/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Wolf ET Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Wolf ET Source Code. If not, see . In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // 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_numSolidFTEntities; static centity_t *cg_solidFTEntities[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_numSolidFTEntities = 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; // rain - don't clip against temporarily non-solid SOLID_BMODELS // (e.g. constructibles); use current state so prediction isn't fubar if ( cent->currentState.solid == SOLID_BMODEL && ( cent->currentState.eFlags & EF_NONSOLID_BMODEL ) ) { continue; } if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER || ent->eType == ET_CONCUSSIVE_TRIGGER || ent->eType == ET_OID_TRIGGER #ifdef VISIBLE_TRIGGERS || ent->eType == ET_TRIGGER_MULTIPLE || ent->eType == ET_TRIGGER_FLAGONLY || ent->eType == ET_TRIGGER_FLAGONLY_MULTIPLE #endif // VISIBLE_TRIGGERS ) { cg_triggerEntities[cg_numTriggerEntities] = cent; cg_numTriggerEntities++; continue; } if ( ent->eType == ET_CONSTRUCTIBLE ) { cg_triggerEntities[cg_numTriggerEntities] = cent; cg_numTriggerEntities++; } if ( cent->nextState.solid ) { /* if(cg_fastSolids.integer) { // Gordon: "optimization" (disabling until i fix it) vec3_t vec; float len; cg_solidFTEntities[cg_numSolidFTEntities] = cent; cg_numSolidFTEntities++; // FIXME: use range to bbox, not to origin if ( cent->nextState.solid == SOLID_BMODEL ) { VectorAdd( cgs.inlineModelMidpoints[ cent->currentState.modelindex ], cent->lerpOrigin, vec ); VectorSubtract( vec, cg.predictedPlayerEntity.lerpOrigin, vec ); } else { VectorSubtract( cent->lerpOrigin, cg.predictedPlayerEntity.lerpOrigin, vec ); } if((len = DotProduct( vec, vec )) < (512 * 512)) { cg_solidEntities[cg_numSolidEntities] = cent; cg_numSolidEntities++; continue; } } else*/{ cg_solidEntities[cg_numSolidEntities] = cent; cg_numSolidEntities++; cg_solidFTEntities[cg_numSolidFTEntities] = cent; cg_numSolidFTEntities++; 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, int capsule, 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->solid == SOLID_BMODEL ) { // special value for bmodel cmodel = trap_CM_InlineModel( ent->modelindex ); // VectorCopy( cent->lerpAngles, angles ); // VectorCopy( cent->lerpOrigin, origin ); BG_EvaluateTrajectory( ¢->currentState.apos, cg.physicsTime, angles, qtrue, cent->currentState.effect2Time ); BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin, qfalse, cent->currentState.effect2Time ); } 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_TempCapsuleModel( bmins, bmaxs ); cmodel = trap_CM_TempBoxModel( bmins, bmaxs ); VectorCopy( vec3_origin, angles ); VectorCopy( cent->lerpOrigin, origin ); } // MrE: use bbox of capsule if ( capsule ) { trap_CM_TransformedCapsuleTrace( &trace, start, end, mins, maxs, cmodel, mask, origin, angles ); } else { 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; } } } static void CG_ClipMoveToEntities_FT( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask, int capsule, 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_numSolidFTEntities ; i++ ) { cent = cg_solidFTEntities[ i ]; ent = ¢->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 ); // VectorCopy( cent->lerpOrigin, origin ); BG_EvaluateTrajectory( ¢->currentState.apos, cg.physicsTime, angles, qtrue, cent->currentState.effect2Time ); BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin, qfalse, cent->currentState.effect2Time ); } 