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Xash3DArchive/engine/client/cl_pmove.c

1319 lines
35 KiB
C

/*
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"
void CL_ClearPhysEnts( void )
{
clgame.pmove->numtouch = 0;
clgame.pmove->numvisent = 0;
clgame.pmove->nummoveent = 0;
clgame.pmove->numphysent = 0;
}
/*
=============
CL_PushPMStates
=============
*/
void CL_PushPMStates( void )
{
if( clgame.pushed )
{
MsgDev( D_ERROR, "PushPMStates called with pushed stack\n");
}
else
{
clgame.oldphyscount = clgame.pmove->numphysent;
clgame.oldviscount = clgame.pmove->numvisent;
clgame.pushed = true;
}
}
/*
=============
CL_PopPMStates
=============
*/
void CL_PopPMStates( void )
{
if( clgame.pushed )
{
clgame.pmove->numphysent = clgame.oldphyscount;
clgame.pmove->numvisent = clgame.oldviscount;
clgame.pushed = false;
}
else
{
MsgDev( D_ERROR, "PopPMStates called without stack\n");
}
}
/*
=============
CL_ComputePlayerOrigin
FIXME: implement
=============
*/
void CL_ComputePlayerOrigin( cl_entity_t *clent )
{
}
/*
=============
CL_SetUpPlayerPrediction
=============
*/
void CL_SetUpPlayerPrediction( int dopred, int bIncludeLocalClient )
{
entity_state_t *state;
predicted_player_t *player;
cl_entity_t *clent;
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;
clent = CL_GetEntityByIndex( i + 1 );
// special for EF_NODRAW and local client?
if(( state->effects & EF_NODRAW ) && !bIncludeLocalClient )
{
// don't include local player?
if( cl.playernum == i )
continue;
player->active = true;
player->movetype = state->movetype;
player->solid = state->solid;
player->usehull = state->usehull;
CL_ComputePlayerOrigin( clent );
VectorCopy( clent->origin, player->origin );
VectorCopy( clent->angles, player->angles );
}
else
{
player->active = true;
player->movetype = state->movetype;
player->solid = state->solid;
player->usehull = state->usehull;
// don't rewrite origin and angles of local client
if( cl.playernum == i )
continue;
VectorCopy( state->origin, player->origin );
VectorCopy( state->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;
}
}
qboolean CL_CopyEntityToPhysEnt( physent_t *pe, cl_entity_t *ent )
{
model_t *mod = Mod_Handle( ent->curstate.modelindex );
if( !mod ) return false;
pe->player = false;
if( ent->player )
{
// client or bot
Q_strncpy( pe->name, "player", sizeof( pe->name ));
pe->player = (int)(ent - clgame.entities);
}
else
{
// otherwise copy the modelname
Q_strncpy( pe->name, mod->name, sizeof( pe->name ));
}
pe->model = pe->studiomodel = NULL;
switch( ent->curstate.solid )
{
case SOLID_NOT:
case SOLID_BSP:
pe->model = mod;
VectorClear( pe->mins );
VectorClear( pe->maxs );
break;
case SOLID_BBOX:
if( mod && mod->type == mod_studio && mod->flags & STUDIO_TRACE_HITBOX )
pe->studiomodel = mod;
VectorCopy( ent->curstate.mins, pe->mins );
VectorCopy( ent->curstate.maxs, pe->maxs );
break;
case SOLID_CUSTOM:
pe->model = (mod->type == mod_brush) ? mod : NULL;
pe->studiomodel = (mod->type == mod_studio) ? mod : NULL;
VectorCopy( ent->curstate.mins, pe->mins );
VectorCopy( ent->curstate.maxs, pe->maxs );
break;
default:
pe->studiomodel = (mod->type == mod_studio) ? mod : NULL;
VectorCopy( ent->curstate.mins, pe->mins );
VectorCopy( ent->curstate.maxs, pe->maxs );
break;
}
pe->info = (int)(ent - clgame.entities);
VectorCopy( ent->curstate.origin, pe->origin );
VectorCopy( ent->curstate.angles, pe->angles );
pe->solid = ent->curstate.solid;
pe->rendermode = ent->curstate.rendermode;
