// cg_predict.c -- this file generates cg.predicted_player_state by either // interpolating between snapshots from the server or locally predicting // ahead the client's movement // this line must stay at top so the whole PCH thing works... #include "cg_headers.h" //#include "cg_local.h" #include "cg_media.h" #include "..\game\g_vehicles.h" static pmove_t cg_pmove; static int cg_numSolidEntities; static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; #if MEM_DEBUG #include "..\smartheap\heapagnt.h" #define CG_TRACE_PROFILE (0) #endif /* ==================== 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; vec3_t difference; float dsquared; cg_numSolidEntities = 0; if(!cg.snap) { return; } for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { if ( cg.snap->entities[ i ].number < ENTITYNUM_WORLD ) { cent = &cg_entities[ cg.snap->entities[ i ].number ]; if ( cent->gent != NULL && cent->gent->s.solid ) { cg_solidEntities[cg_numSolidEntities] = cent; cg_numSolidEntities++; } } } dsquared = 5000+500; dsquared *= dsquared; for(i=0;ilerpOrigin, cg.snap->ps.origin, difference); if (cent->currentState.eType == ET_TERRAIN || ((difference[0]*difference[0]) + (difference[1]*difference[1]) + (difference[2]*difference[2])) <= dsquared) { cent->currentValid = qtrue; if ( cent->nextState && cent->nextState->solid ) { cg_solidEntities[cg_numSolidEntities] = cent; cg_numSolidEntities++; } } else { cent->currentValid = qfalse; } } } /* ==================== CG_ClipMoveToEntities ==================== */ 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->eType == ET_PUSH_TRIGGER ) { continue; } if ( ent->eType == ET_TELEPORT_TRIGGER ) { continue; } if ( ent->solid == SOLID_BMODEL ) { // special value for bmodel cmodel = cgi_CM_InlineModel( ent->modelindex ); VectorCopy( cent->lerpAngles, angles ); //Hmm... this would cause traces against brush movers to snap at 20fps (as with the third person camera)... //Let's use the lerpOrigin for now and see if it breaks anything... //EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, origin ); VectorCopy( cent->lerpOrigin, 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 = cgi_CM_TempBoxModel( bmins, bmaxs );//, cent->gent->contents ); VectorCopy( vec3_origin, angles ); VectorCopy( cent->lerpOrigin, origin ); } cgi_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, const int skipNumber, const int mask, const EG2_Collision eG2TraceType/*=G2_NOCOLLIDE*/, const int useLod/*=0*/) { trace_t t; #if CG_TRACE_PROFILE #if MEM_DEBUG { int old=dbgMemSetCheckpoint(2004); malloc(1); dbgMemSetCheckpoint(old); } #endif #endif cgi_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 ================ */ #define USE_SV_PNT_CONTENTS (1) #if USE_SV_PNT_CONTENTS int CG_PointContents( const vec3_t point, int passEntityNum ) { return gi.pointcontents(point,passEntityNum ); } #else int CG_PointContents( const vec3_t point, int passEntityNum ) { int i; entityState_t *ent; centity_t *cent; clipHandle_t cmodel; int contents; #if CG_TRACE_PROFILE #if MEM_DEBUG { int old=dbgMemSetCheckpoint(2005); malloc(1); dbgMemSetCheckpoint(old); } #endif #endif contents = cgi_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 = cgi_CM_InlineModel( ent->modelindex ); if ( !cmodel ) { continue; } contents |= cgi_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles ); } return contents; } #endif void CG_SetClientViewAngles( vec3_t angles, qboolean overrideViewEnt ) { if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD || overrideViewEnt ) {//don't clamp angles when looking through a viewEntity for( int i = 0; i < 3; i++ ) { cg.predicted_player_state.viewangles[i] = angles[i]; cg.predicted_player_state.delta_angles[i] = 0; cg.snap->ps.viewangles[i] = angles[i]; cg.snap->ps.delta_angles[i] = 0; g_entities[0].client->pers.cmd_angles[i] = ANGLE2SHORT(angles[i]); } cgi_SetUserCmdAngles( angles[PITCH], angles[YAW], angles[ROLL] ); } } extern qboolean PM_AdjustAnglesToGripper( gentity_t *gent, usercmd_t *cmd ); extern qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly ); extern qboolean G_CheckClampUcmd( gentity_t *ent, usercmd_t *ucmd ); extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent ); qboolean CG_CheckModifyUCmd( usercmd_t *cmd, vec3_t viewangles ) { qboolean overridAngles = qfalse; if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ) {//controlling something else memset( cmd, 0, sizeof( usercmd_t ) ); /* //to keep pointing in same dir, need to set cmd.angles cmd->angles[PITCH] = ANGLE2SHORT( cg.snap->ps.viewangles[PITCH] ) - cg.snap->ps.delta_angles[PITCH]; cmd->angles[YAW] = ANGLE2SHORT( cg.snap->ps.viewangles[YAW] ) - cg.snap->ps.delta_angles[YAW]; cmd->angles[ROLL] = 0; */ VectorCopy( g_entities[0].pos4, viewangles ); overridAngles = qtrue; //CG_SetClientViewAngles( g_entities[cg.snap->ps.viewEntity].client->ps.viewangles, qtrue ); } else if ( G_IsRidingVehicle( &g_entities[0] ) ) { overridAngles = qtrue; /* int vehIndex = g_entities[0].owner->client->ps.vehicleIndex; if ( vehIndex != VEHICLE_NONE && (vehicleData[vehIndex].type == VH_FIGHTER || (vehicleData[vehIndex].type == VH_SPEEDER )) ) {//in vehicle flight mode float speed = VectorLength( cg.snap->ps.velocity ); if ( !speed || cg.snap->ps.groundEntityNum != ENTITYNUM_NONE ) { cmd->rightmove = 0; cmd->angles[PITCH] = 0; cmd->angles[YAW] = ANGLE2SHORT( cg.snap->ps.viewangles[YAW] ) - cg.snap->ps.delta_angles[YAW]; CG_SetClientViewAngles( cg.snap->ps.viewangles, qfalse ); } } */ } if ( &g_entities[0] && g_entities[0].client ) { if ( !PM_AdjustAnglesToGripper( &g_entities[0], cmd ) ) { if ( PM_AdjustAnglesForSpinningFlip( &g_entities[0], cmd, qtrue ) ) { CG_SetClientViewAngles( g_entities[0].client->ps.viewangles, qfalse ); if ( viewangles ) { VectorCopy( g_entities[0].client->ps.viewangles, viewangles ); overridAngles = qtrue; } } } else { CG_SetClientViewAngles( g_entities[0].client->ps.viewangles, qfalse ); if ( viewangles ) { VectorCopy( g_entities[0].client->ps.viewangles, viewangles ); overridAngles = qtrue; } } if ( G_CheckClampUcmd( &g_entities[0], cmd ) ) { CG_SetClientViewAngles( g_entities[0].client->ps.viewangles, qfalse ); if ( viewangles ) { VectorCopy( g_entities[0].client->ps.viewangles, viewangles ); overridAngles = qtrue; } } } return overridAngles; } qboolean CG_OnMovingPlat( playerState_t *ps ) { if ( ps->groundEntityNum != ENTITYNUM_NONE ) { entityState_t *es = &cg_entities[ps->groundEntityNum].currentState; if ( es->eType == ET_MOVER ) {//on a mover if ( es->pos.trType != TR_STATIONARY ) { if ( es->pos.trType != TR_LINEAR_STOP && es->pos.trType != TR_NONLINEAR_STOP ) {//a constant mover if ( !VectorCompare( vec3_origin, es->pos.trDelta ) ) {//is moving return qtrue; } } else {//a linear-stop mover if ( es->pos.trTime+es->pos.trDuration > cg.time ) {//still moving return qtrue; } } } } } return qfalse; } /* ======================== CG_InterpolatePlayerState Generates cg.predicted_player_state by interpolating between cg.snap->player_state and cg.nextFrame->player_state ======================== */ void CG_InterpolatePlayerState( qboolean grabAngles ) { float f; int i; playerState_t *out; snapshot_t *prev, *next; qboolean skip = qfalse; vec3_t oldOrg; out = &cg.predicted_player_state; prev = cg.snap; next = cg.nextSnap; VectorCopy(out->origin,oldOrg); *out = cg.snap->ps; // if we are still allowing local input, short circuit the view angles if ( grabAngles ) { usercmd_t cmd; int cmdNum; cmdNum = cgi_GetCurrentCmdNumber(); cgi_GetUserCmd( cmdNum, &cmd ); skip = CG_CheckModifyUCmd( &cmd, out->viewangles ); if ( !skip ) { //NULL so that it doesn't execute a block of code that must be run from game PM_UpdateViewAngles( out, &cmd, NULL ); } } // if the next frame is a teleport, we can't lerp to it if ( cg.nextFrameTeleport ) { return; } if (!