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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.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
39 // engine stuff
40 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
41
42 vector csqcplayer_origin, csqcplayer_velocity;
43 float csqcplayer_sequence;
44 int player_pmflags;
45 float csqcplayer_moveframe;
46 vector csqcplayer_predictionerroro;
47 vector csqcplayer_predictionerrorv;
48 float csqcplayer_predictionerrortime;
49 float csqcplayer_predictionerrorfactor;
50
51 vector CSQCPlayer_GetPredictionErrorO()
52 {
53         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
54         return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
55 }
56
57 vector CSQCPlayer_GetPredictionErrorV()
58 {
59         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
60         return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
61 }
62
63 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
64 {
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
67         // next frame
68
69         // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
70         /*
71         // commented out as this one did not help
72         if(onground_diff)
73         {
74                 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
75                 return;
76         }
77         */
78         if(vlen(o) > 32 || vlen(v) > 192)
79         {
80                 //printf("TOO BIG: x=%v v=%v\n", o, v);
81                 return;
82         }
83
84         if(!autocvar_cl_movement_errorcompensation)
85         {
86                 csqcplayer_predictionerrorfactor = 0;
87                 return;
88         }
89
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;
94 }
95
96 void CSQCPlayer_Unpredict(entity this)
97 {
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;
104 }
105
106 void CSQCPlayer_SetMinsMaxs(entity this)
107 {
108         if (this.flags & FL_DUCKED)
109         {
110                 this.mins = PL_CROUCH_MIN;
111                 this.maxs = PL_CROUCH_MAX;
112                 this.view_ofs = PL_CROUCH_VIEW_OFS;
113         }
114         else
115         {
116                 this.mins = PL_MIN;
117                 this.maxs = PL_MAX;
118                 this.view_ofs = PL_VIEW_OFS;
119         }
120 }
121
122 void CSQCPlayer_SavePrediction(entity this)
123 {
124         player_pmflags = this.flags;
125         csqcplayer_origin = this.origin;
126         csqcplayer_velocity = this.velocity;
127         csqcplayer_sequence = servercommandframe;
128         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
129 }
130
131 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
132 void _Movetype_Physics_ClientFrame(entity this, float movedt);
133
134 void Movetype_Physics_Spam(entity this)  // optimized
135 {
136         _Movetype_Physics_ClientFrame(this, PHYS_INPUT_TIMELENGTH);
137         if(wasfreed(this))
138                 return;
139
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);
148 }
149
150 void CSQCPlayer_CheckWater(entity this)
151 {
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;
158 }
159
160 void CSQCPlayer_Physics(entity this)
161 {
162         if(autocvar_cl_movement)
163         {
164                 if(autocvar_cl_movement == 3)
165                         CSQCPlayer_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
166
167                 CSQC_ClientMovement_PlayerMove_Frame(this);
168
169                 if(autocvar_cl_movement == 3)
170                 {
171                         this.move_origin = this.origin;
172                         this.move_angles = this.angles;
173                         //this.move_movetype = MOVETYPE_WALK; // temp
174                         this.move_velocity = this.velocity;
175                         this.move_avelocity = this.avelocity;
176                         this.move_flags = BITSET(this.move_flags, FL_ONGROUND, boolean(this.flags & FL_ONGROUND));
177                         this.move_flags = BITSET(this.move_flags, FL_WATERJUMP, boolean(this.flags & FL_WATERJUMP));
178                         this.move_waterlevel = this.waterlevel;
179                         this.move_watertype = this.watertype;
180                         Movetype_Physics_Spam(this);
181                 }
182
183                 this.pmove_flags =
184                                 ((this.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
185                                 (!(this.flags & FL_JUMPRELEASED) ? PMF_JUMP_HELD : 0) |
186                                 ((this.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);
187         }
188 }
189
190 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
191 {
192         CSQCPlayer_Unpredict(this);
193         if (apply_error)
194         {
195                 this.origin += CSQCPlayer_GetPredictionErrorO();
196                 this.velocity += CSQCPlayer_GetPredictionErrorV();
197         }
198         CSQCPlayer_SetMinsMaxs(this);
199
200         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
201
202 #if 0
203         // we don't need this
204         // darkplaces makes servercommandframe == 0 in these cases anyway
205         if (getstatf(STAT_HEALTH) <= 0)
206         {
207                 csqcplayer_moveframe = clientcommandframe;
208                 getinputstate(csqcplayer_moveframe-1);
209                 LOG_INFO("the Weird code path got hit\n");
210                 return;
211         }
212 #endif
213
214         if (csqcplayer_moveframe >= endframe)
215         {
216                 getinputstate(csqcplayer_moveframe - 1);
217         }
218         else
219         {
220                 do
221                 {
