//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // Revision 1.3 2003/04/19 15:27:30 jbravo // Backing out of most of unlagged. Only optimized prediction and smooth clients // remains. // // Revision 1.2 2003/03/10 07:07:58 jbravo // Small unlagged fixes and voting delay added. // // Revision 1.1 2003/03/09 21:32:23 jbravo // *** empty log message *** // // //----------------------------------------------------------------------------- #include "cg_local.h" // we'll need these prototypes //void CG_ShotgunPattern(vec3_t origin, vec3_t origin2, int seed, int otherEntNum); //void CG_Bullet(vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum); // and this as well //#define MACHINEGUN_SPREAD 200 /* ======================= CG_PredictWeaponEffects Draws predicted effects for the railgun, shotgun, and machinegun. The lightning gun is done in CG_LightningBolt, since it was just a matter of setting the right origin and angles. ======================= */ /*void CG_PredictWeaponEffects(centity_t * cent) { vec3_t muzzlePoint, forward, right, up; entityState_t *ent = ¢->currentState; // if the client isn't us, forget it if (cent->currentState.number != cg.predictedPlayerState.clientNum) { return; } // if it's not switched on server-side, forget it if (!cgs.delagHitscan) { return; } // get the muzzle point VectorCopy(cg.predictedPlayerState.origin, muzzlePoint); muzzlePoint[2] += cg.predictedPlayerState.viewheight; // get forward, right, and up AngleVectors(cg.predictedPlayerState.viewangles, forward, right, up); VectorMA(muzzlePoint, 14, forward, muzzlePoint); // was it a rail attack? if (ent->weapon == WP_SSG3000) { // do we have it on for the rail gun? if (cg_delag.integer & 1 || cg_delag.integer & 16) { trace_t trace; vec3_t endPoint; // trace forward VectorMA(muzzlePoint, 8192, forward, endPoint); // THIS IS FOR DEBUGGING! // you definitely *will* want something like this to test the backward reconciliation // to make sure it's working *exactly* right if (cg_debugDelag.integer) { // trace forward CG_Trace(&trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, cent->currentState.number, CONTENTS_BODY | CONTENTS_SOLID); // did we hit another player? if (trace.fraction < 1.0f && (trace.contents & CONTENTS_BODY)) { // if we have two snapshots (we're interpolating) if (cg.nextSnap) { centity_t *c = &cg_entities[trace.entityNum]; vec3_t origin1, origin2; // figure the two origins used for interpolation BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime, origin1); BG_EvaluateTrajectory(&c->nextState.pos, cg.nextSnap->serverTime, origin2); // print some debugging stuff exactly like what the server does // it starts with "Int:" to let you know the target was interpolated CG_Printf("^3Int: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n", cg.oldTime, cg.snap->serverTime, cg.nextSnap->serverTime, c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]); CG_Printf ("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n", cg.frameInterpolation, origin1[0], origin1[1], origin1[2], origin2[0], origin2[1], origin2[2]); } else { // we haven't got a next snapshot // the client clock has either drifted ahead (seems to happen once per server frame // when you play locally) or the client is using timenudge // in any case, CG_CalcEntityLerpPositions extrapolated rather than interpolated centity_t *c = &cg_entities[trace.entityNum]; vec3_t origin1, origin2; c->currentState.pos.trTime = TR_LINEAR_STOP; c->currentState.pos.trTime = cg.snap->serverTime; c->currentState.pos.trDuration = 1000 / sv_fps.integer; BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime, origin1); BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime + 1000 / sv_fps.integer, origin2); // print some debugging stuff exactly like what the server does // it starts with "Ext:" to let you know the target was extrapolated