/* cl_pmove.c - client-side player physic Copyright (C) 2010 Uncle Mike This program 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. This program 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. */ #include "common.h" #include "client.h" #include "const.h" #include "cl_tent.h" #include "pm_local.h" #include "particledef.h" #include "studio.h" #define MAX_FORWARD 6 // forward probes for set idealpitch #define MIN_CORRECTION_DISTANCE 0.25f // use smoothing if error is > this #define MIN_PREDICTION_EPSILON 0.5f // complain if error is > this and we have cl_showerror set #define MAX_PREDICTION_ERROR 64.0f // above this is assumed to be a teleport, don't smooth, etc. /* ============= CL_PushPMStates ============= */ void GAME_EXPORT CL_PushPMStates( void ) { if( clgame.pushed ) return; clgame.oldphyscount = clgame.pmove->numphysent; clgame.oldviscount = clgame.pmove->numvisent; clgame.pushed = true; } /* ============= CL_PopPMStates ============= */ void GAME_EXPORT CL_PopPMStates( void ) { if( !clgame.pushed ) return; clgame.pmove->numphysent = clgame.oldphyscount; clgame.pmove->numvisent = clgame.oldviscount; clgame.pushed = false; } /* ============= CL_PushTraceBounds ============= */ void GAME_EXPORT CL_PushTraceBounds( int hullnum, const float *mins, const float *maxs ) { hullnum = bound( 0, hullnum, 3 ); VectorCopy( mins, clgame.pmove->player_mins[hullnum] ); VectorCopy( maxs, clgame.pmove->player_maxs[hullnum] ); } /* ============= CL_PopTraceBounds ============= */ void GAME_EXPORT CL_PopTraceBounds( void ) { memcpy( clgame.pmove->player_mins, host.player_mins, sizeof( host.player_mins )); memcpy( clgame.pmove->player_maxs, host.player_maxs, sizeof( host.player_maxs )); } /* =============== CL_IsPredicted =============== */ qboolean CL_IsPredicted( void ) { if( cl_nopred->value || cl.intermission ) return false; // never predict the quake demos if( cls.demoplayback == DEMO_QUAKE1 ) return false; return true; } /* =============== CL_SetLastUpdate =============== */ void CL_SetLastUpdate( void ) { cls.lastupdate_sequence = cls.netchan.incoming_sequence; } /* =============== CL_RedoPrediction =============== */ void CL_RedoPrediction( void ) { if ( cls.netchan.incoming_sequence != cls.lastupdate_sequence ) { CL_PredictMovement( true ); CL_CheckPredictionError(); } } /* =============== CL_SetIdealPitch =============== */ void CL_SetIdealPitch( void ) { float angleval, sinval, cosval; int i, j, step, dir, steps; float z[MAX_FORWARD]; vec3_t top, bottom; pmtrace_t tr; if( cl.local.onground == -1 ) return; angleval = cl.viewangles[YAW] * M_PI2 / 360.0f; SinCos( angleval, &sinval, &cosval ); // Now move forward by 36, 48, 60, etc. units from the eye position and drop lines straight down // 160 or so units to see what's below for( i = 0; i < MAX_FORWARD; i++ ) { top[0] = cl.simorg[0] + cosval * (i + 3.0f) * 12.0f; top[1] = cl.simorg[1] + sinval * (i + 3.0f) * 12.0f; top[2] = cl.simorg[2] + cl.viewheight[2]; bottom[0] = top[0]; bottom[1] = top[1]; bottom[2] = top[2] - 160.0f; // skip any monsters (only world and brush models) tr = CL_TraceLine( top, bottom, PM_STUDIO_BOX ); if( tr.allsolid ) return; // looking at a wall, leave ideal the way is was if( tr.fraction == 1.0f ) return; // near a dropoff z[i] = top[2] + tr.fraction * (bottom[2] - top[2]); } dir = 0; steps = 0; for( j = 1; j < i; j++ ) { step = z[j] - z[j-1]; if( step > -ON_EPSILON && step < ON_EPSILON ) continue; if( dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON )) return; // mixed changes steps++; dir = step; } if( !dir ) { cl.local.idealpitch = 0.0f; return; } if( steps < 2 ) return; cl.local.idealpitch = -dir * cl_idealpitchscale->value; } /* ================== CL_PlayerTeleported check for instant movement in case we don't want interpolate this ================== */ qboolean CL_PlayerTeleported( local_state_t *from, local_state_t *to ) { int len, maxlen; vec3_t delta; VectorSubtract( to->playerstate.origin, from->playerstate.origin, delta ); // compute potential max movement in units per frame and compare with entity movement maxlen = ( clgame.movevars.maxvelocity * ( 1.0f / GAME_FPS )); len = VectorLength( delta ); return (len > maxlen); } /* =================== CL_CheckPredictionError =================== */ void CL_CheckPredictionError( void ) { int frame, cmd; static int pos = 0; vec3_t delta; float dist; if( !CL_IsPredicted( )) return; // calculate the last usercmd_t we sent that the server has processed frame = ( cls.netchan.incoming_acknowledged ) & CL_UPDATE_MASK; cmd = cl.parsecountmod; // compare what the server returned with what we had predicted it to be VectorSubtract( cl.frames[cmd].playerstate[cl.playernum].origin, cl.local.predicted_origins[frame], delta ); dist = VectorLength( delta ); // save the prediction error for interpolation if( dist > MAX_PREDICTION_ERROR ) { if( cl_showerror->value && host_developer.value ) Con_NPrintf( 10 + ( ++pos & 3 ), "^3player teleported:^7 %.3f units\n", dist ); // a teleport or something or gamepaused VectorClear( cl.local.prediction_error ); } else { if( cl_showerror->value && dist > MIN_PREDICTION_EPSILON && host_developer.value ) Con_NPrintf( 10 + ( ++pos & 3 ), "^1prediction error:^7 %.3f units\n", dist ); VectorCopy( cl.frames[cmd].playerstate[cl.playernum].origin, cl.local.predicted_origins[frame] ); // save for error interpolation VectorCopy( delta, cl.local.prediction_error ); // GoldSrc checks for singleplayer // we would check for local server if( dist > MIN_CORRECTION_DISTANCE && !SV_Active() ) cls.correction_time = cl_smoothtime->value; } } /* ============= CL_SetUpPlayerPrediction Calculate the new position of players, without other player clipping We do this to set up real player prediction. Players are predicted twice, first without clipping other players, then with clipping against them. This sets up the first phase. ============= */ void GAME_EXPORT CL_SetUpPlayerPrediction( int dopred, int bIncludeLocalClient ) { entity_state_t *state; predicted_player_t *player; cl_entity_t *ent; int i; for( i = 0; i < MAX_CLIENTS; i++ ) { state = &cl.frames[cl.parsecountmod].playerstate[i]; player = &cls.predicted_players[i]; player->active = false; if( state->messagenum != cl.parsecount ) continue; // not present this frame if( !state->modelindex ) continue; player->active = true; player->movetype = state->movetype; player->solid = state->solid; player->usehull = state->usehull; if( FBitSet( state->effects, EF_NODRAW ) && !bIncludeLocalClient && ( cl.playernum == i )) continue; // note that the local player is special, since he moves locally // we use his last predicted postition if( cl.playernum == i ) { VectorCopy( state->origin, player->origin ); VectorCopy( state->angles, player->angles ); } else { ent = CL_GetEntityByIndex( i + 1 ); CL_ComputePlayerOrigin( ent ); VectorCopy( ent->origin, player->origin ); VectorCopy( ent->angles, player->angles ); } } } void CL_ClipPMoveToEntity( physent_t *pe, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, pmtrace_t *tr ) { Assert( tr != NULL ); if( clgame.dllFuncs.pfnClipMoveToEntity != NULL ) { // do custom sweep test clgame.dllFuncs.pfnClipMoveToEntity( pe, start, mins, maxs, end, tr ); } else { // function is missed, so we didn't hit anything tr->allsolid = false; } } static void CL_CopyEntityToPhysEnt( physent_t *pe, entity_state_t *state, qboolean visent ) { model_t *mod = CL_ModelHandle( state->modelindex ); pe->player = 0; if( state->number >= 1 && state->number <= cl.maxclients ) pe->player = state->number; if( pe->player ) { // client or bot Q_snprintf( pe->name, sizeof( pe->name ), "player %i", pe->player - 1 ); } else { // otherwise copy the modelname Q_strncpy( pe->name, mod->name, sizeof( pe->name )); } pe->model = pe->studiomodel = NULL; VectorCopy( state->mins, pe->mins ); VectorCopy( state->maxs, pe->maxs ); if( state->solid == SOLID_BBOX ) { if( FBitSet( mod->flags, STUDIO_TRACE_HITBOX )) pe->studiomodel = mod; } else { if( pe->solid != SOLID_BSP && ( mod != NULL ) && ( mod->type == mod_studio )) pe->studiomodel = mod; else pe->model = mod; } // rare case: not solid entities in vistrace if( visent && VectorIsNull( pe->mins )) { VectorCopy( mod->mins, pe->mins ); VectorCopy( mod->maxs, pe->maxs ); } pe->info = state->number; VectorCopy( state->origin, pe->origin ); VectorCopy( state->angles, pe->angles ); pe->solid = state->solid; pe->rendermode = state->rendermode; pe->skin = state->skin; pe->frame = state->frame; pe->sequence = state->sequence; memcpy( &pe->controller[0], &state->controller[0], sizeof( pe->controller )); memcpy( &pe->blending[0], &state->blending[0], sizeof( pe->blending )); pe->movetype = state->movetype; pe->takedamage = (pe->player) ? DAMAGE_YES : DAMAGE_NO; pe->team = state->team; pe->classnumber = state->playerclass; pe->blooddecal = 0; // unused in GoldSrc // for mods pe->iuser1 = state->iuser1; pe->iuser2 = state->iuser2; pe->iuser3 = state->iuser3; pe->iuser4 = state->iuser4; pe->fuser1 = state->fuser1; pe->fuser2 = state->fuser2; pe->fuser3 = state->fuser3; pe->fuser4 = state->fuser4; VectorCopy( state->vuser1, pe->vuser1 ); VectorCopy( state->vuser2, pe->vuser2 ); VectorCopy( state->vuser3, pe->vuser3 ); VectorCopy( state->vuser4, pe->vuser4 ); } /* ==================== CL_AddLinksToPmove collect solid entities ==================== */ void CL_AddLinksToPmove( frame_t *frame ) { entity_state_t *state; model_t *model; physent_t *pe; int i; if( !frame->valid ) return; for( i = 0; i < frame->num_entities; i++ ) { state = &cls.packet_entities[(frame->first_entity + i) % cls.num_client_entities]; if( state->number >= 1 && state->number <= cl.maxclients ) continue; if( !state->modelindex ) continue; model = CL_ModelHandle( state->modelindex ); if( !model ) continue; if(( state->owner != 0 ) && ( state->owner == cl.playernum + 1 )) continue; if(( model->hulls[1].lastclipnode || model->type == mod_studio ) && clgame.pmove->numvisent < MAX_PHYSENTS ) { pe = &clgame.pmove->visents[clgame.pmove->numvisent]; CL_CopyEntityToPhysEnt( pe, state, true ); clgame.pmove->numvisent++; } if( state->solid == SOLID_TRIGGER || ( state->solid == SOLID_NOT && state->skin >= CONTENTS_EMPTY )) continue; // dead body if( state->mins[2] == 0.0f && state->maxs[2] == 1.0f ) continue; // can't collide with zeroed hull if( VectorIsNull( state->mins ) && VectorIsNull( state->maxs )) continue; if( state->solid == SOLID_NOT && state->skin == CONTENTS_LADDER ) { if( clgame.pmove->nummoveent >= MAX_MOVEENTS ) continue; pe = &clgame.pmove->moveents[clgame.pmove->nummoveent]; CL_CopyEntityToPhysEnt( pe, state, false ); clgame.pmove->nummoveent++; } else { if( !model->hulls[1].lastclipnode && model->type != mod_studio ) continue; // reserve slots for all the clients if( clgame.pmove->numphysent >= ( MAX_PHYSENTS - cl.maxclients )) continue; pe = &clgame.pmove->physents[clgame.pmove->numphysent]; CL_CopyEntityToPhysEnt( pe, state, false ); clgame.pmove->numphysent++; } } } /* =============== CL_SetSolidEntities Builds all the pmove physents for the current frame =============== */ void CL_SetSolidEntities( void ) { physent_t *pe = clgame.pmove->physents; // setup physents clgame.pmove->numvisent = 1; clgame.pmove->numphysent = 1; clgame.pmove->nummoveent = 0; memset( clgame.pmove->physents, 0, sizeof( physent_t )); memset( clgame.pmove->visents, 0, sizeof( physent_t )); pe->model = cl.worldmodel; if( pe->model ) Q_strncpy( pe->name, pe->model->name, sizeof( pe->name )); pe->takedamage = DAMAGE_YES; pe->solid = SOLID_BSP; // share to visents clgame.pmove->visents[0] = clgame.pmove->physents[0]; // add