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1223 lines
32 KiB
1223 lines
32 KiB
/* |
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cl_pmove.c - client-side player physic |
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Copyright (C) 2010 Uncle Mike |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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#include "common.h" |
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#include "client.h" |
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#include "const.h" |
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#include "cl_tent.h" |
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#include "pm_local.h" |
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#include "particledef.h" |
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#include "studio.h" |
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#define MAX_FORWARD 6 // forward probes for set idealpitch |
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#define MIN_CORRECTION_DISTANCE 0.25f // use smoothing if error is > this |
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#define MIN_PREDICTION_EPSILON 0.5f // complain if error is > this and we have cl_showerror set |
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#define MAX_PREDICTION_ERROR 64.0f // above this is assumed to be a teleport, don't smooth, etc. |
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/* |
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============= |
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CL_PushPMStates |
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============= |
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*/ |
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void GAME_EXPORT CL_PushPMStates( void ) |
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{ |
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if( clgame.pushed ) return; |
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clgame.oldphyscount = clgame.pmove->numphysent; |
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clgame.oldviscount = clgame.pmove->numvisent; |
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clgame.pushed = true; |
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} |
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|
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/* |
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============= |
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CL_PopPMStates |
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============= |
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*/ |
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void GAME_EXPORT CL_PopPMStates( void ) |
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{ |
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if( !clgame.pushed ) return; |
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clgame.pmove->numphysent = clgame.oldphyscount; |
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clgame.pmove->numvisent = clgame.oldviscount; |
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clgame.pushed = false; |
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} |
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/* |
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============= |
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CL_PushTraceBounds |
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|
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============= |
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*/ |
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void GAME_EXPORT CL_PushTraceBounds( int hullnum, const float *mins, const float *maxs ) |
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{ |
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hullnum = bound( 0, hullnum, 3 ); |
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VectorCopy( mins, clgame.pmove->player_mins[hullnum] ); |
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VectorCopy( maxs, clgame.pmove->player_maxs[hullnum] ); |
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} |
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/* |
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============= |
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CL_PopTraceBounds |
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============= |
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*/ |
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void GAME_EXPORT CL_PopTraceBounds( void ) |
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{ |
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memcpy( clgame.pmove->player_mins, host.player_mins, sizeof( host.player_mins )); |
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memcpy( clgame.pmove->player_maxs, host.player_maxs, sizeof( host.player_maxs )); |
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} |
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|
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/* |
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=============== |
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CL_IsPredicted |
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=============== |
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*/ |
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qboolean CL_IsPredicted( void ) |
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{ |
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if( cl_nopred.value || cl.intermission ) |
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return false; |
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// never predict the quake demos |
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if( cls.demoplayback == DEMO_QUAKE1 ) |
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return false; |
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return true; |
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} |
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|
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/* |
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=============== |
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CL_SetLastUpdate |
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=============== |
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*/ |
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void CL_SetLastUpdate( void ) |
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{ |
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cls.lastupdate_sequence = cls.netchan.incoming_sequence; |
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} |
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/* |
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=============== |
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CL_RedoPrediction |
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=============== |
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*/ |
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void CL_RedoPrediction( void ) |
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{ |
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if ( cls.netchan.incoming_sequence != cls.lastupdate_sequence ) |
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{ |
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CL_PredictMovement( true ); |
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CL_CheckPredictionError(); |
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} |
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} |
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|
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/* |
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=============== |
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CL_SetIdealPitch |
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=============== |
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*/ |
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void CL_SetIdealPitch( void ) |
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{ |
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float angleval, sinval, cosval; |
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int i, j, step, dir, steps; |
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float z[MAX_FORWARD]; |
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vec3_t top, bottom; |
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pmtrace_t tr; |
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if( cl.local.onground == -1 ) |
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return; |
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angleval = cl.viewangles[YAW] * M_PI2 / 360.0f; |
