Started work on prediction lerping

This commit is contained in:
Edward Richardson 2014-10-06 15:27:13 +13:00
parent 7175374350
commit e1b8b4a871

View file

@ -63,6 +63,22 @@ static FRandom pr_skullpop ("SkullPop");
// Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
#define LERPSCALE 0.05
struct PredictCheck
{
int gametic;
fixed_t x;
fixed_t y;
fixed_t z;
fixed_t pitch;
fixed_t yaw;
bool onground;
} static PredictionResults[BACKUPTICS], PredictionResult_Last;
static int PredictionLerptics;
static int PredictionMaxLerptics;
static player_t PredictionPlayerBackup;
static BYTE PredictionActorBackup[sizeof(AActor)];
static TArray<sector_t *> PredictionTouchingSectorsBackup;
@ -1882,6 +1898,7 @@ void P_MovePlayer (player_t *player)
else
{
mo->angle += cmd->ucmd.yaw << 16;
Printf("%d\n", cmd->ucmd.yaw);
}
player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
@ -2648,7 +2665,7 @@ void P_PredictPlayer (player_t *player)
player->mo == NULL ||
player != &players[consoleplayer] ||
player->playerstate != PST_LIVE ||
!netgame ||
//!netgame ||
/*player->morphTics ||*/
(player->cheats & CF_PREDICTING))
{
@ -2665,8 +2682,8 @@ void P_PredictPlayer (player_t *player)
// Save original values for restoration later
PredictionPlayerBackup = *player;
AActor *act = player->mo;
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
APlayerPawn *act = player->mo;
memcpy(PredictionActorBackup, &act->x, sizeof(APlayerPawn) - ((BYTE *)&act->x - (BYTE *)act));
act->flags &= ~MF_PICKUP;
act->flags2 &= ~MF2_PUSHWALL;
@ -2732,7 +2749,49 @@ void P_PredictPlayer (player_t *player)
player->cmd = localcmds[i % LOCALCMDTICS];
P_PlayerThink (player);
player->mo->Tick ();
if (PredictionResults[i % BACKUPTICS].gametic && i == PredictionResults[i % BACKUPTICS].gametic && !NoInterpolateOld && PredictionLerptics >= PredictionMaxLerptics)
{
if (PredictionResults[i % BACKUPTICS].x != player->mo->x ||
PredictionResults[i % BACKUPTICS].y != player->mo->y ||
(PredictionResults[i % BACKUPTICS].z != player->mo->z && PredictionResults[i % BACKUPTICS].onground && player->onground))
// If the player was always on the ground, they might be on a lift, and lerping would be disruptive on z height changes alone
{
PredictionLerptics = 0;
PredictionMaxLerptics = (maxtic - gametic);
}
}
PredictionResults[i % BACKUPTICS].gametic = i;
PredictionResults[i % BACKUPTICS].x = player->mo->x;
PredictionResults[i % BACKUPTICS].y = player->mo->y;
PredictionResults[i % BACKUPTICS].z = player->mo->z;
PredictionResults[i % BACKUPTICS].onground = player->onground;
}
if (PredictionLerptics < PredictionMaxLerptics)
{
PredictionLerptics++;
FVector3 pointold, pointnew, step, difference, result;
pointold.X = FIXED2FLOAT(PredictionResult_Last.x); // Old player pos
pointold.Y = FIXED2FLOAT(PredictionResult_Last.y);
pointold.Z = FIXED2FLOAT(PredictionResult_Last.z);
pointnew.X = FIXED2FLOAT(player->mo->x); // New player pos
pointnew.Y = FIXED2FLOAT(player->mo->y);
pointnew.Z = FIXED2FLOAT(player->mo->z);
difference = pointnew - pointold;
step = difference / PredictionMaxLerptics;
result = step * PredictionLerptics;
result += pointold;
player->mo->x = FLOAT2FIXED(result.X);
player->mo->y = FLOAT2FIXED(result.Y);
player->mo->z = FLOAT2FIXED(result.Z);
Printf("Lerped! x%f y%f z%f\n", result.X, result.Y, result.Z);
}
if (PredictionLerptics >= PredictionMaxLerptics)
PredictionResult_Last = PredictionResults[(maxtic - 1) % BACKUPTICS];
}
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
@ -2757,7 +2816,7 @@ void P_UnPredictPlayer ()
player->camera = savedcamera;
act->UnlinkFromWorld();
memcpy(&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x - (BYTE *)act));
memcpy(&act->x, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->x - (BYTE *)act));
// The blockmap ordering needs to remain unchanged, too.
// Restore sector links and refrences.