( !next || next->serverTime <= prev->serverTime ) ) { f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime ); i = next->ps.bobCycle; if ( i < prev->ps.bobCycle ) { i += 256; // handle wraparound } out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle ); for ( i = 0 ; i < 3 ; i++ ) { out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] ); if ( !grabAngles ) { out->viewangles[i] = LerpAngle( prev->ps.viewangles[i], next->ps.viewangles[i], f ); } out->velocity[i] = prev->ps.velocity[i] + f * (next->ps.velocity[i] - prev->ps.velocity[i] ); } } bool onPlat=false; centity_t *pent=0; if (out->groundEntityNum>0) { pent=&cg_entities[out->groundEntityNum]; if (pent->currentState.eType == ET_MOVER ) { onPlat=true; } } if ( cg.validPPS && cg_smoothPlayerPos.value>0.0f && cg_smoothPlayerPos.value<1.0f && !onPlat ) { // 0 = no smoothing, 1 = no movement for (i=0;i<3;i++) { out->origin[i]=cg_smoothPlayerPos.value*(oldOrg[i]-out->origin[i])+out->origin[i]; } } else if (onPlat&&cg_smoothPlayerPlat.value>0.0f&&cg_smoothPlayerPlat.value<1.0f) { // if (cg.frametime<150) // { assert(pent); vec3_t p1,p2,vel; float lerpTime; EvaluateTrajectory( &pent->currentState.pos,cg.snap->serverTime, p1 ); if ( cg.nextSnap &&cg.nextSnap->serverTime > cg.snap->serverTime && pent->nextState) { EvaluateTrajectory( &pent->nextState->pos,cg.nextSnap->serverTime, p2 ); lerpTime=float(cg.nextSnap->serverTime - cg.snap->serverTime); } else { EvaluateTrajectory( &pent->currentState.pos,cg.snap->serverTime+50, p2 ); lerpTime=50.0f; } float accel=cg_smoothPlayerPlatAccel.value*cg.frametime/lerpTime; if (accel>20.0f) { accel=20.0f; } for (i=0;i<3;i++) { vel[i]=accel*(p2[i]-p1[i]); } VectorAdd(out->origin,vel,out->origin); if (cg.validPPS && cg_smoothPlayerPlat.value>0.0f && cg_smoothPlayerPlat.value<1.0f ) { // 0 = no smoothing, 1 = no movement for (i=0;i<3;i++) { out->origin[i]=cg_smoothPlayerPlat.value*(oldOrg[i]-out->origin[i])+out->origin[i]; } } // } } } /* =================== CG_TouchItem =================== */ void CG_TouchItem( centity_t *cent ) { gitem_t *item; // never pick an item up twice in a prediction if ( cent->miscTime == cg.time ) { return; } if ( !BG_PlayerTouchesItem( &cg.predicted_player_state, ¢->currentState, cg.time ) ) { return; } if ( !BG_CanItemBeGrabbed( ¢->currentState, &cg.predicted_player_state ) ) { return; // can't hold it } item = &bg_itemlist[ cent->currentState.modelindex ]; // grab it AddEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predicted_player_state); // 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 its a weapon, give them some predicted ammo so the autoswitch will work if ( item->giType == IT_WEAPON ) { int ammotype = weaponData[item->giTag].ammoIndex; cg.predicted_player_state.stats[ STAT_WEAPONS ] |= 1 << item->giTag; if ( !cg.predicted_player_state.ammo[ ammotype] ) { cg.predicted_player_state.ammo[ ammotype ] = 1; } } } /* ========================= CG_TouchTriggerPrediction Predict push triggers and items Only called for the last command ========================= */ 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.predicted_player_state.stats[STAT_HEALTH] <= 0 ) { return; } spectator = ( cg.predicted_player_state.pm_type == PM_SPECTATOR ); if ( cg.predicted_player_state.pm_type != PM_NORMAL && !spectator ) { return; } for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { cent = &cg_entities[ cg.snap->entities[ i ].number ]; ent = ¢->currentState; if ( ent->eType == ET_ITEM && !spectator ) { CG_TouchItem( cent ); continue; } if ( ent->eType != ET_PUSH_TRIGGER && ent->eType != ET_TELEPORT_TRIGGER ) { continue; } if ( ent->solid != SOLID_BMODEL ) { continue; } cmodel = cgi_CM_InlineModel( ent->modelindex ); if ( !cmodel ) { continue; } cgi_CM_BoxTrace( &trace, cg.predicted_player_state.origin, cg.predicted_player_state.origin, cg_pmove.mins, cg_pmove.maxs, cmodel, -1 ); if ( !trace.startsolid ) { continue; } if ( ent->eType == ET_TELEPORT_TRIGGER ) { cg.hyperspace = qtrue; } else { // we hit this push trigger if ( spectator ) { continue; } VectorCopy( ent->origin2, cg.predicted_player_state.velocity ); } } } /* ================= CG_PredictPlayerState Generates cg.predicted_player_state for the current cg.time cg.predicted_player_state is guaranteed to be valid after exiting. 