1 #include "sv_dodging.qh"
3 // TODO the CSQC blocks in this sv_ file are currently not compiled but will be when dodging prediction gets enabled
5 #define PHYS_DODGING g_dodging
6 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
7 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
8 #define PHYS_DODGING_FROZEN_DOUBLETAP autocvar_sv_dodging_frozen_doubletap
9 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
10 #define PHYS_DODGING_HORIZ_SPEED_MIN autocvar_sv_dodging_horiz_speed_min
11 #define PHYS_DODGING_HORIZ_SPEED_MAX autocvar_sv_dodging_horiz_speed_max
12 #define PHYS_DODGING_HORIZ_FORCE_SLOWEST autocvar_sv_dodging_horiz_force_slowest
13 #define PHYS_DODGING_HORIZ_FORCE_FASTEST autocvar_sv_dodging_horiz_force_fastest
14 #define PHYS_DODGING_HORIZ_FORCE_FROZEN autocvar_sv_dodging_horiz_force_frozen
15 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
16 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
17 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
18 #define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
19 #define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed
20 #define PHYS_DODGING_AIR_MAXSPEED autocvar_sv_dodging_air_maxspeed
21 #define PHYS_DODGING_CLIENTSELECT autocvar_sv_dodging_clientselect
23 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
25 #define PHYS_DODGING STAT(DODGING, this)
26 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
27 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
28 #define PHYS_DODGING_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_DOUBLETAP, this)
29 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
30 #define PHYS_DODGING_HORIZ_SPEED_MIN STAT(DODGING_HORIZ_SPEED_MIN, this)
31 #define PHYS_DODGING_HORIZ_SPEED_MAX STAT(DODGING_HORIZ_SPEED_MAX, this)
32 #define PHYS_DODGING_HORIZ_FORCE_SLOWEST STAT(DODGING_HORIZ_FORCE_SLOWEST, this)
33 #define PHYS_DODGING_HORIZ_FORCE_FASTEST STAT(DODGING_HORIZ_FORCE_FASTEST, this)
34 #define PHYS_DODGING_HORIZ_FORCE_FROZEN STAT(DODGING_HORIZ_FORCE_FROZEN, this)
35 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
36 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
37 #define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
38 #define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
39 #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
40 #define PHYS_DODGING_AIR_MAXSPEED STAT(DODGING_AIR_MAXSPEED, this)
41 #define PHYS_DODGING_CLIENTSELECT STAT(DODGING_CLIENTSELECT, this)
45 bool autocvar_cl_dodging;
46 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
47 #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
48 #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
49 #define PHYS_DODGING_ENABLED(s) autocvar_cl_dodging
51 #define PHYS_DODGING_FRAMETIME sys_frametime
52 #define PHYS_DODGING_TIMEOUT(s) CS_CVAR(s).cvar_cl_dodging_timeout
53 #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
54 #define PHYS_DODGING_ENABLED(s) CS_CVAR(s).cvar_cl_dodging
57 REPLICATE_FIELD(bool, cvar_cl_dodging);
58 REPLICATE_FIELD(float, cvar_cl_dodging_timeout);
59 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
60 REPLICATE(cvar_cl_dodging, bool, "cl_dodging");
64 bool autocvar_sv_dodging_sound;
66 #include <common/animdecide.qh>
67 #include <common/physics/player.qh>
69 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
71 // this just turns on the cvar.
74 g_dodging = cvar("g_dodging");
77 // this just turns off the cvar.
78 MUTATOR_ONROLLBACK_OR_REMOVE
87 REGISTER_MUTATOR(dodging, true);
90 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
91 .float dodging_action;
93 // the jump part of the dodge cannot be ramped
94 .float dodging_single_action;
96 // these are used to store the last key press time for each of the keys..
97 .float last_FORWARD_KEY_time;
98 .float last_BACKWARD_KEY_time;
99 .float last_LEFT_KEY_time;
100 .float last_RIGHT_KEY_time;
102 // these store the movement direction at the time of the dodge action happening.
103 .vector dodging_direction;
105 // this indicates the last time a dodge was executed. used to check if another one is allowed
106 // and to ramp up the dodge acceleration in the physics hook.
