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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
29 float autocvar_cl_movement_errorcompensation = 0;
30 bool autocvar_cl_movement_intermissionrunning = false;
31
32 // engine stuff
33 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
34
35 vector csqcplayer_origin, csqcplayer_velocity;
36 float csqcplayer_sequence;
37 int player_pmflags;
38 float csqcplayer_moveframe;
39 vector csqcplayer_predictionerroro;
40 vector csqcplayer_predictionerrorv;
41 float csqcplayer_predictionerrortime;
42 float csqcplayer_predictionerrorfactor;
43
44 vector CSQCPlayer_GetPredictionErrorO()
45 {
46         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
47         return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
48 }
49
50 vector CSQCPlayer_GetPredictionErrorV()
51 {
52         if (time >= csqcplayer_predictionerrortime) return '0 0 0';
53         return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
54 }
55
56 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
57 {
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
60         // next frame
61
62         // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
63         /*
64         // commented out as this one did not help
65         if(onground_diff)
66         {
67                 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
68                 return;
69         }
70         */
71         if(vdist(o, >, 32) || vdist(v, >, 192))
72         {
73                 //printf("TOO BIG: x=%v v=%v\n", o, v);
74                 return;
75         }
76
77         if(!autocvar_cl_movement_errorcompensation)
78         {
79                 csqcplayer_predictionerrorfactor = 0;
80                 return;
81         }
82
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;
87 }
88
89 void CSQCPlayer_Unpredict(entity this)
90 {
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;
97 }
98
99 void CSQCPlayer_SetMinsMaxs(entity this)
100 {
101         if (IS_DUCKED(this) || !this.isplayermodel)
102         {
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);
106         }
107         else
108         {
109                 this.mins = PHYS_PL_MIN(this);
110                 this.maxs = PHYS_PL_MAX(this);
111                 this.view_ofs = PHYS_PL_VIEWOFS(this);
112         }
113 }
114
115 void CSQCPlayer_SavePrediction(entity this)
116 {
117         player_pmflags = this.flags;
118         csqcplayer_origin = this.origin;
119         csqcplayer_velocity = this.velocity;
120         csqcplayer_sequence = servercommandframe;
121         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
122 }
123
124 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
125
126 void CSQCPlayer_Physics(entity this)
127 {
128         if(!autocvar_cl_movement) { return; }
129
130         _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
131
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);
136
137         CSQC_ClientMovement_PlayerMove_Frame(this);
138
139         Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
140
141         view_angles = this.v_angle;
142         input_angles = this.angles;
143         this.v_angle = oldv_angle;
144         this.angles = oldangles;
145
146         this.pmove_flags =
147                         ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
148                         ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
149                         ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
150 }
151
152 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
153 {
154         CSQCPlayer_Unpredict(this);
155         if (apply_error)
156         {
157                 this.origin += CSQCPlayer_GetPredictionErrorO();
158                 this.velocity += CSQCPlayer_GetPredictionErrorV();
159         }
160         CSQCPlayer_SetMinsMaxs(this);
161
162         csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
163
164 #if 0
165         // we don't need this
166         // darkplaces makes servercommandframe == 0 in these cases anyway
167         if (STAT(HEALTH) <= 0)
168         {
169                 csqcplayer_moveframe = clientcommandframe;
170                 getinputstate(csqcplayer_moveframe-1);
171                 LOG_INFO("the Weird code path got hit");
172                 return;
173         }
174 #endif
175
176         if (csqcplayer_moveframe >= endframe)
177         {
178                 getinputstate(csqcplayer_moveframe - 1);
179         }
180         else
181         {
182                 do
183                 {
184                         if (!getinputstate(csqcplayer_moveframe)) break;
185                         /*if (input_timelength > 0.0005)
186                         {
187                                 if (input_timelength > 0.05)
188                                 {
189                                         input_timelength /= 2;
190                                         CSQCPlayer_Physics(this);
191                                 }
192                                 CSQCPlayer_Physics(this);
193                         }*/
194                         CSQCPlayer_Physics(this);
195                         CSQCPlayer_SetMinsMaxs(this);
196                         ++csqcplayer_moveframe;
197                 }
198                 while (csqcplayer_moveframe < endframe);
199         }
200
201         // add in anything that was applied after (for low packet rate protocols)
202         input_angles = view_angles;
203 }
204
205 bool CSQCPlayer_IsLocalPlayer(entity this)
206 {
207         return (this == csqcplayer);
208 }
209
210 float stairsmoothz;
211 float autocvar_cl_stairsmoothspeed;
212 float autocvar_cl_smoothviewheight;
213 float smooth_prevtime;
214 float viewheightavg;
215 float autocvar_cl_bobfall;
216 float autocvar_cl_bobfallcycle;
217 float autocvar_cl_bobfallminspeed;
218 float bobfall_swing;
219 float bobfall_speed;
220 vector CSQCPlayer_ApplySmoothing(entity this, vector v)
221 {
222         if(this.csqcmodel_teleported || !IS_ONGROUND(this) || autocvar_cl_stairsmoothspeed <= 0)
223                 stairsmoothz = v.z;
224         else
225         {
226                 if(v.z > stairsmoothz)
227                         v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + frametime * autocvar_cl_stairsmoothspeed, v.z);
228                 else if(v.z < stairsmoothz)
229                         v.z = stairsmoothz = bound(v.z, stairsmoothz - frametime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
230         }
231
232         float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1);
233         viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight;
234         v.z += viewheightavg;
235
236         if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
237         {
238                 if(!IS_ONGROUND(this))
239                 {
240                         bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
241                         if(this.velocity.z < -autocvar_cl_bobfallminspeed)
242                                 bobfall_swing = 1;
243                         else
244                                 bobfall_swing = 0; // really?
