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cg_predict.c
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cg_predict.c
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/*
* Wolfenstein: Enemy Territory GPL Source Code
* Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
*
* ET: Legacy
* Copyright (C) 2012-2018 ET:Legacy team <mail@etlegacy.com>
*
* This file is part of ET: Legacy - http://www.etlegacy.com
*
* ET: Legacy 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.
*
* ET: Legacy is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with ET: Legacy. If not, see <http://www.gnu.org/licenses/>.
*
* In addition, Wolfenstein: Enemy Territory GPL Source Code is also
* subject to certain additional terms. You should have received a copy
* of these additional terms immediately following the terms and conditions
* of the GNU General Public License which accompanied the source code.
* If not, please request a copy in writing from id Software at the address below.
*
* id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*/
/**
* @file cg_predict.c
*
* This file generates cg.predictedPlayerState by either interpolating between
* snapshots from the server or locally predicting ahead the client's movement.
* It also handles local physics interaction, like fragments bouncing off walls.
*/
#include "cg_local.h"
/*static*/ pmove_t cg_pmove;
static int cg_numSolidEntities;
static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
static int cg_numSolidFTEntities;
static centity_t *cg_solidFTEntities[MAX_ENTITIES_IN_SNAPSHOT];
static int cg_numTriggerEntities;
static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
/**
* @brief When a new cg.snap has been set, this function builds a sublist
* of the entities that are actually solid, to make for more
* efficient collision detection
*/
void CG_BuildSolidList(void)
{
int i;
centity_t *cent;
snapshot_t *snap;
entityState_t *ent;
cg_numSolidEntities = 0;
cg_numSolidFTEntities = 0;
cg_numTriggerEntities = 0;
if (cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport)
{
snap = cg.nextSnap;
}
else
{
snap = cg.snap;
}
for (i = 0 ; i < snap->numEntities ; i++)
{
cent = &cg_entities[snap->entities[i].number];
ent = ¢->currentState;
// don't clip against temporarily non-solid SOLID_BMODELS
// (e.g. constructibles); use current state so prediction isn't fubar
if (cent->currentState.solid == SOLID_BMODEL &&
(cent->currentState.eFlags & EF_NONSOLID_BMODEL))
{
continue;
}
switch (ent->eType)
{
case ET_ITEM:
case ET_TELEPORT_TRIGGER:
case ET_OID_TRIGGER:
#ifdef VISIBLE_TRIGGERS
case ET_TRIGGER_MULTIPLE:
case ET_TRIGGER_FLAGONLY:
case ET_TRIGGER_FLAGONLY_MULTIPLE:
#endif // VISIBLE_TRIGGERS
cg_triggerEntities[cg_numTriggerEntities] = cent;
cg_numTriggerEntities++;
continue;
case ET_CONSTRUCTIBLE:
cg_triggerEntities[cg_numTriggerEntities] = cent;
cg_numTriggerEntities++;
break;
default:
break;
}
if (cent->nextState.solid)
{
cg_solidEntities[cg_numSolidEntities] = cent;
cg_numSolidEntities++;
cg_solidFTEntities[cg_numSolidFTEntities] = cent;
cg_numSolidFTEntities++;
