rpgxef/code/cgame/cg_predict.cpp
Walter Julius Hennecke 9cac290629 Make all game code projects compile as cpp code
- Fixed all errors that occured due to using c++ compiler
- changed c++ standart to c++17
- removed lua, added library instead
- made all bg_* and q_* file into a shared item project
2017-09-30 21:49:31 +02:00

692 lines
20 KiB
C++

// 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 int32_t cg_numSolidEntities;
static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
static int32_t 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 ) {
int32_t 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 = &cent->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
====================
*/
#define SHIELD_HALFTHICKNESS 4 // should correspond with the #define in g_active.c
static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int32_t skipNumber, int32_t mask, trace_t *tr ) {
int32_t 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->solid == SOLID_BMODEL ) {
// special value for bmodel
cmodel = trap_CM_InlineModel( ent->modelindex );
VectorCopy( cent->lerpAngles, angles );
BG_EvaluateTrajectory( &cent->currentState.pos, cg.physicsTime, origin );
}
else if (ent->eFlags & EF_SHIELD_BOX_X)
{ // "specially" encoded bbox for x-axis aligned shield
//CG_Printf( S_COLOR_RED "Mins[ %d %d %d ] Maxs[ %d %d %d ]\n", mins[0], mins[1], mins[2], maxs[0], maxs[1], maxs[2] );
//this is a bit of a hack. Only deny entry to elements
//that do not specifiy collision boundaries.
//This will mean things like players won't be affected
//(there'll be a slight jerk as the server boots them back)
//but any FX like phaser beams will be.
if ( !mins || !VectorCompare( mins, vec3_origin ) || !VectorCompare( maxs, vec3_origin ) )
continue;
/*x = (ent->solid & 255); // i on server side
zd = ((ent->solid>>8) & 255); // j on server side
zu = ((ent->solid>>16) & 255); // k on server side*/
x = (ent->time2 & 1023); // i on server side
zd = ((ent->time2>>10) & 1023); // j on server side
zu = ((ent->time2>>20) & 1023); // k on server side
bmins[0] = -x; //-zd
bmaxs[0] = zd; //x
bmins[1] = -SHIELD_HALFTHICKNESS;
bmaxs[1] = SHIELD_HALFTHICKNESS;
bmins[2] = 0;
bmaxs[2] = zu;
cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
VectorCopy( vec3_origin, angles );
VectorCopy( cent->lerpOrigin, origin );
//CG_Printf( S_COLOR_RED "X Aligned! Bmins = [ %f %f %f ],\nBMaxs = [%f %f %f]\n", bmins[0], bmins[1], bmins[2], bmaxs[0],bmaxs[1],bmaxs[2] );
}
else if (ent->eFlags & EF_SHIELD_BOX_Y)
{ // "specially" encoded bbox for y-axis aligned shield
/*x = (ent->solid & 255); // i on server side
zd = ((ent->solid>>8) & 255); // j on server side
zu = ((ent->solid>>16) & 255); // k on server side*/
if ( !VectorCompare( mins, vec3_origin ) || !VectorCompare( maxs, vec3_origin ) )
continue;
x = (ent->time2 & 1023); // i on server side
zd = ((ent->time2>>10) & 1023); // j on server side
zu = ((ent->time2>>20) & 1023); // k on server side
bmins[1] = -x;
bmaxs[1] = zd;
bmins[0] = -SHIELD_HALFTHICKNESS;
bmaxs[0] = SHIELD_HALFTHICKNESS;
bmins[2] = 0;
bmaxs[2] = zu;
cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
VectorCopy( vec3_origin, angles );
VectorCopy( cent->lerpOrigin, origin );
}
else
{
// encoded bbox
x = (ent->solid & 255); // i on server side
zd = ((ent->solid>>8) & 255); // j on server side
zu = ((ent->solid>>16) & 255) - 32; // k on server side
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,
int32_t skipNumber, int32_t 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
================
*/
int32_t CG_PointContents( const vec3_t point, int32_t passEntityNum ) {
int32_t i;
entityState_t *ent;
centity_t *cent;
clipHandle_t cmodel;
int32_t contents;
contents = trap_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 = 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;
int32_t 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;
int32_t 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;
//RPG-X | Marcin | 03/12/2008
//this can't be predicted because as don't know whether USE was pressed...
if (qtrue) {
return;
}
if ( !cg_predictItems.integer ) {
return;
}
// never pick an item up twice in a prediction
if ( cent->miscTime == cg.time ) {
return;
}
if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, &cent->currentState, cg.time ) ) {
return;
}
// RPG-X: Marcin: Can't predict this any more sorry - 30/12/2008
if ( 0 ) /* ( !BG_CanItemBeGrabbed( &cent->currentState, &cg.predictedPlayerState ) ) */ {
return; // can't hold it
}
item = &bg_itemlist[ cent->currentState.modelindex ];
// Special case for flags.
