1 #include "sv_dodging.qh"
3 #define PHYS_DODGING g_dodging
4 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
5 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
6 #define PHYS_DODGING_FROZEN_DOUBLETAP autocvar_sv_dodging_frozen_doubletap
7 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
8 #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
9 #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
10 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
11 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
12 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
13 #define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
14 #define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed
16 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
18 #define PHYS_DODGING STAT(DODGING, this)
19 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
20 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
21 #define PHYS_DODGING_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_DOUBLETAP, this)
22 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
23 #define PHYS_DODGING_HORIZ_SPEED STAT(DODGING_HORIZ_SPEED, this)
24 #define PHYS_DODGING_HORIZ_SPEED_FROZEN STAT(DODGING_HORIZ_SPEED_FROZEN, this)
25 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
26 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
27 #define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
28 #define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
29 #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
33 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
34 #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
35 #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
37 #define PHYS_DODGING_FRAMETIME sys_frametime
38 #define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
39 #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
44 bool autocvar_sv_dodging_sound;
46 #include <common/animdecide.qh>
47 #include <common/physics/player.qh>
49 .float cvar_cl_dodging_timeout;
51 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
53 // this just turns on the cvar.
56 g_dodging = cvar("g_dodging");
59 // this just turns off the cvar.
60 MUTATOR_ONROLLBACK_OR_REMOVE
69 REGISTER_MUTATOR(dodging, true);
72 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
73 .float dodging_action;
75 // the jump part of the dodge cannot be ramped
76 .float dodging_single_action;
79 // these are used to store the last key press time for each of the keys..
80 .float last_FORWARD_KEY_time;
81 .float last_BACKWARD_KEY_time;
82 .float last_LEFT_KEY_time;
83 .float last_RIGHT_KEY_time;
85 // these store the movement direction at the time of the dodge action happening.
86 .vector dodging_direction;
88 // this indicates the last time a dodge was executed. used to check if another one is allowed
89 // and to ramp up the dodge acceleration in the physics hook.
90 .float last_dodging_time;
92 // This is the velocity gain to be added over the ramp time.
93 // It will decrease from frame to frame during dodging_action = 1
95 .float dodging_velocity_gain;
97 #ifdef CSQC // TODO what is this? 1) CSQC in sv_ file never even gets compiled 2) pressedkeys is only defined on server so this would be always 0
102 tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
103 if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
106 // returns true if the player is close to a wall
107 bool is_close_to_wall(entity this, float threshold)
117 bool is_close_to_ground(entity this, float threshold)
119 if (IS_ONGROUND(this)) return true;
120 X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
127 bool PM_dodging_checkpressedkeys(entity this)
129 // first check if the last dodge is far enough back in time so we can dodge again
130 if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
133 makevectors(this.angles);
135 bool wall_dodge = false;
137 if(!PHYS_DODGING_AIR)
138 if(!is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
140 wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
141 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
145 if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
148 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
149 bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
151 float tap_direction_x = 0;
152 float tap_direction_y = 0;
153 bool dodge_detected = false;
154 vector mymovement = PHYS_CS(this).movement;
156 #define X(COND,BTN,RESULT) \
157 if (mymovement_##COND) \
158 /* is this a state change? */ \
159 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
160 tap_direction_##RESULT; \
161 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) \
162 dodge_detected = true; \
163 if(PHYS_INPUT_BUTTON_DODGE(this)) \
164 dodge_detected = true; \
165 this.last_##BTN##_KEY_time = time; \
167 X(x < 0, BACKWARD, x--);
168 X(x > 0, FORWARD, x++);
170 X(y > 0, RIGHT, y++);
175 this.last_dodging_time = time;
177 this.dodging_action = 1;
178 this.dodging_single_action = 1;
180 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
182 this.dodging_direction_x = tap_direction_x;
183 this.dodging_direction_y = tap_direction_y;
185 // normalize the dodging_direction vector.. (unlike UT99) XD
186 float length = this.dodging_direction_x * this.dodging_direction_x
187 + this.dodging_direction_y * this.dodging_direction_y;
188 length = sqrt(length);
190 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
191 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
197 // TODO use real cvars
198 /*float autocvar_velocity_min = 200;
199 float autocvar_velocity_max = 700;
200 float autocvar_force_min = 50;
201 float autocvar_force_max = 350;*/
202 float determine_speed(entity player) {
203 float x = PHYS_FROZEN(player) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
207 /*float horiz_vel = vlen(vec2(player.velocity));
208 // force min and max are inverted - the faster you are the wekaer dodging becomes
209 // TODO document cvars in cfg
210 return map_bound_ranges(horiz_vel, autocvar_velocity_min, autocvar_velocity_max, autocvar_force_max, autocvar_force_min);*/
213 void PM_dodging(entity this)
215 // when swimming or dead, no dodging allowed..
216 if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
218 this.dodging_action = 0;
219 this.dodging_direction_x = 0;
220 this.dodging_direction_y = 0;
224 // make sure v_up, v_right and v_forward are sane
226 makevectors(this.v_angle);
228 makevectors(this.angles);
230 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
231 // will be called ramp_time/frametime times = 2 times. so, we need to
232 // add 0.5 * the total speed each frame until the dodge action is done..
233 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
235 // if ramp time is smaller than frametime we get problems ;D
236 common_factor = min(common_factor, 1);
238 float horiz_speed = determine_speed(this); // TODO kill this
239 //OG_INFOF("velocity %f -> force %f\n", vlen(vec2(this.velocity)), horiz_speed);
240 float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
241 new_velocity_gain = max(0, new_velocity_gain);
243 float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
245 // ramp up dodging speed by adding some velocity each frame..
246 if (this.dodging_action == 1)
248 //disable jump key during dodge accel phase
249 if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
251 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
252 + ((this.dodging_direction_x * velocity_difference) * v_forward);
254 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
257 // the up part of the dodge is a single shot action
258 if (this.dodging_single_action == 1)
260 UNSET_ONGROUND(this);
262 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
265 if (autocvar_sv_dodging_sound)
266 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
268 animdecide_setaction(this, ANIMACTION_JUMP, true);
271 this.dodging_single_action = 0;
274 // are we done with the dodging ramp yet?
275 if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
277 // reset state so next dodge can be done correctly
278 this.dodging_action = 0;
279 this.dodging_direction_x = 0;
280 this.dodging_direction_y = 0;
284 void PM_dodging_GetPressedKeys(entity this)
287 PM_dodging_checkpressedkeys(this);
289 int keys = this.pressedkeys;
290 keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
291 keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
292 keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
293 keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
295 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
296 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
297 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
298 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
299 this.pressedkeys = keys;
303 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
305 entity player = M_ARGV(0, entity);
307 // print("dodging_PlayerPhysics\n");
308 PM_dodging_GetPressedKeys(player);
314 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
316 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
318 entity player = M_ARGV(0, entity);
320 PM_dodging_checkpressedkeys(player);