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SinCos( angleval, &sinval, &cosval ); |
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// Now move forward by 36, 48, 60, etc. units from the eye position and drop lines straight down |
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// 160 or so units to see what's below |
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for( i = 0; i < MAX_FORWARD; i++ ) |
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{ |
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top[0] = cl.simorg[0] + cosval * (i + 3.0f) * 12.0f; |
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top[1] = cl.simorg[1] + sinval * (i + 3.0f) * 12.0f; |
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top[2] = cl.simorg[2] + cl.viewheight[2]; |
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bottom[0] = top[0]; |
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bottom[1] = top[1]; |
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bottom[2] = top[2] - 160.0f; |
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// skip any monsters (only world and brush models) |
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tr = CL_TraceLine( top, bottom, PM_STUDIO_BOX ); |
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if( tr.allsolid ) return; // looking at a wall, leave ideal the way is was |
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if( tr.fraction == 1.0f ) |
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return; // near a dropoff |
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z[i] = top[2] + tr.fraction * (bottom[2] - top[2]); |
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} |
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dir = 0; |
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steps = 0; |
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for( j = 1; j < i; j++ ) |
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{ |
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step = z[j] - z[j-1]; |
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if( step > -ON_EPSILON && step < ON_EPSILON ) |
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continue; |
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if( dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON )) |
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return; // mixed changes |
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steps++; |
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dir = step; |
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} |
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if( !dir ) |
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{ |
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cl.local.idealpitch = 0.0f; |
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return; |
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} |
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if( steps < 2 ) return; |
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cl.local.idealpitch = -dir * cl_idealpitchscale.value; |
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} |
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/* |
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================== |
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CL_PlayerTeleported |
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check for instant movement in case |
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we don't want interpolate this |
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================== |
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*/ |
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static qboolean CL_PlayerTeleported( local_state_t *from, local_state_t *to ) |
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{ |
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int len, maxlen; |
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vec3_t delta; |
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VectorSubtract( to->playerstate.origin, from->playerstate.origin, delta ); |
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// compute potential max movement in units per frame and compare with entity movement |
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maxlen = ( clgame.movevars.maxvelocity * ( 1.0f / GAME_FPS )); |
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len = VectorLength( delta ); |
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return (len > maxlen); |
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} |
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/* |
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=================== |
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CL_CheckPredictionError |
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=================== |
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*/ |
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void CL_CheckPredictionError( void ) |
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{ |
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int frame, cmd; |
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static int pos = 0; |
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vec3_t delta; |
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float dist; |
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if( !CL_IsPredicted( )) |
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return; |
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// calculate the last usercmd_t we sent that the server has processed |
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frame = ( cls.netchan.incoming_acknowledged ) & CL_UPDATE_MASK; |
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cmd = cl.parsecountmod; |
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// compare what the server returned with what we had predicted it to be |
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VectorSubtract( cl.frames[cmd].playerstate[cl.playernum].origin, cl.local.predicted_origins[frame], delta ); |
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dist = VectorLength( delta ); |
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// save the prediction error for interpolation |
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if( dist > MAX_PREDICTION_ERROR ) |
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{ |
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if( cl_showerror.value && host_developer.value ) |
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Con_NPrintf( 10 + ( ++pos & 3 ), "^3player teleported:^7 %.3f units\n", dist ); |
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// a teleport or something or gamepaused |
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VectorClear( cl.local.prediction_error ); |
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} |
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else |
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{ |
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if( cl_showerror.value && dist > MIN_PREDICTION_EPSILON && host_developer.value ) |
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Con_NPrintf( 10 + ( ++pos & 3 ), "^1prediction error:^7 %.3f units\n", dist ); |
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VectorCopy( cl.frames[cmd].playerstate[cl.playernum].origin, cl.local.predicted_origins[frame] ); |
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// save for error interpolation |
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VectorCopy( delta, cl.local.prediction_error ); |
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// GoldSrc checks for singleplayer |
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// we would check for local server |
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if( dist > MIN_CORRECTION_DISTANCE && !SV_Active() ) |
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cls.correction_time = cl_smoothtime.value; |
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} |
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} |
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|
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/* |
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============= |
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CL_SetUpPlayerPrediction |
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Calculate the new position of players, without other player clipping |
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We do this to set up real player prediction. |
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Players are predicted twice, first without clipping other players, |
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then with clipping against them. |
