/* =========================================================================== Copyright (C) 2023 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // DESCRIPTION: // this file generates cg.predicted_player_state 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 // // ADDITIONS: // - CG_InterpolatePlayerState() footer: Interpolate the lean angles #include "cg_local.h" static pmove_t cg_pmove; static int cg_numSolidEntities; static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; static int cg_numTriggerEntities; // static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT]; /* ==================== CG_BuildSolidList When a new cg.snap has been set, this function builds a sublist of the entities that are actually solid, to make for more efficient collision detection ==================== */ void CG_BuildSolidList(void) { int i; centity_t *cent; snapshot_t *snap; entityState_t *ent; cg_numSolidEntities = 0; cg_numTriggerEntities = 0; if (cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport) { snap = cg.nextSnap; } else { snap = cg.snap; } for (i = 0; i < snap->numEntities; i++) { cent = &cg_entities[snap->entities[i].number]; ent = ¢->currentState; if (ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER) { /* cg_triggerEntities[cg_numTriggerEntities] = cent; cg_numTriggerEntities++; */ continue; } if (cent->nextState.solid) { cg_solidEntities[cg_numSolidEntities] = cent; cg_numSolidEntities++; continue; } } } int CG_GetBrushEntitiesInBounds(int iMaxEnts, centity_t** pEntList, const vec3_t vMins, const vec3_t vMaxs) { int i; int iEntCount; clipHandle_t cmodel; vec3_t vEntMins, vEntMaxs; centity_t* cent; iEntCount = 0; for (i = 0; i < cg_numSolidEntities; i++) { cent = cg_solidEntities[i]; if (cent->currentState.solid != SOLID_BMODEL) { continue; } cmodel = cgi.CM_InlineModel(cent->currentState.modelindex); cgi.R_GetInlineModelBounds(cmodel, vEntMins, vEntMaxs); if (cent->lerpAngles[0] || cent->lerpAngles[1] || cent->lerpAngles[2]) { CalculateRotatedBounds(cent->lerpAngles, vEntMins, vEntMaxs); } VectorAdd(vEntMins, cent->lerpOrigin, vEntMins); VectorAdd(vEntMaxs, cent->lerpOrigin, vEntMaxs); if (vEntMins[0] <= vMaxs[0] && vEntMaxs[0] >= vMins[0] && vEntMins[1] <= vMaxs[1] && vEntMaxs[1] >= vMins[1] && vEntMins[2] <= vMaxs[2] && vEntMaxs[2] >= vMins[2]) { pEntList[iEntCount++] = cent; if (iEntCount >= iMaxEnts) { return iEntCount; } } } return iEntCount; } /* ==================== CG_ClipMoveToEntities ==================== */ void CG_ClipMoveToEntities( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask, trace_t *tr, qboolean cylinder ) { int i; 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 = cgi.CM_InlineModel(ent->modelindex); if (!cmodel) { continue; } } else { IntegerToBoundingBox(ent->solid, bmins, bmaxs); cmodel = cgi.CM_TempBoxModel(bmins, bmaxs, CONTENTS_BBOX); } VectorCopy(cent->lerpOrigin, origin); if (ent->eFlags & EF_LINKANGLES) { VectorCopy(cent->lerpAngles, angles); } else { VectorClear(angles); } cgi.CM_TransformedBoxTrace(&trace, start, end, mins, maxs, cmodel, mask, origin, angles, cylinder); if (trace.allsolid || trace.fraction < tr->fraction) { trace.entityNum = ent->number; *tr = trace; } else if (trace.startsolid) { tr->startsolid = qtrue; } } } void CG_ShowTrace(trace_t *trace, int passent, const char *reason) { char text[1024]; assert(reason); assert(trace); sprintf( text, "%0.2f : Pass (%d) Frac %f Hit (%d): '%s'\n", (float)cg.time / 1000.0f, passent, trace->fraction, trace->entityNum, reason ? reason : "" ); if (cg_traceinfo->integer == 3) { cgi.DebugPrintf(text); } else { cgi.DPrintf(text); } } /* ================ CG_Trace ================ */ void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask, qboolean cylinder, qboolean cliptoentities, const char *description ) { trace_t t; cgi.CM_BoxTrace(&t, start, end, mins, maxs, 0, mask, cylinder); t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; // If starting in a solid make sure the world is set as the entitynum if (t.startsolid) { t.entityNum = ENTITYNUM_WORLD; } if (cliptoentities) { // check all other solid models CG_ClipMoveToEntities(start, mins, maxs, end, skipNumber, mask, &t, cylinder); } *result = t; if (cg_traceinfo->integer) { CG_ShowTrace(result, skipNumber, description); } } /* ================ CG_PlayerTrace ================ */ void CG_PlayerTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask, qboolean cylinder, qboolean tracedeep ) { CG_Trace(result, start, mins, maxs, end, skipNumber, mask, cylinder, qtrue, "PlayerTrace"); } /* ================ CG_PointContents ================ */ int CG_PointContents(const vec3_t point, int passEntityNum) { int i; entityState_t *ent; centity_t *cent; clipHandle_t cmodel; int contents; contents = cgi.