pe->skin = ent->curstate.skin;
pe->frame = ent->curstate.frame;
pe->sequence = ent->curstate.sequence;
Q_memcpy( &pe->controller[0], &ent->curstate.controller[0], 4 * sizeof( byte ));
Q_memcpy( &pe->blending[0], &ent->curstate.blending[0], 2 * sizeof( byte ));
pe->movetype = ent->curstate.movetype;
pe->takedamage = ( pe->player ) ? DAMAGE_AIM : DAMAGE_YES;
pe->team = ent->curstate.team;
pe->classnumber = ent->curstate.playerclass;
pe->blooddecal = 0; // unused in GoldSrc
// for mods
pe->iuser1 = ent->curstate.iuser1;
pe->iuser2 = ent->curstate.iuser2;
pe->iuser3 = ent->curstate.iuser3;
pe->iuser4 = ent->curstate.iuser4;
pe->fuser1 = ent->curstate.fuser1;
pe->fuser2 = ent->curstate.fuser2;
pe->fuser3 = ent->curstate.fuser3;
pe->fuser4 = ent->curstate.fuser4;
VectorCopy( ent->curstate.vuser1, pe->vuser1 );
VectorCopy( ent->curstate.vuser2, pe->vuser2 );
VectorCopy( ent->curstate.vuser3, pe->vuser3 );
VectorCopy( ent->curstate.vuser4, pe->vuser4 );
return true;
}
/*
====================
CL_AddLinksToPmove
collect solid entities
====================
*/
void CL_AddLinksToPmove( void )
{
cl_entity_t *check;
physent_t *pe;
int i, solid, idx;
for( i = 0; i < cl.frame.num_entities; i++ )
{
idx = cls.packet_entities[(cl.frame.first_entity + i) % cls.num_client_entities].number;
check = CL_GetEntityByIndex( idx );
// don't add the world and clients here
if( !check || check == &clgame.entities[0] )
continue;
if( check->curstate.solid == SOLID_TRIGGER )
continue;
if(( check->curstate.owner > 0 ) && cl.playernum == ( check->curstate.owner - 1 ))
continue;
// players will be added later
if( check->player ) continue;
// can't collide with zeroed hull
if( VectorIsNull( check->curstate.mins ) && VectorIsNull( check->curstate.maxs ))
continue;
solid = check->curstate.solid;
if( solid == SOLID_NOT && ( check->curstate.skin == CONTENTS_NONE || check->curstate.modelindex == 0 ))
continue;
if( clgame.pmove->numvisent < MAX_PHYSENTS )
{
pe = &clgame.pmove->visents[clgame.pmove->numvisent];
if( CL_CopyEntityToPhysEnt( pe, check ))
clgame.pmove->numvisent++;
}
if( solid == SOLID_BSP || solid == SOLID_BBOX || solid == SOLID_SLIDEBOX || solid == SOLID_CUSTOM )
{
// reserve slots for all the clients
if( clgame.pmove->numphysent < ( MAX_PHYSENTS - cl.maxclients ))
{
pe = &clgame.pmove->physents[clgame.pmove->numphysent];
if( CL_CopyEntityToPhysEnt( pe, check ))
clgame.pmove->numphysent++;
}
}
else if( solid == SOLID_NOT && check->curstate.skin != CONTENTS_NONE )
{
if( clgame.pmove->nummoveent < MAX_MOVEENTS )
{
pe = &clgame.pmove->moveents[clgame.pmove->nummoveent];
if( CL_CopyEntityToPhysEnt( pe, check ))
clgame.pmove->nummoveent++;
}
}
}
}
/*
===============
CL_SetSolid
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 CL_SetSolidPlayers( int playernum )
{
entity_state_t *state;
cl_entity_t *ent;
physent_t *pe;
int i;
if( !cl_solid_players->integer )
return;
for( i = 0; i < cl.maxclients; i++ )
{
// the player object never gets added
if( i == playernum ) continue;
ent = CL_GetEntityByIndex( i + 1 );
if( !ent || !ent->player )
continue; // not present this frame
state = cl.frames[cl.parsecountmod].playerstate + i;
if( state->effects & EF_NODRAW )
continue; // skip invisible
if( !state->solid )
continue; // not solid
pe = &clgame.pmove->physents[clgame.pmove->numphysent];
if( CL_CopyEntityToPhysEnt( pe, ent ))
clgame.pmove->numphysent++;
}
}
/*
=============
CL_TruePointContents
=============
*/
int CL_TruePointContents( const vec3_t p )
{
