/* =========================================================================== Copyright (C) 2006 Neil Toronto. This file is part of the Unlagged source code. Unlagged 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. Unlagged 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 Unlagged source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ //#include "cg_local.h" #include "cg_local.h" // we'll need these prototypes void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ); void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); // and this as well //Must be in sync with g_weapon.c #define MACHINEGUN_SPREAD 200 #define CHAINGUN_SPREAD 600 /* ======================= CG_PredictWeaponEffects Draws predicted effects for the railgun, shotgun, and machinegun. The lightning gun is done in CG_LightningBolt, since it was just a matter of setting the right origin and angles. ======================= */ void CG_PredictWeaponEffects( centity_t *cent ) { vec3_t muzzlePoint, forward, right, up; entityState_t *ent = ¢->currentState; // if the client isn't us, forget it if ( cent->currentState.number != cg.predictedPlayerState.clientNum ) { return; } // if it's not switched on server-side, forget it if ( !cgs.delagHitscan ) { return; } // get the muzzle point VectorCopy( cg.predictedPlayerState.origin, muzzlePoint ); muzzlePoint[2] += cg.predictedPlayerState.viewheight; // get forward, right, and up AngleVectors( cg.predictedPlayerState.viewangles, forward, right, up ); VectorMA( muzzlePoint, 14, forward, muzzlePoint ); // was it a rail attack? if ( ent->weapon == WP_RAILGUN ) { // do we have it on for the rail gun? if ( cg_delag.integer & 1 || cg_delag.integer & 16 ) { trace_t trace; vec3_t endPoint; // trace forward VectorMA( muzzlePoint, 8192, forward, endPoint ); // THIS IS FOR DEBUGGING! // you definitely *will* want something like this to test the backward reconciliation // to make sure it's working *exactly* right /*if ( cg_debugDelag.integer ) { * Sago: There are some problems with some unlagged code. People will just have to trust it // trace forward CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, cent->currentState.number, CONTENTS_BODY|CONTENTS_SOLID ); // did we hit another player? if ( trace.fraction < 1.0f && (trace.contents & CONTENTS_BODY) ) { // if we have two snapshots (we're interpolating) if ( cg.nextSnap ) { centity_t *c = &cg_entities[trace.entityNum]; vec3_t origin1, origin2; // figure the two origins used for interpolation BG_EvaluateTrajectory( &c->currentState.pos, cg.snap->serverTime, origin1 ); BG_EvaluateTrajectory( &c->nextState.pos, cg.nextSnap->serverTime, origin2 ); // print some debugging stuff exactly like what the server does // it starts with "Int:" to let you know the target was interpolated CG_Printf("^3Int: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n", cg.oldTime, cg.snap->serverTime, cg.nextSnap->serverTime, c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]); CG_Printf("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n", cg.frameInterpolation, origin1[0], origin1[1], origin1[2], origin2[0], origin2[1], origin2[2]); } else { // we haven't got a next snapshot // the client clock has either drifted ahead (seems to happen once per server frame // when you play locally) or the client is using timenudge // in any case, CG_CalcEntityLerpPositions extrapolated rather than interpolated centity_t *c = &cg_entities[trace.entityNum]; vec3_t origin1, origin2; c->currentState.pos.trTime = TR_LINEAR_STOP; c->currentState.pos.trTime = cg.snap->serverTime; c->currentState.pos.trDuration = 1000 / sv_fps.integer; BG_EvaluateTrajectory( &c->currentState.pos, cg.snap->serverTime, origin1 ); BG_EvaluateTrajectory( &c->currentState.pos, cg.snap->serverTime + 1000 / sv_fps.integer, origin2 ); // print some debugging stuff exactly like what the server does // it starts with "Ext:" to let you know the target was extrapolated CG_Printf("^3Ext: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n", cg.oldTime, cg.snap->serverTime, cg.snap->serverTime, c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]); CG_Printf("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n", cg.frameInterpolation, origin1[0], origin1[1], origin1[2], origin2[0], origin2[1], origin2[2]); } } }*/ // find the rail's end point CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, cg.predictedPlayerState.clientNum, CONTENTS_SOLID ); // do the magic-number adjustment VectorMA( muzzlePoint, 4, right, muzzlePoint ); VectorMA( muzzlePoint, -1, up, muzzlePoint ); if(!cg.renderingThirdPerson) { if(cg_drawGun.integer == 2) VectorMA(muzzlePoint, 8, cg.refdef.viewaxis[1], muzzlePoint); else if(cg_drawGun.integer == 3) VectorMA(muzzlePoint, 4, cg.refdef.viewaxis[1], muzzlePoint); } // draw a rail trail CG_RailTrail( &cgs.clientinfo[cent->currentState.number], muzzlePoint, trace.endpos ); //Com_Printf( "Predicted rail trail\n" ); // explosion at end if not SURF_NOIMPACT if ( !