/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com) This file is part of q3rally source code. q3rally source code 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. q3rally source code 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 q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // cg_predict.c -- this file generates cg.predictedPlayerState by either // interpolating between snapshots from the server or locally predicting // ahead the client's movement. // It also handles local physics interaction, like fragments bouncing off walls #include "cg_local.h" static pmove_t cg_pmove; static int cg_numSolidEntities; static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; static int cg_numTriggerEntities; static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT]; // Q3Rally Code Start /* ================= Com_LogPrintf Print to the logfile ================= */ void QDECL Com_LogPrintf( const char *fmt, ... ) { va_list argptr; char string[1024]; fileHandle_t logFile; trap_FS_FOpenFile( "cg_physics.log", &logFile, FS_APPEND ); va_start( argptr, fmt ); Q_vsnprintf (string, sizeof(string), fmt, argptr); va_end( argptr ); trap_FS_Write( string, strlen( string ), logFile ); trap_FS_FCloseFile( logFile ); } /* ================================================================================ CG_DebugDynamics ================================================================================ */ void CG_DebugDynamics( carBody_t *body, carPoint_t *points, int i ){ Com_LogPrintf("\n"); Com_LogPrintf("PM_DebugDynamics: point ORIGIN - %.3f, %.3f, %.3f\n", points[i].r[0], points[i].r[1], points[i].r[2]); Com_LogPrintf("PM_DebugDynamics: point VELOCITY - %.3f, %.3f, %.3f\n", points[i].v[0], points[i].v[1], points[i].v[2]); Com_LogPrintf("PM_DebugDynamics: point ONGROUND - %i\n", points[i].onGround); Com_LogPrintf("PM_DebugDynamics: point NORMAL 1- %.3f, %.3f, %.3f\n", points[i].normals[0][0], points[i].normals[0][1], points[i].normals[0][2]); Com_LogPrintf("PM_DebugDynamics: point NORMAL 2- %.3f, %.3f, %.3f\n", points[i].normals[1][0], points[i].normals[1][1], points[i].normals[1][2]); Com_LogPrintf("PM_DebugDynamics: point NORMAL 3- %.3f, %.3f, %.3f\n", points[i].normals[2][0], points[i].normals[2][1], points[i].normals[2][2]); // Com_LogPrintf("PM_DebugDynamics: point MASS - %.3f\n", points[pm->pDebug-1].mass); Com_LogPrintf("PM_DebugDynamics: body ORIGIN - %.3f, %.3f, %.3f\n", body->r[0], body->r[1], body->r[2]); Com_LogPrintf("PM_DebugDynamics: body VELOCITY - %.3f, %.3f, %.3f\n", body->v[0], body->v[1], body->v[2]); Com_LogPrintf("PM_DebugDynamics: body ANG VELOCITY - %.3f, %.3f, %.3f\n", body->w[0], body->w[1], body->w[2]); // Com_LogPrintf("PM_DebugDynamics: body COM - %.3f, %.3f, %.3f\n", body->CoM[0], body->CoM[1], body->CoM[2]); // Com_LogPrintf("PM_DebugDynamics: body MASS - %.3f\n", body->mass); Com_LogPrintf("Direction vectors ----------------------------------------\n"); Com_LogPrintf("PM_DebugDynamics: body FORWARD - %.3f, %.3f, %.3f\n", body->forward[0], body->forward[1], body->forward[2]); Com_LogPrintf("PM_DebugDynamics: body RIGHT - %.3f, %.3f, %.3f\n", body->right[0], body->right[1], body->right[2]); Com_LogPrintf("PM_DebugDynamics: body UP - %.3f, %.3f, %.3f\n", body->up[0], body->up[1], body->up[2]); Com_LogPrintf("\n"); } /* ================================================================================ CG_DebugForces ================================================================================ */ void CG_DebugForces( carBody_t *body, carPoint_t *points, int i ){ Com_LogPrintf("\n"); Com_LogPrintf("PM_DebugForces: point GRAVITY - %.3f, %.3f, %.3f\n", points[i].forces[GRAVITY][0], points[i].forces[GRAVITY][1], points[i].forces[GRAVITY][2]); Com_LogPrintf("PM_DebugForces: point NORMAL - %.3f, %.3f, %.3f\n", points[i].forces[NORMAL][0], points[i].forces[NORMAL][1], points[i].forces[NORMAL][2]); Com_LogPrintf("PM_DebugForces: point SHOCK - %.3f, %.3f, %.3f\n", points[i].forces[SHOCK][0], points[i].forces[SHOCK][1], points[i].forces[SHOCK][2]); Com_LogPrintf("PM_DebugForces: point SPRING - %.3f, %.3f, %.3f\n", points[i].forces[SPRING][0], points[i].forces[SPRING][1], points[i].forces[SPRING][2]); Com_LogPrintf("PM_DebugForces: point