// We don't predict touching our own flag
if (item->giType == IT_TEAM)
{ // NOTE: This code used to JUST check giTag. The problem is that the giTag for PW_REDFLAG
// is the same as WP_9. The giTag should be a SUBCHECK after giType.
/*if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
item->giTag == PW_REDFLAG)
return;*/
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
item->giTag == PW_BORG_ADAPT)
return;
}
if (!(cent->currentState.eFlags & (EF_ITEMPLACEHOLDER | EF_NODRAW)))
{
// grab it
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
// Draw the techy-itemplaceholder for weapons and powerups, not ammo, etc.
if (item->giType == IT_WEAPON || item->giType == IT_POWERUP)
{ // draw it "gridded out"
cent->currentState.eFlags |= EF_ITEMPLACEHOLDER;
}
else
{ // remove it from the frame so it won't be drawn
cent->currentState.eFlags |= EF_NODRAW;
// kef -- special client-only flag to prevent double pickup sounds
//cent->currentState.eFlags |= EF_CLIENT_NODRAW;
}
// 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;
}
}
}
// don't touch it again this prediction
cent->miscTime = cg.time;
}
/*
=========================
CG_TouchTriggerPrediction
Predict push triggers and items
=========================
*/
static void CG_TouchTriggerPrediction( void ) {
int32_t 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 = static_cast<qboolean>( cg.predictedPlayerState.pm_type == PM_SPECTATOR );
if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) {
return;
}
for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) {
cent = cg_triggerEntities[ i ];
ent = &cent->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;
continue;
} else {
float s;
vec3_t dir;
// we hit this push trigger
if ( spectator ) {
continue;
}
// flying characters don't hit bounce pads
if ( cg.predictedPlayerState.powerups[PW_FLIGHT] ) {
continue;
}
// if we are already flying along the bounce direction, don't play sound again
VectorNormalize2( ent->origin2, dir );
s = DotProduct( cg.predictedPlayerState.velocity, dir );
if ( s < 500 ) {
// don't play the event sound again if we are in a fat trigger
BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, 0, &cg.predictedPlayerState );
}
VectorCopy( ent->origin2, cg.predictedPlayerState.velocity );
}
}
}
/*
=================
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 ) {
int32_t cmdNum, current;
playerState_t oldPlayerState;
qboolean moved;
usercmd_t oldestCmd;
usercmd_t latestCmd;
char temp_string[200];
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;
// if we need to, we should check our model cvar and update it with the right value from the userinfo strings
// since it may have been modified by the server
Com_sprintf(temp_string, sizeof(temp_string), "%s/%s/%s", cgs.clientinfo[cg.predictedPlayerState.clientNum].charName, cgs.clientinfo[cg.predictedPlayerState.clientNum].modelName,
cgs.clientinfo[cg.predictedPlayerState.clientNum].skinName);
updateSkin(cg.predictedPlayerState.clientNum, temp_string);
}
// 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;
cg_pmove.admin = cgs.clientinfo[cg.snap->ps.clientNum].isAdmin;
cg_pmove.medic = cgs.classData[cgs.clientinfo[cg.snap->ps.clientNum].pClass].isMedic;
cg_pmove.borg = cgs.classData[cgs.clientinfo[cg.snap->ps.clientNum].pClass].isBorg;
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.snap->ps.eFlags&EF_ELIMINATED)*/ ) {
cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies
}
cg_pmove.noFootsteps = static_cast<qboolean>(( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0);
cg_pmove.pModDisintegration = static_cast<qboolean>(cgs.pModDisintegration > 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;
}
// run cmds
moved = qfalse;
for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
// get the command
trap_GetUserCmd( cmdNum, &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;
}
/*if (cg.predictedPlayerState.introTime > cg.time) //what's this for? TiM: I think it's for the holoIntro...
{
cg_pmove.cmd.buttons = 0;
cg_pmove.cmd.weapon = 0;
// cg_pmove.cmd.angles[0] = cg_pmove.cmd.angles[1] = cg_pmove.cmd.angles[2] = 0;
cg_pmove.cmd.forwardmove = cg_pmove.cmd.rightmove = cg_pmove.cmd.upmove = 0;
}*/
// 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;
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 );
float len = VectorLength( delta );
if ( len > 0.1 ) {
if ( cg_showmiss.integer ) {
CG_Printf("Prediction miss: %f\n", len);
}
if ( cg_errorDecay.integer ) {
int32_t 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;
}
}
}
Pmove (&cg_pmove);
moved = qtrue;
// add push trigger movement effects
CG_TouchTriggerPrediction();
}
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;
}
}
*/
}