245                 }
246                 else
247                 {
248                         bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
249                         float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
250                         v.z += bobfall;
251                 }
252         }
253
254         smooth_prevtime = time;
255
256         return v;
257 }
258
259 bool autocvar_v_deathtilt;
260 float autocvar_v_deathtiltangle;
261 void CSQCPlayer_ApplyDeathTilt(entity this)
262 {
263         if(!autocvar_v_deathtilt)
264                 return;
265         view_angles.y = autocvar_v_deathtiltangle;
266 }
267
268 float autocvar_v_idlescale;
269 float autocvar_v_ipitch_cycle;
270 float autocvar_v_iyaw_cycle;
271 float autocvar_v_iroll_cycle;
272 float autocvar_v_ipitch_level;
273 float autocvar_v_iyaw_level;
274 float autocvar_v_iroll_level;
275 void CSQCPlayer_ApplyIdleScaling(entity this)
276 {
277         view_angles.x += autocvar_v_idlescale * sin(time * autocvar_v_ipitch_cycle) * autocvar_v_ipitch_level;
278         view_angles.y += autocvar_v_idlescale * sin(time * autocvar_v_iyaw_cycle) * autocvar_v_iyaw_level;
279         view_angles.z += autocvar_v_idlescale * sin(time * autocvar_v_iroll_cycle) * autocvar_v_iroll_level;
280         setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
281 }
282
283 float autocvar_chase_back;
284 float autocvar_chase_up;
285 vector CSQCPlayer_ApplyChase(entity this, vector v)
286 {
287         // TODO: chase_overhead
288         v += this.view_ofs;
289         makevectors(view_angles);
290         tracebox(v, '-4 -4 -4', '4 4 4', v - v_forward * autocvar_chase_back, MOVE_NORMAL, this);
291         v = trace_endpos;
292         tracebox(v, '-4 -4 -4', '4 4 4', v + v_up * autocvar_chase_up, MOVE_NORMAL, this);
293         v = trace_endpos;
294         return v;
295 }
296
297 /** Called once per CSQC_UpdateView() */
298 void CSQCPlayer_SetCamera()
299 {
300         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
301         float vh = PHYS_VIEWHEIGHT(NULL);
302         vector pl_viewofs = PHYS_PL_VIEWOFS(NULL);
303         vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL);
304         entity e = csqcplayer;
305         if (e)
306         {
307                 if (servercommandframe == 0 || clientcommandframe == 0)
308                 {
309                         InterpolateOrigin_Do(e);
310                         e.view_ofs = '0 0 1' * vh;
311
312                         // get crouch state from the server
313                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
314                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
315
316                         // get onground state from the server
317                         e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
318
319                         CSQCPlayer_SetMinsMaxs(e);
320
321                         // override it back just in case
322                         e.view_ofs = '0 0 1' * vh;
323
324                         // set velocity
325                         e.velocity = v0;
326                 }
327                 else
328                 {
329                         int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
330                         InterpolateOrigin_Do(e);
331                         e.iflags = flg;
332
333                         if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
334                         {
335                                 vector o = e.origin;
336                                 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
337                                 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
338                                 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
339                                 e.origin = o;
340                                 e.velocity = v0;
341
342                                 // get crouch state from the server
343                                 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
344                                 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
345
346                                 // get onground state from the server
347                                 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
348
349                                 CSQCPlayer_SavePrediction(e);
350                         }
351                         CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
352
353 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
354                         // get crouch state from the server (LAG)
355                         if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
356                         else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
357 #endif
358                         CSQCPlayer_SetMinsMaxs(e);
359
360                         e.angles_y = input_angles.y;
361                 }
362
363                 // relink
364                 setorigin(e, e.origin);
365         }
366
367         const entity view = CSQCModel_server2csqc(player_localentnum - 1);
368         if (view)
369         {
370                 if (view != csqcplayer)
371                 {
372                         InterpolateOrigin_Do(view);
373                         view.view_ofs = '0 0 1' * vh;
374                 }
375                 //int refdefflags = 0;
376                 //if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
377                 //if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
378                 // note: these two only work in WIP2, but are harmless in WIP1
379                 //if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
380                 //if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
381                 vector vieworg = view.origin;
382                 if(autocvar_chase_active)
383                         vieworg = CSQCPlayer_ApplyChase(view, vieworg);
384                 else
385                 {
386                         vieworg = CSQCPlayer_ApplySmoothing(view, vieworg);
387                         if(IS_DEAD(view))
388                                 CSQCPlayer_ApplyDeathTilt(view);
389                 }
390                 if(autocvar_v_idlescale)
391                         CSQCPlayer_ApplyIdleScaling(view);
392                 setproperty(VF_ORIGIN, vieworg);
393                 setproperty(VF_ANGLES, view_angles);
394                 //V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
395         }
396         else
397         {
398                 // FIXME by CSQC spec we have to do this:
399                 // but it breaks chase cam
400                 /*
401                 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
402                 setproperty(VF_ANGLES, view_angles);
403                 */
404         }
405         CSQCPLAYER_HOOK_POSTCAMERASETUP();
406 }
407
408 void CSQCPlayer_Remove(entity this)
409 {
410         csqcplayer = NULL;
411         cvar_settemp("cl_movement_replay", "1");
412 }
413
414 bool CSQCPlayer_PreUpdate(entity this)
415 {
416         if (this != csqcplayer) return false;
417         if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
418         return true;
419 }
420
421 bool CSQCPlayer_PostUpdate(entity this)
422 {
423         if (this.entnum != player_localnum + 1) return false;
424         csqcplayer = this;
425         csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
426         cvar_settemp("cl_movement_replay", "0");
427         this.entremove = CSQCPlayer_Remove;
428         return true;
429 }