continue;
}
}
}
/**
* @brief Client-side hitbox prediction code modified for cgame
* @param[in] hitEnt
* @param def - unused
* @return
*/
float CG_ClientHitboxMaxZ(entityState_t *hitEnt, float def)
{
if (!hitEnt)
{
return 0;
}
if (hitEnt->eFlags & EF_DEAD)
{
return DEAD_VIEWHEIGHT + DEAD_BODYHEIGHT_DELTA;
}
else if (hitEnt->eFlags & EF_PRONE)
{
return PRONE_VIEWHEIGHT + PRONE_BODYHEIGHT_DELTA;
}
else if (hitEnt->eFlags & EF_CROUCHING &&
cg.predictedPlayerState.velocity[0] == 0.f && cg.predictedPlayerState.velocity[1] == 0.f)
{
return CROUCH_VIEWHEIGHT + CROUCH_IDLE_BODYHEIGHT_DELTA;
}
else if (hitEnt->eFlags & EF_CROUCHING)
{
return CROUCH_VIEWHEIGHT + CROUCH_BODYHEIGHT_DELTA;
}
else
{
return DEFAULT_VIEWHEIGHT + DEFAULT_BODYHEIGHT_DELTA;
}
}
/**
* @brief CG_ClipMoveToEntities
* @param[in] start
* @param[in] mins
* @param[in] maxs
* @param[in] end
* @param[in] skipNumber
* @param[in] mask
* @param[in] capsule
* @param[in,out] tr
*/
static void CG_ClipMoveToEntities(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask, qboolean capsule, trace_t *tr)
{
int i, x, zd, zu;
trace_t trace;
entityState_t *ent;
clipHandle_t cmodel;
vec3_t bmins, bmaxs;
vec3_t origin, angles;
centity_t *cent;
for (i = 0 ; i < cg_numSolidEntities ; i++)
{
cent = cg_solidEntities[i];
ent = ¢->currentState;
if (ent->number == skipNumber)
{
continue;
}
if (ent->solid == SOLID_BMODEL)
{
// special value for bmodel
cmodel = trap_CM_InlineModel(ent->modelindex);
//VectorCopy( cent->lerpAngles, angles );
//VectorCopy( cent->lerpOrigin, origin );
BG_EvaluateTrajectory(¢->currentState.apos, cg.physicsTime, angles, qtrue, cent->currentState.effect2Time);
BG_EvaluateTrajectory(¢->currentState.pos, cg.physicsTime, origin, qfalse, cent->currentState.effect2Time);
}
else
{
// encoded bbox
x = (ent->solid & 255);
zd = ((ent->solid >> 8) & 255);
zu = ((ent->solid >> 16) & 255) - 32;
bmins[0] = bmins[1] = -x;
bmaxs[0] = bmaxs[1] = x;
bmins[2] = -zd;
// client-side hitbox prediction code
if (ent->eType == ET_PLAYER && cg.bulletTrace)
{
bmaxs[2] = CG_ClientHitboxMaxZ(ent, zu);
}
else
{
bmaxs[2] = zu;
}
//cmodel = trap_CM_TempCapsuleModel( bmins, bmaxs );
cmodel = trap_CM_TempBoxModel(bmins, bmaxs);
VectorCopy(vec3_origin, angles);
VectorCopy(cent->lerpOrigin, origin);
}
// use bbox of capsule
if (capsule)
{
trap_CM_TransformedCapsuleTrace(&trace, start, end,
mins, maxs, cmodel, mask, origin, angles);
}
else
{
trap_CM_TransformedBoxTrace(&trace, start, end,
mins, maxs, cmodel, mask, origin, angles);
}
if (trace.allsolid || trace.fraction < tr->fraction)
{
trace.entityNum = ent->number;
*tr = trace;
}
else if (trace.startsolid)
{
tr->startsolid = qtrue;
// FIXME: entity damage, see SV_ClipMoveToEntities
//tr->entityNum = ent->number;
}
if (tr->allsolid)
{
return;
}
}
}
/*
* @brief CG_ClipMoveToEntities_FT
* @param[in] start
* @param[in] mins
* @param[in] maxs
* @param[in] end
* @param[in] skipNumber
* @param[in] mask
* @param[in] capsule
* @param[in,out] tr
* @note Unused
static void CG_ClipMoveToEntities_FT(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask, qboolean capsule, trace_t *tr)
