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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 int autocvar_cl_movement = 1;
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(vlen(o) > 32 || vlen(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)\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;
105 }
106
107 void CSQCPlayer_SetMinsMaxs(entity this)
108 {
109         if (this.flags & FL_DUCKED)
110         {
111                 this.mins = PL_CROUCH_MIN;
112                 this.maxs = PL_CROUCH_MAX;
113                 this.view_ofs = PL_CROUCH_VIEW_OFS;
114         }
115         else
116         {
117                 this.mins = PL_MIN;
118                 this.maxs = PL_MAX;
119                 this.view_ofs = PL_VIEW_OFS;
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 PM_Movement_Move(entity this)
135 {
136         runstandardplayerphysics(this);
137 #ifdef CSQC
138         this.flags =
139                         ((this.pmove_flags & PMF_DUCKED) ? FL_DUCKED : 0) |
140                         (!(this.pmove_flags & PMF_JUMP_HELD) ? FL_JUMPRELEASED : 0) |
141                         ((this.pmove_flags & PMF_ONGROUND) ? FL_ONGROUND : 0);
142 #endif
143 }
144
145 void CSQCPlayer_Physics(entity this)
146 {
147         switch (autocvar_cl_movement)
148         {
149                 case 1: CSQC_ClientMovement_PlayerMove_Frame(this); break;
150                 case 2: PM_Movement_Move(this); break;
151         }
152 }
153
154 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
155 {
156         CSQCPlayer_Unpredict(this);
157         if (apply_error)
158         {
159                 this.origin += CSQCPlayer_GetPredictionErrorO();
160                 this.velocity += CSQCPlayer_GetPredictionErrorV();
161         }
162         CSQCPlayer_SetMinsMaxs(this);
163
164         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
165
166 #if 0
167         // we don't need this
168         // darkplaces makes servercommandframe == 0 in these cases anyway
169         if (getstatf(STAT_HEALTH) <= 0)
170         {
171                 csqcplayer_moveframe = clientcommandframe;
172                 getinputstate(csqcplayer_moveframe-1);
173                 LOG_INFO("the Weird code path got hit\n");
174                 return;
175         }
176 #endif
177
178         if (csqcplayer_moveframe >= endframe)
179         {
180                 getinputstate(csqcplayer_moveframe - 1);
181         }
182         else
183         {
184                 do
185                 {
186                         if (!getinputstate(csqcplayer_moveframe)) break;
187                         CSQCPlayer_Physics(this);
188                         CSQCPlayer_SetMinsMaxs(this);
189                         ++csqcplayer_moveframe;
190                 }
191                 while (csqcplayer_moveframe < endframe);
192         }
193
194         // add in anything that was applied after (for low packet rate protocols)
195         input_angles = view_angles;
196 }
197
198 bool CSQCPlayer_IsLocalPlayer(entity this)
199 {
200         return (this == csqcplayer);
201 }
202
203 void CSQCPlayer_SetViewLocation()
204 {
205         viewloc_SetViewLocation();
206 }
207
208 /** Called once per CSQC_UpdateView() */
209 void CSQCPlayer_SetCamera()
210 {
211         const vector v0 = pmove_vel; // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
212         const float vh = getstati(STAT_VIEWHEIGHT);
213         const vector pl_viewofs = PL_VIEW_OFS;
214         const vector pl_viewofs_crouch = PL_CROUCH_VIEW_OFS;
215         const entity e = csqcplayer;
216         if (e)
217         {
218                 if (servercommandframe == 0 || clientcommandframe == 0)
219                 {
220                         InterpolateOrigin_Do(e);
221                         e.view_ofs = '0 0 1' * vh;
222
223                         // get crouch state from the server
224                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
225                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
226
227                         // get onground state from the server
228                         e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
229
230                         CSQCPlayer_SetMinsMaxs(e);
231
232                         // override it back just in case
233                         e.view_ofs = '0 0 1' * vh;
234
235                         // set velocity
236                         e.velocity = v0;
237                 }
238                 else
239                 {
240                         const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
241                         InterpolateOrigin_Do(e);
242                         e.iflags = flg;
243
244                         if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
245                         {
246                                 const vector o = e.origin;
247                                 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
248                                 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
249                                 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - boolean(e.flags & FL_ONGROUND));
250                                 e.origin = o;
251                                 e.velocity = v0;
252
253                                 // get crouch state from the server
254                                 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
255                                 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
256
257                                 // get onground state from the server
258                                 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
259
260                                 CSQCPlayer_SavePrediction(e);
261                         }
262                         CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
263
264 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
265                         // get crouch state from the server (LAG)
266                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
267                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
268 #endif
269                         CSQCPlayer_SetMinsMaxs(e);
270
271                         e.angles_y = input_angles.y;
272                 }
273
274                 // relink
275                 setorigin(e, e.origin);
276         }
277
278         const entity view = CSQCModel_server2csqc(player_localentnum);
279         if (view)
280         {
281                 if (view != csqcplayer)
282                 {
283                         InterpolateOrigin_Do(view);
284                         view.view_ofs = '0 0 1' * vh;
285                 }
286                 int refdefflags = 0;
287                 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
288                 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
289                 // note: these two only work in WIP2, but are harmless in WIP1
290                 if (getstati(STAT_HEALTH) <= 0) refdefflags |= REFDEFFLAG_DEAD;
291                 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
292                 V_CalcRefdef(view, refdefflags);
293         }
294         else
295         {
296                 // FIXME by CSQC spec we have to do this:
297                 // but it breaks chase cam
298                 /*
299                 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
300                 setproperty(VF_ANGLES, view_angles);
301                 */
302         }
303         CSQCPLAYER_HOOK_POSTCAMERASETUP();
304 }
305
306 void CSQCPlayer_Remove()
307 {
308         csqcplayer = NULL;
309         cvar_settemp("cl_movement_replay", "1");
310 }
311
312 bool CSQCPlayer_PreUpdate(entity this)
313 {
314         if (this != csqcplayer) return false;
315         if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
316         return true;
317 }
318
319 bool CSQCPlayer_PostUpdate(entity this)
320 {
321         if (this.entnum != player_localnum + 1) return false;
322         csqcplayer = this;
323         csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
324         cvar_settemp("cl_movement_replay", "0");
325         this.entremove = CSQCPlayer_Remove;
326         return true;
327 }