CG_Printf("^3Ext: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n", cg.oldTime, cg.snap->serverTime, cg.snap->serverTime, c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]); CG_Printf ("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n", cg.frameInterpolation, origin1[0], origin1[1], origin1[2], origin2[0], origin2[1], origin2[2]); } } } // find the rail's end point CG_Trace(&trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, cg.predictedPlayerState.clientNum, CONTENTS_SOLID); // do the magic-number adjustment VectorMA(muzzlePoint, 4, right, muzzlePoint); VectorMA(muzzlePoint, -1, up, muzzlePoint); // draw a rail trail // CG_RailTrail(&cgs.clientinfo[cent->currentState.number], muzzlePoint, trace.endpos); //Com_Printf( "Predicted rail trail\n" ); // explosion at end if not SURF_NOIMPACT if (!(trace.surfaceFlags & SURF_NOIMPACT)) { // predict an explosion CG_MissileHitWall(ent->weapon, cg.predictedPlayerState.clientNum, trace.endpos, trace.plane.normal, IMPACTSOUND_DEFAULT, 0); } } } // was it a shotgun attack? else if (ent->weapon == WP_M3 || ent->weapon == WP_HANDCANNON) { // do we have it on for the shotgun? if (cg_delag.integer & 1 || cg_delag.integer & 4) { int contents; vec3_t endPoint, v; // do everything like the server does SnapVector(muzzlePoint); VectorScale(forward, 4096, endPoint); SnapVector(endPoint); VectorSubtract(endPoint, muzzlePoint, v); VectorNormalize(v); VectorScale(v, 32, v); VectorAdd(muzzlePoint, v, v); if (cgs.glconfig.hardwareType != GLHW_RAGEPRO) { // ragepro can't alpha fade, so don't even bother with smoke vec3_t up; contents = trap_CM_PointContents(muzzlePoint, 0); if (!(contents & CONTENTS_WATER)) { VectorSet(up, 0, 0, 8); CG_SmokePuff(v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader); } } // do the shotgun pellets CG_ShotgunPattern(muzzlePoint, endPoint, cg.oldTime % 256, cg.predictedPlayerState.clientNum); //Com_Printf( "Predicted shotgun pattern\n" ); } } // was it a machinegun attack? else if (ent->weapon == WP_MP5 || ent->weapon == WP_M4 || ent->weapon == WP_PISTOL || ent->weapon == WP_AKIMBO) { // do we have it on for the machinegun? if (cg_delag.integer & 1 || cg_delag.integer & 2) { // the server will use this exact time (it'll be serverTime on that end) int seed = cg.oldTime % 256; float r, u; trace_t tr; qboolean flesh; int fleshEntityNum; vec3_t endPoint; // do everything exactly like the server does r = Q_random(&seed) * M_PI * 2.0f; u = sin(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16; r = cos(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16; VectorMA(muzzlePoint, 8192 * 16, forward, endPoint); VectorMA(endPoint, r, right, endPoint); VectorMA(endPoint, u, up, endPoint); CG_Trace(&tr, muzzlePoint, NULL, NULL, endPoint, cg.predictedPlayerState.clientNum, MASK_SHOT); if (tr.surfaceFlags & SURF_NOIMPACT) { return; } // snap the endpos to integers, but nudged towards the line SnapVectorTowards(tr.endpos, muzzlePoint); // do bullet impact if (tr.entityNum < MAX_CLIENTS) { flesh = qtrue; fleshEntityNum = tr.entityNum; } else { flesh = qfalse; } // do the bullet impact CG_Bullet(tr.endpos, cg.predictedPlayerState.clientNum, tr.plane.normal, flesh, fleshEntityNum, IMPACTSOUND_DEFAULT); //Com_Printf( "Predicted bullet\n" ); } } } */ /* ================= CG_AddBoundingBox Draws a bounding box around a player. Called from CG_Player. ================= */ void CG_AddBoundingBox(centity_t * cent) { polyVert_t verts[4]; clientInfo_t *ci; int i; vec3_t mins = { -15, -15, -24 }; vec3_t maxs = { 15, 15, 32 }; float extx, exty, extz; vec3_t corners[8]; qhandle_t bboxShader, bboxShader_nocull; if (!cg_drawBBox.integer) { return; } // don't draw it if it's us in first-person if (cent->currentState.number == cg.predictedPlayerState.clientNum && !cg.renderingThirdPerson) { return; } // don't draw it for dead players if (cent->currentState.eFlags & EF_DEAD) { return; } // get