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;
38 bool autocvar_cl_movement_intermissionrunning = false;
41 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
43 vector csqcplayer_origin, csqcplayer_velocity;
44 float csqcplayer_sequence;
46 float csqcplayer_moveframe;
47 vector csqcplayer_predictionerroro;
48 vector csqcplayer_predictionerrorv;
49 float csqcplayer_predictionerrortime;
50 float csqcplayer_predictionerrorfactor;
52 vector CSQCPlayer_GetPredictionErrorO()
54 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
55 return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
58 vector CSQCPlayer_GetPredictionErrorV()
60 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
61 return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
64 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
66 // error too big to compensate, we LIKELY hit a teleport or a
67 // jumppad, or it's a jump time disagreement that'll get fixed
70 // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
72 // commented out as this one did not help
75 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
79 if(vdist(o, >, 32) || vdist(v, >, 192))
81 //printf("TOO BIG: x=%v v=%v\n", o, v);
85 if(!autocvar_cl_movement_errorcompensation)
87 csqcplayer_predictionerrorfactor = 0;
91 csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
92 csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
93 csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate;
94 csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
97 void CSQCPlayer_Unpredict(entity this)
99 if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
100 if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)\n", csqcplayer_status);
101 this.origin = csqcplayer_origin;
102 this.velocity = csqcplayer_velocity;
103 csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
104 this.flags = player_pmflags;
107 void CSQCPlayer_SetMinsMaxs(entity this)
109 if ((this.flags & FL_DUCKED) || !this.isplayermodel)
111 this.mins = STAT(PL_CROUCH_MIN, NULL);
112 this.maxs = STAT(PL_CROUCH_MAX, NULL);
113 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, NULL);
117 this.mins = STAT(PL_MIN, NULL);
118 this.maxs = STAT(PL_MAX, NULL);
119 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
123 void CSQCPlayer_SavePrediction(entity this)
125 player_pmflags = this.flags;
126 csqcplayer_origin = this.origin;
127 csqcplayer_velocity = this.velocity;
128 csqcplayer_sequence = servercommandframe;
129 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
132 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
133 void _Movetype_Physics_ClientFrame(entity this, float movedt);
135 void Movetype_Physics_Spam(entity this) // optimized
137 _Movetype_Physics_ClientFrame(this, PHYS_INPUT_TIMELENGTH);
141 setorigin(this, this.origin);
144 void CSQCPlayer_CheckWater(entity this)
146 _Movetype_CheckWater(this);
149 void CSQCPlayer_Physics(entity this)
151 if(autocvar_cl_movement)
153 if(autocvar_cl_movement == 1)
154 CSQCPlayer_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
156 vector oldv_angle = this.v_angle;
157 vector oldangles = this.angles; // we need to save these, as they're abused by other code
158 this.v_angle = PHYS_INPUT_ANGLES(this);
159 this.angles = PHYS_WORLD_ANGLES(this);
161 CSQC_ClientMovement_PlayerMove_Frame(this);
163 if(autocvar_cl_movement == 1)
164 Movetype_Physics_Spam(this);
166 view_angles = this.v_angle;
167 input_angles = this.angles;
168 this.v_angle = oldv_angle;
169 this.angles = oldangles;
172 ((this.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
173 (!(this.flags & FL_JUMPRELEASED) ? PMF_JUMP_HELD : 0) |
174 ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
178 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
180 CSQCPlayer_Unpredict(this);
183 this.origin += CSQCPlayer_GetPredictionErrorO();
184 this.velocity += CSQCPlayer_GetPredictionErrorV();
186 CSQCPlayer_SetMinsMaxs(this);
188 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
191 // we don't need this
192 // darkplaces makes servercommandframe == 0 in these cases anyway
193 if (STAT(HEALTH) <= 0)
195 csqcplayer_moveframe = clientcommandframe;
196 getinputstate(csqcplayer_moveframe-1);
197 LOG_INFO("the Weird code path got hit\n");
202 if (csqcplayer_moveframe >= endframe)
204 getinputstate(csqcplayer_moveframe - 1);
210 if (!getinputstate(csqcplayer_moveframe)) break;
211 CSQCPlayer_Physics(this);
212 CSQCPlayer_SetMinsMaxs(this);
213 ++csqcplayer_moveframe;
215 while (csqcplayer_moveframe < endframe);
218 // add in anything that was applied after (for low packet rate protocols)
219 input_angles = view_angles;
222 bool CSQCPlayer_IsLocalPlayer(entity this)
224 return (this == csqcplayer);
227 void CSQCPlayer_SetViewLocation()
229 viewloc_SetViewLocation();
232 /** Called once per CSQC_UpdateView() */
233 void CSQCPlayer_SetCamera()
235 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
236 const float vh = STAT(VIEWHEIGHT);
237 const vector pl_viewofs = STAT(PL_VIEW_OFS, NULL);
238 const vector pl_viewofs_crouch = STAT(PL_CROUCH_VIEW_OFS, NULL);
239 const entity e = csqcplayer;
242 if (servercommandframe == 0 || clientcommandframe == 0)
244 InterpolateOrigin_Do(e);
245 e.view_ofs = '0 0 1' * vh;
247 // get crouch state from the server
248 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
249 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
251 // get onground state from the server
252 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
254 CSQCPlayer_SetMinsMaxs(e);
256 // override it back just in case
257 e.view_ofs = '0 0 1' * vh;
264 const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
265 InterpolateOrigin_Do(e);
268 if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
270 const vector o = e.origin;
271 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
272 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
273 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
277 // get crouch state from the server
278 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
279 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
281 // get onground state from the server
282 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
284 CSQCPlayer_SavePrediction(e);
286 CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
288 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
289 // get crouch state from the server (LAG)
290 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
291 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
293 CSQCPlayer_SetMinsMaxs(e);
295 e.angles_y = input_angles.y;
299 setorigin(e, e.origin);
302 const entity view = CSQCModel_server2csqc(player_localentnum - 1);
305 if (view != csqcplayer)
307 InterpolateOrigin_Do(view);
308 view.view_ofs = '0 0 1' * vh;
311 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
312 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
313 // note: these two only work in WIP2, but are harmless in WIP1
314 if (STAT(HEALTH) <= 0 && STAT(HEALTH) != -666 && STAT(HEALTH) != -2342) refdefflags |= REFDEFFLAG_DEAD;
315 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
316 V_CalcRefdef(view, refdefflags);
320 // FIXME by CSQC spec we have to do this:
321 // but it breaks chase cam
323 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
324 setproperty(VF_ANGLES, view_angles);
327 CSQCPLAYER_HOOK_POSTCAMERASETUP();
330 void CSQCPlayer_Remove(entity this)
333 cvar_settemp("cl_movement_replay", "1");
336 bool CSQCPlayer_PreUpdate(entity this)
338 if (this != csqcplayer) return false;
339 if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
343 bool CSQCPlayer_PostUpdate(entity this)
345 if (this.entnum != player_localnum + 1) return false;
347 csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
348 cvar_settemp("cl_movement_replay", "0");
349 this.entremove = CSQCPlayer_Remove;