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/physics/player.qh>
32 #include <common/stats.qh>
33 #include <common/triggers/trigger/viewloc.qh>
34 #include <common/util.qh>
35 #include <common/viewloc.qh>
37 float autocvar_cl_movement_errorcompensation = 0;
40 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
42 vector csqcplayer_origin, csqcplayer_velocity;
43 float csqcplayer_sequence;
45 float csqcplayer_moveframe;
46 vector csqcplayer_predictionerroro;
47 vector csqcplayer_predictionerrorv;
48 float csqcplayer_predictionerrortime;
49 float csqcplayer_predictionerrorfactor;
51 vector CSQCPlayer_GetPredictionErrorO()
53 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
54 return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
57 vector CSQCPlayer_GetPredictionErrorV()
59 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
60 return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
63 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
65 // error too big to compensate, we LIKELY hit a teleport or a
66 // jumppad, or it's a jump time disagreement that'll get fixed
69 // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
71 // commented out as this one did not help
74 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
78 if(vdist(o, >, 32) || vdist(v, >, 192))
80 //printf("TOO BIG: x=%v v=%v\n", o, v);
84 if(!autocvar_cl_movement_errorcompensation)
86 csqcplayer_predictionerrorfactor = 0;
90 csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
91 csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
92 csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate;
93 csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
96 void CSQCPlayer_Unpredict(entity this)
98 if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
99 if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)\n", csqcplayer_status);
100 this.origin = csqcplayer_origin;
101 this.velocity = csqcplayer_velocity;
102 csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
103 this.flags = player_pmflags;
106 void CSQCPlayer_SetMinsMaxs(entity this)
108 if ((this.flags & FL_DUCKED) || !this.isplayermodel)
110 this.mins = STAT(PL_CROUCH_MIN, NULL);
111 this.maxs = STAT(PL_CROUCH_MAX, NULL);
112 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, NULL);
116 this.mins = STAT(PL_MIN, NULL);
117 this.maxs = STAT(PL_MAX, NULL);
118 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
122 void CSQCPlayer_SavePrediction(entity this)
124 player_pmflags = this.flags;
125 csqcplayer_origin = this.origin;
126 csqcplayer_velocity = this.velocity;
127 csqcplayer_sequence = servercommandframe;
128 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
131 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
132 void _Movetype_Physics_ClientFrame(entity this, float movedt);
134 void Movetype_Physics_Spam(entity this) // optimized
136 _Movetype_Physics_ClientFrame(this, PHYS_INPUT_TIMELENGTH);
140 this.avelocity = this.move_avelocity;
141 this.velocity = this.move_velocity;
142 this.angles = this.move_angles;
143 this.flags = BITSET(this.flags, FL_ONGROUND, boolean(this.move_flags & FL_ONGROUND));
144 this.flags = BITSET(this.flags, FL_WATERJUMP, boolean(this.move_flags & FL_WATERJUMP));
145 this.waterlevel = this.move_waterlevel;
146 this.watertype = this.move_watertype;
147 setorigin(this, this.move_origin);
150 void CSQCPlayer_CheckWater(entity this)
152 this.move_origin = this.origin;
153 this.move_waterlevel = this.waterlevel;
154 this.move_watertype = this.watertype;
155 _Movetype_CheckWater(this);
156 this.waterlevel = this.move_waterlevel;
157 this.watertype = this.move_watertype;
160 void CSQCPlayer_Physics(entity this)
162 if(autocvar_cl_movement)
164 if(autocvar_cl_movement == 1)
165 CSQCPlayer_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
167 vector oldv_angle = this.v_angle;
168 vector oldangles = this.angles; // we need to save these, as they're abused by other code
169 this.v_angle = PHYS_INPUT_ANGLES(this);
170 this.angles = PHYS_WORLD_ANGLES(this);
172 CSQC_ClientMovement_PlayerMove_Frame(this);
174 if(autocvar_cl_movement == 1)
176 this.move_origin = this.origin;
177 this.move_angles = this.angles;
178 //this.move_movetype = MOVETYPE_WALK; // temp
179 this.move_velocity = this.velocity;
180 this.move_avelocity = this.avelocity;
181 this.move_flags = BITSET(this.move_flags, FL_ONGROUND, IS_ONGROUND(this));