int i, contents;
int oldhull;
hull_t *hull;
vec3_t test, offset;
physent_t *pe;
// sanity check
if( !p ) return CONTENTS_NONE;
oldhull = clgame.pmove->usehull;
// get base contents from world
contents = PM_HullPointContents( &cl.worldmodel->hulls[0], 0, p );
for( i = 0; i < clgame.pmove->nummoveent; i++ )
{
pe = &clgame.pmove->moveents[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( p, offset, test );
if( (pe->model->flags & MODEL_HAS_ORIGIN) && !VectorIsNull( pe->angles ))
{
matrix4x4 matrix;
Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
Matrix4x4_VectorITransform( matrix, p, test );
}
// test hull for intersection with this model
if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
continue;
// compare contents ranking
if( RankForContents( pe->skin ) > RankForContents( contents ))
contents = pe->skin; // new content has more priority
}
return contents;
}
/*
=============
CL_WaterEntity
=============
*/
int 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->nummoveent; i++ )
{
pe = &clgame.pmove->moveents[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( (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_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 );
}
static void pfnParticle( float *origin, int color, float life, int zpos, int zvel )
{
particle_t *p;
if( !origin )
{
MsgDev( D_ERROR, "CL_StartParticle: NULL origin. Ignored\n" );
return;
}
p = CL_AllocParticle( NULL );
if( !p ) return;
p->die += life;
p->color = color;
p->type = pt_static;
VectorCopy( origin, p->org );
VectorSet( p->vel, 0.0f, 0.0f, ( zpos * zvel ));
}
static int pfnTestPlayerPosition( float *pos, pmtrace_t *ptrace )
{
return PM_TestPlayerPosition( clgame.pmove, pos, ptrace, NULL );
}
static void pfnStuckTouch( int hitent, pmtrace_t *tr )
{
int i;
for( i = 0; i < clgame.pmove->numtouch; i++ )
{
if( clgame.pmove->touchindex[i].ent == hitent )
return;
}
if( clgame.pmove->numtouch >= MAX_PHYSENTS )
{
MsgDev( D_ERROR, "PM_StuckTouch: MAX_TOUCHENTS limit exceeded\n" );
return;
}
VectorCopy( clgame.pmove->velocity, tr->deltavelocity );
tr->ent = hitent;
clgame.pmove->touchindex[clgame.pmove->numtouch++] = *tr;
}
static int pfnPointContents( float *p, int *truecontents )
{
int cont, truecont;
truecont = cont = CL_TruePointContents( p );
if( truecontents ) *truecontents = truecont;
if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN )
cont = CONTENTS_WATER;
return cont;
}
static int pfnTruePointContents( float *p )
{
return CL_TruePointContents( p );
}
static int pfnHullPointContents( struct hull_s *hull, int num, float *p )
{
return PM_HullPointContents( hull, num, p );
}
static pmtrace_t 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 pmtrace_t *pfnTraceLine( float *start, float *end, int flags, int usehull, int ignore_pe )
{
static pmtrace_t tr;
int old_usehull;
old_usehull = clgame.pmove->usehull;
clgame.pmove->usehull = usehull;
switch( flags )
{
case PM_TRACELINE_PHYSENTSONLY:
tr = PM_PlayerTraceExt( clgame.pmove, start, end, 0, clgame.pmove->numphysent, clgame.pmove->physents, ignore_pe, NULL );
break;
case PM_TRACELINE_ANYVISIBLE:
tr = PM_PlayerTraceExt( clgame.pmove, start, end, 0, clgame.pmove->numvisent, clgame.pmove->visents, ignore_pe, NULL );
break;
}
clgame.pmove->usehull = old_usehull;
return &tr;
}
static hull_t *pfnHullForBsp( physent_t *pe, float *offset )
{
return PM_HullForBsp( pe, clgame.pmove, offset );
}
static float pfnTraceModel( physent_t *pe, float *start, float *end, trace_t *trace )
