DOOM-3-BFG

DOOM 3 BFG Edition
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PredictedValue_impl.h (5890B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.
     23 
     24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
     25 
     26 ===========================================================================
     27 */
     28 #ifndef PREDICTED_VALUE_IMPL_H_
     29 #define PREDICTED_VALUE_IMPL_H_
     30 
     31 #include "PredictedValue.h"
     32 #include "Player.h"
     33 
     34 /*
     35 ===============
     36 idPredictedValue::idPredictedValue
     37 ===============
     38 */
     39 template< class type_ >
     40 idPredictedValue< type_ >::idPredictedValue() :
     41 	value(),
     42 	clientPredictedMilliseconds( 0 ) {
     43 }
     44 
     45 /*
     46 ===============
     47 idPredictedValue::idPredictedValue
     48 ===============
     49 */
     50 template< class type_ >
     51 idPredictedValue< type_ >::idPredictedValue( const type_ & value_ ) :
     52 	value( value_ ),
     53 	clientPredictedMilliseconds( 0 ) {
     54 }
     55 
     56 /*
     57 ===============
     58 idPredictedValue::UpdatePredictionTime
     59 ===============
     60 */
     61 template< class type_ >
     62 void idPredictedValue< type_ >::UpdatePredictionTime() {
     63 	if ( gameLocal.GetLocalPlayer() != NULL ) {
     64 		clientPredictedMilliseconds = gameLocal.GetLocalPlayer()->usercmd.clientGameMilliseconds;
     65 	}
     66 }
     67 
     68 /*
     69 ===============
     70 idPredictedValue::Set
     71 ===============
     72 */
     73 template< class type_ >
     74 void idPredictedValue< type_ >::Set( const type_ & newValue ) {
     75 	value = newValue;
     76 	UpdatePredictionTime();
     77 }
     78 
     79 /*
     80 ===============
     81 idPredictedValue::operator=
     82 ===============
     83 */
     84 template< class type_ >
     85 idPredictedValue< type_ > & idPredictedValue< type_ >::operator=( const type_ & newValue ) {
     86 	Set( newValue );
     87 	return *this;
     88 }
     89 
     90 /*
     91 ===============
     92 idPredictedValue::operator+=
     93 ===============
     94 */
     95 template< class type_ >
     96 idPredictedValue< type_ > & idPredictedValue< type_ >::operator+=( const type_ & toAdd ) {
     97 	Set( value + toAdd );
     98 	return *this;
     99 }
    100 
    101 /*
    102 ===============
    103 idPredictedValue::operator-=
    104 ===============
    105 */
    106 template< class type_ >
    107 idPredictedValue< type_ > & idPredictedValue< type_ >::operator-=( const type_ & toSubtract ) {
    108 	Set( value - toSubtract );
    109 	return *this;
    110 }
    111 
    112 /*
    113 ===============
    114 idPredictedValue::UpdateFromSnapshot
    115 
    116 Always updates the value for remote clients.
    117 
    118 Only updates the actual value if the snapshot usercmd frame is newer than the one in which
    119 the client predicted this value.
    120 
    121 Returns true if the value was set, false if not.
    122 ===============
    123 */
    124 template< class type_ >
    125 bool idPredictedValue< type_ >::UpdateFromSnapshot( const type_ & valueFromSnapshot, int clientNumber ) {
    126 	if ( clientNumber != gameLocal.GetLocalClientNum() ) {
    127 		value = valueFromSnapshot;
    128 		return true;
    129 	}
    130 		
    131 	if ( gameLocal.GetLastClientUsercmdMilliseconds( clientNumber ) >= clientPredictedMilliseconds ) {
    132 		value = valueFromSnapshot;
    133 		return true;
    134 	}
    135 
    136 	return false;
    137 }
    138 
    139 /*
    140 ===============
    141 operator==
    142 
    143 Overload for idPredictedValue.
    144 We only care if the values are equal, not the frame number.
    145 ===============
    146 */
    147 template< class firstType_, class secondType_ >
    148 bool operator==( const idPredictedValue< firstType_ > & lhs, const idPredictedValue< secondType_ > & rhs ) {
    149 	return lhs.Get() == rhs.Get();
    150 }
    151 
    152 /*
    153 ===============
    154 operator!=
    155 
    156 Overload for idPredictedValue.
    157 We only care if the values are equal, not the frame number.
    158 ===============
    159 */
    160 template< class firstType_, class secondType_ >
    161 bool operator!=( const idPredictedValue< firstType_ > & lhs, const idPredictedValue< secondType_ > & rhs ) {
    162 	return lhs.Get() != rhs.Get();
    163 }
    164 
    165 /*
    166 ===============
    167 operator==
    168 
    169 Overload for idPredictedValue.
    170 We only care if the values are equal, not the frame number.
    171 ===============
    172 */
    173 template< class firstType_, class secondType_ >
    174 bool operator==( const idPredictedValue< firstType_ > & lhs, const secondType_ & rhs ) {
    175 	return lhs.Get() == rhs;
    176 }
    177 
    178 /*
    179 ===============
    180 operator==
    181 
    182 Overload for idPredictedValue.
    183 We only care if the values are equal, not the frame number.
    184 ===============
    185 */
    186 template< class firstType_, class secondType_ >
    187 bool operator==( const firstType_ lhs, const idPredictedValue< secondType_ > & rhs ) {
    188 	return lhs == rhs.Get();
    189 }
    190 
    191 /*
    192 ===============
    193 operator!=
    194 
    195 Overload for idPredictedValue.
    196 We only care if the values are equal, not the frame number.
    197 ===============
    198 */
    199 template< class firstType_, class secondType_ >
    200 bool operator!=( const idPredictedValue< firstType_ > & lhs, const secondType_ & rhs ) {
    201 	return lhs.Get() != rhs;
    202 }
    203 
    204 /*
    205 ===============
    206 operator!=
    207 
    208 Overload for idPredictedValue.
    209 We only care if the values are equal, not the frame number.
    210 ===============
    211 */
    212 template< class firstType_, class secondType_ >
    213 bool operator!=( const firstType_ lhs, const idPredictedValue< secondType_ > & rhs ) {
    214 	return lhs != rhs.Get();
    215 }
    216 
    217 
    218 
    219 
    220 #endif