/* * Copyright (c) 2011 Rudolf Polzer * Copyright (c) 2015 Micah Talkiewicz * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to * deal in the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "cl_player.qh" #include "cl_model.qh" #include "common.qh" #include "interpolate.qh" float autocvar_cl_movement_errorcompensation = 0; bool autocvar_cl_movement_intermissionrunning = false; // engine stuff float pmove_onground; // weird engine flag we shouldn't really use but have to for now vector csqcplayer_origin, csqcplayer_velocity; float csqcplayer_sequence; int player_pmflags; float csqcplayer_moveframe; vector csqcplayer_predictionerroro; vector csqcplayer_predictionerrorv; float csqcplayer_predictionerrortime; float csqcplayer_predictionerrorfactor; vector CSQCPlayer_GetPredictionErrorO() { if (time >= csqcplayer_predictionerrortime) return '0 0 0'; return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor; } vector CSQCPlayer_GetPredictionErrorV() { if (time >= csqcplayer_predictionerrortime) return '0 0 0'; return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor; } void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff) { // error too big to compensate, we LIKELY hit a teleport or a // jumppad, or it's a jump time disagreement that'll get fixed // next frame // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them! /* // commented out as this one did not help if(onground_diff) { printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v); return; } */ if(vdist(o, >, 32) || vdist(v, >, 192)) { //printf("TOO BIG: x=%v v=%v\n", o, v); return; } if(!autocvar_cl_movement_errorcompensation) { csqcplayer_predictionerrorfactor = 0; return; } csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o; csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v; csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate; csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor; } void CSQCPlayer_Unpredict(entity this) { if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return; if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status); this.origin = csqcplayer_origin; this.velocity = csqcplayer_velocity; csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side) this.flags = player_pmflags; } void CSQCPlayer_SetMinsMaxs(entity this) { if (IS_DUCKED(this) || !(this.isplayermodel & ISPLAYER_PLAYER)) { this.mins = PHYS_PL_CROUCH_MIN(this); this.maxs = PHYS_PL_CROUCH_MAX(this); this.view_ofs = PHYS_PL_CROUCH_VIEWOFS(this); } else { this.mins = PHYS_PL_MIN(this); this.maxs = PHYS_PL_MAX(this); this.view_ofs = PHYS_PL_VIEWOFS(this); } } void CSQCPlayer_SavePrediction(entity this) { player_pmflags = this.flags; csqcplayer_origin = this.origin; csqcplayer_velocity = this.velocity; csqcplayer_sequence = servercommandframe; csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED; } void CSQC_ClientMovement_PlayerMove_Frame(entity this); void CSQCPlayer_Physics(entity this) { if(!autocvar_cl_movement) { return; } _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump vector oldv_angle = this.v_angle; vector oldangles = this.angles; // we need to save these, as they're abused by other code this.v_angle = PHYS_INPUT_ANGLES(this); this.angles = PHYS_WORLD_ANGLES(this); CSQC_ClientMovement_PlayerMove_Frame(this); Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true); view_angles = this.v_angle; input_angles = this.angles; this.v_angle = oldv_angle; this.angles = oldangles; this.pmove_flags = ((IS_DUCKED(this)) ? PMF_DUCKED : 0) | ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) | ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0); } void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error) { CSQCPlayer_Unpredict(this); if (apply_error) { this.origin += CSQCPlayer_GetPredictionErrorO(); this.velocity += CSQCPlayer_GetPredictionErrorV(); } CSQCPlayer_SetMinsMaxs(this); csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED; #if 0 // we don't need this // darkplaces makes servercommandframe == 0 in these cases anyway if (STAT(HEALTH) <= 0) { csqcplayer_moveframe = clientcommandframe; getinputstate(csqcplayer_moveframe-1); LOG_INFO("the Weird code path got hit"); return; } #endif if (csqcplayer_moveframe >= endframe) { getinputstate(csqcplayer_moveframe - 1); } else { do { if (!getinputstate(csqcplayer_moveframe)) break; /*if (input_timelength > 0.0005) { if (input_timelength > 0.05) { input_timelength /= 2; CSQCPlayer_Physics(this); } CSQCPlayer_Physics(this); }*/ CSQCPlayer_Physics(this); CSQCPlayer_SetMinsMaxs(this); ++csqcplayer_moveframe; } while (csqcplayer_moveframe < endframe); } // add in anything that was applied after (for low packet rate protocols) input_angles = view_angles; } bool CSQCPlayer_IsLocalPlayer(entity this) { return (this == csqcplayer); } float stairsmoothz; float autocvar_cl_stairsmoothspeed; float autocvar_cl_smoothviewheight; float smooth_prevtime; float viewheightavg; float autocvar_cl_bobfall; float autocvar_cl_bobfallcycle; float autocvar_cl_bobfallminspeed; float bobfall_swing; float bobfall_speed; vector CSQCPlayer_ApplySmoothing(entity this, vector v) { if(this.csqcmodel_teleported || !IS_ONGROUND(this) || autocvar_cl_stairsmoothspeed <= 0) stairsmoothz = v.z; else { if(v.z > stairsmoothz) v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + frametime * autocvar_cl_stairsmoothspeed, v.z); else if(v.z < stairsmoothz) v.z = stairsmoothz = bound(v.z, stairsmoothz - frametime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this)); } float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1); viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight; v.z += viewheightavg; if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle) { if(!IS_ONGROUND(this)) { bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1); if(this.velocity.z < -autocvar_cl_bobfallminspeed) bobfall_swing = 1; else bobfall_swing = 0; // really? } else { bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime); float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed; v.z += bobfall; } } smooth_prevtime = time; return v; } bool autocvar_v_deathtilt; float autocvar_v_deathtiltangle; void CSQCPlayer_ApplyDeathTilt(entity this) { if(!autocvar_v_deathtilt) return; view_angles.y = autocvar_v_deathtiltangle; } float autocvar_v_idlescale; float autocvar_v_ipitch_cycle; float autocvar_v_iyaw_cycle; float autocvar_v_iroll_cycle; float autocvar_v_ipitch_level; float autocvar_v_iyaw_level; float autocvar_v_iroll_level; void CSQCPlayer_ApplyIdleScaling(entity this) { view_angles.x += autocvar_v_idlescale * sin(time * autocvar_v_ipitch_cycle) * autocvar_v_ipitch_level; view_angles.y += autocvar_v_idlescale * sin(time * autocvar_v_iyaw_cycle) * autocvar_v_iyaw_level; view_angles.z += autocvar_v_idlescale * sin(time * autocvar_v_iroll_cycle) * autocvar_v_iroll_level; setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim } float autocvar_chase_back; float autocvar_chase_up; vector CSQCPlayer_ApplyChase(entity this, vector v) { // TODO: chase_overhead v += this.view_ofs; makevectors(view_angles); tracebox(v, '-4 -4 -4', '4 4 4', v - v_forward * autocvar_chase_back, MOVE_NORMAL, this); v = trace_endpos; tracebox(v, '-4 -4 -4', '4 4 4', v + v_up * autocvar_chase_up, MOVE_NORMAL, this); v = trace_endpos; return v; } /** Called once per CSQC_UpdateView() */ void CSQCPlayer_SetCamera() { 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 float vh = PHYS_VIEWHEIGHT(NULL); vector pl_viewofs = PHYS_PL_VIEWOFS(NULL); vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL); entity e = csqcplayer; if (e) { if (servercommandframe == 0 || clientcommandframe == 0) { InterpolateOrigin_Do(e); e.view_ofs = '0 0 1' * vh; // get crouch state from the server if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED; else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED; // get onground state from the server e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground); CSQCPlayer_SetMinsMaxs(e); // override it back just in case e.view_ofs = '0 0 1' * vh; // set velocity e.velocity = v0; } else { int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES); InterpolateOrigin_Do(e); e.iflags = flg; if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER) { vector o = e.origin; csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED; CSQCPlayer_PredictTo(e, servercommandframe + 1, false); CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e)); e.origin = o; e.velocity = v0; // get crouch state from the server if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED; else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED; // get onground state from the server e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground); CSQCPlayer_SavePrediction(e); } CSQCPlayer_PredictTo(e, clientcommandframe + 1, true); #ifdef CSQCMODEL_SERVERSIDE_CROUCH // get crouch state from the server (LAG) if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED; else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED; #endif CSQCPlayer_SetMinsMaxs(e); e.angles_y = input_angles.y; } // relink setorigin(e, e.origin); } const entity view = CSQCModel_server2csqc(player_localentnum - 1); if (view) { if (view != csqcplayer) { InterpolateOrigin_Do(view); view.view_ofs = '0 0 1' * vh; } //int refdefflags = 0; //if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED; //if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING; // note: these two only work in WIP2, but are harmless in WIP1 //if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD; //if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION; vector vieworg = view.origin; if(autocvar_chase_active) vieworg = CSQCPlayer_ApplyChase(view, vieworg); else { vieworg = CSQCPlayer_ApplySmoothing(view, vieworg); if(IS_DEAD(view)) CSQCPlayer_ApplyDeathTilt(view); } if(autocvar_v_idlescale) CSQCPlayer_ApplyIdleScaling(view); setproperty(VF_ORIGIN, vieworg); setproperty(VF_ANGLES, view_angles); //V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken! } else { // FIXME by CSQC spec we have to do this: // but it breaks chase cam /* setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh); setproperty(VF_ANGLES, view_angles); */ } CSQCPLAYER_HOOK_POSTCAMERASETUP(); } void CSQCPlayer_Remove(entity this) { csqcplayer = NULL; cvar_settemp("cl_movement_replay", "1"); } bool CSQCPlayer_PreUpdate(entity this) { if (this != csqcplayer) return false; if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this); return true; } bool CSQCPlayer_PostUpdate(entity this) { if (this.entnum != player_localnum + 1) return false; csqcplayer = this; csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER; cvar_settemp("cl_movement_replay", "0"); this.entremove = CSQCPlayer_Remove; return true; }