stvoy-sp-sdk/cgame/cg_predict.cpp

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2002-11-22 00:00:00 +00:00
// 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
#include "cg_local.h"
#include "cg_media.h"
static pmove_t cg_pmove;
static int cg_numSolidEntities;
static centity_t *cg_solidEntities[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;
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++;
}
}
}
}
/*
====================
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 = &cent->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 );
EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, 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 );
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,
int skipNumber, int mask ) {
trace_t t;
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
================
*/
int CG_PointContents( const vec3_t point, int passEntityNum ) {
int i;
entityState_t *ent;
centity_t *cent;
clipHandle_t cmodel;
int contents;
contents = cgi_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 = cgi_CM_InlineModel( ent->modelindex );
if ( !cmodel ) {
continue;
}
contents |= cgi_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles );
}
return contents;
}
/*
========================
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;
out = &cg.predicted_player_state;
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 = cgi_GetCurrentCmdNumber();
cgi_GetUserCmd( cmdNum, &cmd );
//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 ) {
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
===================
*/
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, &cent->currentState, cg.time ) ) {
return;
}
if ( !BG_CanItemBeGrabbed( &cent->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 = &cent->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.
=================
*/
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 ( 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;
}
// don't predict gauntlet firing, which is only supposed to happen
// when it actually inflicts damage
cg_pmove.gauntletHit = qfalse;
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 );
}