182 this.move_flags = BITSET(this.move_flags, FL_WATERJUMP, boolean(this.flags & FL_WATERJUMP));
183 this.move_waterlevel = this.waterlevel;
184 this.move_watertype = this.watertype;
185 Movetype_Physics_Spam(this);
188 view_angles = this.v_angle;
189 input_angles = this.angles;
190 this.v_angle = oldv_angle;
191 this.angles = oldangles;
194 ((this.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
195 (!(this.flags & FL_JUMPRELEASED) ? PMF_JUMP_HELD : 0) |
196 ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
200 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
202 CSQCPlayer_Unpredict(this);
205 this.origin += CSQCPlayer_GetPredictionErrorO();
206 this.velocity += CSQCPlayer_GetPredictionErrorV();
208 CSQCPlayer_SetMinsMaxs(this);
210 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
213 // we don't need this
214 // darkplaces makes servercommandframe == 0 in these cases anyway
215 if (STAT(HEALTH) <= 0)
217 csqcplayer_moveframe = clientcommandframe;
218 getinputstate(csqcplayer_moveframe-1);
219 LOG_INFO("the Weird code path got hit\n");
224 if (csqcplayer_moveframe >= endframe)
226 getinputstate(csqcplayer_moveframe - 1);
232 if (!getinputstate(csqcplayer_moveframe)) break;
233 CSQCPlayer_Physics(this);
234 CSQCPlayer_SetMinsMaxs(this);
235 ++csqcplayer_moveframe;
237 while (csqcplayer_moveframe < endframe);
240 // add in anything that was applied after (for low packet rate protocols)
241 input_angles = view_angles;
244 bool CSQCPlayer_IsLocalPlayer(entity this)
246 return (this == csqcplayer);
249 void CSQCPlayer_SetViewLocation()
251 viewloc_SetViewLocation();
254 /** Called once per CSQC_UpdateView() */
255 void CSQCPlayer_SetCamera()
257 const vector v0 = ((intermission) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
258 const float vh = STAT(VIEWHEIGHT);
259 const vector pl_viewofs = STAT(PL_VIEW_OFS, NULL);
260 const vector pl_viewofs_crouch = STAT(PL_CROUCH_VIEW_OFS, NULL);
261 const entity e = csqcplayer;
264 if (servercommandframe == 0 || clientcommandframe == 0)
266 InterpolateOrigin_Do(e);
267 e.view_ofs = '0 0 1' * vh;
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_SetMinsMaxs(e);
278 // override it back just in case
279 e.view_ofs = '0 0 1' * vh;
286 const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
287 InterpolateOrigin_Do(e);
290 if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
292 const vector o = e.origin;
293 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
294 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
295 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
299 // get crouch state from the server
300 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
301 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
303 // get onground state from the server
304 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
306 CSQCPlayer_SavePrediction(e);
308 CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
310 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
311 // get crouch state from the server (LAG)
312 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
313 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
315 CSQCPlayer_SetMinsMaxs(e);
317 e.angles_y = input_angles.y;
321 setorigin(e, e.origin);
324 const entity view = CSQCModel_server2csqc(player_localentnum - 1);
327 if (view != csqcplayer)
329 InterpolateOrigin_Do(view);
330 view.view_ofs = '0 0 1' * vh;
333 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
334 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
335 // note: these two only work in WIP2, but are harmless in WIP1
336 if (STAT(HEALTH) <= 0 && STAT(HEALTH) != -666 && STAT(HEALTH) != -2342) refdefflags |= REFDEFFLAG_DEAD;
337 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
338 V_CalcRefdef(view, refdefflags);
342 // FIXME by CSQC spec we have to do this:
343 // but it breaks chase cam
345 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
346 setproperty(VF_ANGLES, view_angles);
349 CSQCPLAYER_HOOK_POSTCAMERASETUP();
352 void CSQCPlayer_Remove(entity this)
355 cvar_settemp("cl_movement_replay", "1");
358 bool CSQCPlayer_PreUpdate(entity this)
360 if (this != csqcplayer) return false;
361 if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
365 bool CSQCPlayer_PostUpdate(entity this)
367 if (this.entnum != player_localnum + 1) return false;
369 csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
370 cvar_settemp("cl_movement_replay", "0");
371 this.entremove = CSQCPlayer_Remove;