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fix observing and most of spectating
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1 /*
2  * Copyright (c) 2011 Rudolf Polzer
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a copy
5  * of this software and associated documentation files (the "Software"), to
6  * deal in the Software without restriction, including without limitation the
7  * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
8  * sell copies of the Software, and to permit persons to whom the Software is
9  * furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice shall be included in
12  * all copies or substantial portions of the Software.
13  *
14  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
20  * IN THE SOFTWARE.
21  */
22
23 var float autocvar_cl_predictionerrorcompensation = 0;
24 var float autocvar_chase_active;
25 var float autocvar_chase_back;
26
27 .float pmove_flags;
28 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
29
30 #define PMF_DUCKED 4
31 #define PMF_TELEPORTED 16
32 #define PMF_ONGROUND 32
33
34 entity csqcplayer;
35 vector csqcplayer_origin, csqcplayer_velocity;
36 float csqcplayer_sequence, player_pmflags;
37 float csqcplayer_moveframe;
38 vector csqcplayer_predictionerror;
39 float csqcplayer_predictionerrortime;
40
41 vector CSQCPlayer_GetPredictionError()
42 {
43         if(!autocvar_cl_predictionerrorcompensation)
44                 return '0 0 0';
45         if(time < csqcplayer_predictionerrortime)
46                 return csqcplayer_predictionerror * (csqcplayer_predictionerrortime - time) * autocvar_cl_predictionerrorcompensation;
47         return '0 0 0';
48 }
49
50 void CSQCPlayer_SetPredictionError(vector v)
51 {
52         if(!autocvar_cl_predictionerrorcompensation)
53                 return;
54         csqcplayer_predictionerror = (csqcplayer_predictionerrortime - time) * autocvar_cl_predictionerrorcompensation * csqcplayer_predictionerror + v;
55         csqcplayer_predictionerrortime = time + 1.0 / autocvar_cl_predictionerrorcompensation;
56 }
57
58 void CSQCPlayer_Unpredict()
59 {
60         if(csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED)
61                 return;
62         if(csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED)
63                 error("Cannot unpredict in current status");
64         self.origin = csqcplayer_origin;
65         self.velocity = csqcplayer_velocity;
66         csqcplayer_moveframe = csqcplayer_sequence+1; //+1 because the recieved frame has the move already done (server side)
67         self.pmove_flags = player_pmflags;
68 }
69
70 void CSQCPlayer_SetMinsMaxs()
71 {
72         if(self.pmove_flags & PMF_DUCKED)
73         {
74                 self.mins = PL_CROUCH_MIN;
75                 self.maxs = PL_CROUCH_MAX;
76                 self.view_ofs = PL_CROUCH_VIEW_OFS;
77         }
78         else
79         {
80                 self.mins = PL_MIN;
81                 self.maxs = PL_MAX;
82                 self.view_ofs = PL_VIEW_OFS;
83         }
84 }
85
86 void CSQCPlayer_SavePrediction()
87 {
88         player_pmflags = self.pmove_flags;
89         csqcplayer_origin = self.origin;
90         csqcplayer_velocity = self.velocity;
91         csqcplayer_sequence = servercommandframe;
92         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
93 }
94
95 void CSQCPlayer_PredictTo(float endframe)
96 {
97         CSQCPlayer_Unpredict();
98         CSQCPlayer_SetMinsMaxs();
99
100         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
101
102         if (getstatf(STAT_HEALTH) <= 0)
103         {
104                 csqcplayer_moveframe = clientcommandframe;
105                 getinputstate(csqcplayer_moveframe-1);
106                 return;
107         }
108
109         while(csqcplayer_moveframe < endframe)
110         {
111                 if (!getinputstate(csqcplayer_moveframe))
112                 {
113                         break;
114                 }
115                 runstandardplayerphysics(self);
116                 CSQCPlayer_SetMinsMaxs();
117                 csqcplayer_moveframe++;
118         }
119
120         //add in anything that was applied after (for low packet rate protocols)
121         input_angles = view_angles;
122 }
123
124 float CSQCPlayer_IsLocalPlayer()
125 {
126         return (self == csqcplayer);
127 }
128
129 void(entity e) V_CalcRefdef = #640; // DP_CSQC_V_CALCREFDEF
130
131 void CSQCPlayer_SetCamera()
132 {
133         if(csqcplayer)
134         {
135                 vector org, ang;
136                 entity oldself;
137                 oldself = self;
138                 self = csqcplayer;
139
140                 if(servercommandframe == 0)
141                 {
142                         InterpolateOrigin_Do();
