2 * Copyright (c) 2011 Rudolf Polzer
3 * Copyright (c) 2015 Micah Talkiewicz
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:
12 * The above copyright notice and this permission notice shall be included in
13 * all copies or substantial portions of the Software.
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
23 #include "cl_player.qh"
25 #include "cl_model.qh"
27 #include "interpolate.qh"
29 float autocvar_cl_movement_errorcompensation = 0;
30 bool autocvar_cl_movement_intermissionrunning = false;
33 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
35 vector csqcplayer_origin, csqcplayer_velocity;
36 float csqcplayer_sequence;
38 float csqcplayer_moveframe;
39 vector csqcplayer_predictionerroro;
40 vector csqcplayer_predictionerrorv;
41 float csqcplayer_predictionerrortime;
42 float csqcplayer_predictionerrorfactor;
44 vector CSQCPlayer_GetPredictionErrorO()
46 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
47 return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
50 vector CSQCPlayer_GetPredictionErrorV()
52 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
53 return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
56 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
58 // error too big to compensate, we LIKELY hit a teleport or a
59 // jumppad, or it's a jump time disagreement that'll get fixed
62 // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
64 // commented out as this one did not help
67 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
71 if(vdist(o, >, 32) || vdist(v, >, 192))
73 //printf("TOO BIG: x=%v v=%v\n", o, v);
77 if(!autocvar_cl_movement_errorcompensation)
79 csqcplayer_predictionerrorfactor = 0;
83 csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
84 csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
85 csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate;
86 csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
89 void CSQCPlayer_Unpredict(entity this)
91 if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
92 if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status);
93 this.origin = csqcplayer_origin;
94 this.velocity = csqcplayer_velocity;
95 csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
96 this.flags = player_pmflags;
99 void CSQCPlayer_SetMinsMaxs(entity this)
101 if (IS_DUCKED(this) || !this.isplayermodel)
103 this.mins = PHYS_PL_CROUCH_MIN(this);
104 this.maxs = PHYS_PL_CROUCH_MAX(this);
105 this.view_ofs = PHYS_PL_CROUCH_VIEWOFS(this);
109 this.mins = PHYS_PL_MIN(this);
110 this.maxs = PHYS_PL_MAX(this);
111 this.view_ofs = PHYS_PL_VIEWOFS(this);
115 void CSQCPlayer_SavePrediction(entity this)
117 player_pmflags = this.flags;
118 csqcplayer_origin = this.origin;
119 csqcplayer_velocity = this.velocity;
120 csqcplayer_sequence = servercommandframe;
121 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
124 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
126 void CSQCPlayer_Physics(entity this)
128 if(!autocvar_cl_movement) { return; }
130 _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
132 vector oldv_angle = this.v_angle;
133 vector oldangles = this.angles; // we need to save these, as they're abused by other code
134 this.v_angle = PHYS_INPUT_ANGLES(this);
135 this.angles = PHYS_WORLD_ANGLES(this);
137 CSQC_ClientMovement_PlayerMove_Frame(this);
139 Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
141 view_angles = this.v_angle;
142 input_angles = this.angles;
143 this.v_angle = oldv_angle;
144 this.angles = oldangles;
147 ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
148 ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
149 ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
152 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
154 CSQCPlayer_Unpredict(this);
157 this.origin += CSQCPlayer_GetPredictionErrorO();
158 this.velocity += CSQCPlayer_GetPredictionErrorV();
160 CSQCPlayer_SetMinsMaxs(this);
162 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
165 // we don't need this
166 // darkplaces makes servercommandframe == 0 in these cases anyway
167 if (STAT(HEALTH) <= 0)
169 csqcplayer_moveframe = clientcommandframe;
170 getinputstate(csqcplayer_moveframe-1);
171 LOG_INFO("the Weird code path got hit");
176 if (csqcplayer_moveframe >= endframe)
178 getinputstate(csqcplayer_moveframe - 1);
184 if (!getinputstate(csqcplayer_moveframe)) break;
185 /*if (input_timelength > 0.0005)
187 if (input_timelength > 0.05)
189 input_timelength /= 2;
190 CSQCPlayer_Physics(this);
192 CSQCPlayer_Physics(this);
194 CSQCPlayer_Physics(this);
195 CSQCPlayer_SetMinsMaxs(this);
196 ++csqcplayer_moveframe;
198 while (csqcplayer_moveframe < endframe);
201 // add in anything that was applied after (for low packet rate protocols)
202 input_angles = view_angles;
205 bool CSQCPlayer_IsLocalPlayer(entity this)
207 return (this == csqcplayer);
210 /** Called once per CSQC_UpdateView() */
211 void CSQCPlayer_SetCamera()
213 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
214 float vh = PHYS_VIEWHEIGHT(NULL);
215 vector pl_viewofs = PHYS_PL_VIEWOFS(NULL);
216 vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL);
217 entity e = csqcplayer;
220 if (servercommandframe == 0 || clientcommandframe == 0)
222 InterpolateOrigin_Do(e);
223 e.view_ofs = '0 0 1' * vh;
225 // get crouch state from the server
226 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
227 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
229 // get onground state from the server
230 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
232 CSQCPlayer_SetMinsMaxs(e);
234 // override it back just in case
235 e.view_ofs = '0 0 1' * vh;
242 int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
243 InterpolateOrigin_Do(e);
246 if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
249 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
250 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
251 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
255 // get crouch state from the server
256 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
257 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
259 // get onground state from the server
260 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
262 CSQCPlayer_SavePrediction(e);
264 CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
266 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
267 // get crouch state from the server (LAG)
268 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
269 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
271 CSQCPlayer_SetMinsMaxs(e);
273 e.angles_y = input_angles.y;
277 setorigin(e, e.origin);
280 const entity view = CSQCModel_server2csqc(player_localentnum - 1);
283 if (view != csqcplayer)
285 InterpolateOrigin_Do(view);
286 view.view_ofs = '0 0 1' * vh;
289 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
290 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
291 // note: these two only work in WIP2, but are harmless in WIP1
292 if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
293 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
294 V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
298 // FIXME by CSQC spec we have to do this:
299 // but it breaks chase cam
301 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
302 setproperty(VF_ANGLES, view_angles);
305 CSQCPLAYER_HOOK_POSTCAMERASETUP();
308 void CSQCPlayer_Remove(entity this)
311 cvar_settemp("cl_movement_replay", "1");
314 bool CSQCPlayer_PreUpdate(entity this)
316 if (this != csqcplayer) return false;
317 if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
321 bool CSQCPlayer_PostUpdate(entity this)
323 if (this.entnum != player_localnum + 1) return false;
325 csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
326 cvar_settemp("cl_movement_replay", "0");
327 this.entremove = CSQCPlayer_Remove;