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"
29 float autocvar_cl_movement_errorcompensation = 0;
30 bool autocvar_cl_movement_intermissionrunning = false;
33 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
35 vector csqcplayer_origin, csqcplayer_velocity;
36 float csqcplayer_sequence;
38 float csqcplayer_moveframe;
39 vector csqcplayer_predictionerroro;
40 vector csqcplayer_predictionerrorv;
41 float csqcplayer_predictionerrortime;
42 float csqcplayer_predictionerrorfactor;
44 vector CSQCPlayer_GetPredictionErrorO()
46 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
47 return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
50 vector CSQCPlayer_GetPredictionErrorV()
52 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
53 return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
56 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
58 // error too big to compensate, we LIKELY hit a teleport or a
59 // jumppad, or it's a jump time disagreement that'll get fixed
62 // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
64 // commented out as this one did not help
67 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
71 if(vdist(o, >, 32) || vdist(v, >, 192))
73 //printf("TOO BIG: x=%v v=%v\n", o, v);
77 if(!autocvar_cl_movement_errorcompensation)
79 csqcplayer_predictionerrorfactor = 0;
83 csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
84 csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
85 csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ((ticrate) ? ticrate : 1);
86 csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
89 void CSQCPlayer_Unpredict(entity this)
91 if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
92 if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status);
93 this.origin = csqcplayer_origin;
94 this.velocity = csqcplayer_velocity;
95 csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
96 this.flags = player_pmflags;
99 void CSQCPlayer_SetMinsMaxs(entity this)
101 if (IS_DUCKED(this) || !(this.isplayermodel & ISPLAYER_PLAYER))
103 this.mins = PHYS_PL_CROUCH_MIN(this);
104 this.maxs = PHYS_PL_CROUCH_MAX(this);
105 this.view_ofs = PHYS_PL_CROUCH_VIEWOFS(this);
109 this.mins = PHYS_PL_MIN(this);
110 this.maxs = PHYS_PL_MAX(this);
111 this.view_ofs = PHYS_PL_VIEWOFS(this);
115 void CSQCPlayer_SavePrediction(entity this)
117 player_pmflags = this.flags;
118 csqcplayer_origin = this.origin;
119 csqcplayer_velocity = this.velocity;
120 csqcplayer_sequence = servercommandframe;
121 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
124 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
126 void CSQCPlayer_Physics(entity this)
128 if(!autocvar_cl_movement) { return; }
130 _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
132 vector oldv_angle = this.v_angle;
133 vector oldangles = this.angles; // we need to save these, as they're abused by other code
134 this.v_angle = PHYS_INPUT_ANGLES(this);
135 this.angles = PHYS_WORLD_ANGLES(this);
137 CSQC_ClientMovement_PlayerMove_Frame(this);
139 Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
141 view_angles = this.v_angle;
142 input_angles = this.angles;
143 this.v_angle = oldv_angle;
144 this.angles = oldangles;
147 ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
148 ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
149 ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
152 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
154 CSQCPlayer_Unpredict(this);
157 this.origin += CSQCPlayer_GetPredictionErrorO();
158 this.velocity += CSQCPlayer_GetPredictionErrorV();
160 CSQCPlayer_SetMinsMaxs(this);
162 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
165 // we don't need this
166 // darkplaces makes servercommandframe == 0 in these cases anyway
167 if (STAT(HEALTH) <= 0)
169 csqcplayer_moveframe = clientcommandframe;
170 getinputstate(csqcplayer_moveframe-1);
171 LOG_INFO("the Weird code path got hit");
176 if (csqcplayer_moveframe >= endframe)
178 getinputstate(csqcplayer_moveframe - 1);
184 if (!getinputstate(csqcplayer_moveframe)) break;
185 /*if (input_timelength > 0.0005)
187 if (input_timelength > 0.05)
189 input_timelength /= 2;
190 CSQCPlayer_Physics(this);
192 CSQCPlayer_Physics(this);
194 CSQCPlayer_Physics(this);
195 CSQCPlayer_SetMinsMaxs(this);
196 ++csqcplayer_moveframe;
198 while (csqcplayer_moveframe < endframe);
201 // add in anything that was applied after (for low packet rate protocols)