the shader handles bboxShader = trap_R_RegisterShader("bbox"); bboxShader_nocull = trap_R_RegisterShader("bbox_nocull"); // if they don't exist, forget it if (!bboxShader || !bboxShader_nocull) { return; } // get the player's client info ci = &cgs.clientinfo[cent->currentState.clientNum]; // if it's us if (cent->currentState.number == cg.predictedPlayerState.clientNum) { // use the view height maxs[2] = cg.predictedPlayerState.viewheight + 6; } else { int x, zd, zu; // otherwise grab the encoded bounding box x = (cent->currentState.solid & 255); zd = ((cent->currentState.solid >> 8) & 255); zu = ((cent->currentState.solid >> 16) & 255) - 32; mins[0] = mins[1] = -x; maxs[0] = maxs[1] = x; mins[2] = -zd; maxs[2] = zu; } // get the extents (size) extx = maxs[0] - mins[0]; exty = maxs[1] - mins[1]; extz = maxs[2] - mins[2]; // set the polygon's texture coordinates verts[0].st[0] = 0; verts[0].st[1] = 0; verts[1].st[0] = 0; verts[1].st[1] = 1; verts[2].st[0] = 1; verts[2].st[1] = 1; verts[3].st[0] = 1; verts[3].st[1] = 0; // set the polygon's vertex colors if (ci->team == TEAM_RED) { for (i = 0; i < 4; i++) { verts[i].modulate[0] = 160; verts[i].modulate[1] = 0; verts[i].modulate[2] = 0; verts[i].modulate[3] = 255; } } else if (ci->team == TEAM_BLUE) { for (i = 0; i < 4; i++) { verts[i].modulate[0] = 0; verts[i].modulate[1] = 0; verts[i].modulate[2] = 192; verts[i].modulate[3] = 255; } } else { for (i = 0; i < 4; i++) { verts[i].modulate[0] = 0; verts[i].modulate[1] = 128; verts[i].modulate[2] = 0; verts[i].modulate[3] = 255; } } VectorAdd(cent->lerpOrigin, maxs, corners[3]); VectorCopy(corners[3], corners[2]); corners[2][0] -= extx; VectorCopy(corners[2], corners[1]); corners[1][1] -= exty; VectorCopy(corners[1], corners[0]); corners[0][0] += extx; for (i = 0; i < 4; i++) { VectorCopy(corners[i], corners[i + 4]); corners[i + 4][2] -= extz; } // top VectorCopy(corners[0], verts[0].xyz); VectorCopy(corners[1], verts[1].xyz); VectorCopy(corners[2], verts[2].xyz); VectorCopy(corners[3], verts[3].xyz); trap_R_AddPolyToScene(bboxShader, 4, verts); // bottom VectorCopy(corners[7], verts[0].xyz); VectorCopy(corners[6], verts[1].xyz); VectorCopy(corners[5], verts[2].xyz); VectorCopy(corners[4], verts[3].xyz); trap_R_AddPolyToScene(bboxShader, 4, verts); // top side VectorCopy(corners[3], verts[0].xyz); VectorCopy(corners[2], verts[1].xyz); VectorCopy(corners[6], verts[2].xyz); VectorCopy(corners[7], verts[3].xyz); trap_R_AddPolyToScene(bboxShader_nocull, 4, verts); // left side VectorCopy(corners[2], verts[0].xyz); VectorCopy(corners[1], verts[1].xyz); VectorCopy(corners[5], verts[2].xyz); VectorCopy(corners[6], verts[3].xyz); trap_R_AddPolyToScene(bboxShader_nocull, 4, verts); // right side VectorCopy(corners[0], verts[0].xyz); VectorCopy(corners[3], verts[1].xyz); VectorCopy(corners[7], verts[2].xyz); VectorCopy(corners[4], verts[3].xyz); trap_R_AddPolyToScene(bboxShader_nocull, 4, verts); // bottom side VectorCopy(corners[1], verts[0].xyz); VectorCopy(corners[0], verts[1].xyz); VectorCopy(corners[4], verts[2].xyz); VectorCopy(corners[5], verts[3].xyz); trap_R_AddPolyToScene(bboxShader_nocull, 4, verts); } /* ================ CG_Cvar_ClampInt Clamps a cvar between two integer values, returns qtrue if it had to. ================ */ qboolean CG_Cvar_ClampInt(const char *name, vmCvar_t * vmCvar, int min, int max) { if (vmCvar->integer > max) { CG_Printf("Allowed values are %d to %d.\n", min, max); Com_sprintf(vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", max); vmCvar->value = max; vmCvar->integer = max; trap_Cvar_Set(name, vmCvar->string); return qtrue; } if (vmCvar->integer < min) { CG_Printf("Allowed values are %d to %d.\n", min, max); Com_sprintf(vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", min); vmCvar->value = min; vmCvar->integer = min; trap_Cvar_Set(name, vmCvar->string); return qtrue; } return qfalse; }