hexen2/H2W/Client/cl_pred.c
2000-11-10 00:00:00 +00:00

219 lines
5.6 KiB
C

#include "quakedef.h"
#include "winquake.h"
cvar_t cl_nopred = {"cl_nopred","0"};
cvar_t cl_pushlatency = {"pushlatency","-50", true};
extern frame_t *view_frame;
qboolean player_crouching;
/*
=================
CL_NudgePosition
If pmove.origin is in a solid position,
try nudging slightly on all axis to
allow for the cut precision of the net coordinates
=================
*/
void CL_NudgePosition (void)
{
vec3_t base;
int x, y;
if (PM_HullPointContents (&cl.model_precache[1]->hulls[1], 0, pmove.origin) == CONTENTS_EMPTY)
return;
VectorCopy (pmove.origin, base);
for (x=-1 ; x<=1 ; x++)
{
for (y=-1 ; y<=1 ; y++)
{
pmove.origin[0] = base[0] + x * 1.0/8;
pmove.origin[1] = base[1] + y * 1.0/8;
if (PM_HullPointContents (&cl.model_precache[1]->hulls[1], 0, pmove.origin) == CONTENTS_EMPTY)
return;
}
}
Con_DPrintf ("CL_NudgePosition: stuck\n");
}
/*
==============
CL_PredictUsercmd
==============
*/
void CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u, qboolean spectator)
{
// 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;
}
//Con_Printf("O %hd %hd %hd\n",u->forwardmove, u->sidemove, u->upmove);
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.v.health <= 0;
pmove.spectator = spectator;
pmove.hasted = cl.v.hasted;
pmove.movetype = cl.v.movetype;
pmove.teleport_time = cl.v.teleport_time;
pmove.cmd = *u;
pmove.crouched = player_crouching;
PlayerMove ();
//for (i=0 ; i<3 ; i++)
//pmove.origin[i] = ((int)(pmove.origin[i]*8))*0.125;
to->waterjumptime = pmove.waterjumptime;
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;
}
/*
==============
CL_PredictMove
==============
*/
void CL_PredictMove (void)
{
int i;
float f;
frame_t *from, *to = NULL;
int oldphysent;
if (cl_pushlatency.value > 0)
Cvar_Set ("pushlatency", "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);
// this is the last frame received from the server
from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
player_crouching = ((from->playerstate[cl.playernum].flags) & PF_CROUCH)>>10;
// we can now render a frame
if (cls.state == ca_onserver)
{ // first update is the final signon stage
char text[1024];
cls.state = ca_active;
sprintf (text, "HexenWorld: %s", cls.servername);
#ifdef _WIN32
SetWindowText (mainwindow, text);
#endif
}
if (cl_nopred.value)
{
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);
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);
if (f < 0)
f = 0;
if (f > 1)
f = 1;
}
for (i=0 ; i<3 ; i++)
if ( fastfabs(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]);
}
/*Con_Printf("(%5.2f %5.2f %5.2f) (%5.2f %5.2f %5.2f)\n",
cl.simorg[0] - to->playerstate[cl.playernum].origin[0],
cl.simorg[1] - to->playerstate[cl.playernum].origin[1],
cl.simorg[2] - to->playerstate[cl.playernum].origin[2],
cl.simvel[0] - to->playerstate[cl.playernum].velocity[0],
cl.simvel[1] - to->playerstate[cl.playernum].velocity[1],
cl.simvel[2] - to->playerstate[cl.playernum].velocity[2]);*/
}
/*
==============
CL_InitPrediction
==============
*/
void CL_InitPrediction (void)
{
Cvar_RegisterVariable (&cl_pushlatency);
Cvar_RegisterVariable (&cl_nopred);
}