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This sets up the first phase. |
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============= |
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*/ |
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void GAME_EXPORT CL_SetUpPlayerPrediction( int dopred, int bIncludeLocalClient ) |
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{ |
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entity_state_t *state; |
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predicted_player_t *player; |
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cl_entity_t *ent; |
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int i; |
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for( i = 0; i < MAX_CLIENTS; i++ ) |
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{ |
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state = &cl.frames[cl.parsecountmod].playerstate[i]; |
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player = &cls.predicted_players[i]; |
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player->active = false; |
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if( state->messagenum != cl.parsecount ) |
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continue; // not present this frame |
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if( !state->modelindex ) |
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continue; |
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player->active = true; |
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player->movetype = state->movetype; |
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player->solid = state->solid; |
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player->usehull = state->usehull; |
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if( FBitSet( state->effects, EF_NODRAW ) && !bIncludeLocalClient && ( cl.playernum == i )) |
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continue; |
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// note that the local player is special, since he moves locally |
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// we use his last predicted postition |
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if( cl.playernum == i ) |
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{ |
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VectorCopy( state->origin, player->origin ); |
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VectorCopy( state->angles, player->angles ); |
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} |
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else |
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{ |
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ent = CL_GetEntityByIndex( i + 1 ); |
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CL_ComputePlayerOrigin( ent ); |
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VectorCopy( ent->origin, player->origin ); |
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VectorCopy( ent->angles, player->angles ); |
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} |
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} |
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} |
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void CL_ClipPMoveToEntity( physent_t *pe, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, pmtrace_t *tr ) |
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{ |
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Assert( tr != NULL ); |
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if( clgame.dllFuncs.pfnClipMoveToEntity != NULL ) |
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{ |
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// do custom sweep test |
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clgame.dllFuncs.pfnClipMoveToEntity( pe, start, mins, maxs, end, tr ); |
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} |
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else |
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{ |
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// function is missed, so we didn't hit anything |
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tr->allsolid = false; |
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} |
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} |
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static void CL_CopyEntityToPhysEnt( physent_t *pe, entity_state_t *state, qboolean visent ) |
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{ |
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model_t *mod = CL_ModelHandle( state->modelindex ); |
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pe->player = 0; |
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if( state->number >= 1 && state->number <= cl.maxclients ) |
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pe->player = state->number; |
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if( pe->player ) |
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{ |
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// client or bot |
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Q_snprintf( pe->name, sizeof( pe->name ), "player %i", pe->player - 1 ); |
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} |
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else |
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{ |
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// otherwise copy the modelname |
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Q_strncpy( pe->name, mod->name, sizeof( pe->name )); |
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} |
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pe->model = pe->studiomodel = NULL; |
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VectorCopy( state->mins, pe->mins ); |
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VectorCopy( state->maxs, pe->maxs ); |
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if( state->solid == SOLID_BBOX ) |
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{ |
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if( FBitSet( mod->flags, STUDIO_TRACE_HITBOX )) |
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pe->studiomodel = mod; |
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} |
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else |
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{ |
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if( pe->solid != SOLID_BSP && ( mod != NULL ) && ( mod->type == mod_studio )) |
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pe->studiomodel = mod; |
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else pe->model = mod; |
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} |
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// rare case: not solid entities in vistrace |
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if( visent && VectorIsNull( pe->mins )) |
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{ |
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VectorCopy( mod->mins, pe->mins ); |
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VectorCopy( mod->maxs, pe->maxs ); |
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} |
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pe->info = state->number; |
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VectorCopy( state->origin, pe->origin ); |
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VectorCopy( state->angles, pe->angles ); |
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pe->solid = state->solid; |
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pe->rendermode = state->rendermode; |
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pe->skin = state->skin; |
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pe->frame = state->frame; |
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pe->sequence = state->sequence; |
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memcpy( &pe->controller[0], &state->controller[0], sizeof( pe->controller )); |
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memcpy( &pe->blending[0], &state->blending[0], sizeof( pe->blending )); |
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pe->movetype = state->movetype; |
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pe->takedamage = (pe->player) ? DAMAGE_YES : DAMAGE_NO; |
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pe->team = state->team; |
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pe->classnumber = state->playerclass; |
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pe->blooddecal = 0; // unused in GoldSrc |
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// for mods |
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pe->iuser1 = state->iuser1; |