202 input_angles = view_angles;
205 bool CSQCPlayer_IsLocalPlayer(entity this)
207 return (this == csqcplayer);
211 float autocvar_cl_stairsmoothspeed = 200;
212 float autocvar_cl_smoothviewheight = 0.05;
213 float smooth_prevtime;
215 vector CSQCPlayer_ApplySmoothing(entity this, vector v)
217 float smoothtime = bound(0, time - smooth_prevtime, 0.1);
218 smooth_prevtime = max(smooth_prevtime, drawtime); // drawtime is the previous frame's time at this point
220 if(this.csqcmodel_teleported || !(this.pmove_flags & PMF_ONGROUND) || autocvar_cl_stairsmoothspeed <= 0)
224 if(stairsmoothz < v.z)
225 v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + smoothtime * autocvar_cl_stairsmoothspeed, v.z);
226 else if(stairsmoothz > v.z)
227 v.z = stairsmoothz = bound(v.z, stairsmoothz - smoothtime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
230 float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1);
231 viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight;
232 v.z += viewheightavg;
234 smooth_prevtime = time;
239 bool autocvar_v_deathtilt;
240 float autocvar_v_deathtiltangle;
241 void CSQCPlayer_ApplyDeathTilt(entity this)
243 if(!this.csqcmodel_isdead || !autocvar_v_deathtilt)
245 view_angles.z = autocvar_v_deathtiltangle;
248 float autocvar_v_idlescale;
249 float autocvar_v_ipitch_cycle;
250 float autocvar_v_iyaw_cycle;
251 float autocvar_v_iroll_cycle;
252 float autocvar_v_ipitch_level;
253 float autocvar_v_iyaw_level;
254 float autocvar_v_iroll_level;
255 void CSQCPlayer_ApplyIdleScaling(entity this)
257 if(!autocvar_v_idlescale)
259 view_angles.x += autocvar_v_idlescale * sin(time * autocvar_v_ipitch_cycle) * autocvar_v_ipitch_level;
260 view_angles.y += autocvar_v_idlescale * sin(time * autocvar_v_iyaw_cycle) * autocvar_v_iyaw_level;
261 view_angles.z += autocvar_v_idlescale * sin(time * autocvar_v_iroll_cycle) * autocvar_v_iroll_level;
262 //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
265 float autocvar_cl_bob = 0;
266 float autocvar_cl_bobcycle = 0.5;
267 float autocvar_cl_bob_limit = 7;
268 float autocvar_cl_bob_limit_heightcheck = 0;
269 float autocvar_cl_bob_velocity_limit = 400;
270 float autocvar_cl_bobup = 0.5;
271 float autocvar_cl_bobfall = 0.05;
272 float autocvar_cl_bobfallcycle = 3;
273 float autocvar_cl_bobfallminspeed = 200;
274 float autocvar_cl_bob2 = 0;
275 float autocvar_cl_bob2cycle = 1;
276 float autocvar_cl_bob2smooth = 0.05;
280 vector CSQCPlayer_ApplyBobbing(entity this, vector v)
282 if(this.csqcmodel_isdead)
285 // bounded XY speed, used by several effects below
288 // vertical view bobbing code
289 if(autocvar_cl_bob && autocvar_cl_bobcycle)
291 float bob_limit = autocvar_cl_bob_limit;
293 if(autocvar_cl_bob_limit_heightcheck)
295 // use traces to determine what range the view can bob in, and scale down the bob as needed
296 vector bob_height_check_dest = v;
297 bob_height_check_dest.z += autocvar_cl_bob_limit * 1.1;
298 traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
299 float trace1fraction = trace_fraction;
301 bob_height_check_dest = v;
302 bob_height_check_dest.z += autocvar_cl_bob_limit * -0.5;
303 traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
304 float trace2fraction = trace_fraction;
306 bob_limit *= min(trace1fraction, trace2fraction);
309 // LordHavoc: figured out bobup: the time at which the sin is at 180
310 // degrees (which allows lengthening or squishing the peak or valley)
311 cycle = time / autocvar_cl_bobcycle;
312 cycle -= rint(cycle);
313 if(cycle < autocvar_cl_bobup)
314 cycle = sin(M_PI * cycle / autocvar_cl_bobup);
316 cycle = sin(M_PI + M_PI * (cycle - autocvar_cl_bobup) / (1.0 - autocvar_cl_bobup));
317 // bob is proportional to velocity in the xy plane
318 // (don't count Z, or jumping messes it up)
319 float xyspeed = bound(0, sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y), autocvar_cl_bob_velocity_limit);
320 bob = xyspeed * autocvar_cl_bob;
321 bob = bound(0, bob, bob_limit);
322 bob = bob * 0.3 + bob * 0.7 * cycle;
326 // horizontal view bobbing code
327 if(autocvar_cl_bob2 && autocvar_cl_bob2cycle)
329 cycle = time / autocvar_cl_bob2cycle;
330 cycle -= rint(cycle);
332 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
334 cycle = cos(M_PI + M_PI * (cycle - 0.5) / 0.5);
335 bob = autocvar_cl_bob2 * cycle;
337 // this value slowly decreases from 1 to 0 when we stop touching the ground.
