2 * Copyright (c) 2011 Rudolf Polzer
3 * Copyright (c) 2015 Micah Talkiewicz
5 * Permission is hereby granted, free of charge, to any person obtaining a copy
6 * of this software and associated documentation files (the "Software"), to
7 * deal in the Software without restriction, including without limitation the
8 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
9 * sell copies of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be included in
13 * all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
23 #include "cl_player.qh"
25 #include "cl_model.qh"
27 #include "interpolate.qh"
28 #include <client/defs.qh>
29 #include <client/main.qh>
30 #include <common/constants.qh>
31 #include <common/net_linked.qh>
32 #include <common/physics/player.qh>
33 #include <common/stats.qh>
34 #include <common/triggers/trigger/viewloc.qh>
35 #include <common/util.qh>
36 #include <common/viewloc.qh>
38 float autocvar_cl_movement_errorcompensation = 0;
39 bool autocvar_cl_movement_intermissionrunning = false;
42 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
44 vector csqcplayer_origin, csqcplayer_velocity;
45 float csqcplayer_sequence;
47 float csqcplayer_moveframe;
48 vector csqcplayer_predictionerroro;
49 vector csqcplayer_predictionerrorv;
50 float csqcplayer_predictionerrortime;
51 float csqcplayer_predictionerrorfactor;
53 vector CSQCPlayer_GetPredictionErrorO()
55 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
56 return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
59 vector CSQCPlayer_GetPredictionErrorV()
61 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
62 return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
65 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
67 // error too big to compensate, we LIKELY hit a teleport or a
68 // jumppad, or it's a jump time disagreement that'll get fixed
71 // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
73 // commented out as this one did not help
76 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
80 if(vdist(o, >, 32) || vdist(v, >, 192))
82 //printf("TOO BIG: x=%v v=%v\n", o, v);
86 if(!autocvar_cl_movement_errorcompensation)
88 csqcplayer_predictionerrorfactor = 0;
92 csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
93 csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
94 csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate;
95 csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
98 void CSQCPlayer_Unpredict(entity this)
100 if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
101 if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status);
102 this.origin = csqcplayer_origin;
103 this.velocity = csqcplayer_velocity;
104 csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
105 this.flags = player_pmflags;
108 void CSQCPlayer_SetMinsMaxs(entity this)
110 if (IS_DUCKED(this) || !this.isplayermodel)
112 this.mins = STAT(PL_CROUCH_MIN, NULL);
113 this.maxs = STAT(PL_CROUCH_MAX, NULL);
114 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, NULL);
118 this.mins = STAT(PL_MIN, NULL);
119 this.maxs = STAT(PL_MAX, NULL);
120 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
124 void CSQCPlayer_SavePrediction(entity this)
126 player_pmflags = this.flags;
127 csqcplayer_origin = this.origin;
128 csqcplayer_velocity = this.velocity;
129 csqcplayer_sequence = servercommandframe;
130 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
133 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
135 void CSQCPlayer_Physics(entity this)
137 if(!autocvar_cl_movement) { return; }
139 _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
141 vector oldv_angle = this.v_angle;
142 vector oldangles = this.angles; // we need to save these, as they're abused by other code
143 this.v_angle = PHYS_INPUT_ANGLES(this);
144 this.angles = PHYS_WORLD_ANGLES(this);
146 CSQC_ClientMovement_PlayerMove_Frame(this);
148 Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
150 view_angles = this.v_angle;
151 input_angles = this.angles;
152 this.v_angle = oldv_angle;
153 this.angles = oldangles;
156 ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
157 ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
158 ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
161 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
163 CSQCPlayer_Unpredict(this);
166 this.origin += CSQCPlayer_GetPredictionErrorO();
167 this.velocity += CSQCPlayer_GetPredictionErrorV();
169 CSQCPlayer_SetMinsMaxs(this);
171 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
174 // we don't need this
175 // darkplaces makes servercommandframe == 0 in these cases anyway
176 if (STAT(HEALTH) <= 0)
178 csqcplayer_moveframe = clientcommandframe;
179 getinputstate(csqcplayer_moveframe-1);
180 LOG_INFO("the Weird code path got hit\n");
185 if (csqcplayer_moveframe >= endframe)
187 getinputstate(csqcplayer_moveframe - 1);
193 if (!getinputstate(csqcplayer_moveframe)) break;
194 /*if (input_timelength > 0.0005)
196 if (input_timelength > 0.05)
198 input_timelength /= 2;
199 CSQCPlayer_Physics(this);
201 CSQCPlayer_Physics(this);
203 CSQCPlayer_Physics(this);
204 CSQCPlayer_SetMinsMaxs(this);
205 ++csqcplayer_moveframe;
207 while (csqcplayer_moveframe < endframe);
210 // add in anything that was applied after (for low packet rate protocols)
211 input_angles = view_angles;
214 bool CSQCPlayer_IsLocalPlayer(entity this)
216 return (this == csqcplayer);
219 void CSQCPlayer_SetViewLocation()
221 viewloc_SetViewLocation();
224 /** Called once per CSQC_UpdateView() */
225 void CSQCPlayer_SetCamera()
227 const vector v0 = ((intermission && !autocvar_cl_movement_intermissionrunning) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
228 const float vh = STAT(VIEWHEIGHT);
229 const vector pl_viewofs = STAT(PL_VIEW_OFS, NULL);
230 const vector pl_viewofs_crouch = STAT(PL_CROUCH_VIEW_OFS, NULL);
231 const entity e = csqcplayer;
234 if (servercommandframe == 0 || clientcommandframe == 0)
236 InterpolateOrigin_Do(e);
237 e.view_ofs = '0 0 1' * vh;
239 // get crouch state from the server
240 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
241 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
243 // get onground state from the server
244 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
246 CSQCPlayer_SetMinsMaxs(e);
248 // override it back just in case
249 e.view_ofs = '0 0 1' * vh;
256 const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
257 InterpolateOrigin_Do(e);
260 if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
262 const vector o = e.origin;
263 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
264 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
265 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
269 // get crouch state from the server
270 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
271 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
273 // get onground state from the server
274 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
276 CSQCPlayer_SavePrediction(e);
278 CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
280 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
281 // get crouch state from the server (LAG)
282 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
283 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
285 CSQCPlayer_SetMinsMaxs(e);
287 e.angles_y = input_angles.y;
291 setorigin(e, e.origin);
294 const entity view = CSQCModel_server2csqc(player_localentnum - 1);
297 if (view != csqcplayer)
299 InterpolateOrigin_Do(view);
300 view.view_ofs = '0 0 1' * vh;
303 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
304 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
305 // note: these two only work in WIP2, but are harmless in WIP1
306 if (STAT(HEALTH) <= 0 && STAT(HEALTH) != -666 && STAT(HEALTH) != -2342) refdefflags |= REFDEFFLAG_DEAD;
307 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
308 V_CalcRefdef(view, refdefflags);
312 // FIXME by CSQC spec we have to do this:
313 // but it breaks chase cam
315 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
316 setproperty(VF_ANGLES, view_angles);
319 CSQCPLAYER_HOOK_POSTCAMERASETUP();
322 void CSQCPlayer_Remove(entity this)
325 cvar_settemp("cl_movement_replay", "1");
328 bool CSQCPlayer_PreUpdate(entity this)
330 if (this != csqcplayer) return false;
331 if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
335 bool CSQCPlayer_PostUpdate(entity this)
337 if (this.entnum != player_localnum + 1) return false;
339 csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
340 cvar_settemp("cl_movement_replay", "0");
341 this.entremove = CSQCPlayer_Remove;