497 lines
12 KiB
C++
497 lines
12 KiB
C++
|
// 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 = ¢->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( ¢->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 = ¢->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, ¢->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.
|
||
|
=================
|
||
|
*/
|
||
|
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 );
|
||
|
}
|
||
|
|
||
|
|