338 // The cycle is later multiplied with it so the view smooths back to normal
339 if(IS_ONGROUND(this) && !(input_buttons & BIT(1))) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
344 bob2_smooth -= bound(0, autocvar_cl_bob2smooth, 1);
349 // calculate the front and side of the player between the X and Y axes
350 makevectors(view_angles);
351 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
352 float side = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_right) * bob2_smooth, autocvar_cl_bob_velocity_limit);
353 float front = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_forward) * bob2_smooth, autocvar_cl_bob_velocity_limit);
354 v_forward = v_forward * bob;
355 v_right = v_right * bob;
356 // we use side with forward and front with right, so the bobbing goes
357 // to the side when we walk forward and to the front when we strafe
359 bob2vel.x = side * v_forward.x + front * v_right.x + 0 * v_up.x;
360 bob2vel.y = side * v_forward.y + front * v_right.y + 0 * v_up.y;
361 bob2vel.z = side * v_forward.z + front * v_right.z + 0 * v_up.z;
367 // causes the view to swing down and back up when touching the ground
368 if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
370 if(!IS_ONGROUND(this))
372 bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
373 if(this.velocity.z < -autocvar_cl_bobfallminspeed)
376 bobfall_swing = 0; // really?
380 bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
381 float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
389 float autocvar_cl_rollangle;
390 float autocvar_cl_rollspeed;
391 float CSQCPlayer_CalcRoll(entity this)
393 makevectors(view_angles);
394 float side = (this.velocity * v_right);
395 float sign = (side < 0) ? -1 : 1;
398 if(side < autocvar_cl_rollspeed)
399 side = side * autocvar_cl_rollangle / autocvar_cl_rollspeed;
401 side = autocvar_cl_rollangle;
406 float autocvar_chase_back;
407 float autocvar_chase_up;
408 bool autocvar_chase_overhead;
409 float autocvar_chase_pitchangle;
410 vector CSQCPlayer_ApplyChase(entity this, vector v)
415 if(autocvar_chase_overhead)
418 makevectors(view_angles);
421 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
422 chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up;
423 chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up;
424 chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up;
426 // trace from first person view location to our chosen third person view location
427 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
429 vector bestvieworg = trace_endpos;
430 vector offset = '0 0 0';
431 for(offset.x = -16; offset.x <= 16; offset.x += 8)
433 for(offset.y = -16; offset.y <= 16; offset.y += 8)
435 makevectors(view_angles);
437 chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up + offset.x;
438 chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up + offset.y;
439 chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up + offset.z;
440 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
441 if(bestvieworg.z > trace_endpos.z)
442 bestvieworg.z = trace_endpos.z;
448 view_angles.x = autocvar_chase_pitchangle;
449 //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
453 makevectors(view_angles);
455 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
456 float cdist = -autocvar_chase_back - 8;
457 chase_dest.x = v.x + forward.x * cdist;
458 chase_dest.y = v.y + forward.y * cdist;
459 chase_dest.z = v.z + forward.z * cdist + autocvar_chase_up;
460 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
461 v.x = 1 * trace_endpos.x + 8 * forward.x + 4 * trace_plane_normal.x;
462 v.y = 1 * trace_endpos.y + 8 * forward.y + 4 * trace_plane_normal.y;
463 v.z = 1 * trace_endpos.z + 8 * forward.z + 4 * trace_plane_normal.z;
467 tracebox(v, '-4 -4 -4', '4 4 4', v - v_forward * autocvar_chase_back, MOVE_NORMAL, this);