{
int i, x, zd, zu;
trace_t trace;
entityState_t *ent;
clipHandle_t cmodel;
vec3_t bmins, bmaxs;
vec3_t origin, angles;
centity_t *cent;
for (i = 0 ; i < cg_numSolidFTEntities ; i++)
{
cent = cg_solidFTEntities[i];
ent = ¢->currentState;
if (ent->number == skipNumber)
{
continue;
}
if (ent->solid == SOLID_BMODEL)
{
// special value for bmodel
cmodel = trap_CM_InlineModel(ent->modelindex);
//VectorCopy( cent->lerpAngles, angles );
//VectorCopy( cent->lerpOrigin, origin );
BG_EvaluateTrajectory(¢->currentState.apos, cg.physicsTime, angles, qtrue, cent->currentState.effect2Time);
BG_EvaluateTrajectory(¢->currentState.pos, cg.physicsTime, origin, qfalse, cent->currentState.effect2Time);
}
else
{
// encoded bbox
x = (ent->solid & 255);
zd = ((ent->solid >> 8) & 255);
zu = ((ent->solid >> 16) & 255) - 32;
bmins[0] = bmins[1] = -x;
bmaxs[0] = bmaxs[1] = x;
bmins[2] = -zd;
// client-side hitbox prediction code
if (ent->eType == ET_PLAYER && cg.bulletTrace)
{
bmaxs[2] = CG_ClientHitboxMaxZ(ent, zu);
}
else
{
bmaxs[2] = zu;
}
cmodel = trap_CM_TempCapsuleModel(bmins, bmaxs);
VectorCopy(vec3_origin, angles);
VectorCopy(cent->lerpOrigin, origin);
}
// use bbox of capsule
if (capsule)
{
trap_CM_TransformedCapsuleTrace(&trace, start, end,
mins, maxs, cmodel, mask, origin, angles);
}
else
{
trap_CM_TransformedBoxTrace(&trace, start, end,
mins, maxs, cmodel, mask, origin, angles);
}
if (trace.allsolid || trace.fraction < tr->fraction)
{
trace.entityNum = ent->number;
*tr = trace;
}
else if (trace.startsolid)
{
tr->startsolid = qtrue;
}
if (tr->allsolid)
{
return;
}
}
}
*/
/**
* @brief CG_Trace
* @param[in] result
* @param[in] start
* @param[in] mins
* @param[in] maxs
* @param[in] end
* @param[in] skipNumber
* @param[in] mask
*/
void CG_Trace(trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask)
{
trace_t t;
trap_CM_BoxTrace(&t, start, end, mins, maxs, 0, mask);
t.entityNum = t.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
// check all other solid models
CG_ClipMoveToEntities(start, mins, maxs, end, skipNumber, mask, qfalse, &t);
*result = t;
}
/*
* @brief CG_Trace_World
* @param[out] result
* @param[in] start
* @param[in] mins
* @param[in] maxs
* @param[in] end
* @param[in] skipNumber
* @param[in] mask
* @note Unused
void CG_Trace_World(trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask)
{
trace_t t;
trap_CM_BoxTrace(&t, start, end, mins, maxs, 0, mask);
t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
*result = t;
}
*/
/*
* @brief CG_FTTrace
* @param[out] result
* @param[in] start
* @param[in] mins
* @param[in] maxs
* @param[in] end
* @param[in] skipNumber
* @param[in] mask
*/
/*
void CG_FTTrace(trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask)
{
trace_t t;
trap_CM_BoxTrace(&t, start, end, mins, maxs, 0, mask);
t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
// check all other solid models
CG_ClipMoveToEntities_FT(start, mins, maxs, end, skipNumber, mask, qfalse, &t);
*result = t;
}
*/
/**
* @brief CG_TraceCapsule
* @param[out] result