107 .float last_dodging_time;
109 // the total speed that will be added over the ramp time
110 .float dodging_force_total;
111 // the part of total yet to be added
112 .float dodging_force_remaining;
119 tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
120 if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
123 // returns true if the player is close to a wall
124 bool is_close_to_wall(entity this, float threshold, vector forward, vector right)
134 bool is_close_to_ground(entity this, float threshold, vector up)
136 if (IS_ONGROUND(this)) return true;
137 X(-up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
144 float determine_force(entity player) {
145 if (PHYS_FROZEN(player)) return PHYS_DODGING_HORIZ_FORCE_FROZEN;
147 float horiz_vel = vlen(vec2(player.velocity));
148 return map_bound_ranges(horiz_vel,
149 PHYS_DODGING_HORIZ_SPEED_MIN, PHYS_DODGING_HORIZ_SPEED_MAX,
150 PHYS_DODGING_HORIZ_FORCE_SLOWEST, PHYS_DODGING_HORIZ_FORCE_FASTEST);
153 bool PM_dodging_checkpressedkeys(entity this)
155 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
156 bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
158 float tap_direction_x = 0;
159 float tap_direction_y = 0;
160 bool dodge_detected = false;
161 vector mymovement = PHYS_CS(this).movement;
163 #define X(COND,BTN,RESULT) \
164 if (mymovement_##COND) { \
165 /* is this a state change? */ \
166 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
167 tap_direction_##RESULT; \
168 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) { \
169 dodge_detected = true; \
170 } else if(PHYS_INPUT_BUTTON_DODGE(this)) { \
171 dodge_detected = true; \
173 this.last_##BTN##_KEY_time = time; \
176 X(x < 0, BACKWARD, x--);
177 X(x > 0, FORWARD, x++);
179 X(y > 0, RIGHT, y++);
182 if (!dodge_detected) return false;
184 // this check has to be after checking keys:
185 // the first key press of the double tap is allowed to be before dodging delay,
186 // only the second has to be after, otherwise +dodge gives an advantage because typical repress time is 0.1 s
187 // or higher which means players using +dodge would be able to do it more often
188 if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
191 vector forward, right, up;
192 MAKE_VECTORS(this.angles, forward, right, up);
194 bool can_dodge = (is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD, up) && (PHYS_DODGING_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_MAXSPEED)));
195 bool can_wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD, forward, right));
196 bool can_air_dodge = (PHYS_DODGING_AIR && (PHYS_DODGING_AIR_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_AIR_MAXSPEED)));
197 if (!can_dodge && !can_wall_dodge && !can_air_dodge) return false;
199 this.last_dodging_time = time;
201 this.dodging_action = 1;
202 this.dodging_single_action = 1;
204 this.dodging_force_total = determine_force(this);
205 this.dodging_force_remaining = this.dodging_force_total;
207 this.dodging_direction.x = tap_direction_x;
208 this.dodging_direction.y = tap_direction_y;
210 // normalize the dodging_direction vector.. (unlike UT99) XD
211 float length = sqrt(this.dodging_direction.x ** 2 + this.dodging_direction.y ** 2);
213 this.dodging_direction.x = this.dodging_direction.x / length;
214 this.dodging_direction.y = this.dodging_direction.y / length;
219 void PM_dodging(entity this)
221 // can't use return value from PM_dodging_checkpressedkeys because they're called from different hooks
222 if (!this.dodging_action) return;
224 // when swimming or dead, no dodging allowed..
225 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
226 if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this) || (PHYS_DODGING_CLIENTSELECT && !PHYS_DODGING_ENABLED(this) && !frozen_dodging))
228 this.dodging_action = 0;
229 this.dodging_direction.x = 0;
230 this.dodging_direction.y = 0;
234 vector forward, right, up;
236 MAKE_VECTORS(this.v_angle, forward, right, up);
238 MAKE_VECTORS(this.angles, forward, right, up);
240 // fraction of the force to apply each frame
241 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
242 // will be called ramp_time/frametime times = 2 times. so, we need to
243 // add 0.5 * the total speed each frame until the dodge action is done..
244 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
245 // NOTE: depending on cl_netfps the client may (and probably will) send more input frames during each server frame
246 // but common_factor uses server frame rate so players with higher cl_netfps will ramp slightly faster
248 float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining);
249 this.dodging_force_remaining -= velocity_increase;
250 this.velocity += this.dodging_direction.x * velocity_increase * forward
251 + this.dodging_direction.y * velocity_increase * right;
253 // the up part of the dodge is a single shot action
254 if (this.dodging_single_action == 1)
256 UNSET_ONGROUND(this);
258 this.velocity += PHYS_DODGING_UP_SPEED * up;
261 if (autocvar_sv_dodging_sound)
262 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
264 animdecide_setaction(this, ANIMACTION_JUMP, true);
267 this.dodging_single_action = 0;
270 if(this.dodging_force_remaining <= 0)
272 // reset state so next dodge can be done correctly
273 this.dodging_action = 0;
274 this.dodging_direction.x = 0;
275 this.dodging_direction.y = 0;
280 void PM_dodging_GetPressedKeys(entity this)
282 PM_dodging_checkpressedkeys(this);
284 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
285 int keys = this.pressedkeys;
286 keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
287 keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
288 keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
289 keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
291 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
292 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
293 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
294 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
295 this.pressedkeys = keys;
299 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
301 entity player = M_ARGV(0, entity);
304 PM_dodging_GetPressedKeys(player);
311 void dodging_ResetPlayer(entity this)
313 this.last_dodging_time = 0;
315 this.dodging_action = 0;
316 this.dodging_single_action = 0;
318 this.dodging_force_total = 0;
319 this.dodging_force_remaining = 0;
321 this.dodging_direction = '0 0 0';
324 MUTATOR_HOOKFUNCTION(dodging, PlayerSpawn)
326 entity player = M_ARGV(0, entity);
327 dodging_ResetPlayer(player);
330 MUTATOR_HOOKFUNCTION(dodging, MakePlayerObserver)
332 entity player = M_ARGV(0, entity);
333 dodging_ResetPlayer(player);
336 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
338 entity player = M_ARGV(0, entity);
340 PM_dodging_checkpressedkeys(player);