// Copyright (C) 1999-2000 Id Software, Inc. // // 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]; /* ==================== 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->number > MAX_CLIENTS && cg.snap && ent->genericenemyindex && (ent->genericenemyindex-1024) == cg.snap->ps.clientNum) { //rww - method of keeping objects from colliding in client-prediction (in case of ownership) 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, ent->origin, ent->angles ); } return contents; } /* ======================== 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 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 ); } // if the next frame is a teleport, we can't lerp to it if ( cg.nextFrameTeleport ) { return; } if ( !next || next->serverTime <= prev->serverTime ) { return; } 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] ); } } /* =================== 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; } if (cent->currentState.eFlags & EF_ITEMPLACEHOLDER) { return; } if (cent->currentState.eFlags & EF_NODRAW) { 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 ]; //Currently there is no reliable way of knowing if the client has touched a certain item before another if they are next to each other, or rather //if the server has touched them in the same order. This results often in grabbing an item in the prediction and the server giving you the other //item. So for now prediction of armor, health, and ammo is disabled. /* if (item->giType == IT_ARMOR) { //rww - this will be stomped next update, but it's set so that we don't try to pick up two shields in one prediction and have the server cancel one // cg.predictedPlayerState.stats[STAT_ARMOR] += item->quantity; //FIXME: This can't be predicted properly at the moment return; } if (item->giType == IT_HEALTH) { //same as above, for health // cg.predictedPlayerState.stats[STAT_HEALTH] += item->quantity; //FIXME: This can't be predicted properly at the moment return; } if (item->giType == IT_AMMO) { //same as above, for ammo // cg.predictedPlayerState.ammo[item->giTag] += item->quantity; //FIXME: This can't be predicted properly at the moment return; } if (item->giType == IT_HOLDABLE) { //same as above, for holdables // cg.predictedPlayerState.stats[STAT_HOLDABLE_ITEMS] |= (1 << item->giTag); } */ // Special case for flags. // We don't predict touching our own flag if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) { 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; } if (item->giType == IT_POWERUP && (item->giTag == PW_FORCE_ENLIGHTENED_LIGHT || item->giTag == PW_FORCE_ENLIGHTENED_DARK)) { if (item->giTag == PW_FORCE_ENLIGHTENED_LIGHT) { if (cg.predictedPlayerState.fd.forceSide != FORCE_LIGHTSIDE) { return; } } else { if (cg.predictedPlayerState.fd.forceSide != FORCE_DARKSIDE) { return; } } } // grab it BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.number , &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 its 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 && cg.predictedPlayerState.pm_type != PM_FLOAT && !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 ) { BG_TouchJumpPad( &cg.predictedPlayerState, ent ); } } // 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; } } void CG_EntityStateToPlayerState( entityState_t *s, playerState_t *ps ) { int i; ps->clientNum = s->number; VectorCopy( s->pos.trBase, ps->origin ); VectorCopy( s->pos.trDelta, ps->velocity ); VectorCopy( s->apos.trBase, ps->viewangles ); ps->fd.forceMindtrickTargetIndex = s->trickedentindex; ps->fd.forceMindtrickTargetIndex2 = s->trickedentindex2; ps->fd.forceMindtrickTargetIndex3 = s->trickedentindex3; ps->fd.forceMindtrickTargetIndex4 = s->trickedentindex4; ps->saberLockFrame = s->forceFrame; ps->electrifyTime = s->emplacedOwner; ps->speed = s->speed; ps->genericEnemyIndex = s->genericenemyindex; ps->activeForcePass = s->activeForcePass; ps->movementDir = s->angles2[YAW]; ps->legsAnim = s->legsAnim; ps->torsoAnim = s->torsoAnim; ps->clientNum = s->clientNum; ps->eFlags = s->eFlags; ps->saberInFlight = s->saberInFlight; ps->saberEntityNum = s->saberEntityNum; ps->saberMove = s->saberMove; ps->fd.forcePowersActive = s->forcePowersActive; if (s->bolt1) { ps->duelInProgress = qtrue; } else { ps->duelInProgress = qfalse; } if (s->bolt2) { ps->dualBlade = qtrue; } else { ps->dualBlade = qfalse; } ps->emplacedIndex = s->otherEntityNum2; ps->saberHolstered = s->shouldtarget; //reuse bool in entitystate for players differently ps->usingATST = s->teamowner; /* if (ps->genericEnemyIndex != -1) { s->eFlags |= EF_SEEKERDRONE; } */ ps->genericEnemyIndex = -1; //no real option for this //The client has no knowledge of health levels (except for the client entity) if (s->eFlags & EF_DEAD) { ps->stats[STAT_HEALTH] = 0; } else { ps->stats[STAT_HEALTH] = 100; } /* if ( ps->externalEvent ) { s->event = ps->externalEvent; s->eventParm = ps->externalEventParm; } else if ( ps->entityEventSequence < ps->eventSequence ) { int seq; if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) { ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; } seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); s->eventParm = ps->eventParms[ seq ]; ps->entityEventSequence++; } */ //Eh. ps->weapon = s->weapon; ps->groundEntityNum = s->groundEntityNum; for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { if (s->powerups & (1 << i)) { ps->powerups[i] = 30; } else { ps->powerups[i] = 0; } } ps->loopSound = s->loopSound; ps->generic1 = s->generic1; } playerState_t cgSendPS[MAX_CLIENTS]; /* ================= 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. ================= */ void CG_PredictPlayerState( void ) { int cmdNum, current, i; playerState_t oldPlayerState; qboolean moved; usercmd_t oldestCmd; usercmd_t latestCmd; 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; } // demo playback just copies the moves 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; } // prepare for pmove cg_pmove.ps = &cg.predictedPlayerState; cg_pmove.trace = CG_Trace; cg_pmove.pointcontents = CG_PointContents; if ( cg_pmove.ps->pm_type == PM_DEAD ) { cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else { cg_pmove.tracemask = MASK_PLAYERSOLID; } 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 ) { cg.predictedPlayerState = cg.nextSnap->ps; cg.physicsTime = cg.nextSnap->serverTime; } else { cg.predictedPlayerState = cg.snap->ps; cg.physicsTime = cg.snap->serverTime; } 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; for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) { // get the command trap_GetUserCmd( cmdNum, &cg_pmove.cmd ); if ( cg_pmove.pmove_fixed ) { PM_UpdateViewAngles( cg_pmove.ps, &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; } // 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; CG_AdjustPositionForMover( cg.predictedPlayerState.origin, cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted ); if ( cg_showmiss.integer ) { if (!VectorCompare( oldPlayerState.origin, adjusted )) { CG_Printf("prediction error\n"); } } 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; } } } if ( cg_pmove.pmove_fixed ) { cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; } cg_pmove.animations = bgGlobalAnimations; cg_pmove.gametype = cgs.gametype; for ( i = 0 ; i < MAX_CLIENTS ; i++ ) { memset(&cgSendPS[i], 0, sizeof(cgSendPS[i])); CG_EntityStateToPlayerState(&cg_entities[i].currentState, &cgSendPS[i]); cg_pmove.bgClients[i] = &cgSendPS[i]; } if (cg.snap && cg.snap->ps.saberLockTime > cg.time) { centity_t *blockOpp = &cg_entities[cg.snap->ps.saberLockEnemy]; if (blockOpp) { vec3_t lockDir, lockAng; VectorSubtract( blockOpp->lerpOrigin, cg.snap->ps.origin, lockDir ); //lockAng[YAW] = vectoyaw( defDir ); vectoangles(lockDir, lockAng); VectorCopy(lockAng, cg_pmove.ps->viewangles); } } Pmove (&cg_pmove); for ( i = 0 ; i < MAX_CLIENTS ; i++ ) { cg_entities[i].currentState.torsoAnim = cgSendPS[i].torsoAnim; cg_entities[i].currentState.legsAnim = cgSendPS[i].legsAnim; cg_entities[i].currentState.forceFrame = cgSendPS[i].saberLockFrame; cg_entities[i].currentState.saberMove = cgSendPS[i].saberMove; } moved = qtrue; // add push trigger movement effects CG_TouchTriggerPrediction(); // check for predictable events that changed from previous predictions //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState); } 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 ); if ( cg_showmiss.integer ) { if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) { CG_Printf("WARNING: dropped event\n"); } } // fire events and other transition triggered things CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); if ( cg_showmiss.integer ) { if (cg.eventSequence > cg.predictedPlayerState.eventSequence) { CG_Printf("WARNING: double event\n"); cg.eventSequence = cg.predictedPlayerState.eventSequence; } } }