SWAY_BAR - %.3f, %.3f, %.3f\n", points[i].forces[SWAY_BAR][0], points[i].forces[SWAY_BAR][1], points[i].forces[SWAY_BAR][2]); Com_LogPrintf("PM_DebugForces: point ROAD - %.3f, %.3f, %.3f\n", points[i].forces[ROAD][0], points[i].forces[ROAD][1], points[i].forces[ROAD][2]); Com_LogPrintf("PM_DebugForces: point INTERNAL - %.3f, %.3f, %.3f\n", points[i].forces[INTERNAL][0], points[i].forces[INTERNAL][1], points[i].forces[INTERNAL][2]); Com_LogPrintf("PM_DebugForces: point AIR_FRICTION - %.3f, %.3f, %.3f\n", points[i].forces[AIR_FRICTION][0], points[i].forces[AIR_FRICTION][1], points[i].forces[AIR_FRICTION][2]); Com_LogPrintf("PM_DebugForces: point NETFORCE - %.3f, %.3f, %.3f\n", points[i].netForce[0], points[i].netForce[1], points[i].netForce[2]); Com_LogPrintf("PM_DebugForces: point fluidDensity - %.6f\n", points[i].fluidDensity); Com_LogPrintf("PM_DebugForces: body netForce - %.3f, %.3f, %.3f\n", body->netForce[0], body->netForce[1], body->netForce[2]); Com_LogPrintf("PM_DebugForces: body netMoment - %.3f, %.3f, %.3f\n", body->netMoment[0], body->netMoment[1], body->netMoment[2]); Com_LogPrintf("\n"); } // END /* ==================== CG_BuildSolidList When a new cg.snap has been set, this function builds a sublist of the entities that are actually solid, to make for more efficient collision detection ==================== */ void CG_BuildSolidList( void ) { int i; centity_t *cent; snapshot_t *snap; entityState_t *ent; cg_numSolidEntities = 0; cg_numTriggerEntities = 0; if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) { snap = cg.nextSnap; } else { snap = cg.snap; } for ( i = 0 ; i < snap->numEntities ; i++ ) { cent = &cg_entities[ snap->entities[ i ].number ]; ent = ¢->currentState; if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) { cg_triggerEntities[cg_numTriggerEntities] = cent; cg_numTriggerEntities++; continue; } if ( cent->nextState.solid ) { cg_solidEntities[cg_numSolidEntities] = cent; cg_numSolidEntities++; continue; } } } /* ==================== CG_ClipMoveToEntities ==================== */ static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask, trace_t *tr ) { int i, x, zd, zu; trace_t trace; entityState_t *ent; clipHandle_t cmodel; vec3_t bmins, bmaxs; vec3_t origin, angles; centity_t *cent; for ( i = 0 ; i < cg_numSolidEntities ; i++ ) { cent = cg_solidEntities[ i ]; ent = ¢->currentState; if ( ent->number == skipNumber ) { continue; } if ( ent->solid == SOLID_BMODEL ) { // special value for bmodel cmodel = trap_CM_InlineModel( ent->modelindex ); VectorCopy( cent->lerpAngles, angles ); BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin ); } else { // encoded bbox x = (ent->solid & 255); zd = ((ent->solid>>8) & 255); zu = ((ent->solid>>16) & 255) - 32; bmins[0] = bmins[1] = -x; bmaxs[0] = bmaxs[1] = x; bmins[2] = -zd; bmaxs[2] = zu; cmodel = trap_CM_TempBoxModel( bmins, bmaxs ); VectorCopy( vec3_origin, angles ); VectorCopy( cent->lerpOrigin, origin ); } trap_CM_TransformedBoxTrace ( &trace, start, end, mins, maxs, cmodel, mask, origin, angles); if (trace.allsolid || trace.fraction < tr->fraction) { trace.entityNum = ent->number; *tr = trace; } else if (trace.startsolid) { tr->startsolid = qtrue; } if ( tr->allsolid ) { return; } } } /* ================ CG_Trace ================ */ void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask ) { trace_t t; trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask); t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; // check all other solid models CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t); *result = t; } /* ================ CG_PointContents ================ */ int CG_PointContents( const vec3_t point, int passEntityNum ) { int i; entityState_t *ent; centity_t *cent; clipHandle_t cmodel; int contents; contents = trap_CM_PointContents (point, 0); for ( i = 0 ; i < cg_numSolidEntities ; i++ ) { cent = cg_solidEntities[ i ]; ent = ¢->currentState; if ( ent->number == passEntityNum ) { continue; } if (ent->solid != SOLID_BMODEL) { // special value for bmodel continue; } cmodel = trap_CM_InlineModel( ent->modelindex ); if ( !cmodel ) { continue; } contents |= trap_CM_TransformedPointContents( point, cmodel, cent->lerpOrigin, cent->lerpAngles ); } return