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"
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"
37 float autocvar_cl_movement_errorcompensation = 0;
40 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
42 vector csqcplayer_origin, csqcplayer_velocity;
43 float csqcplayer_sequence;
45 float csqcplayer_moveframe;
46 vector csqcplayer_predictionerroro;
47 vector csqcplayer_predictionerrorv;
48 float csqcplayer_predictionerrortime;
49 float csqcplayer_predictionerrorfactor;
51 vector CSQCPlayer_GetPredictionErrorO()
53 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
54 return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
57 vector CSQCPlayer_GetPredictionErrorV()
59 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
60 return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
63 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
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
69 // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
71 // commented out as this one did not help
74 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
78 if(vlen(o) > 32 || vlen(v) > 192)
80 //printf("TOO BIG: x=%v v=%v\n", o, v);
84 if(!autocvar_cl_movement_errorcompensation)
86 csqcplayer_predictionerrorfactor = 0;
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;
96 void CSQCPlayer_Unpredict(entity this)
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;
106 void CSQCPlayer_SetMinsMaxs(entity this)
108 if (this.flags & FL_DUCKED)
110 this.mins = PL_CROUCH_MIN;
111 this.maxs = PL_CROUCH_MAX;
112 this.view_ofs = PL_CROUCH_VIEW_OFS;
118 this.view_ofs = PL_VIEW_OFS;
122 void CSQCPlayer_SavePrediction(entity this)
124 player_pmflags = this.flags;
125 csqcplayer_origin = this.origin;
126 csqcplayer_velocity = this.velocity;
127 csqcplayer_sequence = servercommandframe;
128 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
131 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
132 void _Movetype_Physics_ClientFrame(entity this, float movedt);
134 void Movetype_Physics_Spam(entity this) // optimized
136 _Movetype_Physics_ClientFrame(this, PHYS_INPUT_TIMELENGTH);
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 setorigin(this, this.move_origin);
147 void CSQCPlayer_Physics(entity this)
149 if(autocvar_cl_movement)
151 CSQC_ClientMovement_PlayerMove_Frame(this);
153 if(autocvar_cl_movement == 3)
155 this.move_origin = this.origin;
156 this.move_angles = this.angles;
157 //this.move_movetype = MOVETYPE_WALK; // temp
158 this.move_velocity = this.velocity;
159 this.move_avelocity = this.avelocity;
160 this.move_flags = BITSET(this.move_flags, FL_ONGROUND, boolean(this.flags & FL_ONGROUND));
161 Movetype_Physics_Spam(this);
166 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
168 CSQCPlayer_Unpredict(this);
171 this.origin += CSQCPlayer_GetPredictionErrorO();
172 this.velocity += CSQCPlayer_GetPredictionErrorV();
174 CSQCPlayer_SetMinsMaxs(this);
176 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
179 // we don't need this
180 // darkplaces makes servercommandframe == 0 in these cases anyway
181 if (getstatf(STAT_HEALTH) <= 0)
183 csqcplayer_moveframe = clientcommandframe;
184 getinputstate(csqcplayer_moveframe-1);
185 LOG_INFO("the Weird code path got hit\n");
190 if (csqcplayer_moveframe >= endframe)
192 getinputstate(csqcplayer_moveframe - 1);
198 if (!getinputstate(csqcplayer_moveframe)) break;
199 CSQCPlayer_Physics(this);
200 CSQCPlayer_SetMinsMaxs(this);
201 ++csqcplayer_moveframe;
203 while (csqcplayer_moveframe < endframe);
206 // add in anything that was applied after (for low packet rate protocols)
207 input_angles = view_angles;
210 bool CSQCPlayer_IsLocalPlayer(entity this)
212 return (this == csqcplayer);
215 void CSQCPlayer_SetViewLocation()
217 viewloc_SetViewLocation();
220 /** Called once per CSQC_UpdateView() */
221 void CSQCPlayer_SetCamera()
223 const vector v0 = pmove_vel; // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
224 const float vh = getstati(STAT_VIEWHEIGHT);
225 const vector pl_viewofs = PL_VIEW_OFS;
226 const vector pl_viewofs_crouch = PL_CROUCH_VIEW_OFS;
227 const entity e = csqcplayer;
230 if (servercommandframe == 0 || clientcommandframe == 0)
232 InterpolateOrigin_Do(e);
233 e.view_ofs = '0 0 1' * vh;
235 // get crouch state from the server
236 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
237 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
239 // get onground state from the server
240 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
242 CSQCPlayer_SetMinsMaxs(e);
244 // override it back just in case
245 e.view_ofs = '0 0 1' * vh;
252 const int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
253 InterpolateOrigin_Do(e);
256 if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
258 const vector o = e.origin;
259 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
260 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
261 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - boolean(e.flags & FL_ONGROUND));
265 // get crouch state from the server
266 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
267 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
269 // get onground state from the server
270 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
272 CSQCPlayer_SavePrediction(e);
274 CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
276 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
277 // get crouch state from the server (LAG)
278 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
279 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
281 CSQCPlayer_SetMinsMaxs(e);
283 e.angles_y = input_angles.y;
287 setorigin(e, e.origin);
290 const entity view = CSQCModel_server2csqc(player_localentnum - 1);
293 if (view != csqcplayer)
295 InterpolateOrigin_Do(view);
296 view.view_ofs = '0 0 1' * vh;
299 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
300 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
301 // note: these two only work in WIP2, but are harmless in WIP1
302 if (getstati(STAT_HEALTH) <= 0) refdefflags |= REFDEFFLAG_DEAD;
303 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
304 V_CalcRefdef(view, refdefflags);
308 // FIXME by CSQC spec we have to do this:
309 // but it breaks chase cam
311 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
312 setproperty(VF_ANGLES, view_angles);
315 CSQCPLAYER_HOOK_POSTCAMERASETUP();
318 void CSQCPlayer_Remove()
321 cvar_settemp("cl_movement_replay", "1");
324 bool CSQCPlayer_PreUpdate(entity this)
326 if (this != csqcplayer) return false;
327 if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
331 bool CSQCPlayer_PostUpdate(entity this)
333 if (this.entnum != player_localnum + 1) return false;
335 csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
336 cvar_settemp("cl_movement_replay", "0");
337 this.entremove = CSQCPlayer_Remove;