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/*
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 <stdlib.h>
#include <iostream>
#include "core/application.h"
#include "core/cvar.h"
#include "core/func.h"
#include "core/gameinterface.h"
#include "core/player.h"
#include "core/zone.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();
}
Func::add("list_model", (FuncPtr) func_list_model);
}
GameInterface::~GameInterface()
{
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 (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end(); it++) {
delete (*it).second;
}
Entity::registry().clear();
// remove all zones
for (Zone::Registry::iterator it = Zone::registry().begin(); it != Zone::registry().end(); it++) {
delete (*it).second;
}
Zone::registry().clear();
// remove all game functions
for (Func::Registry::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 (Cvar::Registry::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;
for (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end(); it++) {
Entity *entity = (*it).second;
if (entity->state() && !(entity->flags() & 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 ClientState(entity);
entity->entity_clientstate->assign(entity);
}
if(Cvar::cl_prediction->value() == 0) {
entity->state()->assign(entity);
return;
}
if (!(entity->flags() & 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;
for (Entity::Registry::iterator it = Entity::registry().begin(); it != 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;
}
}
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