/* core/gameinterface.cc This file is part of the Osirion project and is distributed under the terms of the GNU General Public License version 2 */ #include #include #include "core/application.h" #include "core/cvar.h" #include "core/func.h" #include "core/gameinterface.h" #include "core/player.h" #include "model/model.h" #include "sys/sys.h" namespace core { const float MIN_DELTA = 10e-10; void func_list_model(std::string const &args) { model::Model::list(); } Player GameInterface::game_localplayer; EntityControlable *localcontrol() { if (game()->localplayer()) return game()->localplayer()->control(); else return 0; } Player *localplayer() { return game()->localplayer(); } GameInterface::GameInterface() { clear(); game_localplayer.clear(); if (Cvar::sv_dedicated->value()) { game_localplayer.player_name.assign("Console"); } else { game_localplayer.player_name.assign("Player"); game_localplayer.update_info(); } core::Func::add("list_model", (core::FuncPtr) func_list_model); } GameInterface::~GameInterface() { core::Func::remove("list_model"); game_localplayer.clear(); clear(); } // clear all game related objects void GameInterface::clear() { //con_debug << "Clearing game data\n"; // remove all entities for (std::map::iterator it = Entity::registry.begin(); it != Entity::registry.end(); it++) { delete (*it).second; } Entity::registry.clear(); // remove all game functions for (std::map::iterator it = Func::registry.begin(); it != Func::registry.end(); it++) { if ( ((*it).second->flags() & Func::Game) == Func::Game) { delete (*it).second; Func::registry.erase(it); } } // remove all game cvars for (std::map::iterator it = Cvar::registry.begin(); it != Cvar::registry.end(); it++) { if ( ((*it).second->flags() & Cvar::Game) == Cvar::Game) { delete (*it).second; Cvar::registry.erase(it); } } // remove all models model::Model::clear(); game_previousframetime = 0; game_serverframetime = 0; game_clientframetime = 0; } void GameInterface::reset_clientstate(float timestamp, float prevtimestamp) { game_previousframetime = prevtimestamp; game_serverframetime = timestamp; std::map::iterator it; for (it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) { core::Entity *entity = (*it).second; if (entity->state() && !(entity->flags() & core::Entity::Static)) entity->state()->assign(entity); } if ( game_clientframetime < game_previousframetime) game_clientframetime = game_previousframetime; else if ( game_clientframetime > game_serverframetime) game_clientframetime = game_serverframetime; } void GameInterface::update_entity_clientstate(Entity *entity) { if (!entity->state()) { entity->entity_clientstate = new core::ClientState(entity); entity->entity_clientstate->assign(entity); } if(Cvar::cl_prediction->value() == 0) { entity->state()->assign(entity); return; } if (!(entity->flags() & core::Entity::Static)) { // clientstate location entity->state()->state_location = entity->state()->previouslocation() + (entity->location() - entity->state()->previouslocation()) * timeoffset(); if (game_clientframetime <= game_serverframetime) { entity->state()->state_axis.assign(entity->state()->previousaxis()); float cosangle; // cosine of an angle float angle; // angle in radians math::Vector3f n; // normal of a plane n.assign(math::crossproduct( entity->state()->axis().forward(), entity->axis().forward())); if (!(n.length() < MIN_DELTA)) { n.normalize(); cosangle = math::dotproduct( entity->state()->axis().forward(), entity->axis().forward()); angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI; if (angle > MIN_DELTA) entity->state()->state_axis.rotate(n, -angle); } n.assign(math::crossproduct( entity->state()->axis().left(), entity->axis().left())); if (!(n.length() < MIN_DELTA)) { n.normalize(); cosangle = math::dotproduct( entity->state()->axis().left(), entity->axis().left()); angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI; if (angle > MIN_DELTA) entity->state()->state_axis.rotate(n, -angle); } n.assign(math::crossproduct( entity->state()->axis().up(), entity->axis().up())); if (!(n.length() < MIN_DELTA)) { n.normalize(); cosangle = math::dotproduct( entity->state()->axis().up(), entity->axis().up()); angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI; if (angle > MIN_DELTA) entity->state()->state_axis.rotate(n, -angle); } } else { entity->state()->state_axis.assign(entity->axis()); } } else { entity->state()->assign(entity); } } void GameInterface::update_clientstate(float seconds) { game_clientframetime += seconds; std::map::iterator it; for (it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) { update_entity_clientstate((*it).second); } } float GameInterface::timeoffset() { if (game_clientframetime > game_serverframetime) return 1; float d = game_serverframetime - game_previousframetime; if (d <= 0) return 0; float t = game_clientframetime - game_previousframetime; return t/d; } }