q3rally/engine/code/cgame/cg_predict.c
insellium 227e401356 NEW GAME MODE: LAST CAR STANDING
New map for this game mode: COMING SOON
zturtleman, check it out, please.
2023-12-18 00:45:22 +05:00

1170 lines
37 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2021 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 = &cent->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 = &cent->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( &cent->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 = &cent->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;
out->damageAngles[PITCH] = BYTE2ANGLE(prev->ps.damagePitch);
out->damageAngles[YAW] = BYTE2ANGLE(prev->ps.damageYaw);
out->damageAngles[ROLL] = 0;
}
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 = ANGLE2BYTE(LerpAngle( BYTE2ANGLE(prev->ps.damagePitch), BYTE2ANGLE(next->ps.damagePitch), f ));
out->damageYaw = ANGLE2BYTE(LerpAngle( BYTE2ANGLE(prev->ps.damageYaw), BYTE2ANGLE(next->ps.damageYaw), f ));
out->damageAngles[PITCH] = LerpAngle( BYTE2ANGLE(prev->ps.damagePitch), BYTE2ANGLE(next->ps.damagePitch), f );
out->damageAngles[YAW] = LerpAngle( BYTE2ANGLE(prev->ps.damageYaw), BYTE2ANGLE(next->ps.damageYaw), f );
out->damageAngles[ROLL] = 0;
}
// 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, &cent->currentState, cg.time ) ) {
return;
}
// never pick an item up twice in a prediction
if ( cent->miscTime == cg.time ) {
return;
}
if ( !BG_CanItemBeGrabbed( cgs.gametype, &cent->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->giType == IT_TEAM && item->giTag != PW_NEUTRALFLAG ) {
return;
}
}
#endif
if( cgs.gametype == GT_CTF ) {
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
item->giType == IT_TEAM && item->giTag == PW_REDFLAG)
return;
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
item->giType == IT_TEAM && 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 = &cent->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 = &cent->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");
trap_Cvar_Update(&pmove_msec);
}
else if (pmove_msec.integer > 33) {
trap_Cvar_Set("pmove_msec", "33");
trap_Cvar_Update(&pmove_msec);
}
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 || cgs.gametype == GT_LCS) && !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
// This also sets damageAngles which is not reduced to 8-bit
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;
}
}
}