(trace.surfaceFlags & SURF_NOIMPACT) ) { // predict an explosion CG_MissileHitWall( ent->weapon, cg.predictedPlayerState.clientNum, trace.endpos, trace.plane.normal, IMPACTSOUND_DEFAULT ); } } } // was it a shotgun attack? else if ( ent->weapon == WP_SHOTGUN ) { // do we have it on for the shotgun? if ( cg_delag.integer & 1 || cg_delag.integer & 4 ) { int contents; vec3_t endPoint, v; // do everything like the server does SnapVector( muzzlePoint ); VectorScale( forward, 4096, endPoint ); SnapVector( endPoint ); VectorSubtract( endPoint, muzzlePoint, v ); VectorNormalize( v ); VectorScale( v, 32, v ); VectorAdd( muzzlePoint, v, v ); if ( cgs.glconfig.hardwareType != GLHW_RAGEPRO ) { // ragepro can't alpha fade, so don't even bother with smoke vec3_t up; contents = trap_CM_PointContents( muzzlePoint, 0 ); if ( !( contents & CONTENTS_WATER ) ) { VectorSet( up, 0, 0, 8 ); CG_SmokePuff( v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader ); } } // do the shotgun pellets CG_ShotgunPattern( muzzlePoint, endPoint, cg.oldTime % 256, cg.predictedPlayerState.clientNum ); //Com_Printf( "Predicted shotgun pattern\n" ); } } // was it a machinegun attack? else if ( ent->weapon == WP_MACHINEGUN ) { // do we have it on for the machinegun? if ( cg_delag.integer & 1 || cg_delag.integer & 2 ) { // the server will use this exact time (it'll be serverTime on that end) int seed = cg.oldTime % 256; float r, u; trace_t tr; qboolean flesh; int fleshEntityNum = 0; vec3_t endPoint; // do everything exactly like the server does r = Q_random(&seed) * M_PI * 2.0f; u = sin(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16; r = cos(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16; VectorMA( muzzlePoint, 8192*16, forward, endPoint ); VectorMA( endPoint, r, right, endPoint ); VectorMA( endPoint, u, up, endPoint ); CG_Trace(&tr, muzzlePoint, NULL, NULL, endPoint, cg.predictedPlayerState.clientNum, MASK_SHOT ); if ( tr.surfaceFlags & SURF_NOIMPACT ) { return; } // snap the endpos to integers, but nudged towards the line SnapVectorTowards( tr.endpos, muzzlePoint ); // do bullet impact if ( tr.entityNum < MAX_CLIENTS ) { flesh = qtrue; fleshEntityNum = tr.entityNum; } else { flesh = qfalse; } // do the bullet impact CG_Bullet( tr.endpos, cg.predictedPlayerState.clientNum, tr.plane.normal, flesh, fleshEntityNum ); //Com_Printf( "Predicted bullet\n" ); } } // was it a chaingun attack? else if ( ent->weapon == WP_CHAINGUN ) { // do we have it on for the machinegun? if ( cg_delag.integer & 1 || cg_delag.integer & 2 ) { // the server will use this exact time (it'll be serverTime on that end) int seed = cg.oldTime % 256; float r, u; trace_t tr; qboolean flesh; int fleshEntityNum = 0; vec3_t endPoint; // do everything exactly like the server does r = Q_random(&seed) * M_PI * 2.0f; u = sin(r) * Q_crandom(&seed) * CHAINGUN_SPREAD * 16; r = cos(r) * Q_crandom(&seed) * CHAINGUN_SPREAD * 16; VectorMA( muzzlePoint, 8192*16, forward, endPoint ); VectorMA( endPoint, r, right, endPoint ); VectorMA( endPoint, u, up, endPoint ); CG_Trace(&tr, muzzlePoint, NULL, NULL, endPoint, cg.predictedPlayerState.clientNum, MASK_SHOT ); if ( tr.surfaceFlags & SURF_NOIMPACT ) { return; } // snap the endpos to integers, but nudged towards the line SnapVectorTowards( tr.endpos, muzzlePoint ); // do bullet impact if ( tr.entityNum < MAX_CLIENTS ) { flesh = qtrue; fleshEntityNum = tr.entityNum; } else { flesh = qfalse; } // do the bullet impact CG_Bullet( tr.endpos, cg.predictedPlayerState.clientNum, tr.plane.normal, flesh, fleshEntityNum ); //Com_Printf( "Predicted bullet\n" ); } } } /* ================= CG_AddBoundingBox Draws a bounding box around a player. Called from CG_Player. ================= */ /*void CG_AddBoundingBox( centity_t *cent ) { polyVert_t verts[4]; clientInfo_t *ci; int i; vec3_t mins = {-15, -15, -24}; vec3_t maxs = {15, 15, 32}; float extx, exty, extz; vec3_t corners[8]; qhandle_t bboxShader, bboxShader_nocull; if ( !cg_drawBBox.integer ) { return; } // don't draw it if it's us in first-person if ( cent->currentState.number == cg.predictedPlayerState.clientNum && !cg.renderingThirdPerson ) { return; } // don't draw it for dead players if ( cent->currentState.eFlags & EF_DEAD ) { return; } // get the shader handles bboxShader = trap_R_RegisterShader( "bbox" ); bboxShader_nocull = trap_R_RegisterShader( "bbox_nocull" ); // if they don't exist, forget it if ( !bboxShader || !bboxShader_nocull ) { return; } // get the player's client info ci = &cgs.clientinfo[cent->currentState.clientNum]; // if it's us if ( cent->currentState.number == cg.predictedPlayerState.clientNum ) { // use the view height maxs[2] = cg.predictedPlayerState.viewheight + 6; } else { int x, zd, zu; // otherwise grab the encoded bounding box x = (cent->currentState.solid & 255); zd = ((cent->currentState.solid>>8) & 255); zu = ((cent->currentState.solid>>16) & 255) - 32; mins[0] = mins[1] = -x; maxs[0] = maxs[1] = x; mins[2] = -zd; maxs[2] = zu; } // get the extents (size) extx = maxs[0] - mins[0]; exty = maxs[1] - mins[1]; extz = maxs[2] - mins[2]; // set the polygon's texture coordinates verts[0].st[0] = 0; verts[0].st[1] = 0; verts[1].st[0] = 0; verts[1].st[1] = 1; verts[2].st[0] = 1; verts[2].st[1] = 1; verts[3].st[0] = 1; verts[3].st[1] = 0; // set the polygon's vertex colors if ( ci->team == TEAM_RED ) { for ( i = 0; i < 4; i++ ) { verts[i].modulate[0] = 160; verts[i].modulate[1] = 0; verts[i].modulate[2] = 0; verts[i].modulate[3] = 255; } } else if ( ci->team == TEAM_BLUE ) { for ( i = 0; i < 4; i++ ) { verts[i].modulate[0] = 0; verts[i].modulate[1] = 0; verts[i].modulate[2] = 192; verts[i].modulate[3] = 255; } } else { for ( i = 0; i < 4; i++ ) { verts[i].modulate[0] = 0; verts[i].modulate[1] = 128; verts[i].modulate[2] = 0; verts[i].modulate[3] = 255; } } VectorAdd( cent->lerpOrigin, maxs, corners[3] ); VectorCopy( corners[3], corners[2] ); corners[2][0] -= extx; VectorCopy( corners[2], corners[1] ); corners[1][1] -= exty; VectorCopy( corners[1], corners[0] ); corners[0][0] += extx; for ( i = 0; i < 4; i++ ) { VectorCopy( corners[i], corners[i + 4] ); corners[i + 4][2] -= extz; } // top VectorCopy( corners[0], verts[0].xyz ); VectorCopy( corners[1], verts[1].xyz ); VectorCopy( corners[2], verts[2].xyz ); VectorCopy( corners[3], verts[3].xyz ); trap_R_AddPolyToScene( bboxShader, 4, verts ); // bottom VectorCopy( corners[7], verts[0].xyz ); VectorCopy( corners[6], verts[1].xyz ); VectorCopy( corners[5], verts[2].xyz ); VectorCopy( corners[4], verts[3].xyz ); trap_R_AddPolyToScene( bboxShader, 4, verts ); // top side VectorCopy( corners[3], verts[0].xyz ); VectorCopy( corners[2], verts[1].xyz ); VectorCopy( corners[6], verts[2].xyz ); VectorCopy( corners[7], verts[3].xyz ); trap_R_AddPolyToScene( bboxShader_nocull, 4, verts ); // left side VectorCopy( corners[2], verts[0].xyz ); VectorCopy( corners[1], verts[1].xyz ); VectorCopy( corners[5], verts[2].xyz ); VectorCopy( corners[6], verts[3].xyz ); trap_R_AddPolyToScene( bboxShader_nocull, 4, verts ); // right side VectorCopy( corners[0], verts[0].xyz ); VectorCopy( corners[3], verts[1].xyz ); VectorCopy( corners[7], verts[2].xyz ); VectorCopy( corners[4], verts[3].xyz ); trap_R_AddPolyToScene( bboxShader_nocull, 4, verts ); // bottom side VectorCopy( corners[1], verts[0].xyz ); VectorCopy( corners[0], verts[1].xyz ); VectorCopy( corners[4], verts[2].xyz ); VectorCopy( corners[5], verts[3].xyz ); trap_R_AddPolyToScene( bboxShader_nocull, 4, verts ); }*/ /* ================ CG_Cvar_ClampInt Clamps a cvar between two integer values, returns qtrue if it had to. ================ */ qboolean CG_Cvar_ClampInt( const char *name, vmCvar_t *vmCvar, int min, int max ) { if ( vmCvar->integer > max ) { CG_Printf( "Allowed values are %d to %d.\n", min, max ); Com_sprintf( vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", max ); vmCvar->value = max; vmCvar->integer = max; trap_Cvar_Set( name, vmCvar->string ); return qtrue; } if ( vmCvar->integer < min ) { CG_Printf( "Allowed values are %d to %d.\n", min, max ); Com_sprintf( vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", min ); vmCvar->value = min; vmCvar->integer = min; trap_Cvar_Set( name, vmCvar->string ); return qtrue; } return qfalse; }