* @param[in] start
* @param[in] mins
* @param[in] maxs
* @param[in] end
* @param[in] skipNumber
* @param[in] mask
*/
void CG_TraceCapsule(trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask)
{
trace_t t;
trap_CM_CapsuleTrace(&t, start, end, mins, maxs, 0, mask);
t.entityNum = t.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
// check all other solid models
CG_ClipMoveToEntities(start, mins, maxs, end, skipNumber, mask, qtrue, &t);
*result = t;
}
/**
* @brief CG_TraceCapsule_World
* @param[out] result
* @param[in] start
* @param[in] mins
* @param[in] maxs
* @param[in] end
* @param skipNumber - unused
* @param[in] mask
*/
void CG_TraceCapsule_World(trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask)
{
trace_t t;
trap_CM_CapsuleTrace(&t, start, end, mins, maxs, 0, mask);
t.entityNum = t.fraction != 1.0f ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
*result = t;
}
/**
* @brief CG_PointContents
* @param[in] point
* @param[in] passEntityNum
* @return
*/
int CG_PointContents(const vec3_t point, int passEntityNum)
{
int i;
entityState_t *ent;
centity_t *cent;
clipHandle_t cmodel;
int contents;
contents = trap_CM_PointContents(point, 0);
for (i = 0 ; i < cg_numSolidEntities ; i++)
{
cent = cg_solidEntities[i];
ent = ¢->currentState;
if (ent->number == passEntityNum)
{
continue;
}
if (ent->solid != SOLID_BMODEL) // special value for bmodel
{
continue;
}
cmodel = trap_CM_InlineModel(ent->modelindex);
if (!cmodel)
{
continue;
}
contents |= trap_CM_TransformedPointContents(point, cmodel, cent->lerpOrigin, cent->lerpAngles);
// again, need to use the projected water position to allow for moving entity based water.
//contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles );
}
return contents;
}
/**
* @brief Generates cg.predictedPlayerState by interpolating between
* cg.snap->player_state and cg.nextFrame->player_state
* @param grabAngles
*/
static void CG_InterpolatePlayerState(qboolean grabAngles)
{
float f;
int i;
playerState_t *out = &cg.predictedPlayerState;
snapshot_t *prev = cg.snap;
snapshot_t *next = cg.nextSnap;
*out = cg.snap->ps;
if (cg.showGameView)
{
return;
}
// if we are still allowing local input, short circuit the view angles
if (grabAngles)
{
usercmd_t cmd;
int cmdNum;
cmdNum = trap_GetCurrentCmdNumber();
trap_GetUserCmd(cmdNum, &cmd);
// added tracemask
PM_UpdateViewAngles(out, &cg.pmext, &cmd, CG_Trace, MASK_PLAYERSOLID);
}
// if the next frame is a teleport, we can't lerp to it
if (cg.nextFrameTeleport)
{
return;
}
if (!next || next->serverTime <= prev->serverTime)
{
return;
}
f = (float)(cg.time - prev->serverTime) / (next->serverTime - prev->serverTime);
i = next->ps.bobCycle;
if (i < prev->ps.bobCycle)
{
i += 256; // handle wraparound
}
out->bobCycle = prev->ps.bobCycle + (int)(f * (i - prev->ps.bobCycle));
for (i = 0 ; i < 3 ; i++)
{
out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i]);
if (!grabAngles)
{
out->viewangles[i] = LerpAngle(
prev->ps.viewangles[i], next->ps.viewangles[i], f);
}
out->velocity[i] = prev->ps.velocity[i] +
