quakeforge/qw/source/cl_pred.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00

203 lines
5.3 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.velocity)) {
VectorCopy (from->pls.origin, to->pls.origin);
VectorCopy (u->angles, to->viewangles);
VectorCopy (from->pls.velocity, to->pls.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.origin, pmove.origin);
VectorCopy (u->angles, pmove.angles);
VectorCopy (from->pls.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.origin);
VectorCopy (pmove.angles, to->viewangles);
VectorCopy (pmove.velocity, to->pls.velocity);
to->onground = onground;
to->pls.weaponframe = from->pls.weaponframe;
}
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) {
return;
}
if (!cl.validsequence)
return;
if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >=
UPDATE_BACKUP - 1)
return;
VectorCopy (cl.viewangles, cl.simangles);
cl.simangles[ROLL] = 0; // FIXME @@@
// this is the last frame received from the server
from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
if (!cl_predict->int_val) {
VectorCopy (from->playerstate[cl.playernum].pls.velocity, cl.simvel);
VectorCopy (from->playerstate[cl.playernum].pls.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,
true);
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 = (cl.time - from->senttime) / (to->senttime - from->senttime);
f = bound (0, f, 1);
}
for (i = 0; i < 3; i++)
if (fabs (from->playerstate[cl.playernum].pls.origin[i] -
to->playerstate[cl.playernum].pls.origin[i]) > 128) {
// teleported, so don't lerp
VectorCopy (to->playerstate[cl.playernum].pls.velocity, cl.simvel);
VectorCopy (to->playerstate[cl.playernum].pls.origin, cl.simorg);
return;
}
for (i = 0; i < 3; i++) {
cl.simorg[i] = from->playerstate[cl.playernum].pls.origin[i] +
f * (to->playerstate[cl.playernum].pls.origin[i] -
from->playerstate[cl.playernum].pls.origin[i]);
cl.simvel[i] = from->playerstate[cl.playernum].pls.velocity[i] +
f * (to->playerstate[cl.playernum].pls.velocity[i] -
from->playerstate[cl.playernum].pls.velocity[i]);
}
}
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");
}