2 * Copyright (c) 2011 Rudolf Polzer
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:
11 * The above copyright notice and this permission notice shall be included in
12 * all copies or substantial portions of the Software.
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
23 #include "../dpdefs/csprogsdefs.qh"
24 #include "../client/defs.qh"
25 #include "../common/constants.qh"
26 #include "../common/stats.qh"
27 #include "../common/util.qh"
28 #include "interpolate.qh"
29 #include "../client/main.qh"
31 #include "cl_model.qh"
32 #include "cl_player.qh"
37 float autocvar_cl_movement_errorcompensation = 0;
38 float autocvar_cl_movement = 2; // testing purposes
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)
56 return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
59 vector CSQCPlayer_GetPredictionErrorV()
61 if(time >= csqcplayer_predictionerrortime)
63 return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
66 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
68 // error too big to compensate, we LIKELY hit a teleport or a
69 // jumppad, or it's a jump time disagreement that'll get fixed
72 // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
74 // commented out as this one did not help
77 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
81 if(vlen(o) > 32 || vlen(v) > 192)
83 //printf("TOO BIG: x=%v v=%v\n", o, v);
87 if(!autocvar_cl_movement_errorcompensation)
89 csqcplayer_predictionerrorfactor = 0;
93 csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
94 csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
95 csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate;
96 csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
99 void CSQCPlayer_Unpredict()
101 if(csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED)
103 if(csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED)
104 error("Cannot unpredict in current status");
105 self.origin = csqcplayer_origin;
106 self.velocity = csqcplayer_velocity;
107 csqcplayer_moveframe = csqcplayer_sequence+1; //+1 because the recieved frame has the move already done (server side)
108 self.flags = player_pmflags;
111 void CSQCPlayer_SetMinsMaxs()
113 if(self.flags & FL_DUCKED)
115 self.mins = PL_CROUCH_MIN;
116 self.maxs = PL_CROUCH_MAX;
117 self.view_ofs = PL_CROUCH_VIEW_OFS;
123 self.view_ofs = PL_VIEW_OFS;
127 void CSQCPlayer_SavePrediction()
129 player_pmflags = self.flags;
130 csqcplayer_origin = self.origin;
131 csqcplayer_velocity = self.velocity;
132 csqcplayer_sequence = servercommandframe;
133 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
136 void CSQC_ClientMovement_PlayerMove_Frame();
138 void CSQCPlayer_Physics(void)
140 switch(autocvar_cl_movement)
142 case 1: runstandardplayerphysics(self); break;
143 case 2: CSQC_ClientMovement_PlayerMove_Frame(); break;
147 void CSQCPlayer_PredictTo(float endframe, float apply_error)
149 CSQCPlayer_Unpredict();
152 self.origin += CSQCPlayer_GetPredictionErrorO();
153 self.velocity += CSQCPlayer_GetPredictionErrorV();
155 CSQCPlayer_SetMinsMaxs();
157 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
160 // we don't need this
161 // darkplaces makes servercommandframe == 0 in these cases anyway
162 if (getstatf(STAT_HEALTH) <= 0)
164 csqcplayer_moveframe = clientcommandframe;
165 getinputstate(csqcplayer_moveframe-1);
166 print("the Weird code path got hit\n");
171 if(csqcplayer_moveframe >= endframe)
173 getinputstate(csqcplayer_moveframe - 1);
179 if (!getinputstate(csqcplayer_moveframe))
181 CSQCPlayer_Physics();
182 CSQCPlayer_SetMinsMaxs();
183 csqcplayer_moveframe++;
185 while(csqcplayer_moveframe < endframe);
188 //add in anything that was applied after (for low packet rate protocols)
189 input_angles = view_angles;
192 float CSQCPlayer_IsLocalPlayer()
194 return (self == csqcplayer);
197 void CSQCPlayer_SetCamera()
200 v0 = pmove_vel; // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
208 if(servercommandframe == 0 || clientcommandframe == 0)
210 InterpolateOrigin_Do();
211 self.view_ofs = '0 0 1' * getstati(STAT_VIEWHEIGHT);
213 // get crouch state from the server
214 if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
215 self.flags &= ~FL_DUCKED;
216 else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
217 self.flags |= FL_DUCKED;
219 // get onground state from the server
221 self.flags |= FL_ONGROUND;
223 self.flags &= ~FL_ONGROUND;
225 CSQCPlayer_SetMinsMaxs();
227 // override it back just in case
228 self.view_ofs = '0 0 1' * getstati(STAT_VIEWHEIGHT);
235 float flg = self.iflags;
236 self.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
237 InterpolateOrigin_Do();
240 if(csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
245 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
246 CSQCPlayer_PredictTo(servercommandframe + 1, false);
247 CSQCPlayer_SetPredictionError(self.origin - o, self.velocity - v, pmove_onground - !!(self.flags & FL_ONGROUND));
251 // get crouch state from the server
252 if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
253 self.flags &= ~FL_DUCKED;
254 else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
255 self.flags |= FL_DUCKED;
257 // get onground state from the server
259 self.flags |= FL_ONGROUND;
261 self.flags &= ~FL_ONGROUND;
263 CSQCPlayer_SavePrediction();
265 CSQCPlayer_PredictTo(clientcommandframe + 1, true);
267 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
268 // get crouch state from the server (LAG)
269 if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
270 self.flags &= ~FL_DUCKED;
271 else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
272 self.flags |= FL_DUCKED;
275 CSQCPlayer_SetMinsMaxs();
277 self.angles_y = input_angles.y;
281 setorigin(self, self.origin);
287 view = CSQCModel_server2csqc(player_localentnum);
289 if(view && view != csqcplayer)
291 entity oldself = self;
293 InterpolateOrigin_Do();
294 self.view_ofs = '0 0 1' * getstati(STAT_VIEWHEIGHT);
302 if(view.csqcmodel_teleported)
303 refdefflags |= REFDEFFLAG_TELEPORTED;
305 if(input_buttons & 4)
306 refdefflags |= REFDEFFLAG_JUMPING;
308 // note: these two only work in WIP2, but are harmless in WIP1
309 if(getstati(STAT_HEALTH) <= 0)
310 refdefflags |= REFDEFFLAG_DEAD;
313 refdefflags |= REFDEFFLAG_INTERMISSION;
315 V_CalcRefdef(view, refdefflags);
319 // FIXME by CSQC spec we have to do this:
320 // but it breaks chase cam
322 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT));
323 setproperty(VF_ANGLES, view_angles);
327 { CSQCPLAYER_HOOK_POSTCAMERASETUP }
330 void CSQCPlayer_Remove()
333 cvar_settemp("cl_movement_replay", "1");
336 float CSQCPlayer_PreUpdate()
338 if(self != csqcplayer)
340 if(csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER)
341 CSQCPlayer_Unpredict();
345 float CSQCPlayer_PostUpdate()
347 if(self.entnum != player_localnum + 1)
350 csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
351 cvar_settemp("cl_movement_replay", "0");
352 self.entremove = CSQCPlayer_Remove;