143                         self.view_ofs = '0 0 1' * getstati(STAT_VIEWHEIGHT);
144
145                         // get crouch state from the server
146                         if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
147                                 self.pmove_flags &~= PMF_DUCKED;
148                         else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
149                                 self.pmove_flags |= PMF_DUCKED;
150
151                         // get onground state from the server
152                         if(pmove_onground)
153                                 self.pmove_flags |= PMF_ONGROUND;
154                         else
155                                 self.pmove_flags &~= PMF_ONGROUND;
156
157                         CSQCPlayer_SetMinsMaxs();
158
159                         self.view_ofs_z = getstati(STAT_VIEWHEIGHT);
160                         print(vtos(self.view_ofs), "\n");
161                 }
162                 else
163                 {
164                         if(csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
165                         {
166                                 vector o, v;
167                                 o = self.origin;
168                                 v = pmove_vel; // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
169                                 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
170                                 CSQCPlayer_PredictTo(servercommandframe + 1);
171                                 CSQCPlayer_SetPredictionError(o - self.origin);
172                                 self.origin = o;
173                                 self.velocity = v;
174
175                                 // get crouch state from the server
176                                 if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
177                                         self.pmove_flags &~= PMF_DUCKED;
178                                 else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
179                                         self.pmove_flags |= PMF_DUCKED;
180
181                                 // get onground state from the server
182                                 if(pmove_onground)
183                                         self.pmove_flags |= PMF_ONGROUND;
184                                 else
185                                         self.pmove_flags &~= PMF_ONGROUND;
186
187                                 CSQCPlayer_SavePrediction();
188                         }
189                         CSQCPlayer_PredictTo(clientcommandframe);
190
191                         CSQCPlayer_SetMinsMaxs();
192                 }
193
194                 // relink
195                 setorigin(self, self.origin);
196
197                 if(checkextension("DP_CSQC_V_CALCREFDEF"))
198                 {
199                         // set teleport bit
200                         if(self.csqcmodel_teleported)
201                         {
202                                 self.pmove_flags |= PMF_TELEPORTED;
203                                 self.csqcmodel_teleported = 0;
204                         }
205                         else
206                                 self.pmove_flags &~= PMF_TELEPORTED;
207
208                         V_CalcRefdef(self);
209                 }
210                 else
211                         R_SetView3fv(VF_ORIGIN, self.origin + self.view_ofs);
212
213                 { CSQCPLAYER_HOOK_POSTCAMERASETUP }
214
215                 self = oldself;
216         }
217 }
218
219 void CSQCPlayer_Remove()
220 {
221         if(self.entnum != player_localentnum)
222                 return;
223         csqcplayer = world;
224         cvar_clientsettemp("cl_movement_replay", "1");
225 }
226
227 float CSQCPlayer_PreUpdate()
228 {
229         if(self.entnum != player_localentnum)
230                 return 0;
231         cvar_clientsettemp("cl_movement_replay", "0");
232         if(csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER)
233                 CSQCPlayer_Unpredict();
234         return 1;
235 }
236
237 float CSQCPlayer_PostUpdate()
238 {
239         if(self.entnum == player_localentnum)
240                 self.renderflags |= RF_EXTERNALMODEL;
241         else
242                 self.renderflags &~= RF_EXTERNALMODEL;
243         if(self.entnum != player_localentnum)
244                 return 0;
245         csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
246         csqcplayer = self;
247         self.entremove = CSQCPlayer_Remove;
248         return 1;
249 }
250
251 entity CSQCPlayer_GetPlayer(float pl)
252 {
253         return findfloat(world, entnum, pl); // FIXME optimize this using an array
254 }