all other entities exlucde players CL_AddLinksToPmove( &cl.frames[cl.parsecountmod] ); } /* =============== CL_SetSolidPlayers Builds all the pmove physents for the current frame Note that CL_SetUpPlayerPrediction() must be called first! pmove must be setup with world and solid entity hulls before calling (via CL_PredictMove) =============== */ void GAME_EXPORT CL_SetSolidPlayers( int playernum ) { entity_state_t *state; predicted_player_t *player; physent_t *pe; int i; if( !cl_solid_players->value ) return; for( i = 0; i < MAX_CLIENTS; i++ ) { state = &cl.frames[cl.parsecountmod].playerstate[i]; player = &cls.predicted_players[i]; if( playernum == -1 ) { if( i != cl.playernum && !player->active ) continue; } else { if( !player->active ) continue; // not present this frame // the player object never gets added if( playernum == i ) continue; } if( player->solid == SOLID_NOT ) continue; // dead body if( clgame.pmove->numphysent >= MAX_PHYSENTS ) break; pe = &clgame.pmove->physents[clgame.pmove->numphysent]; CL_CopyEntityToPhysEnt( pe, state, false ); clgame.pmove->numphysent++; // some fields needs to be override from cls.predicted_players VectorCopy( player->origin, pe->origin ); VectorCopy( player->angles, pe->angles ); VectorCopy( clgame.pmove->player_mins[player->usehull], pe->mins ); VectorCopy( clgame.pmove->player_maxs[player->usehull], pe->maxs ); pe->movetype = player->movetype; pe->solid = player->solid; } } /* ============= CL_WaterEntity ============= */ int GAME_EXPORT CL_WaterEntity( const float *rgflPos ) { physent_t *pe; hull_t *hull; vec3_t test, offset; int i, oldhull; if( !rgflPos ) return -1; oldhull = clgame.pmove->usehull; for( i = 0; i < clgame.pmove->numphysent; i++ ) { pe = &clgame.pmove->physents[i]; if( pe->solid != SOLID_NOT ) // disabled ? continue; // only brushes can have special contents if( !pe->model || pe->model->type != mod_brush ) continue; // check water brushes accuracy clgame.pmove->usehull = 2; hull = PM_HullForBsp( pe, clgame.pmove, offset ); clgame.pmove->usehull = oldhull; // offset the test point appropriately for this hull. VectorSubtract( rgflPos, offset, test ); if( FBitSet( pe->model->flags, MODEL_HAS_ORIGIN ) && !VectorIsNull( pe->angles )) { matrix4x4 matrix; Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, rgflPos, test ); } // test hull for intersection with this model if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY ) continue; // found water entity return pe->info; } return -1; } /* ============= CL_TraceLine a simple engine traceline ============= */ pmtrace_t CL_TraceLine( vec3_t start, vec3_t end, int flags ) { int old_usehull; pmtrace_t tr; old_usehull = clgame.pmove->usehull; clgame.pmove->usehull = 2; tr = PM_PlayerTraceExt( clgame.pmove, start, end, flags, clgame.pmove->numphysent, clgame.pmove->physents, -1, NULL ); clgame.pmove->usehull = old_usehull; return tr; } /* ============= CL_VisTraceLine trace by visible objects (thats can be non-solid) ============= */ pmtrace_t *CL_VisTraceLine( vec3_t start, vec3_t end, int flags ) { int old_usehull; static pmtrace_t tr; old_usehull = clgame.pmove->usehull; clgame.pmove->usehull = 2; tr = PM_PlayerTraceExt( clgame.pmove, start, end, flags, clgame.pmove->numvisent, clgame.pmove->visents, -1, NULL ); clgame.pmove->usehull = old_usehull; return &tr; } /* ============= CL_GetWaterEntity returns water brush where inside pos ============= */ cl_entity_t *CL_GetWaterEntity( const float *rgflPos ) { int entnum; entnum = CL_WaterEntity( rgflPos ); if( entnum <= 0 ) return NULL; // world or not water return CL_GetEntityByIndex( entnum ); } int GAME_EXPORT CL_TestLine( const vec3_t start, const vec3_t end, int flags ) { return PM_TestLineExt( clgame.pmove, clgame.pmove->physents, clgame.pmove->numphysent, start, end, flags ); } static int GAME_EXPORT pfnTestPlayerPosition( float *pos, pmtrace_t *ptrace ) { return PM_TestPlayerPosition( clgame.pmove, pos, ptrace, NULL ); } static void GAME_EXPORT pfnStuckTouch( int hitent, pmtrace_t *tr ) { return PM_StuckTouch( clgame.pmove, hitent, tr ); } static int GAME_EXPORT pfnTruePointContents( float *p ) { return PM_TruePointContents( clgame.pmove, p ); } static pmtrace_t GAME_EXPORT pfnPlayerTrace( float *start, float *end, int traceFlags, int ignore_pe ) { return PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, ignore_pe, NULL ); } static void *pfnHullForBsp( physent_t *pe, float *offset ) { return PM_HullForBsp( pe, clgame.pmove, offset ); } static float GAME_EXPORT pfnTraceModel( physent_t *pe, float *start, float *end, trace_t *trace ) { return PM_TraceModel( clgame.pmove, pe, start, end, trace ); } static void GAME_EXPORT pfnPlaySound( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch ) { if( !clgame.pmove->runfuncs ) return; S_StartSound( NULL, clgame.pmove->player_index + 1, channel, S_RegisterSound( sample ), volume, attenuation, pitch, fFlags ); } static void GAME_EXPORT pfnPlaybackEventFull( int flags, int clientindex, word eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ) { CL_PlaybackEvent( flags, NULL, eventindex, delay, origin, angles, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 ); } static pmtrace_t GAME_EXPORT pfnPlayerTraceEx( float *start, float *end, int traceFlags, pfnIgnore pmFilter ) { return PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, -1, pmFilter ); } static int GAME_EXPORT pfnTestPlayerPositionEx( float *pos, pmtrace_t *ptrace, pfnIgnore pmFilter ) { return PM_TestPlayerPosition( clgame.pmove, pos, ptrace, pmFilter ); } static pmtrace_t *pfnTraceLineEx( float *start, float *end, int flags, int usehull, pfnIgnore pmFilter ) { return PM_TraceLineEx( clgame.pmove, start, end, flags, usehull, pmFilter ); } /* =============== CL_InitClientMove =============== */ void CL_InitClientMove( void ) { int i; Pmove_Init (); clgame.pmove->server = false; // running at client clgame.pmove->movevars = &clgame.movevars; clgame.pmove->runfuncs = false; // enumerate client hulls for( i = 0; i < MAX_MAP_HULLS; i++ ) { if( clgame.dllFuncs.pfnGetHullBounds( i, host.player_mins[i], host.player_maxs[i] )) Con_Reportf( "CL: hull%i, player_mins: %g %g %g, player_maxs: %g %g %g\n", i, host.player_mins[i][0], host.player_mins[i][1], host.player_mins[i][2], host.player_maxs[i][0], host.player_maxs[i][1], host.player_maxs[i][2] ); } memcpy( clgame.pmove->player_mins, host.player_mins, sizeof( host.player_mins )); memcpy( clgame.pmove->player_maxs, host.player_maxs, sizeof( host.player_maxs )); // common utilities clgame.pmove->PM_Info_ValueForKey = Info_ValueForKey; clgame.pmove->PM_Particle = CL_Particle; // ref should be initialized here already clgame.pmove->PM_TestPlayerPosition = pfnTestPlayerPosition; clgame.pmove->Con_NPrintf = Con_NPrintf; clgame.pmove->Con_DPrintf = Con_DPrintf; clgame.pmove->Con_Printf = Con_Printf; clgame.pmove->Sys_FloatTime = Sys_DoubleTime; clgame.pmove->PM_StuckTouch = pfnStuckTouch; clgame.pmove->PM_PointContents = (void*)PM_CL_PointContents; clgame.pmove->PM_TruePointContents = pfnTruePointContents; clgame.pmove->PM_HullPointContents = PM_HullPointContents; clgame.pmove->PM_PlayerTrace = pfnPlayerTrace; clgame.pmove->PM_TraceLine = PM_CL_TraceLine; clgame.pmove->RandomLong = COM_RandomLong; clgame.pmove->RandomFloat = COM_RandomFloat; clgame.pmove->PM_GetModelType = pfnGetModelType; clgame.pmove->PM_GetModelBounds = pfnGetModelBounds; clgame.pmove->PM_HullForBsp = pfnHullForBsp; clgame.pmove->PM_TraceModel = pfnTraceModel; clgame.pmove->COM_FileSize = COM_FileSize; clgame.pmove->COM_LoadFile = COM_LoadFile; clgame.pmove->COM_FreeFile = COM_FreeFile; clgame.pmove->memfgets = COM_MemFgets; clgame.pmove->PM_PlaySound = pfnPlaySound; clgame.pmove->PM_TraceTexture = PM_CL_TraceTexture; clgame.pmove->PM_PlaybackEventFull = pfnPlaybackEventFull; clgame.pmove->PM_PlayerTraceEx = pfnPlayerTraceEx; clgame.pmove->PM_TestPlayerPositionEx = pfnTestPlayerPositionEx; clgame.pmove->PM_TraceLineEx = pfnTraceLineEx; clgame.pmove->PM_TraceSurface = pfnTraceSurface; // initalize pmove clgame.dllFuncs.pfnPlayerMoveInit( clgame.pmove ); } static void PM_CheckMovingGround( clientdata_t *cd, entity_state_t *state, float frametime ) { if(!