f * (next->ps.velocity[i] - prev->ps.velocity[i]);
}
}
/**
* @brief Predict push triggers and items
*/
static void CG_TouchTriggerPrediction(void)
{
int i;
entityState_t *ent;
clipHandle_t cmodel = 0;
centity_t *cent;
qboolean spectator;
const char *cs;
// dead clients don't activate triggers
if (cg.predictedPlayerState.stats[STAT_HEALTH] <= 0)
{
return;
}
spectator = (qboolean)((cg.predictedPlayerState.pm_type == PM_SPECTATOR) || (cg.predictedPlayerState.pm_flags & PMF_LIMBO));
if (cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator)
{
return;
}
for (i = 0 ; i < cg_numTriggerEntities ; i++)
{
cent = cg_triggerEntities[i];
ent = ¢->currentState;
if (ent->eType == ET_ITEM && !spectator && (cg.predictedPlayerState.groundEntityNum == ENTITYNUM_WORLD))
{
continue;
}
if (!(ent->eFlags & EF_FAKEBMODEL))
{
if (ent->solid != SOLID_BMODEL)
{
continue;
}
cmodel = cgs.inlineDrawModel[ent->modelindex];
if (!cmodel)
{
continue;
}
}
if (ent->eType == ET_CONSTRUCTIBLE ||
ent->eType == ET_OID_TRIGGER
#ifdef VISIBLE_TRIGGERS
|| ent->eType == ET_TRIGGER_MULTIPLE
|| ent->eType == ET_TRIGGER_FLAGONLY
|| ent->eType == ET_TRIGGER_FLAGONLY_MULTIPLE
#endif // VISIBLE_TRIGGERS
)
{
vec3_t mins, maxs, pmins, pmaxs;
if (ent->eType == ET_CONSTRUCTIBLE && ent->aiState)
{
continue;
}
if (ent->solid != SOLID_BMODEL)
{
int x = (ent->solid & 255);
int zd = ((ent->solid >> 8) & 255);
int zu = ((ent->solid >> 16) & 255) - 32;
mins[0] = mins[1] = -x;
mins[2] = -zd;
maxs[0] = maxs[1] = x;
maxs[2] = zu;
}
else
{
trap_R_ModelBounds(cmodel, mins, maxs);
}
VectorAdd(cent->lerpOrigin, mins, mins);
VectorAdd(cent->lerpOrigin, maxs, maxs);
#ifdef VISIBLE_TRIGGERS
if (ent->eType == ET_TRIGGER_MULTIPLE || ent->eType == ET_TRIGGER_FLAGONLY || ent->eType == ET_TRIGGER_FLAGONLY_MULTIPLE)
{
}
else
#endif // VISIBLE_TRIGGERS
{
// expand the bbox a bit
VectorSet(mins, mins[0] - 48, mins[1] - 48, mins[2] - 48);
VectorSet(maxs, maxs[0] + 48, maxs[1] + 48, maxs[2] + 48);
}
VectorAdd(cg.predictedPlayerState.origin, cg_pmove.mins, pmins);
VectorAdd(cg.predictedPlayerState.origin, cg_pmove.maxs, pmaxs);
#ifdef VISIBLE_TRIGGERS
CG_RailTrail(tv(0.25f, 0.5f, 1.f), mins, maxs, 1, -1);
#endif // VISIBLE_TRIGGERS
if (!BG_BBoxCollision(pmins, pmaxs, mins, maxs))
{
continue;
}
cs = NULL;
if (ent->eType == ET_OID_TRIGGER)
{
cs = CG_ConfigString(CS_OID_TRIGGERS + ent->teamNum);
}
else if (ent->eType == ET_CONSTRUCTIBLE)
{
cs = CG_ConfigString(CS_OID_TRIGGERS + ent->otherEntityNum2);
}
if (cs)
{
CG_ObjectivePrint(va("%s %s\n", CG_TranslateString("You are near"), cs), cg_fontScaleCP.value);
}
continue;
}
}
}
//#define MAX_PREDICT_ORIGIN_DELTA 0.1f
#define MAX_PREDICT_ORIGIN_DELTA_2 0.01f // Square(MAX_PREDICT_ORIGIN_DELTA)
//#define MAX_PREDICT_VELOCITY_DELTA 0.1f
#define MAX_PREDICT_VELOCITY_DELTA_2 0.01f // Square(MAX_PREDICT_VELOCITY_DELTA)
#define MAX_PREDICT_VIEWANGLES_DELTA 1.0f
/**
* @brief CG_PredictionOk
* @param[in] ps1
* @param[in] ps2
* @return
*/
int CG_PredictionOk(playerState_t *ps1, playerState_t *ps2)
{
vec3_t vec;
int i;
if (ps2->pm_type != ps1->pm_type || ps2->pm_flags != ps1->pm_flags || ps2->pm_time != ps1->pm_time)