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 = cgi.CM_InlineModel(ent->modelindex); if (!cmodel) { continue; } contents |= cgi.CM_TransformedPointContents(point, cmodel, ent->origin, ent->angles); } return contents; } /* ======================== CG_InterpolatePlayerStateCamera Generates cg.predicted_player_state by interpolating between cg.snap->player_state and cg.nextFrame->player_state ======================== */ static void CG_InterpolatePlayerStateCamera(void) { float f; int i; snapshot_t *prev, *next; prev = cg.snap; next = cg.nextSnap; // // copy in the current ones if nothing else // VectorCopy(cg.predicted_player_state.camera_angles, cg.camera_angles); VectorCopy(cg.predicted_player_state.camera_origin, cg.camera_origin); cg.camera_fov = cg.predicted_player_state.fov; // if the next frame is a teleport, we can't lerp to it if (cg.nextFrameCameraCut) { return; } if (!next || next->serverTime <= prev->serverTime) { return; } f = (float)(cg.time - prev->serverTime) / (next->serverTime - prev->serverTime); // interpolate fov cg.camera_fov = prev->ps.fov + f * (next->ps.fov - prev->ps.fov); if (!(cg.snap->ps.pm_flags & PMF_CAMERA_VIEW)) { return; } for (i = 0; i < 3; i++) { cg.camera_origin[i] = prev->ps.camera_origin[i] + f * (next->ps.camera_origin[i] - prev->ps.camera_origin[i]); cg.camera_angles[i] = LerpAngle(prev->ps.camera_angles[i], next->ps.camera_angles[i], f); } } /* ======================== CG_InterpolatePlayerState Generates cg.predicted_player_state by interpolating between cg.snap->player_state and cg.nextFrame->player_state ======================== */ static void CG_InterpolatePlayerState(qboolean grabAngles) { float f; int i; playerState_t *out; snapshot_t *prev, *next; out = &cg.predicted_player_state; prev = cg.snap; next = cg.nextSnap; *out = cg.snap->ps; // interpolate the camera if necessary CG_InterpolatePlayerStateCamera(); // if we are still allowing local input, short circuit the view angles if (grabAngles) { usercmd_t cmd; int cmdNum; cmdNum = cgi.GetCurrentCmdNumber(); cgi.GetUserCmd(cmdNum, &cmd); PM_UpdateViewAngles(out, &cmd); } // if the next frame is a teleport, we can't lerp to it if (cg.nextFrameTeleport) { return; } if (!next || next->serverTime <= prev->serverTime) { return; } f = cg.frameInterpolation; 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]); } // interpolate the lean angle out->fLeanAngle = LerpAngle(prev->ps.fLeanAngle, next->ps.fLeanAngle, f); } /* ================= CG_PredictPlayerState Generates cg.predicted_player_state for the current cg.time cg.predicted_player_state is guaranteed to be valid after exiting. For demo playback, this will be an interpolation between two valid playerState_t. For normal gameplay, it will be the result of predicted usercmd_t on top of the most recent playerState_t received from the server. Each new snapshot will usually have one or more new usercmd over the last, but we simulate all unacknowledged commands each time, not just the new ones. This means that on an internet connection, quite a few pmoves may be issued each frame. OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t differs from the predicted one. Would require saving all intermediate playerState_t during prediction. We detect prediction errors and allow them to be decayed off over several frames to ease the jerk. ================= */ void CG_PredictPlayerState(void) { int cmdNum, current; playerState_t oldPlayerState; qboolean moved; usercmd_t latestCmd; cg.hyperspace = qfalse; // will be set if touching a trigger_teleport // if this is the first frame we must guarantee // predicted_player_state is valid even if there is some // other error condition if (!cg.validPPS) { cg.validPPS = qtrue; cg.predicted_player_state = cg.snap->ps; } // demo playback just copies the moves if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_NO_PREDICTION) || (cg.snap->ps.pm_flags & PMF_FROZEN)) { CG_InterpolatePlayerState(qfalse); return; } // non-predicting local movement will grab the latest angles // FIXME // Noclip is jittery for some reason, so I'm disabling prediction while // noclipping if (cg_nopredict->integer || cg_synchronousClients->integer || (cg.snap->ps.pm_type == PM_NOCLIP)) { CG_InterpolatePlayerState(qtrue); return; } // prepare for pmove cg_pmove.ps = &cg.predicted_player_state; cg_pmove.trace = CG_PlayerTrace; cg_pmove.pointcontents = CG_PointContents; if (cg_pmove.ps->pm_type == PM_DEAD) { cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else { cg_pmove.tracemask = MASK_PLAYERSOLID; } cg_pmove.noFootsteps = (cgs.dmflags & DF_NO_FOOTSTEPS) > 0; if (cg_protocol >= PROTOCOL_MOHTA_MIN) { // Leaning while moving is allowed in mohta and mohtt only with a specific dm flag bit set cg_pmove.alwaysAllowLean = (cgs.dmflags & DF_ALLOW_LEAN_MOVEMENT) ? qtrue : qfalse; cg_pmove.leanMax = 45.f; cg_pmove.leanAdd = 6.f; cg_pmove.leanRecoverSpeed = 8.5f; cg_pmove.leanSpeed = 2.f; } else { cg_pmove.alwaysAllowLean = qtrue; cg_pmove.leanMax = 40.f; cg_pmove.leanAdd = 10.f; cg_pmove.leanRecoverSpeed = 15.f; cg_pmove.leanSpeed = 4.f; } cg_pmove.protocol = cg_protocol; // save the state before the pmove so we can detect transitions oldPlayerState = cg.predicted_player_state; current = cgi.GetCurrentCmdNumber(); // get the latest command so we can know which commands are from previous // map_restarts cgi.GetUserCmd(current, &latestCmd); // get the most recent information we have, even if // the server time is beyond our current cg.time, // because predicted player positions are going to // be ahead of everything else anyway if (cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport) { cg.predicted_player_state = cg.nextSnap->ps; cg.physicsTime = cg.nextSnap->serverTime; } else { cg.predicted_player_state = cg.snap->ps; cg.physicsTime = cg.snap->serverTime; } if (pmove_msec->integer >= 8) { if (pmove_msec->integer > 33) { cgi.Cvar_Set("pmove_msec", "33"); } } else { cgi.Cvar_Set("pmove_msec", "8"); } cg_pmove.pmove_fixed = pmove_fixed->integer; cg_pmove.pmove_msec = pmove_msec->integer; // run cmds moved = qfalse; for (cmdNum = current - CMD_BACKUP + 1; cmdNum <= current; cmdNum++) { // get the command cgi.GetUserCmd(cmdNum, &cg_pmove.cmd); if (cg_pmove.pmove_fixed) { PM_UpdateViewAngles(cg_pmove.ps, &cg_pmove.cmd); } // don't do anything if the time is before the snapshot player time if (cg_pmove.cmd.serverTime <= cg.predicted_player_state.commandTime) { continue; } // don't do anything if the command was from a previous map_restart if (cg_pmove.cmd.serverTime > latestCmd.serverTime) { continue; } // check for a prediction error from last frame // on a lan, this will often be the exact value // from the snapshot, but on a wan we will have // to predict several commands to get to the point // we want to compare if (cg.predicted_player_state.commandTime == oldPlayerState.commandTime) { if (cg.thisFrameTeleport) { // a teleport will not cause an error decay VectorClear(cg.predictedError); cg.thisFrameTeleport = qfalse; if (cg_showmiss->integer) { cgi.Printf("PredictionTeleport\n"); } } } // if our feet are falling, don't try to move if (cg_pmove.ps->feetfalling && (cg_pmove.waterlevel < 2)) { cg_pmove.cmd.forwardmove = 0; cg_pmove.cmd.rightmove = 0; } if (cg_pmove.pmove_fixed) { cg_pmove.cmd.serverTime = pmove_msec->integer * ((cg_pmove.cmd.serverTime + pmove_msec->integer - 1) / pmove_msec->integer); } Pmove(&cg_pmove); moved = qtrue; // add push trigger movement effects // CG_TouchTriggerPrediction(); } if (cg_showmiss->integer > 1) { cgi.Printf("[%i : %i] ", cg_pmove.cmd.serverTime, cg.time); } // interpolate the camera if necessary CG_InterpolatePlayerStateCamera(); // Interpolate the player position if (cg.predicted_player_state.groundEntityNum != ENTITYNUM_WORLD) { centity_t *cent; vec3_t offset; cent = &cg_entities[cg.predicted_player_state.groundEntityNum]; if (cent->interpolate) { float f; f = cg.frameInterpolation - 1.0; offset[0] = (cent->nextState.origin[0] - cg_entities[cg.predicted_player_state.groundEntityNum].currentState.origin[0]) * f; offset[1] = (cent->nextState.origin[1] - cg_entities[cg.predicted_player_state.groundEntityNum].currentState.origin[1]) * f; offset[2] = (cent->nextState.origin[2] - cg_entities[cg.predicted_player_state.groundEntityNum].currentState.origin[2]) * f; cg.predicted_player_state.origin[0] += offset[0]; cg.predicted_player_state.origin[1] += offset[1]; cg.predicted_player_state.origin[2] += offset[2]; } } // adjust for the movement of the groundentity if (!moved) { if (cg_showmiss->integer) { cgi.Printf("not moved\n"); } return; } // fire events and other transition triggered things CG_TransitionPlayerState(&cg.predicted_player_state, &oldPlayerState); }