{
int old_usehull;
vec3_t start_l, end_l;
vec3_t offset, temp;
qboolean rotated;
matrix4x4 matrix;
hull_t *hull;
old_usehull = clgame.pmove->usehull;
clgame.pmove->usehull = 2;
hull = PM_HullForBsp( pe, clgame.pmove, offset );
clgame.pmove->usehull = old_usehull;
if( pe->solid == SOLID_BSP && !VectorIsNull( pe->angles ))
rotated = true;
else rotated = false;
if( rotated )
{
Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
Matrix4x4_VectorITransform( matrix, start, start_l );
Matrix4x4_VectorITransform( matrix, end, end_l );
}
else
{
VectorSubtract( start, offset, start_l );
VectorSubtract( end, offset, end_l );
}
SV_RecursiveHullCheck( hull, hull->firstclipnode, 0, 1, start_l, end_l, trace );
trace->ent = NULL;
if( rotated )
{
VectorCopy( trace->plane.normal, temp );
Matrix4x4_TransformPositivePlane( matrix, temp, trace->plane.dist, trace->plane.normal, &trace->plane.dist );
}
VectorLerp( start, trace->fraction, end, trace->endpos );
return trace->fraction;
}
static const char *pfnTraceTexture( int ground, float *vstart, float *vend )
{
physent_t *pe;
if( ground < 0 || ground >= clgame.pmove->numphysent )
return NULL; // bad ground
pe = &clgame.pmove->physents[ground];
return PM_TraceTexture( pe, vstart, vend );
}
static void 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 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_entity_t *ent;
ent = CL_GetEntityByIndex( clientindex + 1 );
if( ent == NULL ) return;
CL_PlaybackEvent( flags, (edict_t *)ent, eventindex,
delay, origin, angles,
fparam1, fparam2,
iparam1, iparam2,
bparam1, bparam2 );
}
static pmtrace_t 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 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 )
{
static pmtrace_t tr;
int old_usehull;
old_usehull = clgame.pmove->usehull;
clgame.pmove->usehull = usehull;
switch( flags )
{
case PM_TRACELINE_PHYSENTSONLY:
tr = PM_PlayerTraceExt( clgame.pmove, start, end, 0, clgame.pmove->numphysent, clgame.pmove->physents, -1, pmFilter );
break;
case PM_TRACELINE_ANYVISIBLE:
tr = PM_PlayerTraceExt( clgame.pmove, start, end, 0, clgame.pmove->numvisent, clgame.pmove->visents, -1, pmFilter );
break;
}
clgame.pmove->usehull = old_usehull;
return &tr;
}
static struct msurface_s *pfnTraceSurface( int ground, float *vstart, float *vend )
{
physent_t *pe;
if( ground < 0 || ground >= clgame.pmove->numphysent )
return NULL; // bad ground
pe = &clgame.pmove->physents[ground];
return PM_TraceSurface( pe, vstart, vend );
}
/*
===============
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;
Mod_SetupHulls( clgame.player_mins, clgame.player_maxs );
// enumerate client hulls
for( i = 0; i < MAX_MAP_HULLS; i++ )
{
if( clgame.dllFuncs.pfnGetHullBounds( i, clgame.player_mins[i], clgame.player_maxs[i] ))
MsgDev( D_NOTE, "CL: hull%i, player_mins: %g %g %g, player_maxs: %g %g %g\n", i,
clgame.player_mins[i][0], clgame.player_mins[i][1], clgame.player_mins[i][2],
clgame.player_maxs[i][0], clgame.player_maxs[i][1], clgame.player_maxs[i][2] );
}
Q_memcpy( clgame.pmove->player_mins, clgame.player_mins, sizeof( clgame.player_mins ));
Q_memcpy( clgame.pmove->player_maxs, clgame.player_maxs, sizeof( clgame.player_maxs ));
// common utilities
clgame.pmove->PM_Info_ValueForKey = Info_ValueForKey;
clgame.pmove->PM_Particle = pfnParticle;
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 = pfnPointContents;
clgame.pmove->PM_TruePointContents = pfnTruePointContents;
clgame.pmove->PM_HullPointContents = pfnHullPointContents;
clgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
clgame.pmove->PM_TraceLine = pfnTraceLine;
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 = pfnTraceTexture;
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_SetSolidEntities( void )
{
// world not initialized
if( !clgame.entities )
return;
// setup physents
clgame.pmove->numvisent = 0;
clgame.pmove->numphysent = 0;
clgame.pmove->nummoveent = 0;
CL_CopyEntityToPhysEnt( &clgame.pmove->physents[0], &clgame.entities[0] );
clgame.pmove->visents[0] = clgame.pmove->physents[0];
clgame.pmove->numphysent = 1; // always have world
clgame.pmove->numvisent = 1;
if( cls.state == ca_active && cl.frame.valid )
{
CL_AddLinksToPmove();
}
}
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) ? true : false;
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->flSwimTime = cd->flSwimTime;
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 = (cd->health <= 0.0f ) ? true : false;
pmove->deadflag = cd->deadflag;
pmove->spectator = (ps->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; // setup current cmds
Q_strncpy( pmove->physinfo, cd->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->oldbuttons;
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;
local_state_t temp;
usercmd_t split;
Q_memset( &temp, 0, sizeof( temp ));
while( u->msec > 50 )
{
split = *u;
split.msec /= 2;
CL_RunUsercmd( from, &temp, &split, runfuncs, time, random_seed );
from = &temp;
u = &split;
}
cmd = *u; // deal with local copy
*to = *from;
// 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 );
cl.predicted.lastground = clgame.pmove->onground;
if( cl.predicted.lastground > 0 && cl.predicted.lastground < clgame.pmove->numphysent )
cl.predicted.lastground = clgame.pmove->physents[cl.predicted.lastground].info;
clgame.dllFuncs.pfnPostRunCmd( from, to, &cmd, runfuncs, *time, random_seed );
*time += (double)cmd.msec / 1000.0;
}
/*
===================
CL_CheckPredictionError
===================
*/
void CL_CheckPredictionError( void )
{
int frame;
vec3_t delta;
float len, maxspd;
if( !CL_IsPredicted( )) return;
// calculate the last usercmd_t we sent that the server has processed
frame = ( cls.netchan.incoming_acknowledged ) & CL_UPDATE_MASK;
// compare what the server returned with what we had predicted it to be
VectorSubtract( cl.frame.playerstate[cl.playernum].origin, cl.predicted.origins[frame], delta );
maxspd = ( clgame.movevars.maxvelocity * host.frametime );
len = VectorLength( delta );
// save the prediction error for interpolation
// if(( cl.frame.client.flags & EF_NOINTERP ) || len > maxspd )
if( len > 64.0f )
{
// a teleport or something or gamepaused
VectorClear( cl.predicted.error );
}
else
{
if( cl_showerror->value && len > 0.5f )
MsgDev( D_ERROR, "prediction error on %i: %g\n", cl.parsecount, len );
VectorCopy( cl.frame.playerstate[cl.playernum].origin, cl.predicted.origins[frame] );
// save for error interpolation
VectorCopy( delta, cl.predicted.error );
if(( len > 0.25f ) && ( cl.maxclients > 1 ))
cl.predicted.correction_time = cl_smoothtime->value;
}
}
/*
===========
CL_PostRunCmd
used while predicting is off but local weapons is on
===========
*/
void CL_PostRunCmd( usercmd_t *ucmd, int random_seed )
{
local_state_t from, to;
Q_memset( &from, 0, sizeof( local_state_t ));
Q_memset( &to, 0, sizeof( local_state_t ));
Q_memcpy( from.weapondata, cl.frame.weapondata, sizeof( from.weapondata ));
from.playerstate = cl.frame.playerstate[cl.playernum];