{
return 1;
}
VectorSubtract(ps2->origin, ps1->origin, vec);
if (DotProduct(vec, vec) > MAX_PREDICT_ORIGIN_DELTA_2)
{
return 2;
}
VectorSubtract(ps2->velocity, ps1->velocity, vec);
if (DotProduct(vec, vec) > MAX_PREDICT_VELOCITY_DELTA_2)
{
return 3;
}
if (ps2->eFlags != ps1->eFlags)
{
if (cg_showmiss.integer & 8)
{
CG_Printf("CG_PredictionOk info: return 4 - backup: '%x' server: '%x' Diff: '%x'\n", ps2->eFlags, ps1->eFlags, ps2->eFlags - ps1->eFlags);
}
return 4;
}
if (ps2->weaponTime != ps1->weaponTime)
{
if (cg_showmiss.integer & 8)
{
CG_Printf("CG_PredictionOk info: return 5 - backup time: '%d' server time: '%d'\n", ps2->weaponTime, ps1->weaponTime);
}
return 5;
}
if (ps2->groundEntityNum != ps1->groundEntityNum)
{
return 6;
}
if (ps2->speed != ps1->speed ||
ps2->delta_angles[0] != ps1->delta_angles[0] ||
ps2->delta_angles[1] != ps1->delta_angles[1] ||
ps2->delta_angles[2] != ps1->delta_angles[2])
{
return 8;
}
if (ps2->legsTimer != ps1->legsTimer ||
ps2->legsAnim != ps1->legsAnim ||
ps2->torsoTimer != ps1->torsoTimer ||
ps2->torsoAnim != ps1->torsoAnim)
{
return 9;
}
// common with item pickups
if (ps2->eventSequence != ps1->eventSequence)
{
return 11;
}
for (i = 0; i < MAX_EVENTS; i++)
{
if (ps2->events[i] != ps1->events[i] || ps2->eventParms[i] != ps1->eventParms[i])
{
return 12;
}
}
if (ps2->externalEvent != ps1->externalEvent ||
ps2->externalEventParm != ps1->externalEventParm ||
ps2->externalEventTime != ps1->externalEventTime)
{
return 13;
}
if (ps2->clientNum != ps1->clientNum)
{
return 14;
}
if (ps2->weapon != ps1->weapon || ps2->weaponstate != ps1->weaponstate)
{
return 15;
}
for (i = 0; i < 3; i++)
{
if (fabsf(ps2->viewangles[i] - ps1->viewangles[i]) > MAX_PREDICT_VIEWANGLES_DELTA)
{
return 16;
}
}
if (ps2->viewheight != ps1->viewheight)
{
return 17;
}
if (ps2->damageEvent != ps1->damageEvent || ps2->damageYaw != ps1->damageYaw || ps2->damagePitch != ps1->damagePitch || ps2->damageCount != ps1->damageCount)
{
return 18;
}
for (i = 0; i < MAX_STATS; i++)
{
if (ps2->stats[i] != ps1->stats[i])
{
if (cg_showmiss.integer & 8)
{
CG_Printf("CG_PredictionOk info: return 19 - MAX_STATS[%i] ps1: %i ps2: %i\n", i, ps1->stats[i], ps2->stats[i]);
}
return 19;
}
}
for (i = 0; i < MAX_PERSISTANT; i++)
{
if (ps2->persistant[i] != ps1->persistant[i])
{
if (cg_showmiss.integer & 8)
{
CG_Printf("CG_PredictionOk info: return 20 - MAX_PERSISTANT[%i] ps1: %i ps2: %i\n", i, ps1->persistant[i], ps2->persistant[i]);
}
return 20;
}
}
for (i = 0; i < MAX_POWERUPS; i++)
{
if (ps2->powerups[i] != ps1->powerups[i])
{
if (cg_showmiss.integer & 8)
{
CG_Printf("CG_PredictionOk info: return 21 - MAX_POWERUPS[%i] ps1: %i ps2: %i\n", i, ps1->powerups[i], ps2->powerups[i]);
}
return 21;
}
}
// TODO: use WP_NUM_WEAPONS instead ? we don't need to reach the max weapons, no ?
for (i = 0; i < MAX_WEAPONS; i++)
{
if (ps2->ammo[i] != ps1->ammo[i] || ps2->ammoclip[i] != ps1->ammoclip[i])
{
if (i < WP_NUM_WEAPONS && !(GetWeaponTableData(i)->type & WEAPON_TYPE_MELEE)) // FIXME: predict knife?