469 tracebox(v, '-4 -4 -4', '4 4 4', v + v_up * autocvar_chase_up, MOVE_NORMAL, this);
475 void CSQCPlayer_CalcRefdef(entity this)
477 vector vieworg = this.origin;
480 // just update view offset, don't need to do anything else
481 vieworg.z += this.view_ofs.z;
485 vieworg = CSQCPlayer_ApplySmoothing(this, vieworg);
486 if(autocvar_chase_active)
487 vieworg = CSQCPlayer_ApplyChase(this, vieworg);
491 CSQCPlayer_ApplyDeathTilt(this);
492 view_angles = view_angles + view_punchangle;
493 view_angles.z += CSQCPlayer_CalcRoll(this);
494 // TODO? we don't have damage time accessible here
496 vieworg = vieworg + view_punchvector;
497 vieworg = CSQCPlayer_ApplyBobbing(this, vieworg);
499 CSQCPlayer_ApplyIdleScaling(this);
501 setproperty(VF_ORIGIN, vieworg);
502 setproperty(VF_ANGLES, view_angles);
505 bool autocvar_cl_useenginerefdef = false;
507 /** Called once per CSQC_UpdateView() */
508 void CSQCPlayer_SetCamera()
510 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
511 float vh = PHYS_VIEWHEIGHT(NULL);
512 vector pl_viewofs = PHYS_PL_VIEWOFS(NULL);
513 vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL);
514 entity e = csqcplayer;
517 if (servercommandframe == 0 || clientcommandframe == 0)
519 InterpolateOrigin_Do(e);
520 e.view_ofs = '0 0 1' * vh;
522 // get crouch state from the server
523 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
524 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
526 // get onground state from the server
527 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
529 CSQCPlayer_SetMinsMaxs(e);
531 // override it back just in case
532 e.view_ofs = '0 0 1' * vh;
539 int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
540 InterpolateOrigin_Do(e);
543 if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
546 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
547 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
548 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
552 // get crouch state from the server
553 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
554 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
556 // get onground state from the server
557 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
559 CSQCPlayer_SavePrediction(e);
561 CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
563 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
564 // get crouch state from the server (LAG)
565 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
566 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
568 CSQCPlayer_SetMinsMaxs(e);
570 e.angles_y = input_angles.y;
574 setorigin(e, e.origin);
577 const entity view = CSQCModel_server2csqc(player_localentnum - 1);
580 if (view != csqcplayer)
582 InterpolateOrigin_Do(view);
583 view.view_ofs = '0 0 1' * vh;
585 if(autocvar_cl_useenginerefdef)
588 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
589 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
590 // note: these two only work in WIP2, but are harmless in WIP1
591 if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
592 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
593 V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
597 CSQCPlayer_CalcRefdef(view);
603 // FIXME by CSQC spec we have to do this:
604 // but it breaks chase cam
606 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
607 setproperty(VF_ANGLES, view_angles);
610 CSQCPLAYER_HOOK_POSTCAMERASETUP();
613 void CSQCPlayer_Remove(entity this)
616 cvar_settemp("cl_movement_replay", "1");
619 bool CSQCPlayer_PreUpdate(entity this)
621 if (this != csqcplayer) return false;
622 if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
626 bool CSQCPlayer_PostUpdate(entity this)
628 if (this.entnum != player_localnum + 1) return false;
630 csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
631 cvar_settemp("cl_movement_replay", "0");
632 this.entremove = CSQCPlayer_Remove;