from.client = cl.frame.client;
to = from;
clgame.dllFuncs.pfnPostRunCmd( &from, &to, ucmd, true, cl.time, random_seed );
}
/*
=================
CL_FakeUsercmd
Runs client weapons prediction code
=================
*/
void CL_FakeUsercmd( local_state_t *from, local_state_t *to, usercmd_t *u, qboolean runfuncs, double *pfElapsed, unsigned int random_seed )
{
usercmd_t cmd;
local_state_t temp;
usercmd_t split;
while( u->msec > 50 )
{
split = *u;
split.msec /= 2;
CL_FakeUsercmd( from, &temp, &split, runfuncs, pfElapsed, random_seed );
from = &temp;
u = &split;
}
cmd = *u;
*to = *from;
clgame.dllFuncs.pfnPostRunCmd( from, to, &cmd, runfuncs, *pfElapsed, random_seed );
*pfElapsed += cmd.msec / 1000.0;
}
/*
=================
CL_PredictMovement
Sets cl.predicted_origin and cl.predicted_angles
=================
*/
void CL_PredictMovement( void )
{
double time;
usercmd_t *ucmd;
int frame = 1;
qboolean runfuncs = false;
int ack, outgoing_command;
int current_command;
int current_command_mod;
local_state_t *from = NULL, *to = NULL;
if( cls.state != ca_active ) return;
if( cls.demoplayback && cl.refdef.cmd != NULL )
{
// restore viewangles from cmd.angles
VectorCopy( cl.refdef.cmd->viewangles, cl.refdef.cl_viewangles );
}
if( !CL_IsInGame( )) return;
CL_SetUpPlayerPrediction( false, false );
// unpredicted pure angled values converted into axis
AngleVectors( cl.refdef.cl_viewangles, cl.refdef.forward, cl.refdef.right, cl.refdef.up );
ASSERT( cl.refdef.cmd != NULL );
if( !CL_IsPredicted( ))
{
// fake prediction code
// we need to perform cl_lw prediction while cl_predict is disabled
// because cl_lw is enabled by default in Half-Life
if( !cl_lw->integer )
{
cl.predicted.viewmodel = cl.frame.client.viewmodel;
return;
}
ack = cls.netchan.incoming_acknowledged;
outgoing_command = cls.netchan.outgoing_sequence;
from = &cl.predict[cl.parsecountmod];
from->playerstate = cl.frame.playerstate[cl.playernum];
from->client = cl.frame.client;
Q_memcpy( from->weapondata, cl.frame.weapondata, sizeof( from->weapondata ));
time = cl.frame.time;
while( 1 )
{
// we've run too far forward
if( frame >= ( CL_UPDATE_BACKUP - 1 ))
break;
// Incoming_acknowledged is the last usercmd the server acknowledged having acted upon
current_command = ack + frame;
current_command_mod = current_command & CL_UPDATE_MASK;
// we've caught up to the current command.
if( current_command >= outgoing_command )
break;
to = &cl.predict[( cl.parsecountmod + frame ) & CL_UPDATE_MASK];
CL_FakeUsercmd( from, to, &cl.commands[current_command_mod].cmd,
!cl.commands[current_command_mod].processedfuncs,
&time, cls.netchan.incoming_acknowledged + frame );
cl.commands[current_command_mod].processedfuncs = true;
from = to;
frame++;
}
if( to )
cl.predicted.viewmodel = to->client.viewmodel;
return;
}
ack = cls.netchan.incoming_acknowledged;
outgoing_command = cls.netchan.outgoing_sequence;
from = &cl.predict[cl.parsecountmod];
Q_memcpy( from->weapondata, cl.frame.weapondata, sizeof( from->weapondata ));
from->playerstate = cl.frame.playerstate[cl.playernum];
from->client = cl.frame.client;
time = cl.frame.time;
CL_SetSolidEntities();
CL_SetSolidPlayers( cl.playernum );
while( 1 )
{
// we've run too far forward
if( frame >= CL_UPDATE_MASK )
break;
// Incoming_acknowledged is the last usercmd the server acknowledged having acted upon
current_command = ack + frame;
current_command_mod = current_command & CL_UPDATE_MASK;
// we've caught up to the current command.