contents; } // Q3Rally Code Start /* ======================== CG_ExtrapolatePlayerState Generates cg.predictedPlayerState by extrapolating cg.snap->player_state ======================== */ static void CG_ExtrapolatePlayerState( qboolean grabAngles ) { float f; int i; playerState_t *out; snapshot_t *prev; out = &cg.predictedPlayerState; prev = cg.snap; *out = cg.snap->ps; // if we are still allowing local input, short circuit the view angles if ( grabAngles ) { usercmd_t cmd; int cmdNum; cmdNum = trap_GetCurrentCmdNumber(); trap_GetUserCmd( cmdNum, &cmd ); PM_UpdateViewAngles( out, &cmd, cg_controlMode.integer ); } // if the next frame is a teleport, we can't lerp to it if ( cg.thisFrameTeleport ) { return; } f = (float)( cg.time - prev->serverTime ) / 1000.0f; // f = (float)( cg.time - prev->ps.commandTime ) / 1000.0f; // Com_Printf( "prev->serverTime %i, prev->ps.commandTime %i, f %f, f %f\n", prev->serverTime, prev->ps.commandTime, f, (float)( cg.time - prev->ps.commandTime ) / 1000.0f ); if ( !grabAngles ) { out->damagePitch = prev->ps.damagePitch; out->damageYaw = prev->ps.damageYaw; } for ( i = 0 ; i < 3 ; i++ ) { out->origin[i] = prev->ps.origin[i] + f * prev->ps.velocity[i]; out->viewangles[i] = prev->ps.viewangles[i]; out->velocity[i] = prev->ps.velocity[i]; out->angularMomentum[i] = prev->ps.angularMomentum[i]; } /* VectorRotate(tBody->L, sBody->inverseWorldInertiaTensor, tBody->w); m[0][0] = 0; m[0][1] = (time / 2.0f) * -(sBody->w[2] + tBody->w[2]); m[0][2] = (time / 2.0f) * (sBody->w[1] + tBody->w[1]); m[1][0] = (time / 2.0f) * (sBody->w[2] + tBody->w[2]); m[1][1] = 0; m[1][2] = (time / 2.0f) * -(sBody->w[0] + tBody->w[0]); m[2][0] = (time / 2.0f) * -(sBody->w[1] + tBody->w[1]); m[2][1] = (time / 2.0f) * (sBody->w[0] + tBody->w[0]); m[2][2] = 0; MatrixMultiply(m, sBody->t, m2); MatrixAdd(sBody->t, m2, tBody->t); OrthonormalizeOrientation(tBody->t); */ } // END /* ======================== CG_InterpolatePlayerState Generates cg.predictedPlayerState by interpolating between cg.snap->player_state and cg.nextFrame->player_state ======================== */ static void CG_InterpolatePlayerState( qboolean grabAngles ) { float f; int i; playerState_t *out; snapshot_t *prev, *next; out = &cg.predictedPlayerState; prev = cg.snap; next = cg.nextSnap; *out = cg.snap->ps; if ( !next || next->serverTime <= prev->serverTime ) { // STONELANCE UPDATE - try extrapolating? if ( !cg_paused.integer && cg_debugpredict.integer ) Com_Printf( "CG_InterpolatePlayerState: No next snapshot to interpolate towards.\n" ); CG_ExtrapolatePlayerState( grabAngles ); // END return; } // if we are still allowing local input, short circuit the view angles if ( grabAngles ) { usercmd_t cmd; int cmdNum; cmdNum = trap_GetCurrentCmdNumber(); trap_GetUserCmd( cmdNum, &cmd ); // Q3Rally Code Start // PM_UpdateViewAngles( out, &cmd ); PM_UpdateViewAngles( out, &cmd, cg_controlMode.integer ); // END } // if the next frame is a teleport, we can't lerp to it if ( cg.nextFrameTeleport ) { return; } if ( !next || next->serverTime <= prev->serverTime ) { // STONELANCE UPDATE - try extrapolating? // if ( !cg_paused.integer && cg_debugpredict.integer ) // Com_Printf( "CG_InterpolatePlayerState: No next snapshot to interpolate towards.\n" ); // CG_ExtrapolatePlayerState( grabAngles ); // END return; } f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime ); // Q3Rally Code Start /* i = next->ps.bobCycle; if ( i < prev->ps.bobCycle ) { i += 256; // handle wraparound } out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle ); */ if ( !grabAngles ) { out->damagePitch = ANGLE2SHORT(LerpAngle( SHORT2ANGLE(prev->ps.damagePitch), SHORT2ANGLE(next->ps.damagePitch), f )); out->damageYaw = ANGLE2SHORT(LerpAngle( SHORT2ANGLE(prev->ps.damageYaw), SHORT2ANGLE(next->ps.damageYaw), f )); } // END for ( i = 0 ; i < 3 ; i++ ) { out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] ); // Q3Rally Code Start // if ( !grabAngles ) { // always grab car angles // END out->viewangles[i] = LerpAngle( prev->ps.viewangles[i], next->ps.viewangles[i], f ); // Q3Rally Code Start // } // END out->velocity[i] = prev->ps.velocity[i] + f * (next->ps.velocity[i] - prev->ps.velocity[i] ); // STONELANCE - lerp angular momentum (just