{
return 22;
}
}
}
if (ps1->viewlocked != ps2->viewlocked || ps1->viewlocked_entNum != ps2->viewlocked_entNum)
{
return 23;
}
if (ps1->onFireStart != ps2->onFireStart)
{
return 24;
}
// grenadeTimeLeft was not fully predicted
if (ps1->grenadeTimeLeft != ps2->grenadeTimeLeft)
{
if (cg_showmiss.integer & 8)
{
CG_Printf("CG_PredictionOk info: return 27 - backup time '%d' - server time: '%d'\n", ps2->grenadeTimeLeft, ps1->grenadeTimeLeft);
}
return 27;
}
return 0;
}
/**
* @var oldpmext
* @brief
* @details We need to keep pmext around for old frames, because Pmove()
* fills in some values when it does prediction. This in itself is fine,
* but the prediction loop starts in the past and predicts from the
* snapshot time up to the current time, and having things like jumpTime
* appear to be set for prediction runs where they previously weren't
* is a Bad Thing. This is my bugfix for #166.
*/
pmoveExt_t oldpmext[CMD_BACKUP];
const char *predictionStrings[] =
{
"OK",
"PM TYPE FLAGS TIME",
"origin",
"velocity",
"eFlags",
"weapon time",
"groundEntityNum",
"--", // 7
"speed || delta_angles",
"anim || timer",
"--", // 10
"eventSequence",
"events || eventParms",
"externalEvent",
"clientNum",
"weapon || weaponState",
"viewangles",
"viewheight",
"damage event ...",
"stats",
"persistant", // 20
"powerups",
"ammo",
"viewlocked",
"onFireStart",
"--",
"--",
"grenadeTimeLeft", // 27
};
/**
* @brief Generates cg.predictedPlayerState for the current cg.time
* cg.predictedPlayerState is guaranteed to be valid after exiting.
*
* @details For demo playback, this will be an interpolation between two valid
* playerState_t.
*
* For normal gameplay, it will be the result of predicted usercmd_t on
* top of the most recent playerState_t received from the server.
*
* Each new snapshot will usually have one or more new usercmd over the last,
* but we simulate all unacknowledged commands each time, not just the new ones.
* This means that on an internet connection, quite a few pmoves may be issued
* each frame.
*
* OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
* differs from the predicted one. Would require saving all intermediate
* playerState_t during prediction. (this is "dead reckoning" and would definately
* be nice to have in there
*
* We detect prediction errors and allow them to be decayed off over several frames
* to ease the jerk.
*/
void CG_PredictPlayerState(void)
{
int cmdNum, current;
playerState_t oldPlayerState;
qboolean moved;
usercmd_t oldestCmd;
usercmd_t latestCmd;
vec3_t deltaAngles;
pmoveExt_t pmext;
// unlagged - optimized prediction
int stateIndex = 0, predictCmd = 0;
int numPredicted = 0, numPlayedBack = 0; // debug code
cg.hyperspace = qfalse; // will be set if touching a trigger_teleport
// if this is the first frame we must guarantee
// predictedPlayerState is valid even if there is some
// other error condition
if (!cg.validPPS)
{
cg.validPPS = qtrue;
cg.predictedPlayerState = cg.snap->ps;
}
// demo playback just copies the moves
if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW))
{
CG_InterpolatePlayerState(qfalse);
return;
}
// non-predicting local movement will grab the latest angles
if (cg_nopredict.integer || cg.predictedPlayerState.pm_type == PM_INTERMISSION
#ifdef ALLOW_GSYNC
|| cg_synchronousClients.integer
#endif // ALLOW_GSYNC