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1 /*
2  * Copyright (c) 2011 Rudolf Polzer
3  * Copyright (c) 2015 Micah Talkiewicz
4  *
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:
11  *
12  * The above copyright notice and this permission notice shall be included in
13  * all copies or substantial portions of the Software.
14  *
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
21  * IN THE SOFTWARE.
22  */
23 #include "cl_player.qh"
24
25 #include "cl_model.qh"
26 #include "common.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>
36
37 float autocvar_cl_movement_errorcompensation = 0;
38 bool autocvar_cl_movement_intermissionrunning = false;
39
40 // engine stuff
41 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
42
43 vector csqcplayer_origin, csqcplayer_velocity;
44 float csqcplayer_sequence;
45 int player_pmflags;
46 float csqcplayer_moveframe;
47 vector csqcplayer_predictionerroro;
48 vector csqcplayer_predictionerrorv;
49 float csqcplayer_predictionerrortime;
50 float csqcplayer_predictionerrorfactor;
51
52 vector CSQCPlayer_GetPredictionErrorO()
53 {
54         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
55         return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
56 }
57
58 vector CSQCPlayer_GetPredictionErrorV()
59 {
60         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
61         return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
62 }
63
64 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
65 {
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
68         // next frame
69
70         // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
71         /*
72         // commented out as this one did not help
73         if(onground_diff)
74         {
75                 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
76                 return;
77         }
78         */
79         if(vdist(o, >, 32) || vdist(v, >, 192))
80         {
81                 //printf("TOO BIG: x=%v v=%v\n", o, v);
82                 return;
83         }
84
85         if(!autocvar_cl_movement_errorcompensation)
86         {
87                 csqcplayer_predictionerrorfactor = 0;
88                 return;
89         }
90
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;
95 }
96
97 void CSQCPlayer_Unpredict(entity this)
98 {
99         if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
100         if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", 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;
105 }
106
107 void CSQCPlayer_SetMinsMaxs(entity this)
108 {
109         if (IS_DUCKED(this) || !this.isplayermodel)
110         {
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);
114         }
115         else
116         {
117                 this.mins = STAT(PL_MIN, NULL);
118                 this.maxs = STAT(PL_MAX, NULL);
119                 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
120         }
121 }
122
123 void CSQCPlayer_SavePrediction(entity this)
124 {
125         player_pmflags = this.flags;
126         csqcplayer_origin = this.origin;
127         csqcplayer_velocity = this.velocity;
128         csqcplayer_sequence = servercommandframe;
129         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
130 }
131
132 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
133
134 void CSQCPlayer_Physics(entity this)
135 {
136         if(!autocvar_cl_movement) { return; }
137
138         _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
139
140         vector oldv_angle = this.v_angle;
141         vector oldangles = this.angles; // we need to save these, as they're abused by other code
142         this.v_angle = PHYS_INPUT_ANGLES(this);
143         this.angles = PHYS_WORLD_ANGLES(this);
144
145         CSQC_ClientMovement_PlayerMove_Frame(this);
146
147         Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
148
149         view_angles = this.v_angle;
150         input_angles = this.angles;
151         this.v_angle = oldv_angle;
152         this.angles = oldangles;
153
154         this.pmove_flags =
155                         ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
156                         ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
157                         ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
158 }
159
160 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
161 {
162         CSQCPlayer_Unpredict(this);
163         if (apply_error)
164         {
165                 this.origin += CSQCPlayer_GetPredictionErrorO();
166                 this.velocity += CSQCPlayer_GetPredictionErrorV();
167         }
168         CSQCPlayer_SetMinsMaxs(this);
169
170         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
171
172 #if 0
173         // we don't need this
174         // darkplaces makes servercommandframe == 0 in these cases anyway
175         if (STAT(HEALTH) <= 0)
176         {
177                 csqcplayer_moveframe = clientcommandframe;
178                 getinputstate(csqcplayer_moveframe-1);
179                 LOG_INFO("the Weird code path got hit\n");
180                 return;
181         }
182 #endif
183
184         if (csqcplayer_moveframe >= endframe)
185         {
186                 getinputstate(csqcplayer_moveframe - 1);
187         }
188         else
189         {
190                 do
191                 {
192                         if (!getinputstate(csqcplayer_moveframe)) break;
193                         /*if (input_timelength > 0.0005)
194                         {
195                                 if (input_timelength > 0.05)
196                                 {
197                                         input_timelength /= 2;
198                                         CSQCPlayer_Physics(this);
199                                 }