incase) out->angularMomentum[i] = prev->ps.angularMomentum[i] + f * (next->ps.angularMomentum[i] - prev->ps.angularMomentum[i] ); // END } } /* =================== CG_TouchItem =================== */ static void CG_TouchItem( centity_t *cent ) { gitem_t *item; if ( !cg_predictItems.integer ) { return; } if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, ¢->currentState, cg.time ) ) { return; } // never pick an item up twice in a prediction if ( cent->miscTime == cg.time ) { return; } if ( !BG_CanItemBeGrabbed( cgs.gametype, ¢->currentState, &cg.predictedPlayerState ) ) { return; // can't hold it } item = &bg_itemlist[ cent->currentState.modelindex ]; // Special case for flags. // We don't predict touching our own flag #ifdef MISSIONPACK if( cgs.gametype == GT_1FCTF ) { if( item->giTag != PW_NEUTRALFLAG ) { return; } } #endif if( cgs.gametype == GT_CTF ) { if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED && item->giTag == PW_REDFLAG) return; if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE && item->giTag == PW_BLUEFLAG) return; } // grab it BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState); // remove it from the frame so it won't be drawn cent->currentState.eFlags |= EF_NODRAW; // don't touch it again this prediction cent->miscTime = cg.time; // if it's a weapon, give them some predicted ammo so the autoswitch will work if ( item->giType == IT_WEAPON ) { cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag; if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) { cg.predictedPlayerState.ammo[ item->giTag ] = 1; } } } /* ========================= CG_TouchTriggerPrediction Predict push triggers and items ========================= */ static void CG_TouchTriggerPrediction( void ) { int i; trace_t trace; entityState_t *ent; clipHandle_t cmodel; centity_t *cent; qboolean spectator; // dead clients don't activate triggers if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { return; } spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR ); if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) { return; } for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) { cent = cg_triggerEntities[ i ]; ent = ¢->currentState; if ( ent->eType == ET_ITEM && !spectator ) { CG_TouchItem( cent ); continue; } if ( ent->solid != SOLID_BMODEL ) { continue; } cmodel = trap_CM_InlineModel( ent->modelindex ); if ( !cmodel ) { continue; } trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin, cg_pmove.mins, cg_pmove.maxs, cmodel, -1 ); if ( !trace.startsolid ) { continue; } if ( ent->eType == ET_TELEPORT_TRIGGER ) { cg.hyperspace = qtrue; } else if ( ent->eType == ET_PUSH_TRIGGER ) { // Q3Rally Code Start // BG_TouchJumpPad( &cg.predictedPlayerState, ent ); BG_TouchJumpPad( &cg.car, &cg.predictedPlayerState, ent ); // END } } // if we didn't touch a jump pad this pmove frame if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) { cg.predictedPlayerState.jumppad_frame = 0; cg.predictedPlayerState.jumppad_ent = 0; } } // Q3Rally Code Start void CG_UpdateCarFromPS ( playerState_t *ps ) { if ( !cg_paused.integer && cg_debugpredict.integer ) Com_Printf( "CG_UpdateCarFromPS\n" ); cg.car.rpm = ps->stats[STAT_RPM]; cg.car.gear = ps->stats[STAT_GEAR]; VectorCopy(ps->origin, cg.car.sBody.r); VectorCopy(ps->velocity, cg.car.sBody.v); AnglesToOrientation(ps->viewangles, cg.car.sBody.t); // AnglesToQuaternion(ps->viewangles, cg.car.sBody.q); VectorCopy(ps->angularMomentum, cg.car.sBody.L); PM_CalculateSecondaryQuantities( &cg.car, &cg.car.sBody, cg.car.sPoints ); } void CG_UpdateWheelsFromSnapshot( snapshot_t *snap ) { int i; centity_t *cent; entityState_t *s1; for( i = 0; i < snap->numEntities; i++ ) { if( snap->entities[i].eType != ET_AUXENT ) continue; cent = &cg_entities[ cg.snap->entities[ i ].number ]; s1 = ¢->currentState; if ( s1->otherEntityNum != cg.snap->ps.clientNum ) continue; // Com_Printf( "updating wheel %i\n", s1->otherEntityNum2 ); // cg_entities[s1->otherEntityNum].wheelSpeeds[s1->otherEntityNum2] = s1->apos.trDelta[0]; // cg_entities[s1->otherEntityNum].wheelSkidding[s1->otherEntityNum2] = s1->frame; // cg_entities[s1->otherEntityNum].steeringAngle = s1->apos.trDelta[1]; cg.car.sPoints[s1->otherEntityNum2].w = s1->apos.trDelta[0]; cg.car.sPoints[s1->otherEntityNum2].slipping = s1->frame; cg.car.wheelAngle = s1->apos.trDelta[1]; VectorCopy(s1->pos.trBase, cg.car.sPoints[s1->otherEntityNum2].r); VectorCopy(s1->pos.trDelta, cg.car.sPoints[s1->otherEntityNum2].v); VectorCopy(s1->origin2, cg.car.sPoints[s1->otherEntityNum2].normals[0]); cg.car.sPoints[s1->otherEntityNum2].onGround = s1->groundEntityNum; } } // END /* ================= CG_PredictPlayerState Generates cg.predictedPlayerState for the current cg.time cg.predictedPlayerState is guaranteed to be valid after exiting. For demo playback, this will be an interpolation between two valid playerState_t. For normal gameplay, it will be the result of predicted usercmd_t on top of the most recent playerState_t received from the server. Each new snapshot will usually have one or more new usercmd over the last, but we simulate all unacknowledged commands each time, not just the new ones. This means that on an internet connection, quite a few pmoves may be issued each frame. OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t differs from the predicted one. Would require saving all intermediate playerState_t during prediction. We detect prediction errors and allow them to be decayed off over several frames to ease the jerk. ================= */ // Q3Rally Code Start extern char *eventnames[]; // END void CG_PredictPlayerState( void ) { int cmdNum, current; playerState_t oldPlayerState; qboolean moved; usercmd_t oldestCmd; usercmd_t latestCmd; // Q3Rally Code Start usercmd_t nextCmd; centity_t *cent; int i; int count, skipcount; // END cg.hyperspace = qfalse; // will be set if touching a trigger_teleport // if this is the first frame we must guarantee // predictedPlayerState is valid even if there is some // other error condition if ( !cg.validPPS ) { cg.validPPS = qtrue; cg.predictedPlayerState = cg.snap->ps; // Q3Rally Code Start // Com_Printf( "2 predictedPlayerState damageYaw %d\n", cg.predictedPlayerState.damageYaw ); CG_UpdateCarFromPS( &cg.predictedPlayerState ); // END } // demo playback just copies the moves // Q3Rally Code Start if( cg.snap->ps.pm_flags & PMF_OBSERVE ) { // dont interpolate because we are using velocity for distance return; } // END if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) { CG_InterpolatePlayerState( qfalse ); return; } // non-predicting local movement will grab the latest angles if ( cg_nopredict.integer || cg_synchronousClients.integer ) { CG_InterpolatePlayerState( qtrue ); return; } // Q3Rally Code Start // if (cg_paused.integer) { // current = trap_GetCurrentCmdNumber(); // trap_GetUserCmd( current, &latestCmd ); // PM_UpdateViewAngles( &cg.predictedPlayerState, &latestCmd, cg_controlMode.integer ); // return; // } // END // Q3Rally Code Start // Com_Printf( "Command time %i\n", cg.predictedPlayerState.commandTime ); // END // prepare for pmove cg_pmove.ps = &cg.predictedPlayerState; cg_pmove.trace = CG_Trace; cg_pmove.pointcontents = CG_PointContents; cg_pmove.frictionFunc = CG_FrictionCalc; // Q3Rally Code Start /* if ( cg_pmove.ps->pm_type == PM_DEAD ) { cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else { cg_pmove.tracemask = MASK_PLAYERSOLID; */ // dont predict collisions with other cars cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // } // END if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies } cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0; // save the state before the pmove so we can detect transitions oldPlayerState = cg.predictedPlayerState; current = trap_GetCurrentCmdNumber(); // if we don't have the commands right after the snapshot, we // can't accurately predict a current position, so just freeze at // the last good position we had cmdNum = current - CMD_BACKUP + 1; trap_GetUserCmd( cmdNum, &oldestCmd ); if ( oldestCmd.serverTime > cg.snap->ps.commandTime && oldestCmd.serverTime < cg.time ) { // special check for map_restart if ( cg_showmiss.integer ) { CG_Printf ("exceeded PACKET_BACKUP on commands\n"); } return; } // get the latest command so we can know which commands are from previous map_restarts trap_GetUserCmd( current, &latestCmd ); // get the most recent information we have, even if // the server time is beyond our current