diff options
Diffstat (limited to 'code/cgame/cg_predict.c')
-rwxr-xr-x | code/cgame/cg_predict.c | 1256 |
1 files changed, 628 insertions, 628 deletions
diff --git a/code/cgame/cg_predict.c b/code/cgame/cg_predict.c index fec2cfb..893b439 100755 --- a/code/cgame/cg_predict.c +++ b/code/cgame/cg_predict.c @@ -1,628 +1,628 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena 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 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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_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_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;
-
- 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
-
-====================
-*/
-static 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->solid == SOLID_BMODEL ) {
- // special value for bmodel
- cmodel = trap_CM_InlineModel( ent->modelindex );
- VectorCopy( cent->lerpAngles, angles );
- BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, 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 = 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,
- 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, &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 = 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, 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 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 );
-
- 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;
-
- if ( !cg_predictItems.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( cgs.gametype, ¢->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
-#ifdef MISSIONPACK
- if( cgs.gametype == GT_1FCTF ) {
- if( item->giTag != PW_NEUTRALFLAG ) {
- return;
- }
- }
- if( cgs.gametype == GT_CTF || cgs.gametype == GT_HARVESTER ) {
-#else
- if( cgs.gametype == GT_CTF ) {
-#endif
- if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
- item->giTag == PW_REDFLAG)
- return;
- if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
- 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 ) {
- cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag;
- if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) {
- cg.predictedPlayerState.ammo[ item->giTag ] = 1;
- }
- }
-}
-
-
-/*
-=========================
-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;
-
- // dead clients don't activate triggers
- if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
- return;
- }
-
- spectator = ( 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 = ¢->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;
- } else if ( ent->eType == ET_PUSH_TRIGGER ) {
- BG_TouchJumpPad( &cg.predictedPlayerState, ent );
- }
- }
-
- // if we didn't touch a jump pad this pmove frame
- if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) {
- cg.predictedPlayerState.jumppad_frame = 0;
- cg.predictedPlayerState.jumppad_ent = 0;
- }
-}
-
-
-
-/*
-=================
-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 ) {
- int cmdNum, current;
- playerState_t oldPlayerState;
- qboolean moved;
- usercmd_t oldestCmd;
- usercmd_t latestCmd;
-
- 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 || 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;
- 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_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies
- }
- cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 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;
- }
-
- 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 );
-
- if ( cg_pmove.pmove_fixed ) {
- PM_UpdateViewAngles( cg_pmove.ps, &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;
- }
-
- // 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 ( 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 );
- 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;
- }
-
- Pmove (&cg_pmove);
-
- moved = qtrue;
-
- // add push trigger movement effects
- CG_TouchTriggerPrediction();
-
- // check for predictable events that changed from previous predictions
- //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState);
- }
-
- 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;
- }
- }
-}
-
-
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena 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 2 of the License, +or (at your option) any later version. + +Quake III Arena 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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_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_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; + + 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 + +==================== +*/ +static 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->solid == SOLID_BMODEL ) { + // special value for bmodel + cmodel = trap_CM_InlineModel( ent->modelindex ); + VectorCopy( cent->lerpAngles, angles ); + BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, 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 = 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, + 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, &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 = 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, 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 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 ); + + 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; + + if ( !cg_predictItems.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( cgs.gametype, ¢->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 +#ifdef MISSIONPACK + if( cgs.gametype == GT_1FCTF ) { + if( item->giTag != PW_NEUTRALFLAG ) { + return; + } + } + if( cgs.gametype == GT_CTF || cgs.gametype == GT_HARVESTER ) { +#else + if( cgs.gametype == GT_CTF ) { +#endif + if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED && + item->giTag == PW_REDFLAG) + return; + if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE && + 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 ) { + cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag; + if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) { + cg.predictedPlayerState.ammo[ item->giTag ] = 1; + } + } +} + + +/* +========================= +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; + + // dead clients don't activate triggers + if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + return; + } + + spectator = ( 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 = ¢->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; + } else if ( ent->eType == ET_PUSH_TRIGGER ) { + BG_TouchJumpPad( &cg.predictedPlayerState, ent ); + } + } + + // if we didn't touch a jump pad this pmove frame + if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) { + cg.predictedPlayerState.jumppad_frame = 0; + cg.predictedPlayerState.jumppad_ent = 0; + } +} + + + +/* +================= +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 ) { + int cmdNum, current; + playerState_t oldPlayerState; + qboolean moved; + usercmd_t oldestCmd; + usercmd_t latestCmd; + + 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 || 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; + 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_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies + } + cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 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; + } + + 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 ); + + if ( cg_pmove.pmove_fixed ) { + PM_UpdateViewAngles( cg_pmove.ps, &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; + } + + // 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 ( 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 ); + 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; + } + + Pmove (&cg_pmove); + + moved = qtrue; + + // add push trigger movement effects + CG_TouchTriggerPrediction(); + + // check for predictable events that changed from previous predictions + //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState); + } + + 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; + } + } +} + + |