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pe->iuser2 = state->iuser2; |
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pe->iuser3 = state->iuser3; |
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pe->iuser4 = state->iuser4; |
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pe->fuser1 = state->fuser1; |
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pe->fuser2 = state->fuser2; |
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pe->fuser3 = state->fuser3; |
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pe->fuser4 = state->fuser4; |
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VectorCopy( state->vuser1, pe->vuser1 ); |
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VectorCopy( state->vuser2, pe->vuser2 ); |
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VectorCopy( state->vuser3, pe->vuser3 ); |
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VectorCopy( state->vuser4, pe->vuser4 ); |
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} |
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|
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/* |
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==================== |
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CL_AddLinksToPmove |
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collect solid entities |
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==================== |
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*/ |
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void CL_AddLinksToPmove( frame_t *frame ) |
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{ |
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entity_state_t *state; |
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model_t *model; |
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physent_t *pe; |
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int i; |
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if( !frame->valid ) return; |
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for( i = 0; i < frame->num_entities; i++ ) |
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{ |
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state = &cls.packet_entities[(frame->first_entity + i) % cls.num_client_entities]; |
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if( state->number >= 1 && state->number <= cl.maxclients ) |
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continue; |
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if( !state->modelindex ) |
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continue; |
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model = CL_ModelHandle( state->modelindex ); |
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if( !model ) continue; |
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if(( state->owner != 0 ) && ( state->owner == cl.playernum + 1 )) |
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continue; |
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if(( model->hulls[1].lastclipnode || model->type == mod_studio ) && clgame.pmove->numvisent < MAX_PHYSENTS ) |
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{ |
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pe = &clgame.pmove->visents[clgame.pmove->numvisent]; |
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CL_CopyEntityToPhysEnt( pe, state, true ); |
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clgame.pmove->numvisent++; |
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} |
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if( state->solid == SOLID_TRIGGER || ( state->solid == SOLID_NOT && state->skin >= CONTENTS_EMPTY )) |
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continue; |
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// dead body |
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if( state->mins[2] == 0.0f && state->maxs[2] == 1.0f ) |
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continue; |
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// can't collide with zeroed hull |
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if( VectorIsNull( state->mins ) && VectorIsNull( state->maxs )) |
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continue; |
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if( state->solid == SOLID_NOT && state->skin == CONTENTS_LADDER ) |
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{ |
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if( clgame.pmove->nummoveent >= MAX_MOVEENTS ) |
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continue; |
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pe = &clgame.pmove->moveents[clgame.pmove->nummoveent]; |
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CL_CopyEntityToPhysEnt( pe, state, false ); |
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clgame.pmove->nummoveent++; |
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} |
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else |
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{ |
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if( !model->hulls[1].lastclipnode && model->type != mod_studio ) |
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continue; |
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// reserve slots for all the clients |
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if( clgame.pmove->numphysent >= ( MAX_PHYSENTS - cl.maxclients )) |
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continue; |
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pe = &clgame.pmove->physents[clgame.pmove->numphysent]; |
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CL_CopyEntityToPhysEnt( pe, state, false ); |
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clgame.pmove->numphysent++; |
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} |
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} |
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} |
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|
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/* |
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=============== |
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CL_SetSolidEntities |
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Builds all the pmove physents for the current frame |
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=============== |
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*/ |
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void CL_SetSolidEntities( void ) |
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{ |
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physent_t *pe = clgame.pmove->physents; |
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|
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// setup physents |
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clgame.pmove->numvisent = 1; |
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clgame.pmove->numphysent = 1; |
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clgame.pmove->nummoveent = 0; |
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|
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memset( clgame.pmove->physents, 0, sizeof( physent_t )); |
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memset( clgame.pmove->visents, 0, sizeof( physent_t )); |
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|
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pe->model = cl.worldmodel; |
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if( pe->model ) Q_strncpy( pe->name, pe->model->name, sizeof( pe->name )); |
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pe->takedamage = DAMAGE_YES; |
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pe->solid = SOLID_BSP; |
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|
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// share to visents |
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clgame.pmove->visents[0] = clgame.pmove->physents[0]; |
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|
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// add all other entities exlucde players |
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CL_AddLinksToPmove( &cl.frames[cl.parsecountmod] ); |
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} |
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|
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/* |
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=============== |
|
CL_SetSolidPlayers |
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|
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Builds all the pmove physents for the current frame |
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Note that CL_SetUpPlayerPrediction() must be called first! |