222                         if (!getinputstate(csqcplayer_moveframe)) break;
223                         CSQCPlayer_Physics(this);
224                         CSQCPlayer_SetMinsMaxs(this);
225                         ++csqcplayer_moveframe;
226                 }
227                 while (csqcplayer_moveframe < endframe);
228         }
229
230         // add in anything that was applied after (for low packet rate protocols)
231         input_angles = view_angles;
232 }
233
234 bool CSQCPlayer_IsLocalPlayer(entity this)
235 {
236         return (this == csqcplayer);
237 }
238
239 void CSQCPlayer_SetViewLocation()
240 {
241         viewloc_SetViewLocation();
242 }
243
244 /** Called once per CSQC_UpdateView() */
245 void CSQCPlayer_SetCamera()
246 {
247         const vector v0 = pmove_vel; // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
248         const float vh = getstati(STAT_VIEWHEIGHT);
249         const vector pl_viewofs = PL_VIEW_OFS;
250         const vector pl_viewofs_crouch = PL_CROUCH_VIEW_OFS;
251         const entity e = csqcplayer;
252         if (e)
253         {
254                 if (servercommandframe == 0 || clientcommandframe == 0)
255                 {
256                         InterpolateOrigin_Do(e);
257                         e.view_ofs = '0 0 1' * vh;
258
259                         // get crouch state from the server
260                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
261                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
262
263                         // get onground state from the server
264                         e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
265
266                         CSQCPlayer_SetMinsMaxs(e);
267
268                         // override it back just in case
269                         e.view_ofs = '0 0 1' * vh;
270
271                         // set velocity
272                         e.velocity = v0;
273                 }
274                 else
275                 {
276                         const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
277                         InterpolateOrigin_Do(e);
278                         e.iflags = flg;
279
280                         if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
281                         {
282                                 const vector o = e.origin;
283                                 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
284                                 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
285                                 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - boolean(e.flags & FL_ONGROUND));
286                                 e.origin = o;
287                                 e.velocity = v0;
288
289                                 // get crouch state from the server
290                                 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
291                                 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
292
293                                 // get onground state from the server
294                                 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
295
296                                 CSQCPlayer_SavePrediction(e);
297                         }
298                         CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
299
300 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
301                         // get crouch state from the server (LAG)
302                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
303                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
304 #endif
305                         CSQCPlayer_SetMinsMaxs(e);
306
307                         e.angles_y = input_angles.y;
308                 }
309
310                 // relink
311                 setorigin(e, e.origin);
312         }
313
314         const entity view = CSQCModel_server2csqc(player_localentnum - 1);
315         if (view)
316         {
317                 if (view != csqcplayer)
318                 {
319                         InterpolateOrigin_Do(view);
320                         view.view_ofs = '0 0 1' * vh;
321                 }
322                 int refdefflags = 0;
323                 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
324                 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
325                 // note: these two only work in WIP2, but are harmless in WIP1
326                 if (getstati(STAT_HEALTH) <= 0) refdefflags |= REFDEFFLAG_DEAD;
327                 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
328                 V_CalcRefdef(view, refdefflags);
329         }
330         else
331         {
332                 // FIXME by CSQC spec we have to do this:
333                 // but it breaks chase cam
334                 /*
335                 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
336                 setproperty(VF_ANGLES, view_angles);
337                 */
338         }
339         CSQCPLAYER_HOOK_POSTCAMERASETUP();
340 }
341
342 void CSQCPlayer_Remove()
343 {
344         csqcplayer = NULL;
345         cvar_settemp("cl_movement_replay", "1");
346 }
347
348 bool CSQCPlayer_PreUpdate(entity this)
349 {
350         if (this != csqcplayer) return false;
351         if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
352         return true;
353 }
354
355 bool CSQCPlayer_PostUpdate(entity this)
356 {
357         if (this.entnum != player_localnum + 1) return false;
358         csqcplayer = this;
359         csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
360         cvar_settemp("cl_movement_replay", "0");
361         this.entremove = CSQCPlayer_Remove;
362         return true;
363 }