if( current_command >= outgoing_command )
break;
to = &cl.predict[( cl.parsecountmod + frame ) & CL_UPDATE_MASK];
runfuncs = !cl.commands[current_command_mod].processedfuncs;
ucmd = &cl.commands[current_command_mod].cmd;
CL_RunUsercmd( from, to, ucmd, runfuncs, &time, cls.netchan.incoming_acknowledged + frame );
cl.commands[current_command_mod].processedfuncs = true;
// save for debug checking
VectorCopy( to->playerstate.origin, cl.predicted.origins[current_command_mod] );
from = to;
frame++;
}
if( to )
{
float t0 = cl.commands[( cl.parsecountmod + frame - 1) & CL_UPDATE_MASK].senttime;
float t1 = cl.commands[( cl.parsecountmod + frame ) & CL_UPDATE_MASK].senttime;
float t;
if( t0 == t1 )
{
t = 0.0f;
}
else
{
t = (host.realtime - t0) / (t1 - t0);
t = bound( 0.0f, t, 1.0f );
}
// was teleported
if( fabs( to->playerstate.origin[0] - from->playerstate.origin[0] ) > 128.0f ||
fabs( to->playerstate.origin[1] - from->playerstate.origin[1] ) > 128.0f ||
fabs( to->playerstate.origin[2] - from->playerstate.origin[2] ) > 128.0f )
{
VectorCopy( to->playerstate.origin, cl.predicted.origin );
VectorCopy( to->client.velocity, cl.predicted.velocity );
VectorCopy( to->client.punchangle, cl.predicted.punchangle );
VectorCopy( to->client.view_ofs, cl.predicted.viewofs );
}
else
{
vec3_t delta_origin, delta_punch, delta_vel;
VectorSubtract( to->playerstate.origin, from->playerstate.origin, delta_origin );
VectorSubtract( to->client.velocity, from->client.velocity, delta_vel );
VectorSubtract( to->client.punchangle, from->client.punchangle, delta_punch );
VectorMA( from->playerstate.origin, t, delta_origin, cl.predicted.origin );
VectorMA( from->client.velocity, t, delta_vel, cl.predicted.velocity );
VectorMA( from->client.punchangle, t, delta_punch, cl.predicted.punchangle );
if( from->playerstate.usehull == to->playerstate.usehull )
{
vec3_t delta_viewofs;
VectorSubtract( to->client.view_ofs, from->client.view_ofs, delta_viewofs );
VectorMA( from->client.view_ofs, t, delta_viewofs, cl.predicted.viewofs );
}
}
cl.predicted.waterlevel = to->client.waterlevel;
cl.predicted.viewmodel = to->client.viewmodel;
cl.predicted.usehull = to->playerstate.usehull;
if( to->client.flags & FL_ONGROUND )
{
cl_entity_t *ent = CL_GetEntityByIndex( cl.predicted.lastground );
cl.predicted.onground = cl.predicted.lastground;
cl.predicted.moving = 0;
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 )
{
cl.predicted.correction_time = 0;
cl.predicted.moving = 1;
}
}
}
else
{
cl.predicted.onground = -1;
cl.predicted.moving = 0;
}
if ( cl.predicted.correction_time > 0.0 && !cl_nosmooth->value && cl_smoothtime->value )
{
float d;
int i;
cl.predicted.correction_time = cl.predicted.correction_time - host.frametime;
if( cl_smoothtime->value <= 0 )
Cvar_SetFloat( "cl_smoothtime", 0.1 );
if( cl.predicted.correction_time < 0 )
cl.predicted.correction_time = 0;
if( cl_smoothtime->value <= cl.predicted.correction_time )
cl.predicted.correction_time = cl_smoothtime->value;
d = cl.predicted.correction_time / cl_smoothtime->value;
for( i = 0; i < 3; i++ )
{
cl.predicted.origin[i] = cl.predicted.lastorigin[i] + ( cl.predicted.origin[i] - cl.predicted.lastorigin[i] ) * (1.0 - d);
}
}
VectorCopy( cl.predicted.origin, cl.predicted.lastorigin );
CL_SetIdealPitch();
}
CL_CheckPredictionError();
}