Files
illusion-arena/code/cgame/cg_unlagged.c
2025-07-15 15:01:00 -03:00

478 lines
15 KiB
C

/*
===========================================================================
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 = &cent->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;
}