( cd->flags & FL_BASEVELOCITY )) { // apply momentum (add in half of the previous frame of velocity first) VectorMA( cd->velocity, 1.0f + (frametime * 0.5f), state->basevelocity, cd->velocity ); VectorClear( state->basevelocity ); } cd->flags &= ~FL_BASEVELOCITY; } void CL_SetupPMove( playermove_t *pmove, local_state_t *from, usercmd_t *ucmd, qboolean runfuncs, double time ) { entity_state_t *ps; clientdata_t *cd; ps = &from->playerstate; cd = &from->client; pmove->player_index = ps->number - 1; pmove->multiplayer = (cl.maxclients > 1); pmove->runfuncs = runfuncs; pmove->time = time * 1000.0f; pmove->frametime = ucmd->msec / 1000.0f; VectorCopy( ps->origin, pmove->origin ); VectorCopy( ps->angles, pmove->angles ); VectorCopy( pmove->angles, pmove->oldangles ); VectorCopy( cd->velocity, pmove->velocity ); VectorCopy( ps->basevelocity, pmove->basevelocity ); VectorCopy( cd->view_ofs, pmove->view_ofs ); VectorClear( pmove->movedir ); pmove->flDuckTime = cd->flDuckTime; pmove->bInDuck = cd->bInDuck; pmove->usehull = ps->usehull; pmove->flTimeStepSound = cd->flTimeStepSound; pmove->iStepLeft = ps->iStepLeft; pmove->flFallVelocity = ps->flFallVelocity; pmove->flSwimTime = cd->flSwimTime; VectorCopy( cd->punchangle, pmove->punchangle ); pmove->flNextPrimaryAttack = 0.0f; // not used by PM_ code pmove->effects = ps->effects; pmove->flags = cd->flags; pmove->gravity = ps->gravity; pmove->friction = ps->friction; pmove->oldbuttons = ps->oldbuttons; pmove->waterjumptime = cd->waterjumptime; pmove->dead = (cl.local.health <= 0); pmove->deadflag = cd->deadflag; pmove->spectator = (cls.spectator != 0); pmove->movetype = ps->movetype; pmove->onground = ps->onground; pmove->waterlevel = cd->waterlevel; pmove->watertype = cd->watertype; pmove->maxspeed = clgame.movevars.maxspeed; pmove->clientmaxspeed = cd->maxspeed; pmove->iuser1 = cd->iuser1; pmove->iuser2 = cd->iuser2; pmove->iuser3 = cd->iuser3; pmove->iuser4 = cd->iuser4; pmove->fuser1 = cd->fuser1; pmove->fuser2 = cd->fuser2; pmove->fuser3 = cd->fuser3; pmove->fuser4 = cd->fuser4; VectorCopy( cd->vuser1, pmove->vuser1 ); VectorCopy( cd->vuser2, pmove->vuser2 ); VectorCopy( cd->vuser3, pmove->vuser3 ); VectorCopy( cd->vuser4, pmove->vuser4 ); pmove->cmd = *ucmd; // copy current cmds Q_strncpy( pmove->physinfo, cls.physinfo, MAX_INFO_STRING ); } void CL_FinishPMove( playermove_t *pmove, local_state_t *to ) { entity_state_t *ps; clientdata_t *cd; ps = &to->playerstate; cd = &to->client; cd->flags = pmove->flags; cd->bInDuck = pmove->bInDuck; cd->flTimeStepSound = pmove->flTimeStepSound; cd->flDuckTime = pmove->flDuckTime; cd->flSwimTime = (int)pmove->flSwimTime; cd->waterjumptime = (int)pmove->waterjumptime; cd->watertype = pmove->watertype; cd->waterlevel = pmove->waterlevel; cd->maxspeed = pmove->clientmaxspeed; cd->deadflag = pmove->deadflag; VectorCopy( pmove->velocity, cd->velocity ); VectorCopy( pmove->view_ofs, cd->view_ofs ); VectorCopy( pmove->origin, ps->origin ); VectorCopy( pmove->angles, ps->angles ); VectorCopy( pmove->basevelocity, ps->basevelocity ); VectorCopy( pmove->punchangle, cd->punchangle ); ps->oldbuttons = pmove->cmd.buttons; ps->friction = pmove->friction; ps->movetype = pmove->movetype; ps->onground = pmove->onground; ps->effects = pmove->effects; ps->usehull = pmove->usehull; ps->iStepLeft = pmove->iStepLeft; ps->flFallVelocity = pmove->flFallVelocity; cd->iuser1 = pmove->iuser1; cd->iuser2 = pmove->iuser2; cd->iuser3 = pmove->iuser3; cd->iuser4 = pmove->iuser4; cd->fuser1 = pmove->fuser1; cd->fuser2 = pmove->fuser2; cd->fuser3 = pmove->fuser3; cd->fuser4 = pmove->fuser4; VectorCopy( pmove->vuser1, cd->vuser1 ); VectorCopy( pmove->vuser2, cd->vuser2 ); VectorCopy( pmove->vuser3, cd->vuser3 ); VectorCopy( pmove->vuser4, cd->vuser4 ); } /* ================= CL_RunUsercmd Runs prediction code for user cmd ================= */ void CL_RunUsercmd( local_state_t *from, local_state_t *to, usercmd_t *u, qboolean runfuncs, double *time, unsigned int random_seed ) { usercmd_t cmd; if( u->msec > 50 ) { local_state_t temp; usercmd_t split; memset( &temp, 0, sizeof( temp )); split = *u; split.msec /= 2; CL_RunUsercmd( from, &temp, &split, runfuncs, time, random_seed ); split.impulse = split.weaponselect = 0; CL_RunUsercmd( &temp, to, &split, runfuncs, time, random_seed ); return; } cmd = *u; // deal with local copy *to = *from; if( CL_IsPredicted( )) { // setup playermove state CL_SetupPMove( clgame.pmove, from, &cmd, runfuncs, *time ); // motor! clgame.dllFuncs.pfnPlayerMove( clgame.pmove, false ); // copy results back to client CL_FinishPMove( clgame.pmove, to ); if( clgame.pmove->onground > 0 && clgame.pmove->onground < clgame.pmove->numphysent ) cl.local.lastground = clgame.pmove->physents[clgame.pmove->onground].info; else cl.local.lastground = clgame.pmove->onground; // world(0) or in air(-1) } clgame.dllFuncs.pfnPostRunCmd( from, to, &cmd, runfuncs, *time, random_seed ); *time += (double)cmd.msec / 1000.0; } /* ================= CL_MoveSpectatorCamera spectator movement code ================= */ void CL_MoveSpectatorCamera( void ) { double time = cl.time; if( !cls.spectator ) return; CL_SetUpPlayerPrediction( false, true ); CL_SetSolidPlayers( cl.playernum ); CL_RunUsercmd( &cls.spectator_state, &cls.spectator_state, cl.cmd, true, &time, (uint)( time * 100.0 )); VectorCopy( cls.spectator_state.client.velocity, cl.simvel ); VectorCopy( cls.spectator_state.client.origin, cl.simorg ); VectorCopy( cls.spectator_state.client.punchangle, cl.punchangle ); VectorCopy( cls.spectator_state.client.view_ofs, cl.viewheight ); } /* ================= CL_PredictMovement Sets cl.predicted.origin and cl.predicted.angles ================= */ void CL_PredictMovement( qboolean repredicting ) { runcmd_t *to_cmd = NULL, *from_cmd; local_state_t *from = NULL, *to = NULL; uint current_command; uint current_command_mod; frame_t *frame = NULL; uint i, stoppoint; qboolean runfuncs; double f = 1.0; cl_entity_t *ent; double time; if( cls.state != ca_active || cls.spectator ) return; if( cls.demoplayback && !repredicting ) CL_DemoInterpolateAngles(); CL_SetUpPlayerPrediction( false, false ); if( cls.state != ca_active || !cl.validsequence ) return; if(( cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged ) >= CL_UPDATE_MASK ) return; // this is the last frame received from the server frame = &cl.frames[cl.parsecountmod]; if( !CL_IsPredicted( )) { VectorCopy( frame->clientdata.velocity, cl.simvel ); VectorCopy( frame->clientdata.origin, cl.simorg ); VectorCopy( frame->clientdata.punchangle, cl.punchangle ); VectorCopy( frame->clientdata.view_ofs, cl.viewheight ); cl.local.usehull = frame->playerstate[cl.playernum].usehull; cl.local.waterlevel = frame->clientdata.waterlevel; if( FBitSet( frame->clientdata.flags, FL_ONGROUND )) cl.local.onground = frame->playerstate[cl.playernum].onground; else cl.local.onground = -1; } from = &cl.predicted_frames[cl.parsecountmod]; from_cmd = &cl.commands[cls.netchan.incoming_acknowledged & CL_UPDATE_MASK]; memcpy( from->weapondata, frame->weapondata, sizeof( from->weapondata )); from->playerstate = frame->playerstate[cl.playernum]; from->client = frame->clientdata; if( !frame->valid ) return; time = frame->time; stoppoint = ( repredicting ) ? 