200                                 CSQCPlayer_Physics(this);
201                         }*/
202                         CSQCPlayer_Physics(this);
203                         CSQCPlayer_SetMinsMaxs(this);
204                         ++csqcplayer_moveframe;
205                 }
206                 while (csqcplayer_moveframe < endframe);
207         }
208
209         // add in anything that was applied after (for low packet rate protocols)
210         input_angles = view_angles;
211 }
212
213 bool CSQCPlayer_IsLocalPlayer(entity this)
214 {
215         return (this == csqcplayer);
216 }
217
218 void CSQCPlayer_SetViewLocation()
219 {
220         viewloc_SetViewLocation();
221 }
222
223 /** Called once per CSQC_UpdateView() */
224 void CSQCPlayer_SetCamera()
225 {
226         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
227         const float vh = STAT(VIEWHEIGHT);
228         const vector pl_viewofs = STAT(PL_VIEW_OFS, NULL);
229         const vector pl_viewofs_crouch = STAT(PL_CROUCH_VIEW_OFS, NULL);
230         const entity e = csqcplayer;
231         if (e)
232         {
233                 if (servercommandframe == 0 || clientcommandframe == 0)
234                 {
235                         InterpolateOrigin_Do(e);
236                         e.view_ofs = '0 0 1' * vh;
237
238                         // get crouch state from the server
239                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
240                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
241
242                         // get onground state from the server
243                         e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
244
245                         CSQCPlayer_SetMinsMaxs(e);
246
247                         // override it back just in case
248                         e.view_ofs = '0 0 1' * vh;
249
250                         // set velocity
251                         e.velocity = v0;
252                 }
253                 else
254                 {
255                         const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
256                         InterpolateOrigin_Do(e);
257                         e.iflags = flg;
258
259                         if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
260                         {
261                                 const vector o = e.origin;
262                                 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
263                                 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
264                                 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
265                                 e.origin = o;
266                                 e.velocity = v0;
267
268                                 // get crouch state from the server
269                                 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
270                                 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
271
272                                 // get onground state from the server
273                                 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
274
275                                 CSQCPlayer_SavePrediction(e);
276                         }
277                         CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
278
279 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
280                         // get crouch state from the server (LAG)
281                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
282                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
283 #endif
284                         CSQCPlayer_SetMinsMaxs(e);
285
286                         e.angles_y = input_angles.y;
287                 }
288
289                 // relink
290                 setorigin(e, e.origin);
291         }
292
293         const entity view = CSQCModel_server2csqc(player_localentnum - 1);
294         if (view)
295         {
296                 if (view != csqcplayer)
297                 {
298                         InterpolateOrigin_Do(view);
299                         view.view_ofs = '0 0 1' * vh;
300                 }
301                 int refdefflags = 0;
302                 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
303                 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
304                 // note: these two only work in WIP2, but are harmless in WIP1
305                 if (STAT(HEALTH) <= 0 && STAT(HEALTH) != -666 && STAT(HEALTH) != -2342) refdefflags |= REFDEFFLAG_DEAD;
306                 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
307                 V_CalcRefdef(view, refdefflags);
308         }
309         else
310         {
311                 // FIXME by CSQC spec we have to do this:
312                 // but it breaks chase cam
313                 /*
314                 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
315                 setproperty(VF_ANGLES, view_angles);
316                 */
317         }
318         CSQCPLAYER_HOOK_POSTCAMERASETUP();
319 }
320
321 void CSQCPlayer_Remove(entity this)
322 {
323         csqcplayer = NULL;
324         cvar_settemp("cl_movement_replay", "1");
325 }
326
327 bool CSQCPlayer_PreUpdate(entity this)
328 {
329         if (this != csqcplayer) return false;
330         if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
331         return true;
332 }
333
334 bool CSQCPlayer_PostUpdate(entity this)
335 {
336         if (this.entnum != player_localnum + 1) return false;
337         csqcplayer = this;
338         csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
339         cvar_settemp("cl_movement_replay", "0");
340         this.entremove = CSQCPlayer_Remove;
341         return true;
342 }