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_TempCapsuleModel( bmins, bmaxs ); VectorCopy( vec3_origin, angles ); VectorCopy( cent->lerpOrigin, origin ); } // MrE: use bbox of capsule if ( capsule ) { trap_CM_TransformedCapsuleTrace( &trace, start, end, mins, maxs, cmodel, mask, origin, angles ); } else { 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, qfalse, &t ); *result = t; } void CG_Trace_World( 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; *result = t; } void CG_FTTrace( 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_FT( start, mins, maxs, end, skipNumber, mask, qfalse, &t ); *result = t; } /* ================ CG_TraceCapsule ================ */ void CG_TraceCapsule( 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_CapsuleTrace( &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, qtrue, &t ); *result = t; } void CG_TraceCapsule_World( 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_CapsuleTrace( &t, start, end, mins, maxs, 0, mask ); t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; *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, cent->lerpOrigin, cent->lerpAngles ); // Gordon: again, need to use the projected water position to allow for moving entity based water. // 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 ( cg.showGameView ) { return; } // 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 ); // rain - added tracemask PM_UpdateViewAngles( out, &cg.pmext, &cmd, CG_Trace, MASK_PLAYERSOLID ); } // 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; return; if ( !cg_predictItems.integer ) { return; } if ( !cg_autoactivate.integer ) { return; } if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, ¢->currentState, cg.time ) ) { return; } // never pick an item up twice in a prediction if ( cent->miscTime == cg.time ) { return; } if ( !BG_CanItemBeGrabbed( ¢->currentState, &cg.predictedPlayerState, cgs.clientinfo[cg.snap->ps.clientNum].skill, cgs.clientinfo[cg.snap->ps.clientNum].team ) ) { return; // can't hold it } item = &bg_itemlist[ cent->currentState.modelindex ]; // force activate only for weapons you don't have if ( item->giType == IT_WEAPON ) { if ( item->giTag != WP_AMMO ) { if ( !COM_BitCheck( cg.predictedPlayerState.weapons, item->giTag ) ) { return; // force activate only } } } // OSP - Do it here rather than forcing gamestate into BG_CanItemBeGrabbed if ( cgs.gamestate != GS_PLAYING && item->giType != IT_WEAPON && item->giType != IT_AMMO && item->giType != IT_HEALTH ) { return; } // OSP - special case for panzers, as server may not allow us to pick them up // let the server tell us for sure that we got it if ( item->giType == IT_WEAPON && item->giTag == WP_PANZERFAUST ) { return; } // (SA) no prediction of books/clipboards if ( item->giType == IT_HOLDABLE ) { if ( item->giTag >= HI_BOOK1 && item->giTag <= HI_BOOK3 ) { return; } } // (SA) treasure needs to be activeated, no touch if ( item->giType == IT_TREASURE ) { return; } // Special case for flags. // We don't predict touching our own flag if ( cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_AXIS && item->giTag == PW_REDFLAG ) { return; } if ( cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_ALLIES && item->giTag == PW_BLUEFLAG ) { return; } // grab it BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex, &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 ) { COM_BitSet( cg.predictedPlayerState.weapons, item->giTag ); if ( !cg.predictedPlayerState.ammo[ BG_FindAmmoForWeapon( item->giTag )] ) { cg.predictedPlayerState.ammo[ BG_FindAmmoForWeapon( item->giTag )] = 1; } } } void CG_AddDirtBulletParticles( vec3_t origin, vec3_t dir, int speed, int duration, int count, float randScale, float width, float height, float alpha, qhandle_t shader ); /* ========================= 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; // vec3_t mins, maxs; // TTimo: unused const char *cs; // dead clients don't activate triggers if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { return; } spectator = ( ( cg.predictedPlayerState.pm_type == PM_SPECTATOR ) || ( cg.predictedPlayerState.pm_flags & PMF_LIMBO ) ); // JPW NERVE if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) { return; } for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) { cent = cg_triggerEntities[ i ]; ent = ¢->currentState; if ( ent->eType == ET_ITEM && !spectator && ( cg.predictedPlayerState.groundEntityNum == ENTITYNUM_WORLD ) ) { CG_TouchItem( cent ); continue; } if ( ent->solid != SOLID_BMODEL ) { continue; } // Gordon: er, this lookup was wrong... cmodel = cgs.inlineDrawModel[ ent->modelindex ]; // cmodel = trap_CM_InlineModel( ent->modelindex ); if ( !cmodel ) { continue; } if ( ent->eType == ET_CONSTRUCTIBLE || ent->eType == ET_OID_TRIGGER #ifdef VISIBLE_TRIGGERS || ent->eType == ET_TRIGGER_MULTIPLE || ent->eType == ET_TRIGGER_FLAGONLY || ent->eType == ET_TRIGGER_FLAGONLY_MULTIPLE #endif // VISIBLE_TRIGGERS ) { vec3_t mins, maxs, pmins, pmaxs; if ( ent->eType == ET_CONSTRUCTIBLE && ent->aiState ) { continue; } trap_R_ModelBounds( cmodel, mins, maxs ); VectorAdd( cent->lerpOrigin, mins, mins ); VectorAdd( cent->lerpOrigin, maxs, maxs ); #ifdef VISIBLE_TRIGGERS if ( ent->eType == ET_TRIGGER_MULTIPLE || ent->eType == ET_TRIGGER_FLAGONLY || ent->eType == ET_TRIGGER_FLAGONLY_MULTIPLE ) { } else #endif // VISIBLE_TRIGGERS { // expand the bbox a bit VectorSet( mins, mins[0] - 48, mins[1] - 48, mins[2] - 48 ); VectorSet( maxs, maxs[0] + 48, maxs[1] + 48, maxs[2] + 48 ); } VectorAdd( cg.predictedPlayerState.origin, cg_pmove.mins, pmins ); VectorAdd( cg.predictedPlayerState.origin, cg_pmove.maxs, pmaxs ); #ifdef VISIBLE_TRIGGERS CG_RailTrail( NULL, mins, maxs, 1 ); #endif // VISIBLE_TRIGGERS if ( !BG_BBoxCollision( pmins, pmaxs, mins, maxs ) ) { continue; } cs = NULL; if ( ent->eType == ET_OID_TRIGGER ) { cs = CG_ConfigString( CS_OID_TRIGGERS + ent->teamNum ); } else if ( ent->eType == ET_CONSTRUCTIBLE ) { cs = CG_ConfigString( CS_OID_TRIGGERS + ent->otherEntityNum2 ); } if ( cs ) { CG_ObjectivePrint( va( "You are near %s\n", cs ), SMALLCHAR_WIDTH ); } continue; } } } #define MAX_PREDICT_ORIGIN_DELTA 0.1f #define MAX_PREDICT_VELOCITY_DELTA 0.1f #define MAX_PREDICT_VIEWANGLES_DELTA 1.0f qboolean CG_PredictionOk( playerState_t *ps1, playerState_t *ps2 ) { vec3_t vec; int i; if ( ps2->pm_type != ps1->pm_type || ps2->pm_flags != ps1->pm_flags || ps2->pm_time != ps1->pm_time ) { return qfalse; } VectorSubtract( ps2->origin, ps1->origin, vec ); if ( DotProduct( vec, vec ) > Square( MAX_PREDICT_ORIGIN_DELTA ) ) { return qfalse; } VectorSubtract( ps2->velocity, ps1->velocity, vec ); if ( DotProduct( vec, vec ) > Square( MAX_PREDICT_VELOCITY_DELTA ) ) { return qfalse; } if ( ps2->eFlags != ps1->eFlags ) { return qfalse; } if ( ps2->weaponTime != ps1->weaponTime ) { return qfalse; } if ( ps2->groundEntityNum != ps1->groundEntityNum ) { return qfalse; } if ( ps1->groundEntityNum != ENTITYNUM_WORLD || ps1->groundEntityNum != ENTITYNUM_NONE || ps2->groundEntityNum != ENTITYNUM_WORLD || ps2->groundEntityNum != ENTITYNUM_NONE ) { return qfalse; } if ( ps2->speed != ps1->speed || ps2->delta_angles[0] != ps1->delta_angles[0] || ps2->delta_angles[1] != ps1->delta_angles[1] || ps2->delta_angles[2] != ps1->delta_angles[2] ) { return qfalse; } if ( ps2->legsTimer != ps1->legsTimer || ps2->legsAnim != ps1->legsAnim || ps2->torsoTimer != ps1->torsoTimer || ps2->torsoAnim != ps1->torsoAnim ) { return qfalse; } /* if( ps2->movementDir != ps1->movementDir ) { return qfalse; }*/ if ( ps2->eventSequence != ps1->eventSequence ) { return qfalse; } for ( i = 0; i < MAX_EVENTS; i++ ) { if ( ps2->events[i] != ps1->events[i] || ps2->eventParms[i] != ps1->eventParms[i] ) { return qfalse; } } if ( ps2->externalEvent != ps1->externalEvent || ps2->externalEventParm != ps1->externalEventParm || ps2->externalEventTime != ps1->externalEventTime ) { return qfalse; } if ( ps2->clientNum != ps1->clientNum ) { return qfalse; } if ( ps2->weapon != ps1->weapon || ps2->weaponstate != ps1->weaponstate ) { return qfalse; } for ( i = 0; i < 3; i++ ) { if ( abs( ps2->viewangles[i] - ps1->viewangles[i] ) > MAX_PREDICT_VIEWANGLES_DELTA ) { return qfalse; } } if ( ps2->viewheight != ps1->viewheight ) { return qfalse; } if ( ps2->damageEvent != ps1->damageEvent || ps2->damageYaw != ps1->damageYaw || ps2->damagePitch != ps1->damagePitch || ps2->damageCount != ps1->damageCount ) { return qfalse; } for ( i = 0; i < MAX_STATS; i++ ) { if ( ps2->stats[i] != ps1->stats[i] ) { return qfalse; } } for ( i = 0; i < MAX_PERSISTANT; i++ ) { if ( ps2->persistant[i] != ps1->persistant[i] ) { return qfalse; } } for ( i = 0; i < MAX_POWERUPS; i++ ) { if ( ps2->powerups[i] != ps1->powerups[i] ) { return qfalse; } } for ( i = 0; i < MAX_WEAPONS; i++ ) { if ( ps2->ammo[i] != ps1->ammo[i] || ps2->ammoclip[i] != ps1->ammoclip[i] ) { return qfalse; } } if ( ps1->viewlocked != ps2->viewlocked || ps1->viewlocked_entNum != ps2->viewlocked_entNum ) { return qfalse; } if ( ps1->onFireStart != ps2->onFireStart ) { return qfalse; } return qtrue; } #define RESET_PREDICTION \ cg.lastPredictedCommand = 0; \ cg.backupStateTail = cg.backupStateTop; \ useCommand = current - CMD_BACKUP + 1; /* ================= 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. (this is "dead reckoning" and would definately be nice to have in there (SA)) We detect prediction errors and allow them to be decayed off over several frames to ease the jerk. ================= */ // rain - we need to keep pmext around for old frames, because Pmove() // fills in some values when it does prediction. This in itself is fine, // but the prediction loop starts in the past and predicts from the // snapshot time up to the current time, and having things like jumpTime // appear to be set for prediction runs where they previously weren't // is a Bad Thing. This is my bugfix for #166. pmoveExt_t oldpmext[CMD_BACKUP]; void CG_PredictPlayerState( void ) { int cmdNum, current; playerState_t oldPlayerState; qboolean moved; usercmd_t oldestCmd; usercmd_t latestCmd; vec3_t deltaAngles; pmoveExt_t pmext; // int useCommand = 0; 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 #ifdef ALLOW_GSYNC || cg_synchronousClients.integer #endif // ALLOW_GSYNC ) { cg_pmove.ps = &cg.predictedPlayerState; cg_pmove.pmext = &cg.pmext; cg.pmext.airleft = ( cg.waterundertime - cg.time ); // Arnout: are we using an mg42? if ( cg_pmove.ps->eFlags & EF_MG42_ACTIVE || cg_pmove.ps->eFlags & EF_AAGUN_ACTIVE ) { cg.pmext.harc = cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.origin2[0]; cg.pmext.varc = cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.origin2[1]; VectorCopy( cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.angles2, cg.pmext.centerangles ); cg.pmext.centerangles[PITCH] = AngleNormalize180( cg.pmext.centerangles[PITCH] ); cg.pmext.centerangles[YAW] = AngleNormalize180( cg.pmext.centerangles[YAW] ); cg.pmext.centerangles[ROLL] = AngleNormalize180( cg.pmext.centerangles[ROLL] ); } CG_InterpolatePlayerState( qtrue ); return; } if ( cg_pmove.ps && cg_pmove.ps->eFlags & EF_MOUNTEDTANK ) { centity_t* tank = &cg_entities[cg_entities[cg.snap->ps.clientNum].tagParent]; cg.pmext.centerangles[YAW] = tank->lerpAngles[ YAW ]; cg.pmext.centerangles[PITCH] = tank->lerpAngles[ PITCH ]; } // prepare for pmove cg_pmove.ps = &cg.predictedPlayerState; cg_pmove.pmext = &pmext; //&cg.pmext; cg_pmove.character = CG_CharacterForClientinfo( &cgs.clientinfo[cg.snap->ps.clientNum], &cg_entities[cg.snap->ps.clientNum] ); cg.pmext.airleft = ( cg.waterundertime - cg.time ); // Arnout: are we using an mg42? if ( cg_pmove.ps->eFlags & EF_MG42_ACTIVE || cg_pmove.ps->eFlags & EF_AAGUN_ACTIVE ) { cg.pmext.harc = cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.origin2[0]; cg.pmext.varc = cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.origin2[1]; VectorCopy( cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.angles2, cg.pmext.centerangles ); cg.pmext.centerangles[PITCH] = AngleNormalize180( cg.pmext.centerangles[PITCH] ); cg.pmext.centerangles[YAW] = AngleNormalize180( cg.pmext.centerangles[YAW] ); cg.pmext.centerangles[ROLL] = AngleNormalize180( cg.pmext.centerangles[ROLL] ); } else if ( cg_pmove.ps->eFlags & EF_MOUNTEDTANK ) { centity_t* tank = &cg_entities[cg_entities[cg.snap->ps.clientNum].tagParent]; cg.pmext.centerangles[PITCH] = tank->lerpAngles[PITCH]; } cg_pmove.skill = cgs.clientinfo[cg.snap->ps.clientNum].skill; cg_pmove.trace = CG_TraceCapsule; //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; cg_pmove.ps->eFlags |= EF_DEAD; // DHM-Nerve added:: EF_DEAD is checked for in Pmove functions, but wasn't being set until after Pmove } else if ( cg_pmove.ps->pm_type == PM_SPECTATOR ) { // rain - fix the spectator can-move-partway-through-world weirdness // bug by actually setting tracemask when spectating :x cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; cg_pmove.trace = CG_TraceCapsule_World; } else { cg_pmove.tracemask = MASK_PLAYERSOLID; } if ( ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) || ( cg.snap->ps.pm_flags & PMF_LIMBO ) ) { // JPW NERVE limbo cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies } cg_pmove.noFootsteps = qfalse; cg_pmove.noWeapClips = qfalse; // save the state before the pmove so we can detect transitions oldPlayerState = cg.predictedPlayerState; current = trap_GetCurrentCmdNumber(); // rain - fill in the current cmd with the latest prediction from // cg.pmext (#166) memcpy( &oldpmext[current & CMD_MASK], &cg.pmext, sizeof( pmoveExt_t ) ); // 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" ); } } // 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 // rain - NEIN - this'll cause us to execute events from the next frame // early, resulting in doubled events and the like. it seems to be // worse as far as prediction, too, so BLAH at id. (#405) #if 0 if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) { cg.predictedPlayerState = cg.nextSnap->ps; cg.physicsTime = cg.nextSnap->serverTime; } else { #endif 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 ); // get the previous command trap_GetUserCmd( cmdNum - 1, &cg_pmove.oldcmd ); if ( cg_pmove.pmove_fixed ) { // rain - added tracemask PM_UpdateViewAngles( cg_pmove.ps, cg_pmove.pmext, &cg_pmove.cmd, CG_Trace, cg_pmove.tracemask ); } // 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 ( BG_PlayerMounted( cg_pmove.ps->eFlags ) ) { // no prediction errors here, we're locked in place VectorClear( cg.predictedError ); } else 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 if ( !cg.showGameView ) { vec3_t adjusted; CG_AdjustPositionForMover( cg.predictedPlayerState.origin, cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, deltaAngles ); // RF, add the deltaAngles (fixes jittery view while riding trains) // ydnar: only do this if player is prone or using set mortar if ( ( cg.predictedPlayerState.eFlags & EF_PRONE ) || cg.weaponSelect == WP_MORTAR_SET ) { cg.predictedPlayerState.delta_angles[YAW] += ANGLE2SHORT( deltaAngles[YAW] ); } 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; } } } // don't predict gauntlet firing, which is only supposed to happen // when it actually inflicts damage cg_pmove.gauntletHit = qfalse; if ( cg_pmove.pmove_fixed ) { cg_pmove.cmd.serverTime = ( ( cg_pmove.cmd.serverTime + pmove_msec.integer - 1 ) / pmove_msec.integer ) * pmove_msec.integer; } // ydnar: if server respawning, freeze the player if ( cg.serverRespawning ) { cg_pmove.ps->pm_type = PM_FREEZE; } cg_pmove.gametype = cgs.gametype; // rain - only fill in the charge times if we're on a playing team if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_AXIS || cg.snap->ps.persistant[PERS_TEAM] == TEAM_ALLIES ) { cg_pmove.ltChargeTime = cg.ltChargeTime[cg.snap->ps.persistant[PERS_TEAM] - 1]; cg_pmove.soldierChargeTime = cg.soldierChargeTime[cg.snap->ps.persistant[PERS_TEAM] - 1]; cg_pmove.engineerChargeTime = cg.engineerChargeTime[cg.snap->ps.persistant[PERS_TEAM] - 1]; cg_pmove.medicChargeTime = cg.medicChargeTime[cg.snap->ps.persistant[PERS_TEAM] - 1]; cg_pmove.covertopsChargeTime = cg.covertopsChargeTime[cg.snap->ps.persistant[PERS_TEAM] - 1]; } #ifdef SAVEGAME_SUPPORT if ( CG_IsSinglePlayer() && cg_reloading.integer ) { cg_pmove.reloading = qtrue; } #endif // SAVEGAME_SUPPORT // memcpy( &pmext, &cg.pmext, sizeof(pmoveExt_t) ); // grab data, we only want the final result // rain - copy the pmext as it was just before we // previously ran this cmd (or, this will be the // current predicted data if this is the current cmd) (#166) memcpy( &pmext, &oldpmext[cmdNum & CMD_MASK], sizeof( pmoveExt_t ) ); fflush( stdout ); 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; } // restore pmext memcpy( &cg.pmext, &pmext, sizeof( pmoveExt_t ) ); if ( !cg.showGameView ) { // adjust for the movement of the groundentity CG_AdjustPositionForMover( cg.predictedPlayerState.origin, cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.time, cg.predictedPlayerState.origin, deltaAngles ); } // fire events and other transition triggered things CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); // ydnar: shake player view here, rather than fiddle with view angles if ( cg.time > cg.cameraShakeTime ) { cg.cameraShakeScale = 0; } else { float x; // starts at 1, approaches 0 over time x = ( cg.cameraShakeTime - cg.time ) / cg.cameraShakeLength; // move cg.predictedPlayerState.origin[ 2 ] += sin( M_PI * 8 * 13 + cg.cameraShakePhase ) * x * 6.0f * cg.cameraShakeScale; cg.predictedPlayerState.origin[ 1 ] += sin( M_PI * 17 * x + cg.cameraShakePhase ) * x * 6.0f * cg.cameraShakeScale; cg.predictedPlayerState.origin[ 0 ] += cos( M_PI * 7 * x + cg.cameraShakePhase ) * x * 6.0f * cg.cameraShakeScale; } }