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pmove must be setup with world and solid entity hulls before calling |
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(via CL_PredictMove) |
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=============== |
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*/ |
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void GAME_EXPORT CL_SetSolidPlayers( int playernum ) |
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{ |
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entity_state_t *state; |
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predicted_player_t *player; |
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physent_t *pe; |
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int i; |
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|
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if( !cl_solid_players.value ) |
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return; |
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|
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for( i = 0; i < MAX_CLIENTS; i++ ) |
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{ |
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state = &cl.frames[cl.parsecountmod].playerstate[i]; |
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player = &cls.predicted_players[i]; |
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|
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if( playernum == -1 ) |
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{ |
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if( i != cl.playernum && !player->active ) |
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continue; |
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} |
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else |
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{ |
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if( !player->active ) |
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continue; // not present this frame |
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|
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// the player object never gets added |
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if( playernum == i ) |
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continue; |
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} |
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|
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if( player->solid == SOLID_NOT ) |
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continue; // dead body |
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|
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if( clgame.pmove->numphysent >= MAX_PHYSENTS ) |
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break; |
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|
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pe = &clgame.pmove->physents[clgame.pmove->numphysent]; |
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CL_CopyEntityToPhysEnt( pe, state, false ); |
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clgame.pmove->numphysent++; |
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|
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// some fields needs to be override from cls.predicted_players |
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VectorCopy( player->origin, pe->origin ); |
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VectorCopy( player->angles, pe->angles ); |
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VectorCopy( clgame.pmove->player_mins[player->usehull], pe->mins ); |
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VectorCopy( clgame.pmove->player_maxs[player->usehull], pe->maxs ); |
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pe->movetype = player->movetype; |
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pe->solid = player->solid; |
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} |
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} |
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|
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/* |
|
============= |
|
CL_WaterEntity |
|
|
|
============= |
|
*/ |
|
int GAME_EXPORT CL_WaterEntity( const float *rgflPos ) |
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{ |
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physent_t *pe; |
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hull_t *hull; |
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vec3_t test, offset; |
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int i, oldhull; |
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|
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if( !rgflPos ) return -1; |
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|
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oldhull = clgame.pmove->usehull; |
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|
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for( i = 0; i < clgame.pmove->numphysent; i++ ) |
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{ |
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pe = &clgame.pmove->physents[i]; |
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|
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if( pe->solid != SOLID_NOT ) // disabled ? |
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continue; |
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|
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// only brushes can have special contents |
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if( !pe->model || pe->model->type != mod_brush ) |
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continue; |
|
|
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// check water brushes accuracy |
|
clgame.pmove->usehull = 2; |
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hull = PM_HullForBsp( pe, clgame.pmove, offset ); |
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clgame.pmove->usehull = oldhull; |
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|
|
// 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 ) |
|
{ |
|
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 = (void*)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 CL_SetupPMove( playermove_t *pmove, const local_state_t *from, const usercmd_t *ucmd, qboolean runfuncs, double time ) |
|
{ |
|
const entity_state_t *ps; |
|
const clientdata_t *cd; |
|
|
|
ps = &from->playerstate; |
|
cd = &from->client; |
|
|
|
pmove->player_index = ps->number - 1; |
|
|
|
// a1ba: workaround bug on old protocol where the server refuse to send |
|
// our local player in delta. cl.playernum, in theory, must be equal |
|
// to our local player index anyway |
|
// this might not be a real solution, since everything else will be bogus |
|
// but we need to properly run prediction and avoid potential memory |
|
// corruption |
|
// either debug this, or remove when old protocol will be dropped!!! |
|
if( pmove->player_index < 0 ) |
|
{ |
|
if( cls.legacymode ) |
|
{ |
|
pmove->player_index = bound( 0, cl.playernum, cl.maxclients - 1 ); |
|
} |
|
else |
|
{ |
|
// if this happens, record a demo and send it to a1ba |
|
Host_Error( "%s: ps->number == %d\n", __func__, ps->number ); |
|
} |
|
} |
|
|
|
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 = (float)cd->flDuckTime; |
|
pmove->bInDuck = cd->bInDuck; |
|
pmove->usehull = ps->usehull; |
|
pmove->flTimeStepSound = cd->flTimeStepSound; |
|
pmove->iStepLeft = ps->iStepLeft; |
|
pmove->flFallVelocity = ps->flFallVelocity; |
|
pmove->flSwimTime = (float)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 = (float)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 ); |
|
} |
|
|
|
const void CL_FinishPMove( const 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 = (int)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 = (uint)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; |
|
frame_t *frame = NULL; |
|
uint i, stoppoint; |
|
double f = 1.0; |
|
double time; |
|
|
|
if( cls.state != ca_active || cls.spectator ) |
|
return; |
|
|
|
if( cls.demoplayback && !repredicting ) |
|
CL_DemoInterpolateAngles(); |
|
|
|
CL_SetUpPlayerPrediction( false, false ); |
|
|
|
if( !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++ ) |
|
{ |
|
uint current_command; |
|
uint current_command_mod; |
|
qboolean runfuncs; |
|
|
|
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 || !cl_lw.value ) |
|
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 || !cl_lw.value ) |
|
cl.local.viewmodel = to->client.viewmodel; |
|
|
|
if( FBitSet( to->client.flags, FL_ONGROUND )) |
|
{ |
|
cl_entity_t *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 = false; |
|
} |
|
|
|
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; |
|
}
|
|
|