0 : 1; cl.local.repredicting = repredicting; cl.local.onground = -1; // predict forward until cl.time <= to->senttime CL_PushPMStates(); CL_SetSolidPlayers( cl.playernum ); for( i = 1; i < CL_UPDATE_MASK && cls.netchan.incoming_acknowledged + i < cls.netchan.outgoing_sequence + stoppoint; i++ ) { current_command = cls.netchan.incoming_acknowledged + i; current_command_mod = current_command & CL_UPDATE_MASK; to = &cl.predicted_frames[(cl.parsecountmod + i) & CL_UPDATE_MASK]; to_cmd = &cl.commands[current_command_mod]; runfuncs = ( !repredicting && !to_cmd->processedfuncs ); CL_RunUsercmd( from, to, &to_cmd->cmd, runfuncs, &time, current_command ); VectorCopy( to->playerstate.origin, cl.local.predicted_origins[current_command_mod] ); to_cmd->processedfuncs = true; if( to_cmd->senttime >= host.realtime ) break; from = to; from_cmd = to_cmd; } CL_PopPMStates(); if(( i == CL_UPDATE_MASK ) || ( !to && !repredicting )) { cl.local.repredicting = false; return; // net hasn't deliver packets in a long time... } if( !to ) { to = from; to_cmd = from_cmd; } if( !CL_IsPredicted( )) { // keep onground actual if( FBitSet( frame->clientdata.flags, FL_ONGROUND )) cl.local.onground = frame->playerstate[cl.playernum].onground; else cl.local.onground = -1; if( !repredicting || !CVAR_TO_BOOL( cl_lw )) cl.local.viewmodel = to->client.viewmodel; cl.local.repredicting = false; cl.local.moving = false; return; } // now interpolate some fraction of the final frame if( to_cmd->senttime != from_cmd->senttime ) f = bound( 0.0, (host.realtime - from_cmd->senttime) / (to_cmd->senttime - from_cmd->senttime) * 0.1, 1.0 ); else f = 0.0; if( CL_PlayerTeleported( from, to )) { VectorCopy( to->client.velocity, cl.simvel ); VectorCopy( to->playerstate.origin, cl.simorg ); VectorCopy( to->client.punchangle, cl.punchangle ); VectorCopy( to->client.view_ofs, cl.viewheight ); } else { VectorLerp( from->playerstate.origin, f, to->playerstate.origin, cl.simorg ); VectorLerp( from->client.velocity, f, to->client.velocity, cl.simvel ); VectorLerp( from->client.punchangle, f, to->client.punchangle, cl.punchangle ); if( from->playerstate.usehull == to->playerstate.usehull ) VectorLerp( from->client.view_ofs, f, to->client.view_ofs, cl.viewheight ); else VectorCopy( to->client.view_ofs, cl.viewheight ); } cl.local.waterlevel = to->client.waterlevel; cl.local.usehull = to->playerstate.usehull; if( !repredicting || !CVAR_TO_BOOL( cl_lw )) cl.local.viewmodel = to->client.viewmodel; if( FBitSet( to->client.flags, FL_ONGROUND )) { ent = CL_GetEntityByIndex( cl.local.lastground ); cl.local.onground = cl.local.lastground; cl.local.moving = false; if( ent ) { vec3_t delta; delta[0] = ent->curstate.origin[0] - ent->prevstate.origin[0]; delta[1] = ent->curstate.origin[1] - ent->prevstate.origin[1]; delta[2] = 0.0f; if( VectorLength( delta ) > 0.0f ) { cls.correction_time = 0; cl.local.moving = true; } } } else { cl.local.onground = -1; cl.local.moving = 0; } if( cls.correction_time > 0 && !cl_nosmooth->value && cl_smoothtime->value ) { vec3_t delta; float frac; // only decay timer once per frame if( !repredicting ) cls.correction_time -= host.frametime; // Make sure smoothtime is postive if( cl_smoothtime->value <= 0.0f ) Cvar_DirectSet( cl_smoothtime, "0.1" ); // Clamp from 0 to cl_smoothtime.value cls.correction_time = bound( 0.0, cls.correction_time, cl_smoothtime->value ); // Compute backward interpolation fraction along full correction frac = 1.0f - cls.correction_time / cl_smoothtime->value; // Determine how much error we still have to make up for VectorSubtract( cl.simorg, cl.local.lastorigin, delta ); // Scale the error by the backlerp fraction VectorScale( delta, frac, delta ); // Go some fraction of the way // FIXME, Probably can't do this any more VectorAdd( cl.local.lastorigin, delta, cl.simorg ); } VectorCopy( cl.simorg, cl.local.lastorigin ); cl.local.repredicting = false; }