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 refdef will usually have exactly one new usercmd over the last, but we have to simulate all unacknowledged commands since the last snapshot received. 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. We detect prediction errors and allow them to be decayed off over several frames to ease the jerk. ================= */ extern qboolean player_locked; void CG_PredictPlayerState( void ) { int cmdNum, current; playerState_t oldPlayerState; cg.hyperspace = qfalse; // will be set if touching a trigger_teleport // if this is the first frame we must guarantee // predicted_player_state is valid even if there is some // other error condition if ( !cg.validPPS ) { cg.validPPS = qtrue; cg.predicted_player_state = cg.snap->ps; } if ( 1 )//cg_timescale.value >= 1.0f ) { // demo playback just copies the moves /* if ( (cg.snap->ps.pm_flags & PMF_FOLLOW) ) { CG_InterpolatePlayerState( qfalse ); return; } */ // non-predicting local movement will grab the latest angles CG_InterpolatePlayerState( qtrue ); return; } // prepare for pmove //FIXME: is this bad??? cg_pmove.gent = NULL; cg_pmove.ps = &cg.predicted_player_state; cg_pmove.trace = CG_Trace; cg_pmove.pointcontents = CG_PointContents; cg_pmove.tracemask = MASK_PLAYERSOLID; cg_pmove.noFootsteps = 0;//( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0; // save the state before the pmove so we can detect transitions oldPlayerState = cg.predicted_player_state; // if we are too far out of date, just freeze cmdNum = cg.snap->cmdNum; current = cgi_GetCurrentCmdNumber(); if ( current - cmdNum >= CMD_BACKUP ) { return; } // get the most recent information we have cg.predicted_player_state = cg.snap->ps; // we should always be predicting at least one frame if ( cmdNum >= current ) { return; } // run cmds do { // 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 ( cmdNum == current - 1 ) { vec3_t delta; float len; if ( cg.thisFrameTeleport ) { // a teleport will not cause an error decay VectorClear( cg.predictedError ); cg.thisFrameTeleport = qfalse; } else { vec3_t adjusted; CG_AdjustPositionForMover( cg.predicted_player_state.origin, cg.predicted_player_state.groundEntityNum, cg.oldTime, adjusted ); VectorSubtract( oldPlayerState.origin, adjusted, delta ); len = VectorLength( delta ); if ( len > 0.1 ) { 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; } VectorScale( cg.predictedError, f, cg.predictedError ); } else { VectorClear( cg.predictedError ); } VectorAdd( delta, cg.predictedError, cg.predictedError ); cg.predictedErrorTime = cg.oldTime; } } } // if the command can't be gotten because it is // too far out of date, the frame is invalid // this should never happen, because we check ranges at // the top of the function cmdNum++; if ( !cgi_GetUserCmd( cmdNum, &cg_pmove.cmd ) ) { break; } gentity_t *ent = &g_entities[0];//cheating and dirty, I know, but this is a SP game so prediction can cheat if ( player_locked || (ent && !ent->s.number&&ent->aimDebounceTime>level.time) || (ent && ent->client && ent->client->ps.pm_time && (ent->client->ps.pm_flags&PMF_TIME_KNOCKBACK)) || (ent && ent->forcePushTime > level.time) ) {//lock out player control unless dead //VectorClear( cg_pmove.cmd.angles ); cg_pmove.cmd.forwardmove = 0; cg_pmove.cmd.rightmove = 0; cg_pmove.cmd.buttons = 0; cg_pmove.cmd.upmove = 0; } CG_CheckModifyUCmd( &cg_pmove.cmd, NULL ); //FIXME: prediction on clients in timescale results in jerky positional translation Pmove( &cg_pmove ); // add push trigger movement effects CG_TouchTriggerPrediction(); } while ( cmdNum < current ); // adjust for the movement of the groundentity CG_AdjustPositionForMover( cg.predicted_player_state.origin, cg.predicted_player_state.groundEntityNum, cg.time, cg.predicted_player_state.origin ); // fire events and other transition triggered things CG_TransitionPlayerState( &cg.predicted_player_state, &oldPlayerState ); }