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Fix prediction of jumping onto ledges
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / csqcmodel / cl_player.qc
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_Physics(entity this)
151 {
152         if(autocvar_cl_movement)
153         {
154                 CSQC_ClientMovement_PlayerMove_Frame(this);
155
156                 if(autocvar_cl_movement == 3)
157                 {
158                         this.move_origin = this.origin;
159                         this.move_angles = this.angles;
160                         //this.move_movetype = MOVETYPE_WALK; // temp
161                         this.move_velocity = this.velocity;
162                         this.move_avelocity = this.avelocity;
163                         this.move_flags = BITSET(this.move_flags, FL_ONGROUND, boolean(this.flags & FL_ONGROUND));
164                         this.move_flags = BITSET(this.move_flags, FL_WATERJUMP, boolean(this.flags & FL_WATERJUMP));
165                         this.move_waterlevel = this.waterlevel;
166                         this.move_watertype = this.watertype;
167                         Movetype_Physics_Spam(this);
168                 }
169
170                 this.pmove_flags =
171                                 ((this.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
172                                 (!(this.flags & FL_JUMPRELEASED) ? PMF_JUMP_HELD : 0) |
173                                 ((this.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);
174         }
175 }
176
177 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
178 {
179         CSQCPlayer_Unpredict(this);
180         if (apply_error)
181         {
182                 this.origin += CSQCPlayer_GetPredictionErrorO();
183                 this.velocity += CSQCPlayer_GetPredictionErrorV();
184         }
185         CSQCPlayer_SetMinsMaxs(this);
186
187         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
188
189 #if 0
190         // we don't need this
191         // darkplaces makes servercommandframe == 0 in these cases anyway
192         if (getstatf(STAT_HEALTH) <= 0)
193         {
194                 csqcplayer_moveframe = clientcommandframe;
195                 getinputstate(csqcplayer_moveframe-1);
196                 LOG_INFO("the Weird code path got hit\n");
197                 return;
198         }
199 #endif
200
201         if (csqcplayer_moveframe >= endframe)
202         {
203                 getinputstate(csqcplayer_moveframe - 1);
204         }
205         else
206         {
207                 do
208                 {
209                         if (!getinputstate(csqcplayer_moveframe)) break;
210                         CSQCPlayer_Physics(this);
211                         CSQCPlayer_SetMinsMaxs(this);
212                         ++csqcplayer_moveframe;
213                 }
214                 while (csqcplayer_moveframe < endframe);
215         }
216
217         // add in anything that was applied after (for low packet rate protocols)
218         input_angles = view_angles;
219 }
220
221 bool CSQCPlayer_IsLocalPlayer(entity this)
222 {
223         return (this == csqcplayer);
224 }
225
226 void CSQCPlayer_SetViewLocation()
227 {
228         viewloc_SetViewLocation();
229 }
230
231 /** Called once per CSQC_UpdateView() */
232 void CSQCPlayer_SetCamera()
233 {
234         const vector v0 = pmove_vel; // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
235         const float vh = getstati(STAT_VIEWHEIGHT);
236         const vector pl_viewofs = PL_VIEW_OFS;
237         const vector pl_viewofs_crouch = PL_CROUCH_VIEW_OFS;
238         const entity e = csqcplayer;
239         if (e)
240         {
241                 if (servercommandframe == 0 || clientcommandframe == 0)
242                 {
243                         InterpolateOrigin_Do(e);
244                         e.view_ofs = '0 0 1' * vh;
245
246                         // get crouch state from the server
247                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
248                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
249
250                         // get onground state from the server
251                         e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
252
253                         CSQCPlayer_SetMinsMaxs(e);
254
255                         // override it back just in case
256                         e.view_ofs = '0 0 1' * vh;
257
258                         // set velocity
259                         e.velocity = v0;
260                 }
261                 else
262                 {
263                         const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
264                         InterpolateOrigin_Do(e);
265                         e.iflags = flg;
266
267                         if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
268                         {
269                                 const vector o = e.origin;
270                                 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
271                                 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
272                                 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - boolean(e.flags & FL_ONGROUND));
273                                 e.origin = o;
274                                 e.velocity = v0;
275
276                                 // get crouch state from the server
277                                 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
278                                 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
279
280                                 // get onground state from the server
281                                 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
282
283                                 CSQCPlayer_SavePrediction(e);
284                         }
285                         CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
286
287 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
288                         // get crouch state from the server (LAG)
289                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
290                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
291 #endif
292                         CSQCPlayer_SetMinsMaxs(e);
293
294                         e.angles_y = input_angles.y;
295                 }
296
297                 // relink
298                 setorigin(e, e.origin);
299         }
300
301         const entity view = CSQCModel_server2csqc(player_localentnum - 1);
302         if (view)
303         {
304                 if (view != csqcplayer)
305                 {
306                         InterpolateOrigin_Do(view);
307                         view.view_ofs = '0 0 1' * vh;
308                 }
309                 int refdefflags = 0;
310                 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
311                 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
312                 // note: these two only work in WIP2, but are harmless in WIP1
313                 if (getstati(STAT_HEALTH) <= 0) refdefflags |= REFDEFFLAG_DEAD;
314                 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
315                 V_CalcRefdef(view, refdefflags);
316         }
317         else
318         {
319                 // FIXME by CSQC spec we have to do this:
320                 // but it breaks chase cam
321                 /*
322                 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
323                 setproperty(VF_ANGLES, view_angles);
324                 */
325         }
326         CSQCPLAYER_HOOK_POSTCAMERASETUP();
327 }
328
329 void CSQCPlayer_Remove()
330 {
331         csqcplayer = NULL;
332         cvar_settemp("cl_movement_replay", "1");
333 }
334
335 bool CSQCPlayer_PreUpdate(entity this)
336 {
337         if (this != csqcplayer) return false;
338         if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
339         return true;
340 }
341
342 bool CSQCPlayer_PostUpdate(entity this)
343 {
344         if (this.entnum != player_localnum + 1) return false;
345         csqcplayer = this;
346         csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
347         cvar_settemp("cl_movement_replay", "0");
348         this.entremove = CSQCPlayer_Remove;
349         return true;
350 }