cg.time, // because predicted player positions are going to // be ahead of everything else anyway if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) { // Q3Rally Code Start // if we do this then we also need to use the wheel positions at cg.nextsnap time // and not the current time // cg.predictedPlayerState = cg.nextSnap->ps; // CG_UpdateWheelsFromSnapshot( cg.nextSnap ); // CG_UpdateCarFromPS( &cg.predictedPlayerState ); // Com_Printf( "nextSnap valid\n" ); cg.predictedPlayerState.externalEvent = cg.nextSnap->ps.externalEvent; cg.predictedPlayerState.externalEventParm = cg.nextSnap->ps.externalEventParm; cg.predictedPlayerState.externalEventTime = cg.nextSnap->ps.externalEventTime; cg.predictedPlayerState.entityEventSequence = cg.nextSnap->ps.entityEventSequence; cg.predictedPlayerState.eventSequence = cg.nextSnap->ps.eventSequence; cg.predictedPlayerState.events[0] = cg.nextSnap->ps.events[0]; cg.predictedPlayerState.events[1] = cg.nextSnap->ps.events[1]; cg.predictedPlayerState.eventParms[0] = cg.nextSnap->ps.eventParms[0]; cg.predictedPlayerState.eventParms[1] = cg.nextSnap->ps.eventParms[1]; // TODO: copy all persistant and stats values memcpy( cg.predictedPlayerState.persistant, cg.nextSnap->ps.persistant, sizeof(cg.predictedPlayerState.persistant) ); memcpy( cg.predictedPlayerState.stats, cg.nextSnap->ps.stats, sizeof(cg.predictedPlayerState.stats) ); // cg.predictedPlayerState.pm_type = cg.nextSnap->ps.pm_type; // END cg.physicsTime = cg.nextSnap->serverTime; // Q3Rally Code Start // Com_Printf( "3 predictedPlayerState damageYaw %d\n", cg.predictedPlayerState.damageYaw ); // if ( cg_pmove.ps->pm_type == PM_NORMAL || // cg_pmove.ps->pm_type == PM_DEAD) // cg.predictedPlayerState.commandTime = oldPlayerState.commandTime; // Since we already know the next state we can just interpolate. // There is no need to predict if we already know where the server // says we will be! /* if ( !cg_paused.integer && cg_debugpredict.integer ) Com_Printf( "Interpolating\n" ); CG_InterpolatePlayerState( qtrue ); // UPDATE: need this? CG_UpdateCarFromPS( &cg.predictedPlayerState ); CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); return; */ // CG_UpdateCarFromPS( &cg.predictedPlayerState ); // END } else { // Q3Rally Code Start // if we do this then we also need to use the wheel positions at cg.snap time // and not the current time // cg.predictedPlayerState = cg.snap->ps; // CG_UpdateWheelsFromSnapshot( cg.snap ); // CG_UpdateCarFromPS( &cg.predictedPlayerState ); cg.predictedPlayerState.externalEvent = cg.snap->ps.externalEvent; cg.predictedPlayerState.externalEventParm = cg.snap->ps.externalEventParm; cg.predictedPlayerState.externalEventTime = cg.snap->ps.externalEventTime; cg.predictedPlayerState.entityEventSequence = cg.snap->ps.entityEventSequence; cg.predictedPlayerState.eventSequence = cg.snap->ps.eventSequence; cg.predictedPlayerState.events[0] = cg.snap->ps.events[0]; cg.predictedPlayerState.events[1] = cg.snap->ps.events[1]; cg.predictedPlayerState.eventParms[0] = cg.snap->ps.eventParms[0]; cg.predictedPlayerState.eventParms[1] = cg.snap->ps.eventParms[1]; // TODO: copy all persistant and stats values memcpy( cg.predictedPlayerState.persistant, cg.snap->ps.persistant, sizeof(cg.predictedPlayerState.persistant) ); memcpy( cg.predictedPlayerState.stats, cg.snap->ps.stats, sizeof(cg.predictedPlayerState.stats) ); // cg.predictedPlayerState.pm_type = cg.snap->ps.pm_type; // END cg.physicsTime = cg.snap->serverTime; // // Q3Rally Code Start // Com_Printf( "4 predictedPlayerState damageYaw %d\n", cg.predictedPlayerState.damageYaw ); // if ( cg_pmove.ps->pm_type == PM_NORMAL || // cg_pmove.ps->pm_type == PM_DEAD) // cg.predictedPlayerState.commandTime = oldPlayerState.commandTime; /* // UPDATE: extrapolate instead of predicting? Com_Printf( "Extrapolating\n" ); CG_ExtrapolatePlayerState( qtrue ); CG_UpdateCarFromPS( &cg.predictedPlayerState ); CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); return; */ // CG_UpdateCarFromPS( &cg.predictedPlayerState ); // END } // Q3Rally Code Start // if ( !cg_paused.integer && cg_debugpredict.integer ) // Com_Printf( "Predicting\n" ); // END if ( pmove_msec.integer < 8 ) { trap_Cvar_Set("pmove_msec", "8"); } else if (pmove_msec.integer > 33) { trap_Cvar_Set("pmove_msec", "33"); } cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer; cg_pmove.pmove_msec = pmove_msec.integer; // run cmds moved = qfalse; // Q3Rally Code Start // if ( cg_pmove.ps->pm_type == PM_NORMAL || // cg_pmove.ps->pm_type == PM_DEAD) // cmdNum = current; // else cmdNum = current - CMD_BACKUP + 1; cg_pmove.car = &cg.car; cg_pmove.client = qtrue; cg_pmove.pDebug = cg.pDebug; cg_pmove.controlMode = cgs.clientinfo[cg.predictedPlayerState.clientNum].controlMode; cg_pmove.manualShift = cgs.clientinfo[cg.predictedPlayerState.clientNum].manualShift; cg_pmove.car_spring = 120; cg_pmove.car_shock_up = 12; cg_pmove.car_shock_down = 11; cg_pmove.car_swaybar = 20; cg_pmove.car_wheel = 2400; cg_pmove.car_wheel_damp = 140; cg_pmove.car_frontweight_dist = 0.5f; cg_pmove.car_IT_xScale = 1.0f; cg_pmove.car_IT_yScale = 1.0f; cg_pmove.car_IT_zScale = 1.0f; cg_pmove.car_body_elasticity = CP_BODY_ELASTICITY; cg_pmove.car_air_cof = CP_AIR_COF; cg_pmove.car_air_frac_to_df = CP_FRAC_TO_DF; cg_pmove.car_friction_scale = 1.1f; // for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) { count = 0; skipcount = 0; for ( ; cmdNum <= current ; cmdNum++ ) { // END // get the command trap_GetUserCmd( cmdNum, &cg_pmove.cmd ); // don't do anything if the time is before the snapshot player time if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) { continue; } // don't do anything if the command was from a previous map_restart if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) { continue; } // Q3Rally Code Start // only skip 10 times (this might be the source of the infinite loop) if( cmdNum != current /*&& skipcount < 10*/ ) { trap_GetUserCmd( cmdNum+1, &nextCmd ); // if the current command is the same as the next command then just skip this one if( nextCmd.angles[YAW] == cg_pmove.cmd.angles[YAW] && // dont worry about pitch and roll changes in the view because the // physics dont use them for movement // nextCmd.angles[PITCH] == cg_pmove.cmd.angles[PITCH] && // nextCmd.angles[ROLL] == cg_pmove.cmd.angles[ROLL] && nextCmd.buttons == cg_pmove.cmd.buttons && nextCmd.weapon == cg_pmove.cmd.weapon && nextCmd.forwardmove == cg_pmove.cmd.forwardmove && // rightmove isnt used so dont worry about it // nextCmd.rightmove == cg_pmove.cmd.rightmove && nextCmd.upmove == cg_pmove.cmd.upmove ) { // Com_Printf( "Skipping command\n" ); skipcount++; continue; } } // Com_Printf( "Server time %i <- Command time %i\n", cg_pmove.cmd.serverTime, cg.predictedPlayerState.commandTime ); /* Com_Printf( "angles %i %i %i\n", cg_pmove.cmd.angles[0], cg_pmove.cmd.angles[1], cg_pmove.cmd.angles[2] ); Com_Printf( "buttons %i\n", cg_pmove.cmd.buttons ); Com_Printf( "forwardmove %i\n", cg_pmove.cmd.forwardmove ); Com_Printf( "rightmove %i\n", cg_pmove.cmd.rightmove ); Com_Printf( "upmove %i\n", cg_pmove.cmd.upmove ); Com_Printf( "weapon %i\n", cg_pmove.cmd.weapon ); Com_Printf( "serverTime %i\n", cg_pmove.cmd.serverTime ); */ // END // Q3Rally Code Start if ((isRallyRace() || cgs.gametype == GT_DERBY) && !cg_entities[cg.snap->ps.clientNum].startRaceTime){ cg_pmove.cmd.buttons = BUTTON_HANDBRAKE; cg_pmove.cmd.forwardmove = 0; // cg_pmove.cmd.rightmove = 0; cg_pmove.cmd.upmove = 0; } if (cg_entities[cg.snap->ps.clientNum].finishRaceTime && cg_entities[cg.snap->ps.clientNum].finishRaceTime + 500 < cg.time && !cg.intermissionStarted){ cg.predictedPlayerState.weapon = WP_NONE; // cg.predictedPlayerState.powerups = 0; cg_pmove.cmd.weapon = cg.predictedPlayerState.weapon; cg_pmove.cmd.buttons = BUTTON_HANDBRAKE; cg_pmove.cmd.forwardmove = 0; // cg_pmove.cmd.rightmove = 0; cg_pmove.cmd.upmove = 0; } if (isRallyNonDMRace()/* TEMP DERBY || cgs.gametype == GT_DERBY*/){ cg_pmove.cmd.weapon = cg.predictedPlayerState.weapon = WP_NONE; } // END // Q3Rally Code Start // if ( cg_pmove.pmove_fixed ) { // PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd ); // FIXME: this only has to be done because it turns out that the damageYaw // and damagePitch cannot be used for view angles because they are only 8 bits // over the net. // This function overwrites the damageYaw and damagePitch values based on // the command and the delta_angles of the player PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd, cg_controlMode.integer ); // } // END // check for a prediction error from last frame // on a lan, this will often be the exact value // from the snapshot, but on a wan we will have // to predict several commands to get to the point // we want to compare if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) { vec3_t delta; float len; if ( cg.thisFrameTeleport ) { // a teleport will not cause an error decay VectorClear( cg.predictedError ); if ( cg_showmiss.integer ) { CG_Printf( "PredictionTeleport\n" ); } cg.thisFrameTeleport = qfalse; } else { vec3_t adjusted, new_angles; CG_AdjustPositionForMover( cg.predictedPlayerState.origin, cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.predictedPlayerState.viewangles, new_angles); // Q3Rally Code Start /* if ( cg_showmiss.integer ) { if (!VectorCompare( oldPlayerState.origin, adjusted )) { CG_Printf("prediction error\n"); } } */ // END VectorSubtract( oldPlayerState.origin, adjusted, delta ); len = VectorLength( delta ); if ( len > 0.1 ) { if ( cg_showmiss.integer ) { CG_Printf("Prediction miss: %f\n", len); } if ( cg_errorDecay.integer ) { int t; float f; t = cg.time - cg.predictedErrorTime; f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; if ( f < 0 ) { f = 0; } if ( f > 0 && cg_showmiss.integer ) { CG_Printf("Double prediction decay: %f\n", f); } VectorScale( cg.predictedError, f, cg.predictedError ); } else { VectorClear( cg.predictedError ); } VectorAdd( delta, cg.predictedError, cg.predictedError ); cg.predictedErrorTime = cg.oldTime; // Q3Rally Code Start if ( cg_showmiss.integer ) { len = VectorLength( cg.predictedError ); CG_Printf("Total predictedError: %f\n", len ); } // END } } } // don't predict gauntlet firing, which is only supposed to happen // when it actually inflicts damage cg_pmove.gauntletHit = qfalse; // UPDATE: check this if ( cg_pmove.pmove_fixed ) { cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; } Pmove (&cg_pmove); moved = qtrue; // add push trigger movement effects CG_TouchTriggerPrediction(); // check for predictable events that changed from previous predictions //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState); // Q3Rally Code Start count++; // END } // Q3Rally Code Start cent = &cg_entities[cg.snap->ps.clientNum]; cent->steeringAngle = cg_pmove.car->wheelAngle; for (i = 0; i < FIRST_FRAME_POINT; i++){ cent->wheelSpeeds[i] = cg_pmove.car->sPoints[i].w; cent->wheelSkidding[i] = cg_pmove.car->sPoints[i].slipping; } // END // Q3Rally Code Start // Com_Printf( "Server time %i <- Command time %i\n", cg_pmove.cmd.serverTime, cg.predictedPlayerState.commandTime ); // Com_Printf( "Num predicted commands %i, skipped %i\n", count, skipcount ); // END if ( cg_showmiss.integer > 1 ) { CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time ); } if ( !moved ) { if ( cg_showmiss.integer ) { // CG_Printf( "not moved\n" ); } return; } // adjust for the movement of the groundentity CG_AdjustPositionForMover( cg.predictedPlayerState.origin, cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.time, cg.predictedPlayerState.origin, cg.predictedPlayerState.viewangles, cg.predictedPlayerState.viewangles); if ( cg_showmiss.integer ) { if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) { CG_Printf("WARNING: dropped event\n"); } } // Q3Rally Code Start // Com_Printf( "Event 0: %i - %s\n", cg.predictedPlayerState.events[0] & ~EV_EVENT_BITS, eventnames[cg.predictedPlayerState.events[0] & ~EV_EVENT_BITS] ); // Com_Printf( "Event 1: %i - %s\n", cg.predictedPlayerState.events[1] & ~EV_EVENT_BITS, eventnames[cg.predictedPlayerState.events[1] & ~EV_EVENT_BITS] ); // Com_Printf( "Event x: %i - %s\n", cg.predictedPlayerState.externalEvent & ~EV_EVENT_BITS, eventnames[cg.predictedPlayerState.externalEvent & ~EV_EVENT_BITS] ); // END // fire events and other transition triggered things CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); // Q3Rally Code Start if ( cg_showmiss.integer || ( !cg_paused.integer && cg_debugpredict.integer ) ) { // if ( cg_showmiss.integer ) { // END if (cg.eventSequence > cg.predictedPlayerState.eventSequence) { CG_Printf("WARNING: double event\n"); cg.eventSequence = cg.predictedPlayerState.eventSequence; } } }