].velocity[i]
+ f * (to->playerstate[cl.playernum].velocity[i] -
from->playerstate[cl.playernum].velocity[i]);
}
}
void
CL_Prediction_Init_Cvars (void)
{
cl_predict = Cvar_Get ("cl_predict", "1", CVAR_NONE, NULL,
"Set to enable client prediction");
cl_predict_static = Cvar_Get ("cl_predict_static", "0", CVAR_NONE, NULL,
"Set to enable static player prediction");
cl_pushlatency = Cvar_Get ("pushlatency", "-999", CVAR_NONE, NULL,
"How much prediction should the client make");
}